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Interactive Media
Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction. Definition Interactive media is a method of communication in which the output from the media comes from the input of the users. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds interaction and brings interesting features to the system for better enjoyment. Development The analogue videodisc developed by NV Philips was the pioneering technology for interactive media. Additionally, there are several elements that encouraged the development of interactive media including th ...
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Sunrise - A Song Of Two Humans (DVD Menu)
Sunrise (or sunup) is the moment when the upper rim of the Sun appears on the horizon in the morning. The term can also refer to the entire process of the solar disk crossing the horizon and its accompanying atmospheric effects. Terminology Although the Sun appears to "rise" from the horizon, it is actually the ''Earth's'' motion that causes the Sun to appear. The illusion of a moving Sun results from Earth observers being in a rotating reference frame; this apparent motion is so convincing that many cultures had mythologies and religions built around the geocentric model, which prevailed until astronomer Nicolaus Copernicus formulated his heliocentric model in the 16th century. Architect Buckminster Fuller proposed the terms "sunsight" and "sunclipse" to better represent the heliocentric model, though the terms have not entered into common language. Astronomically, sunrise occurs for only an instant: the moment at which the upper limb of the Sun appears tangent to the horizo ...
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Cyberculture
Internet culture is a culture based on the many way people have used computer networks and their use for communication, entertainment, business, and recreation. Some features of Internet culture include online communities, gaming, and social media. Due to the massive adoption and widespread use of the Internet, the impact of Internet culture on society and non-digital cultures has been extensive. The encompassing nature of the Internet culture has led to the study of different elements such as social media, gaming and specific communities, and has also raised questions about identity and privacy on the Internet. The cultural history of the Internet is a story of rapid change. The Internet evolved in parallel with rapid and sustained technological advances in computing and data communication, and widespread access as the cost of infrastructure dropped by several orders of magnitude. As technology advances, Internet culture changes; in particular, the introduction of smartphones h ...
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Constellation Wheel
In astronomy, a planisphere () is a star chart analog computing instrument in the form of two adjustable disks that rotate on a common pivot. It can be adjusted to display the visible stars for any time and date. It is an instrument to assist in learning how to recognize stars and constellations. The astrolabe, an instrument that has its origins in Hellenistic astronomy, is a predecessor of the modern planisphere. The term ''planisphere'' contrasts with ''armillary sphere'', where the celestial sphere is represented by a three-dimensional framework of rings. Description A planisphere consists of a circular star chart attached at its center to an opaque circular overlay that has a clear elliptical window or hole so that only a portion of the sky map will be visible in the window or hole area at any given time. The chart and overlay are mounted so that they are free to rotate about a common axis. The star chart contains the brightest stars, constellations and (possibly) deep-sk ...
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Flip Book
A flip book, flipbook, flicker book, or kineograph is a booklet with a series of images that very gradually change from one page to the next, so that when the pages are viewed in quick succession, the images appear to animate by simulating motion or some other change. Often, flip books are illustrated books for children, but may also be geared toward adults and employ a series of photographs rather than drawings. Flip books are not always separate books, but may appear as an added feature in ordinary books or magazines, frequently using the page corners. Software packages and websites are also available that convert digital video files into custom-made flip books. Functionality Rather than "reading" left to right, a viewer simply stares at the same location of the images in the flip book as the pages turn. The booklet must be flipped through with enough speed for the illusion to work, so the standard way to "read" a flip book is to hold the booklet with one hand and flip throu ...
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Pop-up Book
The term pop-up book is often applied to any book with three-dimensional pages, although it is properly the umbrella term for movable book, pop-ups, tunnel books, transformations, volvelles, flaps, pull-tabs, pop-outs, pull-downs, and more, each of which performs in a different manner. Three-dimensional greeting cards use the same principles. Interactive and pop-up types Design and creation of such books in arts is sometimes called "paper engineering". This usage should not be confused with traditional paper engineering, the engineering of systems to mass-produce paper products. The artistic aspect of paper engineering is related to origami in that the two arts both employ folded paper. However, origami in its simplest form doesn't use scissors or glue and tends to be made with very foldable paper; by contrast, pop-ups rely more on glue, cutting, and stiff card stock. What they have in common is folding. Animated books Animated books combine three elements: story, colore ...
