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Digital Life
{{Distinguish, Artificial life Digital Life is a research and educational program about radically rethinking of the human-computer interactive experience. It integrates digital world (information & services) and physical world (physical objects/environment). It makes interfaces more responsive and proactive (objects & environments monitor user and (proactively) present information & services relevant to user’s current needs/interests) The program is to use information technology to augment physical environments and objects around the people that can draw attention. When one is walking around town, for example, the system points out buildings/places of particular interest to a user. The program is also to augment reality in order to provide a composite view for the participants: a mix of a real scene with the virtual scene that augments the digital environment with interactive information. The Program was originally initiated by MIT Media Lab as: Digital Life is a multi-sponsor, ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Digital World
''Wanderland'' is the second studio album by American singer Kelis. It was released on October 17, 2001, by Virgin Records. The album's only single, "Young, Fresh n' New", peaked at number 32 on the UK Singles Chart. As of October 2004, ''Wanderland'' had sold 17,000 copies in the United Kingdom. Background and release According to Kelis, Virgin Records did not understand ''Wanderland''. She subsequently left the label around the time of the album's European release, and as a result, the album was not released in the United States. ''Wanderland'' was officially released in the US to digital retailers on May 31, 2019, and to streaming services on June 5. The song "Flash Back" (retitled "Flashback") was included on Kelis' subsequent album '' Tasty'', while a new version of "Popular Thug", which replaced Pusha T of Clipse with Nas, appears on The Neptunes' 2003 compilation album ''Clones''. Critical reception ''Wanderland'' received generally positive reviews from music critics. ...
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Information Technology
Information technology (IT) is the use of computers to create, process, store, retrieve, and exchange all kinds of data . and information. IT forms part of information and communications technology (ICT). An information technology system (IT system) is generally an information system, a communications system, or, more specifically speaking, a computer system — including all hardware, software, and peripheral equipment — operated by a limited group of IT users. Although humans have been storing, retrieving, manipulating, and communicating information since the earliest writing systems were developed, the term ''information technology'' in its modern sense first appeared in a 1958 article published in the ''Harvard Business Review''; authors Harold J. Leavitt and Thomas L. Whisler commented that "the new technology does not yet have a single established name. We shall call it information technology (IT)." Their definition consists of three categories: techniques for pro ...
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MIT Media Lab
The MIT Media Lab is a research laboratory at the Massachusetts Institute of Technology, growing out of MIT's Architecture Machine Group in the School of Architecture. Its research does not restrict to fixed academic disciplines, but draws from technology, media, science, art, and design. , Media Lab's research groups include neurobiology, biologically inspired fabrication, socially engaging robots, emotive computing, bionics, and hyperinstruments. The Media Lab was founded in 1985 by Nicholas Negroponte and former MIT President Jerome Wiesner, and is housed in the Wiesner Building (designed by I. M. Pei), also known as Building E15. The Lab has been written about in the popular press since 1988, when Stewart Brand published ''The Media Lab: Inventing the Future at M.I.T.'', and its work was a regular feature of technology journals in the 1990s. In 2009, it expanded into a second building. The Media Lab came under scrutiny in 2019 due to its acceptance of donations from ...
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Multimedia
Multimedia is a form of communication that uses a combination of different content forms such as text, audio, images, animations, or video into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which features little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows and animated videos. Multimedia also contains the principles and application of effective interactive communication such as the building blocks of software, hardware, and other technologies. Multimedia can be recorded for playback on computers, laptops, smartphones, and other electronic devices, either on demand or in real time (streaming). In the early years of multimedia, the term "rich media" was synonymous with interactive multimedia. Over time, hypermedia extensions brought multimedia to the World Wide Web. Terminology The term ''multimedia'' was ...
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