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Experimental Multimedia Systems for Interactivity and Strategic Innovation

Book Description

Multimedia has evolved with the introduction of interaction, allowing and encouraging users to control and navigate through content. Experimental multimedia is a new human-computer communication method that allows for the reinvention and redevelopment of user content. Experimental Multimedia Systems for Interactivity and Strategic Innovation presents the next evolutionary step of multimedia where interactivity meets targeted creativity and experimentation. In providing the basic framework for experimental multimedia through case studies that allow the reader to appreciate the design of multimedia systems, this publication’s audience extends beyond new media artists to scientists, publishers, and developers who wish to extend their system designs to offer adaptive capabilities combined with multimedia content and dynamic interaction. This publication presents a collection of carefully selected theoretical and applied research chapters with a focus on matters including, but not limited to, aesthetics in publishing, e-health systems, artificial intelligence, augmented reality, human-computer interaction, interactive multimedia, and new media curation.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. List of Reviewers
    1. List of Reviewers
  6. Foreword
  7. Preface
  8. Acknowledgment
  9. Chapter 1: Storytelling and Narrative Marketing in the Era of Social Media
    1. ABSTRACT
    2. INTRODUCTION
    3. STORYTELLING AND MARKETING IN POST-MODERN SOCIETY
    4. WEB 2.0 AND WEB 3.0 ERAS: HOW COMMUNICATION IS CHANGING
    5. EXPERIENTIAL AND MULTISENSORY TRANSMEDIA MARKETING
    6. STORYTELLING TOWARDS THE FUTURE
    7. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  10. Chapter 2: Bare Nothingness
    1. ABSTRACT
    2. INTRODUCTION
    3. SETTING THE STAGE
    4. INTERACTION AND AGENCY IN DIGITAL ARTWORKS
    5. CORE FRAMES OF REFERENCE
    6. A TYPOLOGY OF INTERACTION MODES
    7. CASE STUDIES
    8. FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. REFERENCES
    11. ADDITIONAL READING
    12. KEY TERMS AND DEFINITIONS
    13. ENDNOTES
  11. Chapter 3: Families and Multimedia Exhibits
    1. ABSTRACT
    2. INTRODUCTION
    3. METHODOLOGY
    4. EXHIBITION INFORMATION
    5. THE VISIT AT HELLENIC COSMOS
    6. CONCLUSION
    7. ACKNOWLEDGMENT
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. ENDNOTES
  12. Chapter 4: Developing Augmented Reality Applications Using Branded Authoring Environments
    1. ABSTRACT
    2. INTRODUCTION
    3. AUGMENTED REALITY CASE STUDIES USING BRANDED END-TO-END PLATFORMS
    4. IMPLEMENTING GAME-LIKE INTERACTIVITY
    5. EXTENDING SYSTEM SOFTWARE TO MEET THE CONTENT REQUIREMENTS
    6. RE-ENGINEERING THE COMMUNICATION PROCESS: THE SOCIAL SOFTWARE PERSPECTIVE
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
  13. Chapter 5: Information Retrieval Technologies and the “Realities” of Music Information Seeking
    1. ABSTRACT
    2. INTRODUCTION
    3. MUSIC INFORMATION SEEKING BEHAVIOR
    4. MUSICIANS AND MUSIC INFORMATION TECHNOLOGIES
    5. A CONCEPTUAL APPROACH ON MUSIC INFORMATION RETRIEVAL (MIR)