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Board Game
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. '' Pandemic'' is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as ''Cluedo''. Rules can range from the very simple, such as in snakes and ladders; to deeply complex, as in ''Advanced Squad Leader''. Play components now often include custom figures or shaped counters, and di ...
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Electronic Media
Electronic media are media that use electronics or electromechanical means for the audience to access the content. This is in contrast to static media (mainly print media), which today are most often created digitally, but do not require electronics to be accessed by the end user in the printed form. The primary electronic media sources familiar to the general public are video recordings, audio recordings, multimedia presentations, slide presentations, CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both com ... and online and offline, online content. Most new media are in the form of digital media. However, electronic media may be in either analogue electronics data or digital electronics, digital electronic digital data, data format. Although the term is usually associated w ...
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Audience
An audience is a group of people who participate in a show or encounter a work of art, literature (in which they are called "readers"), theatre, music (in which they are called "listeners"), video games (in which they are called "players"), or academics in any medium. Audience members participate in different ways in different kinds of art. Some events invite overt audience participation and others allow only modest clapping and criticism and reception. Media audience studies have become a recognized part of the curriculum. Audience theory offers scholarly insight into audiences in general. These insights shape our knowledge of just how audiences affect and are affected by different forms of art. The biggest art form is the mass media. Films, video games, radio shows, software (and hardware), and other formats are affected by the audience and its reviews and recommendations. In the age of easy internet participation and citizen journalism, professional creators share space, ...
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End User
In product development, an end user (sometimes end-user) is a person who ultimately uses or is intended to ultimately use a product. The end user stands in contrast to users who support or maintain the product, such as sysops, system administrators, database administrators, Information technology (IT) experts, software professionals and computer technicians. End users typically do not possess the technical understanding or skill of the product designers, a fact easily overlooked and forgotten by designers: leading to features creating low customer satisfaction. In information technology, end users are not "customers" in the usual sense—they are typically employees of the customer. For example, if a large retail corporation buys a software package for its employees to use, even though the large retail corporation was the "customer" which purchased the software, the end users are the employees of the company, who will use the software at work. Certain American defense-related pro ...
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Autopoiesis
The term autopoiesis () refers to a system capable of producing and maintaining itself by creating its own parts. The term was introduced in the 1972 publication '' Autopoiesis and Cognition: The Realization of the Living'' by Chilean biologists Humberto Maturana and Francisco Varela to define the self-maintaining chemistry of living cells. Since then the concept has been also applied to the fields of cognition, systems theory, architecture and sociology. Overview In their 1972 book ''Autopoiesis and Cognition'', Chilean biologists Maturana and Varela described how they invented the word autopoiesis. They explained that, They described the "space defined by an autopoietic system" as "self-contained", a space that "cannot be described by using dimensions that define another space. When we refer to our interactions with a concrete autopoietic system, however, we project this system on the space of our manipulations and make a description of this projection." Meaning Autopoie ...
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Interactive Computing
In computer science, interactive computing refers to software which accepts input from the user as it runs. Interactive software includes commonly used programs, such as word processors or spreadsheet applications. By comparison, non-interactive programs operate without user intervention; examples of these include compilers and batch processing applications that are pre-programmed to run independently. Interactive computing focuses on real-time interaction ("dialog") between the computer and the operator, and the technologies that enable them. If the response of the computer system is complex enough, it is said that the system is conducting social interaction; some systems try to achieve this through the implementation of social interfaces. The nature of interactive computing as well as its impact on users, are studied extensively in the field of computer interaction. History of interactive computing systems Ivan Sutherland is considered the father of interactive computing f ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consis ...
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