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<Header><Sender><SenderName>unglue.it</SenderName><EmailAddress>unglueit@ebookfoundation.org</EmailAddress></Sender><SentDateTime>20260706T132317Z</SentDateTime><MessageNote>Unglue.it Graphical &amp; digital media applications</MessageNote></Header><Product><RecordReference>it.unglue.work.452079.612796</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>612796</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900831</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>A World of Fiction: Digital Collections and the Future of Literary History</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Katherine Bode</PersonName><PersonNameInverted>Bode, Katherine</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital collections</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Literature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::D Biography, Literature and Literary studies::DS Literature: history and criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>During the 19th century, throughout the Anglophone world, most fiction was first published in periodicals. In Australia, newspapers were not only the main source of periodical fiction, but the main source of fiction in general. Because of their importance as fiction publishers, and because they provided Australian readers with access to stories from around the world—from Britain, America and Australia, as well as Austria, Canada, France, Germany, New Zealand, Russia, South Africa, and beyond—Australian newspapers represent an important record of the transnational circulation and reception of fiction in this period.  Investigating almost 10,000 works of fiction in the world’s largest collection of mass-digitized historical newspapers (the National Library of Australia’s Trove database), A World of Fiction reconceptualizes how fiction traveled globally, and was received and understood locally, in the 19th century. Katherine Bode’s innovative approach to the new digital collections that are transforming research in the humanities are a model of how digital tools can transform how we understand digital collections and interpret literatures in the past.<br/><br/>Listed by <a href="https://unglue.it/work/452079/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/e4/25/e4258a84b3f42b486ea60f5895983ff6.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/289221/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.452079.1228820</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1228820</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900831</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>A World of Fiction</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Katherine Bode</PersonName><PersonNameInverted>Bode, Katherine</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital collections</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Literature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::D Biography, Literature and Literary studies::DS Literature: history and criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>During the 19th century, throughout the Anglophone world, most fiction was first published in periodicals. In Australia, newspapers were not only the main source of periodical fiction, but the main source of fiction in general. Because of their importance as fiction publishers, and because they provided Australian readers with access to stories from around the world—from Britain, America and Australia, as well as Austria, Canada, France, Germany, New Zealand, Russia, South Africa, and beyond—Australian newspapers represent an important record of the transnational circulation and reception of fiction in this period.  Investigating almost 10,000 works of fiction in the world’s largest collection of mass-digitized historical newspapers (the National Library of Australia’s Trove database), A World of Fiction reconceptualizes how fiction traveled globally, and was received and understood locally, in the 19th century. Katherine Bode’s innovative approach to the new digital collections that are transforming research in the humanities are a model of how digital tools can transform how we understand digital collections and interpret literatures in the past.<br/><br/>Listed by <a href="https://unglue.it/work/452079/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=5u4dEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20190402</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/532949/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522312.699241</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699241</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Adaptation in the Age of Media Convergence</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Johannes Fehrle</PersonName><PersonNameInverted>Fehrle, Johannes</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Werner Schäfke-Zell</PersonName><PersonNameInverted>Schäfke-Zell, Werner</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Design, Graphics &amp; Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LIT000000</SubjectCode><SubjectHeadingText>Literary Criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::D Biography, Literature and Literary studies::DS Literature: history and criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video &amp; Animation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. The contributions take the most prominent methods within the field to offer reconsiderations of theoretical concepts and practices in participatory culture, transmedia franchises, and new media adaptations. The authors discuss phenomena ranging from mash-ups of novels and YouTube cover songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC’s Sherlock or the LEGO franchise) and previously largely ignored phenomena (self-censorship in transnational franchises, mash-up novels, or YouTube cover videos).<br/><br/>Listed by <a href="https://unglue.it/work/522312/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/85/89/8589b6b5901ccd3a11349c10e4c216d8.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/365163/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487952.655285</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655285</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Advanced Applications of Rapid Prototyping Technology in Modern Engineering</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Muhammad Enamul Hoque</PersonName><PersonNameInverted>Hoque, Muhammad Enamul</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Rapid prototyping (RP) technology has been widely known and appreciated due to its flexible and customized manufacturing capabilities. The widely studied RP techniques include stereolithography apparatus (SLA), selective laser sintering (SLS), three-dimensional printing (3DP), fused deposition modeling (FDM), 3D plotting, solid ground curing (SGC), multiphase jet solidification (MJS), laminated object manufacturing (LOM). Different techniques are associated with different materials and/or processing principles and thus are devoted to specific applications. RP technology has no longer been only for prototype building rather has been extended for real industrial manufacturing solutions. Today, the RP technology has contributed to almost all engineering areas that include mechanical, materials, industrial, aerospace, electrical and most recently biomedical engineering. This book aims to present the advanced development of RP technologies in various engineering areas as the solutions to the real world engineering problems.