209 research outputs found

    Efficient video identification based on locality sensitive hashing and triangle inequality

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    Master'sMASTER OF SCIENC

    Situating Data

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    Taking up the challenges of the datafication of culture, as well as of the scholarship of cultural inquiry itself, this collection contributes to the critical debate about data and algorithms. How can we understand the quality and significance of current socio-technical transformations that result from datafication and algorithmization? How can we explore the changing conditions and contours for living within such new and changing frameworks? How can, or should we, think and act within, but also in response to these conditions? This collection brings together various perspectives on the datafication and algorithmization of culture from debates and disciplines within the field of cultural inquiry, specifically (new) media studies, game studies, urban studies, screen studies, and gender and postcolonial studies. It proposes conceptual and methodological directions for exploring where, when, and how data and algorithms (re)shape cultural practices, create (in)justice, and (co)produce knowledge

    Software Takes Command

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    Content And Multimedia Database Management Systems

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    A database management system is a general-purpose software system that facilitates the processes of defining, constructing, and manipulating databases for various applications. The main characteristic of the ‘database approach’ is that it increases the value of data by its emphasis on data independence. DBMSs, and in particular those based on the relational data model, have been very successful at the management of administrative data in the business domain. This thesis has investigated data management in multimedia digital libraries, and its implications on the design of database management systems. The main problem of multimedia data management is providing access to the stored objects. The content structure of administrative data is easily represented in alphanumeric values. Thus, database technology has primarily focused on handling the objects’ logical structure. In the case of multimedia data, representation of content is far from trivial though, and not supported by current database management systems

    Your Ad Here: The Cool Sell of Guerrilla Marketing

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    This dissertation examines the development of guerrilla marketing strategies and techniques. At the dawn of the 21st century, as the traditional advertising model evolves thanks to changes in technology, markets, commercial clutter, and audience cynicism, marketers are increasingly exploring new and re-imagining old ways of communicating brand messages and managing consumers. By studying the practice of guerrilla marketing – the umbrella term here for an assortment of product placement, outdoor alternative-ambient, word-of-mouth, and consumer-generated approaches – we can better understand an emergent media environment where cultural producers like advertisers strategize and experiment with the dissemination of information and the application of persuasion through covert and outsourced flows. Their creative license is remarkable not only in terms of content but equally that of context: expansively reconfiguring the space typically partitioned for commercial petition. As befitting a public relations mindset, the guerrilla message they seek to seed travels bottom-up, through invisible relay, or from decentralized corners so as to subtly engage audiences in seemingly serendipitous ways. Through a close examination of emblematic campaign examples, trade press coverage, and in-depth interviews with prominent practitioners, this project peels back the curtain on a form of cultural production that reworks the conventional archetype of mass communication and rethinks how consumers might be managed. Drawing upon Foucauldian theory that conceptualizes an active subject rather than a form of domination that has often defined the use of power, I argue that this is a regime of casual, if not “invisible” consumer governance that accommodates yet structures participatory agency; self-effaces its own authority and intent through disinterested spaces and anti-establishment formats; opens up the brand-text as a more flexible form; and democratizes in favor of heterarchical collaboration. It is, in short, advertising that tries not to seem like advertising. By studying the inspirations, machinations, and designs behind these campaigns to uncover and map the institutional discourse and cultural logic at work, I identify and analyze common themes of power and practice that animate otherwise disparate advertising executions and help redefine media industries

    Software Takes Command

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    Central Washington University 2013-2014 Undergraduate Catalog

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    https://digitalcommons.cwu.edu/catalogs/1171/thumbnail.jp
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