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Intergenerational Locative Play
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Book Synopsis Intergenerational Locative Play by : Michael Saker
Download or read book Intergenerational Locative Play written by Michael Saker and published by Emerald Group Publishing. This book was released on 2021-02-08 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intergenerational Locative Play: Augmenting Family examines the social, spatial and physical impact of the hybrid reality game (HRG) Pokémon Go on the relationship between parents and their children.
Book Synopsis Intergenerational Locative Play by : Michael Saker
Download or read book Intergenerational Locative Play written by Michael Saker and published by Emerald Publishing Limited. This book was released on 2021-02-08 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intergenerational Locative Play: Augmenting Family examines the social, spatial and physical impact of the hybrid reality game (HRG) Pokémon Go on the relationship between parents and their children.
Book Synopsis Smart Cities at Play: Technology and Emerging Forms of Playfulness by : Konstantinos Papangelis
Download or read book Smart Cities at Play: Technology and Emerging Forms of Playfulness written by Konstantinos Papangelis and published by CRC Press. This book was released on 2023-12-01 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how smart cities enable new and playful ways for citizens to experience, inhabit and socialise within urban environments. It examines how the functionality of digital technologies within municipal settings can extend beyond environmental pragmatism and socio-economic concerns, to include playful approaches to urban spaces that co-constitute and reinvigorate the experience of place through location-based applications and games. Chapters highlight the varied ways the city, as both a conceptual and lived space, is changing because of this confluence of technologies. The book also considers the extent to which these transformations form an armature upon which more playful approaches to the urban domain are emerging, while exploring what effect these ludic formations might have on related understandings of sociability. Smart Cities at Play: Technology and Emerging Forms of Playfulness will be a key resource for scholars and researchers of information technology, urban planning and design, games and interactive media, human-centred and user-centred design, human centred interaction, digital geography and sociology. This book was originally published as a special issue of Behaviour & Information Technology.
Book Synopsis Narrating Locative Media by : Vasileios N. Delioglanis
Download or read book Narrating Locative Media written by Vasileios N. Delioglanis and published by Springer Nature. This book was released on 2023-10-30 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a multidisciplinary approach to locative media, concentrating on specific authors and practitioners whose works exist in print and digital manifestations. The book shapes the discourse for an extensive theorization of locative media works from a narrative perspective. It investigates how different genres ⸺ print novels, fictional and non-fictional locative narratives, locative games, and audio texts ⸺ are affected by locative media practice. Part I examines print manifestations of locative media in William Gibson’s fiction. Part II discusses e-book and audio book locative narrative experimentations, suggesting ways to create and categorize locative texts. Drawing on hypertext theory, Part III views Niantic locative games as an instantiation of locative media storytelling practice that challenges digital narrativity. This study captures a transition from a print-based textuality to a digital locative textuality and culture, and proposes flexible innovative models of interpreting narrative textual forms emerging from the convergence of locative and narrative media.
Book Synopsis The Routledge Companion to Media Anthropology by : Elisabetta Costa
Download or read book The Routledge Companion to Media Anthropology written by Elisabetta Costa and published by Taylor & Francis. This book was released on 2022-09-30 with total page 780 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Companion to Media Anthropology provides a broad overview of the widening and flourishing area of media anthropology, and outlines key themes, debates, and emerging directions. The Routledge Companion to Media Anthropology draws together the work of scholars from across the globe, with rich ethnographic studies that address a wide range of media practices and forms. Comprising 41 chapters by a team of international contributors, the Companion is divided into three parts: Histories Approaches Thematic Considerations. The chapters offer wide-ranging explorations of how forms of mediation influence communication, social relationships, cultural practices, participation, and social change, as well as production and access to information and knowledge. This volume considers new developments, and highlights the ways in which anthropology can contribute to the study of the human condition and the social processes in which media are entangled. This is an indispensable teaching resource for advanced undergraduate and postgraduate students and an essential text for scholars working across the areas that media anthropology engages with, including anthropology, sociology, media and cultural studies, internet and communication studies, and science and technology studies.
