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AC/E Digital Culture Annual Report
Smart Culture: Analysis of digital trends. Focus: The use of digital technologies in the conservation, analysis and dissemination of cultural heritage
2017
EN
Acción Cultural Española's fourth edition of the AC/E Digital Culture Annual Report follows an editorial policy of familiarising professionals of the culture sector with the main digital trends they need to be aware of over the coming years. Since 2015, a committee has been advising us on the choice of subjects and authors for the first part of the report. This year, a group of experts analyse issues such as content curation as a means of tackling digital overload, neuroscience applied to ...
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Pervasive Information Architecture
Designing Cross-Channel User Experiences
2011
EN
Pervasive Information Architecture explains the 'why' and 'how' of pervasive information architecture (IA) through detailed examples and real-world stories. It offers insights about trade-offs that can be made and techniques for even the most unique design challenges. The book will help readers master agile information structures while meeting their unique needs on such devices as smart phones, GPS systems, and tablets. The book provides examples showing how to: model and shape information...
Smart Things
Ubiquitous Computing User Experience Design
2010
EN
The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckil...
Grounded Innovation
Strategies for Creating Digital Products
2012
EN
Grounded Innovation: Strategies for Creating Digital Products focuses on the innovation processes and technical properties of digital products. Drawing on case studies, the book looks at systematic ways to ground innovation in both technology and human needs, and it explores how digital products have become integrated in the real world. It provides guidelines to innovation in a new technical environment, including prototyping and testing, within the cultural or financial parameters of a bu...
- Series -
- Leicester Readers in Museum Studies
2013
EN
Accessible
The influence of digital media on the cultural heritage sector has been pervasive and profound. Today museums are reliant on new technology to manage their collections. They collect digital as well as material things. New media is embedded within their exhibition spaces. And their activity online is as important as their physical presence on site.However, ‘digital heritage’ (as an area of practice and as a subject of study) does not exist in one single place. Its evidence base is c...
2011
EN
Game design, a subset of game development, is the process of designing the content and rules of a game in the pre-production stage and design of gameplay, environment, storyline, and characters during production stage. The term is also used to describe both the game design embodied in a game as well as documentation that describes such a design.. Game design requires artistic and technical competence as well as writing skills. You don't have to get a college degree to become a game tester,...
AC/E Digital Culture Annual Report 2014
Focus 2014: The Use of New Technologies in the Performing Arts
- Book 1 -
- Anuario ACE
2014
EN
The AC/E Digital Culture Annual Report aims to become an annual document of reference that analyses the evolution of digital trends in the cultural sector (museums, libraries, publishing companies, booksellers, theatre companies, film production, music companies, etc.) It is designed to be a manual for constant reference and consultation for cultural sector professionals wishing to discover the advantages & benefits derived from the use of new technologies. The first report, coordinated by...
2015
EN
This is the first e-book of four volumes of Theories of NewsGames series - games like emulators news. The material was divided on issues of research, narrative, social impact and mechanics. The first volume is based on the research of the dissertation 'Games Emulators Information'. This edition draws a timeline on the history of consoles, media titles and games from the perspective of game information. The paper also describes the theoretical basis of news based games and brings a draft pr...
Visualizing the Data City
Social Media as a Source of Knowledge for Urban Planning and Management
2014
EN
This book investigates novel methods and technologies for the collection, analysis and representation of real-time user-generated data at the urban scale in order to explore potential scenarios for more participatory design, planning and management processes. For this purpose, the authors present a set of experiments conducted in collaboration with urban stakeholders at various levels (including citizens, city administrators, urban planners, local industries and NGOs) in Milan and New York...
Beyond BIM
Architecture Information Modeling
2015
EN
Beyond BIM explores the vast and under-explored design potential undertaken by information modeling. Through a series of investigations grounded in the analysis of built work, interviews with leading practitioners, and speculative projects, the author catalogs the practical advantages and theoretical implications of exploiting BIM as a primary tool for design innovation. Organized by information type, such as geographic data, local code, or materials, each chapter suggests a realm...
Smart Cities
A Spatialised Intelligence
- Series -
- Architectural Design Primer
2015
EN
As cities compete globally, the Smart City has been touted as the important new strategic driver for regeneration and growth. Smart Cities are employing information and communication technologies in the quest for sustainable economic development and the fostering of new forms of collective life. This has made the Smart City an essential focus for engineers, architects, urban designers, urban planners, and politicians, as well as businesses such as CISCO, IBM and Siemens. Despite its broad ...
More Playful User Interfaces
Interfaces that Invite Social and Physical Interaction
- Series -
- Engineering (R0)
2015
EN
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications th...











