36 research outputs found

    Casual Information Visualization on Exploring Spatiotemporal Data

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    The goal of this thesis is to study how the diverse data on the Web which are familiar to everyone can be visualized, and with a special consideration on their spatial and temporal information. We introduce novel approaches and visualization techniques dealing with different types of data contents: interactively browsing large amount of tags linking with geospace and time, navigating and locating spatiotemporal photos or videos in collections, and especially, providing visual supports for the exploration of diverse Web contents on arbitrary webpages in terms of augmented Web browsing

    Video Vortex reader : responses to Youtube

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    The Video Vortex Reader is the first collection of critical texts to deal with the rapidly emerging world of online video – from its explosive rise in 2005 with YouTube, to its future as a significant form of personal media. After years of talk about digital convergence and crossmedia platforms we now witness the merger of the Internet and television at a pace no-one predicted. These contributions from scholars, artists and curators evolved from the first two Video Vortex conferences in Brussels and Amsterdam in 2007 which focused on responses to YouTube, and address key issues around independent production and distribution of online video content. What does this new distribution platform mean for artists and activists? What are the alternatives

    Planetary Cinema

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    The story is now familiar. In the late 1960s humanity finally saw photographic evidence of the Earth in space for the first time. According to this narrative, the impact of such images in the consolidation of a planetary consciousness is yet to be matched. This book tells a different story. It argues that this narrative has failed to account for the vertiginous global imagination underpinning the media and film culture of the late nineteenth century and beyond. Panoramas, giant globes, world exhibitions, photography and stereography: all promoted and hinged on the idea of a world made whole and newly visible. When it emerged, cinema did not simply contribute to this effervescent globalism so much as become its most significant and enduring manifestation. Planetary Cinema proposes that an exploration of that media culture can help us understand contemporary planetary imaginaries in times of environmental collapse. Engaging with a variety of media, genres and texts, the book sits at the intersection of film/media history and theory/philosophy, and it claims that we need this combined approach and expansive textual focus in order to understand the way we see the world

    Planetary Cinema

    Get PDF
    The story is now familiar. In the late 1960s humanity finally saw photographic evidence of the Earth in space for the first time. According to this narrative, the impact of such images in the consolidation of a planetary consciousness is yet to be matched. This book tells a different story. It argues that this narrative has failed to account for the vertiginous global imagination underpinning the media and film culture of the late nineteenth century and beyond. Panoramas, giant globes, world exhibitions, photography and stereography: all promoted and hinged on the idea of a world made whole and newly visible. When it emerged, cinema did not simply contribute to this effervescent globalism so much as become its most significant and enduring manifestation. Planetary Cinema proposes that an exploration of that media culture can help us understand contemporary planetary imaginaries in times of environmental collapse. Engaging with a variety of media, genres and texts, the book sits at the intersection of film/media history and theory/philosophy, and it claims that we need this combined approach and expansive textual focus in order to understand the way we see the world

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    Settling Waterscapes in Europe

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    Pile dwellings have been explored over a vast region for a number of decades now. This has led to the development of different ways, methods, and even schools of under-water and peat-bog excavation practices and data analysis techniques under the influence of different research traditions in individual countries. On the one hand, these and other factors can limit our understanding of the past, whilst on the other hand they can also open up further avenues of interpretation. By collecting the papers presented at the 2016 session of the EAA in Vilnius, this book aims to take this diversity as an opportunity. The geographical scope extends from the Baltic to Russia, Belarus, Albania, North Macedonia, Bulgaria, Bosnia, Croatia, Greece, Germany, Austria and Switzerland to France. The volume thus provides a current insight into international research into life in and around a vast array of prehistoric waterscapes. Extensive multidisciplinary research carried out in recent years has provided new data with regard to the anthropogenic influence on the landscapes around Neolithic and Bronze Age pile dwellings, which allows us to characterise in more detail the lifestyles of the settlements’ inhabitants, the peculiarities of the ecological niche and the interaction between humans and their environment. The volume also contains various case studies that demonstrate the importance of scientific analyses for the study of settlements between land and water. Overall, the volume presents an important new body of data and international perspectives on the settlement of European waterscapes

    Digital material: tracing new media in everyday life and technology

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    Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary digital culture indeed all about 'you', the participating user, or do we still not really understand the digital machinery and how this constitutes us as 'you'? The contributors to the present book, all employed in teaching and researching new media and digital culture, assembled their 'digital material' into an anthology, covering issues ranging from desktop metaphors to Web 2.0 ecosystems, from touch screens to blogging and e-learning, from role-playing games and cybergothic music to wireless dreams. Together the contributions provide a showcase of current research in the field, from what may be called a 'digital-materialist' perspective.Nieuwe media zijn vanaf hun opkomst begeleid door revolutionaire beloften en bedreigingen: hypertekst zou lezers veranderen in auteurs, digitale beelden zouden de waarheid en werkelijkheid ondermijnen, en online communicatie zou alle afstanden overbruggen. 'Cyberspace' werd gevierd dan wel gevreesd als immaterieel en autonoom, losgezongen van onze dagelijkse leefwereld. Na twee decennia 'cyberrevolutie' zijn nieuwe media vanzelfsprekend geworden en blijken zij allesbehalve immaterieel. Vanuit dat perspectief belicht de bundel Digital Material digitale culturen. De bijdragen onderzoeken onder meer computer games, mobiele communicatie, interfacemetaforen, weblogculturen, software ontwikkeling en digitale beeldproductie. Bij elkaar vormen zij een inspirerend theoretisch kader om de hedendaagse betekenis van nieuwe media te doorgronden

    Digital Material

    Get PDF
    Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary digital culture indeed all about 'you', the participating user, or do we still not really understand the digital machinery and how this constitutes us as 'you'? The contributors to the present book, all employed in teaching and researching new media and digital culture, assembled their 'digital material' into an anthology, covering issues ranging from desktop metaphors to Web 2.0 ecosystems, from touch screens to blogging and e-learning, from role-playing games and cybergothic music to wireless dreams. Together the contributions provide a showcase of current research in the field, from what may be called a 'digital-materialist' perspective
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