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El. knyga: Research and Development in Digital Media

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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.

1 Digital Media Theory
1(6)
1.1 Introduction
2(1)
1.2 Media Theories
2(1)
1.3 Digital Media Theories
3(4)
Further Reading
6(1)
References
6(1)
2 Grant Funding for Research and Development in Digital Media and Applications
7(18)
2.1 Introduction
7(1)
2.2 European Research Council
8(1)
2.3 European Union Horizon 2020 (H2020)
8(1)
2.4 The United States National Science Foundation (NSF)
9(5)
2.5 UK Arts and Humanities Research Council (AHRC)
14(1)
2.6 UK Engineering and Physical Sciences Research Council (EPSRC)
14(2)
2.7 Grant Funding by Innovate UK
16(1)
2.8 UK Knowledge Transfer Partnerships (KTPs)
17(1)
2.9 National Endowment for Science, Technology and the Arts (Nesta)
17(1)
2.10 Collaboration Opportunities Between Academia and Local, National, and International Companies
18(1)
2.11 Grant Funding by Google
18(1)
2.12 Grant Funding by Microsoft
18(2)
2.13 The Ten Largest Research and Development Spenders Worldwide
20(1)
2.14 The Future
20(1)
2.15 Conclusions
21(4)
Further Reading
22(1)
References
22(3)
3 Visual Analytics and Big Data
25(22)
3.1 Introduction
25(1)
3.2 Computer Graphics
26(1)
3.3 Scientific Visualization
27(4)
3.4 Visualization
31(1)
3.5 Information Visualization
32(1)
3.6 Visual Analytics
32(2)
3.7 Data Handling
34(2)
3.7.1 Big Data---A Definition
34(1)
3.7.2 Structured Versus Unstructured Data
35(1)
3.7.3 Data Wrangling
35(1)
3.7.4 Text Analysis
35(1)
3.7.5 Analyzing Social Network Data
36(1)
3.8 Virtual and Augmented Reality
36(1)
3.9 Current Developments and Advances
36(7)
3.9.1 Key Developments
36(4)
3.9.2 Increase in Computation Requirements
40(1)
3.9.3 Storing and Processing Big Data
41(1)
3.9.4 Component-Based Analytical Tools
41(1)
3.9.5 Autonomous Analytics
41(1)
3.9.6 The Human Brain Project
42(1)
3.9.7 Further Work
42(1)
3.10 Conclusions
43(4)
Further Reading
43(1)
References
44(3)
4 Visual Information Interfaces
47(16)
4.1 Introduction
48(1)
4.2 Post-wimp User Interfaces
48(1)
4.3 Virtual Reality Environments
49(3)
4.4 Virtual Reality Equipment
52(1)
4.5 Augmented Reality
53(6)
4.5.1 Review of Augmented Reality
53(4)
4.5.2 Google Glass
57(1)
4.5.3 Microsoft HoloLens
57(1)
4.5.4 Google Tango
57(1)
4.5.5 Apple iPhone 8
57(1)
4.5.6 Comparison of Google Tango and Apple iPhone 8
57(2)
4.6 Mixed Reality
59(4)
Further Reading
60(1)
References
61(2)
5 Research and Development on Interfaces of the Future
63(16)
5.1 Introduction
63(1)
5.2 Human--Human Interaction
64(1)
5.3 Scenario and Application Drivers
65(1)
5.4 User Interface Attributes
65(1)
5.5 Interface Functionality
66(1)
5.6 Quantifying Design
67(1)
5.7 Design Guidelines
67(1)
5.8 Matching to Human Needs and Requirements
67(1)
5.9 Research Issues
68(11)
5.9.1 Super Display to Match Vision Capabilities
68(1)
5.9.2 Low-Cost Panoramic Display
69(1)
5.9.3 Peripheral Displays
69(1)
5.9.4 3D Spatial Sound
69(1)
5.9.5 Electronic Nose
70(1)
5.9.6 Haptic/Tactile
70(1)
5.9.7 Infinite Plane Treadmill
70(1)
5.9.8 Robust Speech and Gesture Recognition
70(1)
5.9.9 Tracking
71(1)
5.9.10 Noninvasive User Authentication
71(1)
5.9.11 Interface Entities
72(1)
5.9.12 Scene Acquisition and Reconstruction
72(1)
5.9.13 Authoring and Development Environments
72(1)
5.9.14 3D + Time Interfaces and Metaphors
73(1)
5.9.15 Unifying Direct and Indirect Control
73(1)
5.9.16 Physically Based Models
73(1)
5.9.17 Mobility
74(1)
5.9.18 Models of Users, Computers, and Objects
75(1)
5.9.19 Usability Studies in General
75(1)
5.9.20 Smart Spaces and Users
76(1)
5.9.21 Creativity Support
77(1)
5.9.22 Causes and Prevention of Cyber-Sickness
77(1)
5.9.23 Meta-Issues Underlying the Research Problems
78(1)
Further Reading
78(1)
References
78(1)
6 Digital Humanities
79
6.1 Introduction and Definitions
80(1)
6.2 Humanities in the European Research Area
81(1)
6.3 Research Projects and Collaboration
82(1)
6.4 Digital Humanities Research Supported by the European Commission
82(1)
6.5 Digital Humanities Research Supported by the Arts and Humanities Research Council
83(1)
6.6 European Association for Digital Humanities
84(1)
6.7 Digital Humanities Centers and Networks
84
Further Reading
85(1)
References
85