Designing Reality

Author: Neil Gershenfeld
Publisher: Basic Books
ISBN: 9780465093489
Release Date: 2017-11-14
Genre: Technology & Engineering

That's the promise, and peril, of the third digital revolution, where anyone will be able to make (almost) anything Two digital revolutions--computing and communication--have radically transformed our economy and lives. A third digital revolution is here: fabrication. Today's 3D printers are only the start of a trend, accelerating exponentially, to turn data into objects: Neil Gershenfeld and his collaborators ultimately aim to create a universal replicator straight out of Star Trek. While digital fabrication promises us self-sufficient cities and the ability to make (almost) anything, it could also lead to massive inequality. The first two digital revolutions caught most of the world flat-footed, thanks to Designing Reality that won't be true this time.

Designing Reality

Author: Neil A. Gershenfeld
Publisher:
ISBN: 1541617053
Release Date: 2017
Genre: BUSINESS & ECONOMICS

That's the promise, and peril, of the third digital revolution, where anyone will be able to make (almost) anything Two digital revolutions--computing and communication--have radically transformed our economy and lives. A third digital revolution is here: fabrication. Today's 3D printers are only the start of a trend, accelerating exponentially, to turn data into objects: Neil Gershenfeld and his collaborators ultimately aim to create a universal replicator straight out of Star Trek. While digital fabrication promises us self-sufficient cities and the ability to make (almost) anything, it could also lead to massive inequality. The first two digital revolutions caught most of the world flat-footed, thanks to Designing Reality that won't be true this time.

Designing Reality

Author: Neil Gershenfeld
Publisher: Hachette UK
ISBN: 9780465093489
Release Date: 2017-11-14
Genre: Technology & Engineering

That's the promise, and peril, of the third digital revolution, where anyone will be able to make (almost) anything Two digital revolutions--computing and communication--have radically transformed our economy and lives. A third digital revolution is here: fabrication. Today's 3D printers are only the start of a trend, accelerating exponentially, to turn data into objects: Neil Gershenfeld and his collaborators ultimately aim to create a universal replicator straight out of Star Trek. While digital fabrication promises us self-sufficient cities and the ability to make (almost) anything, it could also lead to massive inequality. The first two digital revolutions caught most of the world flat-footed, thanks to Designing Reality that won't be true this time.

The VR Book

Author: Jason Jerald
Publisher: Morgan & Claypool
ISBN: 9781970001136
Release Date: 2015-09-01
Genre: Computers

Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.

Designing Prostitution Policy

Author: Wagenaar, Hendrik
Publisher: Policy Press
ISBN: 9781447324249
Release Date: 2017-04-26
Genre: Social Science

The book offers a detailed analysis of the design and implementation of prostitution policy at the local level.

Designing Virtual Reality Systems

Author: Gerard Kim
Publisher: Springer Science & Business Media
ISBN: 9781846282300
Release Date: 2007-01-04
Genre: Computers

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided. Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

Designing Digital Space

Author: Daniela Bertol
Publisher: John Wiley & Sons
ISBN: 0471146625
Release Date: 1997
Genre: Architecture

The Complete Guide to Virtual Reality in Architecture and Design The first in–depth book on virtual reality (VR) aimed specifically at architecture and design professionals, Designing Digital Space steers you skillfully through the learning curve of this exciting new technology. Beginning with a historical overview of the evolution of architectural representations, this unique resource explains what VR is, how it is being applied today, and how it promises to revolutionize not only the design process, but the form and function of the built environment itself. Vividly illustrating how VR fits alongside traditional methods of architectural representation, this comprehensive guide prepares you to make optimum practical use of this powerful interactive tool, and embrace the new role of the architect in a virtually designed world. Offers in–depth coverage of the virtual universe––data representation and information management, static and dynamic worlds, tracking and visual display systems, control devices, and more. Examines a wide range of current VR architectural applications, from walkthroughs, simulations, and evaluations to reconstructions and networked environments Includes insightful essays by leading VR developers covering some of today′s most innovative projects Integrates VR into the historical framework of architectural development, with detailed sections on the past, present, and future Features a dazzling array of virtual world images and sequential displays Explores the potential impact of digital architecture on the built environment of the future