<br/><br/>Listed by <a href="https://unglue.it/work/487952/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/dd/96/dd9630c28da7cc071fc110de9c82092e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/322443/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.493112.660901</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>660901</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Advances on Mechanics, Design Engineering and Manufacturing III</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Lionel Roucoules</PersonName><PersonNameInverted>Roucoules, Lionel</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Manuel Paredes</PersonName><PersonNameInverted>Paredes, Manuel</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Benoit Eynard</PersonName><PersonNameInverted>Eynard, Benoit</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Paz Morer Camo</PersonName><PersonNameInverted>Camo, Paz Morer</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Caterina Rizzi</PersonName><PersonNameInverted>Rizzi, Caterina</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D modeling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>additive manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer-Aided Engineering (CAD, CAE) and Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digitalization in Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>eco-design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Engineering design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Generative design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Geometric modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>human-machine interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Machines, Tools, Processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mechanical engineering &amp; materials</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>NES design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Production engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reconfigurable Manufacturing Systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Robost design methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Smart tightening</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Stress analysis and simulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sustainable redesign</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technical design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Topological optimization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Prototyping</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book gathers contributions presented at the International Joint Conference on Mechanics, Design Engineering and Advanced Manufacturing (JCM 2020), held as a web conference on June 2–4, 2020. It reports on cutting-edge topics in product design and manufacturing, such as industrial methods for integrated product and process design; innovative design; and computer-aided design. Further topics covered include virtual simulation and reverse engineering; additive manufacturing; product manufacturing; engineering methods in medicine and education; representation techniques; and nautical, aeronautics and aerospace design and modeling. The book is organized into four main parts, reflecting the focus and primary themes of the conference. The contributions presented here not only provide researchers, engineers and experts in a range of industrial engineering subfields with extensive information to support their daily work; they are also intended to stimulate new research directions, advanced applications of the methods discussed and future interdisciplinary collaborations.<br/><br/>Listed by <a href="https://unglue.it/work/493112/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/6b/ec/6bec85449eff3f364fd5a96c2b50659a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/332269/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.504071.675407</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>675407</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386145</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>AI for Everyone?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Pieter Verdegem</PersonName><PersonNameInverted>Verdegem, Pieter</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questions about power. This book brings together critical interrogations of what constitutes AI, its impact and its inequalities in order to offer an analysis of what it means for AI to deliver benefits for everyone. The book is structured in three parts: Part 1, AI: Humans vs. Machines, presents critical perspectives on human-machine dualism. Part 2, Discourses and Myths About AI, excavates metaphors and policies to ask normative questions about what is ‘desirable’ AI and what conditions make this possible. Part 3, AI Power and Inequalities, discusses how the implementation of AI creates important challenges that urgently need to be addressed. Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.</p><br/><br/>Listed by <a href="https://unglue.it/work/504071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210920</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410797/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.504071.675408</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>675408</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386152</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>AI for Everyone?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Pieter Verdegem</PersonName><PersonNameInverted>Verdegem, Pieter</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.</p><br/><br/>Listed by <a href="https://unglue.it/work/504071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/9b/ff/9bffbe9cbd4e22fdb966052ad682345a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210920</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/524912/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.504071.675410</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>675410</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386138</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>AI for Everyone?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Pieter Verdegem</PersonName><PersonNameInverted>Verdegem, Pieter</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questions about power. This book brings together critical interrogations of what constitutes AI, its impact and its inequalities in order to offer an analysis of what it means for AI to deliver benefits for everyone. The book is structured in three parts: Part 1, AI: Humans vs. Machines, presents critical perspectives on human-machine dualism. Part 2, Discourses and Myths About AI, excavates metaphors and policies to ask normative questions about what is ‘desirable’ AI and what conditions make this possible. Part 3, AI Power and Inequalities, discusses how the implementation of AI creates important challenges that urgently need to be addressed. Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.</p><br/><br/>Listed by <a href="https://unglue.it/work/504071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210920</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410798/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410796/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.513661.688393</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>688393</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789176351659</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Anime Studies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>José Andrés Santiago Iglesias</PersonName><PersonNameInverted>Iglesias, José Andrés Santiago</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ana Soler Baena</PersonName><PersonNameInverted>Baena, Ana Soler</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>anime</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>East &amp; Southeast Asian languages</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fandom</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fiction &amp; related items</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Genre fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Japan</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Japanese</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language qualifiers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>manga</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mediality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Philosophy: aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::2 Language qualifiers::2G East and Southeast Asian languages::2GJ Japanese</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::F Fiction and Related items::FM Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTN Philosophy: aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p><i>Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion</i> aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Taking <i>Neon Genesis Evangelion</i> (Shin Seiki Evangerion) as a case study, this volume acknowledges anime as a media form with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses.