95 Results for : affordances
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Embodying Design (eBook, ePUB)
Rethinking design through the lens of embodied cognition provides a novel way of understanding human interaction with technology. In this book, Christopher Baber uses embodied cognition as a lens through which to view both how designers engage in creative practices and how people use designed artifacts. This view of cognition as enactive, embedded, situated, or distributed, without recourse to internal representations, provides a theoretical grounding that makes possible a richer account of human interaction with technology. This understanding of everyday interactions with things in the world reveals opportunities for design to intervene. Moreover, Baber argues, design is an embodied activity in which the continual engagement between designers and their materials is at the heart of design practice. Baber proposes that design and creativity should be considered in dynamic, rather than discrete, terms and explores "task ecologies"-the concept of environment as it relates to embodied cognition. He uses a theory of affordance as an essential premise for design practice, arguing that affordances are neither form nor function but arise from the dynamics within the human-artifact-environment system. Baber explores agency and intent of smart devices and implications of tangible user interfaces and activity recognition for human-computer interaction. He proposes a systems view of human-artifact-environment interactions-to focus on any one component or pairing misses the subtleties of these interactions. The boundaries between components remain, but the borders that allow exchange of information and action are permeable, which gives rise to synergies and interactions.- Shop: buecher
- Price: 23.95 EUR excl. shipping
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Embodying Design
Rethinking design through the lens of embodied cognition provides a novel way of understanding human interaction with technology. In this book, Christopher Baber uses embodied cognition as a lens through which to view both how designers engage in creative practices and how people use designed artifacts. This view of cognition as enactive, embedded, situated, or distributed, without recourse to internal representations, provides a theoretical grounding that makes possible a richer account of human interaction with technology. This understanding of everyday interactions with things in the world reveals opportunities for design to intervene. Moreover, Baber argues, design is an embodied activity in which the continual engagement between designers and their materials is at the heart of design practice. Baber proposes that design and creativity should be considered in dynamic, rather than discrete, terms and explores "task ecologies"-the concept of environment as it relates to embodied cognition. He uses a theory of affordance as an essential premise for design practice, arguing that affordances are neither form nor function but arise from the dynamics within the human-artifact-environment system. Baber explores agency and intent of smart devices and implications of tangible user interfaces and activity recognition for human-computer interaction. He proposes a systems view of human-artifact-environment interactions-to focus on any one component or pairing misses the subtleties of these interactions. The boundaries between components remain, but the borders that allow exchange of information and action are permeable, which gives rise to synergies and interactions.- Shop: buecher
- Price: 40.99 EUR excl. shipping
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Together in Music (eBook, PDF)
Recent years have seen a rise in interest, from a diversity of fields, in the musical ensemble as an exemplary form of creative group behavior. Musical ensembles can be understood and investigated as high functioning small group organizations that have coordinative structures in place to perform under pressure within strict temporal boundaries. Rehearsals and performances exemplify fruitful contexts for emergent creative behaviour, where novel musical interpretations are negotiated and discovered through improvisatory interaction. Furthermore, group music-making can be an emotionally and socially rewarding experience that enables positive outcomes for wellbeing and development. This book brings together these different perspectives into one coherent volume, offering insight into the musical ensemble from different analytical levels. Part 1 starts from the meso-level, considering ensembles as creative teams and investigating how musical groups interact at a social and organizational level. Part 2 then zooms in to consider musical coordination and interaction at a micro-level, when considering group music-making as forms of joint action. Finally, a macro-level perspective is taken in Part 3, examining the health and wellbeing affordances associated with acoustical, expressive, and emotional joint behavior. Each part contains a balance of review chapters showcasing the most recent developments in each area of research, followed by demonstrative case studies featuring various ensemble practices and processes. A rich and multidisciplinary reflection on ensemble music practice, this volume will be an insightful read for music students, teachers, academics, and professionals with an interest in the dynamics of group behavior within a musical context.- Shop: buecher
- Price: 35.95 EUR excl. shipping
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Writing for Games (eBook, PDF)
Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes. Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice. Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.- Shop: buecher
- Price: 37.95 EUR excl. shipping
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Writing for Games (eBook, ePUB)
Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes. Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice. Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.- Shop: buecher
- Price: 37.95 EUR excl. shipping
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Realism: Aesthetics, Experiments, Politics (eBook, PDF)
