
Research and Development in Digital Media
Description
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This book presents an overview of the technical underpinnings in the field of digital media. This includes theory, imaging, big data, interaction, and the research and development that is needed in order to make digital media interfaces more natural and easy to use. Grant funding sources for R & D are detailed and current priority areas are summarized. Developments in the relevant commercial areas are also reviewed.
This is Professor Earnshaw's fifth book in the series on digital media and its applications and creative uses. These books explain the significance and importance of digital media and how it has developed and advanced.They also explore the impact digital media is having on a range of domains including art and design, the creative industries, visual analytics, big data, and digital humanities.The convergence of IT, telecommunications and media is bringing about a revolution in the way information is being collected, stored, accessed and distributed. Digital media is expected to play an increasing role in these processes. State of the art digital technologies are increasingly utilized in order to deliver to the user requirements and also to be effective and efficient in this delivery, given the increasing demands by users and other third parties involved in the content creation and service delivery pipeline.
Research and Development in Digital Media will be invaluable for readers that want a summary of the technical research and development aspects of digital media, how such work is being funded, and the kind of changes in digital media provision that may result.
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Content
- Intro
- Foreword
- Preface
- Acknowledgements
- Contents
- 1 Digital Media Theory
- Abstract
- 1.1 Introduction
- 1.2 Media Theories
- 1.3 Digital Media Theories
- References
- 2 Grant Funding for Research and Development in Digital Media and Applications
- Abstract
- 2.1 Introduction
- 2.2 European Research Council
- 2.3 European Union Horizon 2020 (H2020)
- 2.4 The United States National Science Foundation (NSF)
- 2.5 UK Arts and Humanities Research Council (AHRC)
- 2.6 UK Engineering and Physical Sciences Research Council (EPSRC)
- 2.7 Grant Funding by Innovate UK
- 2.8 UK Knowledge Transfer Partnerships (KTPs)
- 2.9 National Endowment for Science, Technology and the Arts (Nesta)
- 2.10 Collaboration Opportunities Between Academia and Local, National, and International Companies
- 2.11 Grant Funding by Google
- 2.12 Grant Funding by Microsoft
- 2.13 The Ten Largest Research and Development Spenders Worldwide
- 2.14 The Future
- 2.15 Conclusions
- References
- 3 Visual Analytics and Big Data
- Abstract
- 3.1 Introduction
- 3.2 Computer Graphics
- 3.3 Scientific Visualization
- 3.4 Visualization
- 3.5 Information Visualization
- 3.6 Visual Analytics
- 3.7 Data Handling
- 3.7.1 Big Data-A Definition
- 3.7.2 Structured Versus Unstructured Data
- 3.7.3 Data Wrangling
- 3.7.4 Text Analysis
- 3.7.5 Analyzing Social Network Data
- 3.8 Virtual and Augmented Reality
- 3.9 Current Developments and Advances
- 3.9.1 Key Developments
- 3.9.2 Increase in Computation Requirements
- 3.9.3 Storing and Processing Big Data
- 3.9.4 Component-Based Analytical Tools
- 3.9.5 Autonomous Analytics
- 3.9.6 The Human Brain Project
- 3.9.7 Further Work
- 3.10 Conclusions
- References
- 4 Visual Information Interfaces
- Abstract
- 4.1 Introduction
- 4.2 Post-wimp User Interfaces
- 4.3 Virtual Reality Environments
- 4.4 Virtual Reality Equipment
- 4.5 Augmented Reality
- 4.5.1 Review of Augmented Reality
- 4.5.2 Google Glass
- 4.5.3 Microsoft HoloLens
- 4.5.4 Google Tango
- 4.5.5 Apple iPhone 8
- 4.5.6 Comparison of Google Tango and Apple iPhone 8
- 4.6 Mixed Reality
- References
- 5 Research and Development on Interfaces of the Future
- Abstract
- 5.1 Introduction
- 5.2 Human-Human Interaction
- 5.3 Scenario and Application Drivers
- 5.4 User Interface Attributes
- 5.5 Interface Functionality
- 5.6 Quantifying Design
- 5.7 Design Guidelines
- 5.8 Matching to Human Needs and Requirements
- 5.9 Research Issues
- 5.9.1 Super Display to Match Vision Capabilities
- 5.9.2 Low-Cost Panoramic Display
- 5.9.3 Peripheral Displays
- 5.9.4 3D Spatial Sound
- 5.9.5 Electronic Nose
- 5.9.6 Haptic/Tactile
- 5.9.7 Infinite Plane Treadmill
- 5.9.8 Robust Speech and Gesture Recognition
- 5.9.9 Tracking
- 5.9.10 Noninvasive User Authentication
- 5.9.11 Interface Entities
- 5.9.12 Scene Acquisition and Reconstruction
- 5.9.13 Authoring and Development Environments
- 5.9.14 3D + Time Interfaces and Metaphors
- 5.9.15 Unifying Direct and Indirect Control
- 5.9.16 Physically Based Models
- 5.9.17 Mobility
- 5.9.18 Models of Users, Computers, and Objects
- 5.9.19 Usability Studies in General
- 5.9.20 Smart Spaces and Users
- 5.9.21 Creativity Support
- 5.9.22 Causes and Prevention of Cyber-Sickness
- 5.9.23 Meta-Issues Underlying the Research Problems
- References
- 6 Digital Humanities
- Abstract
- 6.1 Introduction and Definitions
- 6.2 Humanities in the European Research Area
- 6.3 Research Projects and Collaboration
- 6.4 Digital Humanities Research Supported by the European Commission
- 6.5 Digital Humanities Research Supported by the Arts and Humanities Research Council
- 6.6 European Association for Digital Humanities
- 6.7 Digital Humanities Centers and Networks
- References
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