    6. DISCUSSION
    7. CONCLUSION
    8. REFERENCES
    9. APPENDIX
  14. Chapter 6: Affective Audio Synthesis for Sound Experience Enhancement
    1. ABSTRACT
    2. INTRODUCTION
    3. AUDIO EMOTION RECOGNITION
    4. EMOTIONAL MODELS AND ANNOTATION METHODS
    5. EMOTION RECOGNITION FROM MUSIC
    6. EMOTION RECOGNITION FROM SOUND EVENTS
    7. AUTOMATIC SYNTHESIS
    8. POSSIBLE AND PROPOSED APPLICATIONS
    9. CONCLUSION
    10. REFERENCES
    11. KEY TERMS AND DEFINITIONS
    12. ENDNOTES
  15. Chapter 7: Euterpe
    1. ABSTRACT
    2. INTRODUCTION
    3. TECHNOLOGY AS AN AID FOR MUSIC TEACHERS
    4. SONG SELECTION IN EUTERPI
    5. THE CENTRAL ROLE OF SINGING IN MUSIC EDUCATION
    6. INSTRUCTIONAL GUIDELINES IN EUTERPE
    7. EUTERPE FOR INTERNATIONAL USERS
    8. CONCLUSION
    9. ACKNOWLEDGMENT
    10. REFERENCES
    11. KEY TERMS AND DEFINITIONS
  16. Chapter 8: Dealing with the Uncertainty of Satisfaction Surveys in Organizations That Employ Interactive Multimedia
    1. ABSTRACT
    2. INTRODUCTION
    3. MODELS FOR CUSTOMER/USER/VISITOR SATISFACTION
    4. POTENTIAL ERRORS IS SURVEY INTERVIEW PROCESS
    5. STATISTICAL MODELS BASED ON FALSE ANSWERS
    6. USABILITY AND SATISFACTION ISSUES IN DIGITAL MUSIC LIBRARIES
    7. CONCLUSION
    8. REFERENCES
  17. Chapter 9: From Illustration to Gamification of the Book
    1. ABSTRACT
    2. 1. INTRODUCTION
    3. 2. THE PUBLISHING INDUSTRY IN A CHANGING ERA
    4. 3. THE GLOBALIZED WORLD OF RENAISSANCE: COMMON VALUES AND CHALLENGES
    5. 4. THE AESTHETIC IDENTITY OF THE BOOK
    6. 5. DISCUSSION - CONCLUSION
    7. REFERENCES
  18. Chapter 10: What Is A Book By Any Other Name?
    1. ABSTRACT
    2. INTRODUCTION
    3. SO WHAT IS AN EBOOK IF NOT A BOOK?
    4. REFERENCES
  19. Chapter 11: Learning by Playing
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. VIRTUAL LABORATORY
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
    9. ENDNOTES
  20. Chapter 12: Visualization of Neuro-Fuzzy Networks Training Algorithms
    1. ABSTRACT
    2. INTRODUCTION
    3. DISCUSSION AND FUTURE WORK
    4. REFERENCES
  21. Chapter 13: Web Healthcare Applications in Poland
    1. ABSTRACT
    2. SUMMARY
    3. INTRODUCTION
    4. BACKGROUND
    5. TRENDS AND STANDARDS OF MEDICAL INFORMATION SYSTEMS AND HEALTHCARE SYSTEM IN POLAND
    6. THE WEB-BASED HEALTHCARE APPLICATIONS IN POLAND FOR SELF-DIAGNOSIS AND SELF-TREATMENT
    7. THE RESULTS OF A SURVEY RESEARCH FOR THE MANAGEMENT OF PATIENT INFORMATION IN POLAND
    8. WEB HEALTHCARE APPLICATIONS: STRENGTHS, WEAKNESSES, OPPORTUNITIES, THREATS
    9. FUTURE RESEARCH DIRECTIONS
    10. CONCLUSION
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
  22. Chapter 14: Evaluation of Mathematical Cognitive Functions with the Use of EEG Brain Imaging
    1. ABSTRACT
    2. INTRODUCTION
    3. DISCUSSION AND FUTURE WORK
    4. REFERENCES
  23. Chapter 15: Augmented Reality Edutainment Systems for Open-Space Archaeological Environments
    1. ABSTRACT
    2. INTRODUCTION
    3. FROM PHYSICAL TO VIRTUAL ARCHAEOLOGICAL TOURS
    4. EDUTAINMENT SYSTEM DESIGN FOR ARCHAEOLOGICAL SITES AND MUSEUMS
    5. FURTHER WORK AND CONCLUSIONS
    6. REFERENCES
  24. Compilation of References
  25. About the Contributors