Designing Data Visualizations

Author: Noah Iliinsky
Publisher: "O'Reilly Media, Inc."
ISBN: 9781449317065
Release Date: 2011-09-16
Genre: Computers

Data visualization is an efficient and effective medium for communicating large amounts of information, but the design process can often seem like an unexplainable creative endeavor. This concise book aims to demystify the design process by showing you how to use a linear decision-making process to encode your information visually. Delve into different kinds of visualization, including infographics and visual art, and explore the influences at work in each one. Then learn how to apply these concepts to your design process. Learn data visualization classifications, including explanatory, exploratory, and hybrid Discover how three fundamental influences—the designer, the reader, and the data—shape what you create Learn how to describe the specific goal of your visualization and identify the supporting data Decide the spatial position of your visual entities with axes Encode the various dimensions of your data with appropriate visual properties, such as shape and color See visualization best practices and suggestions for encoding various specific data types

Envisioning Holograms

Author: M. Pell
Publisher: Apress
ISBN: 9781484227497
Release Date: 2017-11-07
Genre: Computers

Explore the approach, techniques, and mindshift needed to design truly breakthrough experiences for the Microsoft HoloLens and Windows Mixed Reality platform. Learn what’s so different about working with holograms, how to think spatially, and where to start designing your own holographic projects. You’ll move rapidly from initial concept to persuasive prototype—all without the need for expensive tools or a designer’s skill set. Designing for mixed reality is a completely new experience for everyone involved, and takes some experimentation to get right. You won’t nail your first mixed reality project by relying upon your previous mobile or web design expertise as a guide. Mixed reality requires a different kind of design thinking for its unique challenges. Breakthrough holographic design starts with envisioning—the act of visualizing what could be. By rapidly depicting a desired experience and trying out its real-world interactions, you can quickly turn your initial vision into a tangible example of innovative design. Envisioning Holograms digs into why holographic computing is the future, takes you through the mixed reality design process, and gets you ready to take advantage of its endless opportunities. Praise for the Book "Envisioning Holograms is a guidebook for designing our holographic future. You’ll find the processes, techniques, and production tools needed to design immersive products that will change how we work, play and communicate.” – Tony Parisi, Global Head of AR/VR for Unity. Industry legend. "Just as the pioneering work of E.S. Porter helped define a new language for cinematic storytelling at the dawn of motion pictures, Envisioning Holograms provides us with the missing vocabulary and grammar to help define a new design language for this world-changing medium of Mixed Reality.” – Ori Inbar, Founder and Managing Partner for Super Ventures, an AR/VR fund. "An exceptional introduction to a new way of thinking about software. Envisioning Holograms is approachable to people just starting out, and also provides some excellent bits of insight to veterans that can help influence their creative process.” – Lucas Rizzotto, award-winning creator of Mixed Reality experiences. "Envisioning Holograms is the perfect book for VR/AR/MR studios that are struggling with application design. It is filled with strategies to acquire ideas, develop and iterate through scenes, and find the best fit. I highly recommend this book to anyone wanting to create solid user experiences using 3D interfaces and spatial computing.” – Rick King, authority on the latest trends in AR, VR, and MR development. What You'll Learn Understand what makes mixed reality a challenging design space See how envisioning quickly and persuasively brings ideas to life Get to know your audience, medium, and palette Explore several innovative rapid envisioning techniques Identify the key elements of your own holographic experience Design an engaging holographic experience from start to finish Who This Book Is For While aimed at those designing for Microsoft HoloLens and the Windows Holographic tool kit, the techniques in the book are equally applicable to those designing for other holographic hardware. This book is for the designer who is new to thinking in 3D and wants to quickly learn best practices, and the developer who needs to do design work while building exciting new products for Microsoft HoloLens, and the marketer who has a great story to tell in this exciting new medium of mixed reality.