Realism seems to be everywhere, both as a trending critical term and as a revitalized aesthetic practice. This volume brings together for the first time three aspects that are pertinent for a proper understanding of realism: its 19th-century aesthetics committed to making reality into an object of serious art; the experiments with and against realism by 20th-century modernist, postmodernist, or magical realist writing; and the politics of realism, especially its ambitions to map the complex realities produced by global capitalism and climate catastrophe. This juxtaposition of aesthetics, experiments, and politics unsettles the entrenched opposition between realism and experimental literature that tends to ignore the fact that realism, by virtue of its commitment to a changing material and social world, cannot be but continuously experimenting.The innovative chapters of this book address some of the pressing questions of literary and cultural studies today, like the complex relation between historical materialism and new materialisms, between science and art, or the different aesthetic and political affordances of making systemic analyses against depicting the specificity of the local. Some of the chapters deal with classically realist authors, such as George Eliot, Émile Zola, and Joseph Conrad, to gauge the aesthetic radicalism of their diverse realist projects. Others investigate the experimental engagements with realism by authors such as B.S. Johnson, J.M. Coetzee, or Rachel Cusk. Yet others, analyze the politics of realism found in contemporary anglophone novels by writers like Chimamanda Ngozi Adichie, David Mitchell, or Rohinton Mistry. The readings assembled here are a testament to the diversity of literary realism(s) from the 19th, 20th, and 21st centuries, and to the ongoing controversies surrounding definitions and deployments of "realism."- Shop: buecher
- Price: 79.95 EUR excl. shipping
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Realism: Aesthetics, Experiments, Politics (eBook, ePUB)
Realism seems to be everywhere, both as a trending critical term and as a revitalized aesthetic practice. This volume brings together for the first time three aspects that are pertinent for a proper understanding of realism: its 19th-century aesthetics committed to making reality into an object of serious art; the experiments with and against realism by 20th-century modernist, postmodernist, or magical realist writing; and the politics of realism, especially its ambitions to map the complex realities produced by global capitalism and climate catastrophe. This juxtaposition of aesthetics, experiments, and politics unsettles the entrenched opposition between realism and experimental literature that tends to ignore the fact that realism, by virtue of its commitment to a changing material and social world, cannot be but continuously experimenting.The innovative chapters of this book address some of the pressing questions of literary and cultural studies today, like the complex relation between historical materialism and new materialisms, between science and art, or the different aesthetic and political affordances of making systemic analyses against depicting the specificity of the local. Some of the chapters deal with classically realist authors, such as George Eliot, Émile Zola, and Joseph Conrad, to gauge the aesthetic radicalism of their diverse realist projects. Others investigate the experimental engagements with realism by authors such as B.S. Johnson, J.M. Coetzee, or Rachel Cusk. Yet others, analyze the politics of realism found in contemporary anglophone novels by writers like Chimamanda Ngozi Adichie, David Mitchell, or Rohinton Mistry. The readings assembled here are a testament to the diversity of literary realism(s) from the 19th, 20th, and 21st centuries, and to the ongoing controversies surrounding definitions and deployments of "realism."- Shop: buecher
- Price: 79.95 EUR excl. shipping
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Push (eBook, PDF)
Push: Software Design and the Cultural Politics of Music Production shows how changes in the design of music software in the first decades of the twenty-first century shaped the production techniques and performance practices of artists working across media, from hip-hop and electronic dance music to video games and mobile apps. Emerging alongside developments in digital music distribution such as peer-to-peer file sharing and the MP3 format, digital audio workstations like FL Studio and Ableton Live introduced design affordances that encouraged rapid music creation workflows through flashy, "user-friendly" interfaces. Meanwhile, software such as Avid's Pro Tools attempted to protect its status as the "industry standard," "professional" DAW of choice by incorporating design elements from pre-digital music technologies. Other software, like Cycling 74's Max, asserted its alterity to "commercial" DAWs by presenting users with nothing but a blank screen. These are more than just aesthetic design choices. Push examines the social, cultural, and political values designed into music software, and how those values become embodied by musical communities through production and performance. It reveals ties between the maximalist design of FL Studio, skeuomorphic design in Pro Tools, and gender inequity in the music products industry. It connects the computational thinking required by Max, as well as iZotope's innovations in artificial intelligence, with the cultural politics of Silicon Valley's "design thinking." Finally, it thinks through what happens when software becomes hardware, and users externalize their screens through the use of MIDI controllers, mobile media, and video game controllers. Amidst the perpetual upgrade culture of music technology, Push provides a model for understanding software as a microcosm for the increasing convergence of globalization, neoliberal capitalism, and techno-utopianism that has come to define our digital lives.- Shop: buecher
- Price: 18.95 EUR excl. shipping
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The Economy of Affordances
The Economy of Affordances: ab 2.49 €- Shop: ebook.de
- Price: 2.49 EUR excl. shipping
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Places Affordances Atmospheres
Places Affordances Atmospheres - A Pathic Aesthetics: ab 146.49 €- Shop: ebook.de
- Price: 146.49 EUR excl. shipping