Book Synopsis From Microverse to Metaverse by : Leighton Evans
Download or read book From Microverse to Metaverse written by Leighton Evans and published by Emerald Group Publishing. This book was released on 2022-10-12 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Microverse to Metaverse: Modelling the Future through Today's Virtual Worlds analyzes the political economy of emerging tech with the mechanisms of identity and behavioral constraints involved to map what a metaverse might be like, whether it can happen, and just why some companies seem so determined to make it happen.
Book Synopsis Fifty Key Figures in Cyberpunk Culture by : Anna McFarlane
Download or read book Fifty Key Figures in Cyberpunk Culture written by Anna McFarlane and published by Routledge. This book was released on 2022-05-12 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of engaging essays on some of the most significant figures in cyberpunk culture, this outstanding guide charts the rich and varied landscape of cyberpunk from the 1970s to present day. The collection features key figures from a variety of disciplines, from novelists, critical and cultural theorists, philosophers, and scholars, to filmmakers, comic book artists, game creators, and television writers. Important and influential names discussed include: J. G. Ballard, Jean Baudrillard, Rosi Braidotti, Charlie Brooker, Pat Cadigan, William Gibson, Donna J. Haraway, Nalo Hopkinson, Janelle Monáe, Annalee Newitz, Katsuhiro Ōtomo, Sadie Plant, Mike Pondsmith, Ridley Scott, Bruce Sterling, and the Wachowskis. The editors also include an afterword of ‘Honorable Mentions’ to highlight additional figures and groups of note that have played a role in shaping cyberpunk. This accessible guide will be of interest to students and scholars of cultural studies, film studies, literature, media studies, as well as anyone with an interest in cyberpunk culture and science fiction.
Download or read book Smart Spaces written by Zhihan Lyu and published by Elsevier. This book was released on 2024-03-18 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Smart Spaces combines the study of working or living spaces with computing, information equipment, and multimodal sensing devices, and with natural and convenient interactive interfaces to support how people can easily obtain services from computer systems. People's work and life in smart spaces use computer systems; it is a process of uninterrupted interaction between people and the computer system. In this process, the computer is no longer just an information processing tool that passively executes explicit human operation commands but a collaborator with people to complete tasks – a partner to human beings. International research on smart spaces is quite extensive, which shows the important role of smart spaces in ubiquitous computing research. Smart Spaces covers the latest research concepts and technologies of smart spaces, providing technical personnel engaged in smart space related research and industries a more in-depth understanding of smart spaces. This book can be used as a reference for practicing the emerging discipline of Smart Spaces, and will be useful for researchers, scientists, developers, practitioners, and graduate students working in the fields of smart spaces and artificial intelligence. - Comprehensively introduces smart spaces, from basic concepts, core technologies, technical architecture, application scenarios, and other aspects - Covers the latest cutting-edge application technology of smart spaces in various fields, providing relevant practitioners with ideas to solve problems and have a deeper understanding of smart spaces - Serves as teaching material or as a reference for teachers and students of interaction design, internet of things, ubiquitous and pervasive computing, and artificial intelligence - Gives a detailed introduction to the theory of Smart Spaces and uses mathematical formulas
Book Synopsis The changing face of VR: Pushing the boundaries of experience across multiple industries by : Jordan Frith
Download or read book The changing face of VR: Pushing the boundaries of experience across multiple industries written by Jordan Frith and published by Vernon Press. This book was released on 2022-09-20 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: VR occupies an interesting place in the media ecosystem. On the one hand, it is an emerging, ‘cutting-edge’ technology backed by billions of USD by major corporations. On the other hand, VR is older than the World Wide Web and older than social networking sites. After many years of hype and unfulfilled potential, VR is now finally on the precipice of widespread adoption and has begun to be used in novel ways throughout various industries. This edited collection brings together a diverse group of authors to analyse the current state of VR, while recognizing that these many different use-cases will likely become even more important with the increased investment in the technology. To examine the current state of VR across multiple sites and industries, we compiled a group of practitioners and academics to both examine VR practices and theorize new uses of VR. The book also focuses on an inclusive analysis and includes authors from South America, North America, Europe, Australia, and Asia, and the topics range from analyses of VR use in live events to the ethics of nature-based VR apps to the social practices involved in using public VR at museum exhibits. As we argue in the introduction, this book is one of the first to bring together authors from different backgrounds and disciplines to chart just how widely VR has already spread. And maybe most importantly, the topics covered in this book will only become more relevant as VR continues to grow, especially in the wake of the growth of the supposed Metaverse.