Multimedia and Virtual Reality

Author: Alistair Sutcliffe
Publisher: Psychology Press
ISBN: 9781135644369
Release Date: 2003-02-26
Genre: Computers

This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement. To download images and figures free of charge that enhance and clarify materials discussed in chapters 1-7 go to http://www.co.umist.ac.uk/centreULhci/MMVRbook.htm

Fab

Author: Neil Gershenfeld
Publisher: ReadHowYouWant.com
ISBN: 9781459610576
Release Date: 2011-02-01
Genre: Computers and civilization

What if you could someday put the manufacturing power of an automobile plant on your desktop? According to Neil Gershenfeld, the renowned MIT scientist and inventor, the next big thing is personal fabrication-the ability to design and produce your own products, in your own home, with a machine that combines consumer electronics and industrial tools. Personal fabricators are about to revolutionize the world just as personal computers did a generation ago, and Fab shows us how.

Understanding Augmented Reality

Author: Alan B. Craig
Publisher: Newnes
ISBN: 9780240824109
Release Date: 2013-04-26
Genre: Computers

Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today’s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches used in developing AR applications Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences Some AR examples can be experienced from within the book using downloadable software

When Things Start to Think

Author: Neil Gershenfeld
Publisher: Henry Holt and Company
ISBN: 9781466873520
Release Date: 2014-06-10
Genre: Computers

This is a book for people who want to know what the future is going to look like and for people who want to know how to create the future. Gershenfeld offers a glimpse at the brave new post-computerized world, where microchips work for us instead of against us. He argues that we waste the potential of the microchip when we confine it to a box on our desk: the real electronic revolution will come when computers have all but disappeared into the walls around us. Imagine a digital book that looks like a traditional book printed on paper and is pleasant to read in bed but has all the mutability of a screen display. How about a personal fabricator that can organize digitized atoms into anything you want, or a musical keyboard that can be woven into a denim jacket? In When Things Start to Think, Gershenfeld tells the story of his Things that Think group at MIT's Media Lab, the group of innovative scientists and researchers dedicated to integrating digital technology into the fabric of our lives.

Alternate Reality Games

Author: Charles Palmer
Publisher: CRC Press
ISBN: 9781498722391
Release Date: 2016-03-30
Genre: Business & Economics

While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.

Participatory IT Design

Author: Keld Bødker
Publisher: MIT Press
ISBN: 0262261790
Release Date: 2009-01-23
Genre: Computers

The goal of participatory IT design is to set sensible, general, and workable guidelines for the introduction of new information technology systems into an organization. Reflecting the latest systems-development research, this book encourages a business-oriented and socially sensitive approach that takes into consideration the specific organizational context as well as first-hand knowledge of users' work practices and allows all stakeholders -- users, management, and staff -- to participate in the process. Participatory IT Design is a guide to the theory and practice of this process that can be used as a reference work by IT professionals and as a textbook for classes in information technology at introductory through advanced levels. Drawing on the work of a ten-year research program in which the authors worked with Danish and American companies, the book offers a framework for carrying out IT design projects as well as case studies that stand as examples of the process.The method presented in Participatory IT Design -- known as the MUST method, after a Danish acronym for theories and methods of initial analysis and design activities -- was developed and tested in thirteen industrial design projects for companies and organizations that included an American airline, a multinational pharmaceutical company, a national broadcasting corporation, a multinational software house, and American and Danish universities. The first part of the book introduces the concepts and guidelines on which the method is based, while the second and third parts are designed as a practical toolbox for utilizing the MUST method. Part II describes the four phases of a design project -- initiation, in-line analysis, in-depth analysis, and innovation. Part III explains the method's sixteen techniques and related representation tools, offering first an overview and then specific descriptions of each in separate sections.