Book Synopsis Human Aspects of IT for the Aged Population. Applications, Services and Contexts by : Jia Zhou
Download or read book Human Aspects of IT for the Aged Population. Applications, Services and Contexts written by Jia Zhou and published by Springer. This book was released on 2017-06-28 with total page 595 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 10297 + 10298 constitutes the refereed proceedings of the Third International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows: Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training. Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.
Book Synopsis The Pokemon Go Phenomenon by : Jamie Henthorn
Download or read book The Pokemon Go Phenomenon written by Jamie Henthorn and published by McFarland. This book was released on 2019-05-10 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
Download or read book Pervasive Games written by Markus Montola and published by CRC Press. This book was released on 2009-06-12 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.
Download or read book Gaming Globally written by N. Huntemann and published by Springer. This book was released on 2016-01-26 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Download or read book Locative Media written by Rowan Wilken and published by Routledge. This book was released on 2014-08-07 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: Not only is locative media one of the fastest growing areas in digital technology, but questions of location and location-awareness are increasingly central to our contemporary engagements with online and mobile media, and indeed media and culture generally. This volume is a comprehensive account of the various location-based technologies, services, applications, and cultures, as media, with an aim to identify, inventory, explore, and critique their cultural, economic, political, social, and policy dimensions internationally. In particular, the collection is organized around the perception that the growth of locative media gives rise to a number of crucial questions concerning the areas of culture, economy, and policy.
Book Synopsis Global Game Industries and Cultural Policy by : Anthony Fung
Download or read book Global Game Industries and Cultural Policy written by Anthony Fung and published by Springer. This book was released on 2017-02-10 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.
Book Synopsis Children's Peer Talk by : Asta Cekaite
Download or read book Children's Peer Talk written by Asta Cekaite and published by Cambridge University Press. This book was released on 2014-04-03 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection offers an in-depth study of children's peer talk and its potential impact on children's learning.
Book Synopsis Young Children’s Rights in a Digital World by : Donell Holloway
Download or read book Young Children’s Rights in a Digital World written by Donell Holloway and published by Springer Nature. This book was released on 2021-08-19 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume focuses on very young children’s (aged 0-8) rights in a digital world. It gathers current research from around the globe that focuses on young children’s rights as agental citizens to the provision of and participation in digital devices and content—as well as their right to protection from harm. The UN Digital Rights Framework of 2014 addresses children’s needs, agency and vulnerability to harm in today’s digital world and implies roles and responsibilities for a variety of social actors including the state, families, schools, commercial entities, researchers and children themselves. This volume presents a broad range of research, including chapters on parental supervision and control, the changing forms of play, early childhood education, media and cultural studies, law, design, health, special-needs education, and engineering. Implicit within this book is the acknowledgement that children of various ages, abilities, socioeconomic and geographic backgrounds should have equal access to, and positive / non-harmful experiences with, new digital technologies and content—as well as adult support and expertise that enhances these experiences. This passionate book celebrates the diversity of young children’s activities in the digital world. It interrogates these through four intersecting lenses: their rights, play experiences, contextualised design, and best practice. Balancing children’s eager engagement with digital content alongside adult responsibilities for education, privacy and protection, the volume provides a fitting showcase for work of global relevance. Professor Lelia Green Professor of Communications Edith Cowan University Perth, Western Australia This compelling text provides a critical resource to inform our understanding of the intersection of the digital world and children’s rights. Ilene R. Berson, Ph.D. Professor of Early Childhood Education Affiliate Faculty, Learning Design & Technology Area Coordinator, Early Childhood Coordinator, Early Childhood Ph.D. Program University of South Florida College of Education A truly international collection that investigates young children’s engagement with digital technologies. Identifying issues of public interest around digital practices, this highly readable book is a valuable resource for researchers, parents and policy makers. Professor Susan Danby Director, ARC Centre of Excellence for the Digital Child and, Faculty of Education School of Early Childhood and Inclusive Education QUT Kelvin Grove, Queensland