</p><p>First broadcast in Japan in 1995-96, Neon Genesis Evangelion became an epoch-making anime, and later franchise. The initial series used already available conventions, visual resources and narrative tropes typical of anime in general and the <i>mecha</i> (or giant-robot) genre in particular, but at the same time it subverted and reinterpreted them in a highly innovative and as such standard-setting way.</p><p>Investigating anime through <i>Neon Genesis Evangelion</i> this volume takes a broadly understood media-aesthetic and media-cultural perspective, which pertains to medium in the narrow sense of technology, techniques, materials, and semiotics, but also mediality and mediations related to practices and institutions of production, circulation, and consumption. In no way intended to be exhaustive, this volume attests to the emergence of anime studies as a field in its own right, including but not prioritizing expertise in film studies and Japanese studies, and with due regard to the most widely shared critical publications in Japanese and English language. Thus, the volume provides an introduction to studies of anime, a field that necessarily interrelates media-specific and transmedial aspects.</p><p>In <i>Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion</i>, anime is addressed from a transnational and transdisciplinary stance. The disciplinary and methodological perspectives taken by the individual chapters range from audio-visual culture, narratology, performance and genre theory to fandom studies and gender studies. In its first part, the book focuses on textual analysis and media form in the narrow sense with regard to filmic media, bank footage, voice acting and musical score, and then it broadens the scope to consider subcultural discourse, franchising, manga and video game adaptations, as well as critical and affective user engagement.</p><br/><br/>Listed by <a href="https://unglue.it/work/513661/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c2/ef/c2ef69339edf0e913507c525c35a916a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Stockholm University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20211209</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410631/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.513661.688396</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>688396</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789176351642</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Anime Studies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>José Andrés Santiago Iglesias</PersonName><PersonNameInverted>Iglesias, José Andrés Santiago</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ana Soler Baena</PersonName><PersonNameInverted>Baena, Ana Soler</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>anime</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>East &amp; Southeast Asian languages</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fandom</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fiction &amp; related items</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Genre fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Japan</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Japanese</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language qualifiers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>manga</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mediality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Philosophy: aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::2 Language qualifiers::2G East and Southeast Asian languages::2GJ Japanese</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::F Fiction and Related items::FM Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTN Philosophy: aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p><i>Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion</i> aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Taking <i>Neon Genesis Evangelion</i> (Shin Seiki Evangerion) as a case study, this volume acknowledges anime as a media form with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses.</p><p>First broadcast in Japan in 1995-96, Neon Genesis Evangelion became an epoch-making anime, and later franchise. The initial series used already available conventions, visual resources and narrative tropes typical of anime in general and the <i>mecha</i> (or giant-robot) genre in particular, but at the same time it subverted and reinterpreted them in a highly innovative and as such standard-setting way.</p><p>Investigating anime through <i>Neon Genesis Evangelion</i> this volume takes a broadly understood media-aesthetic and media-cultural perspective, which pertains to medium in the narrow sense of technology, techniques, materials, and semiotics, but also mediality and mediations related to practices and institutions of production, circulation, and consumption. In no way intended to be exhaustive, this volume attests to the emergence of anime studies as a field in its own right, including but not prioritizing expertise in film studies and Japanese studies, and with due regard to the most widely shared critical publications in Japanese and English language. Thus, the volume provides an introduction to studies of anime, a field that necessarily interrelates media-specific and transmedial aspects.</p><p>In <i>Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion</i>, anime is addressed from a transnational and transdisciplinary stance. The disciplinary and methodological perspectives taken by the individual chapters range from audio-visual culture, narratology, performance and genre theory to fandom studies and gender studies. In its first part, the book focuses on textual analysis and media form in the narrow sense with regard to filmic media, bank footage, voice acting and musical score, and then it broadens the scope to consider subcultural discourse, franchising, manga and video game adaptations, as well as critical and affective user engagement.</p><br/><br/>Listed by <a href="https://unglue.it/work/513661/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c2/ef/c2ef69339edf0e913507c525c35a916a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Stockholm University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20211209</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410632/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410630/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.477514.643491</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>643491</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783839448021</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Architectonics of Game Spaces</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Andri Gerber</PersonName><PersonNameInverted>Gerber, Andri</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Ulrich Götz</PersonName><PersonNameInverted>Götz, Ulrich</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Design, Graphics &amp; Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video &amp; Animation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.<br/><br/>Listed by <a href="https://unglue.it/work/477514/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/f6/14/f61437d69420ee344ef5ac15b4bf5ac5.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200331</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/282184/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.590087.788497</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>788497</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Building Information - Representation and Management</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alexander Koutamanis</PersonName><PersonNameInverted>Koutamanis, Alexander</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AECO processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Architectural structure &amp; design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>BIM (Building Information Modelling)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>information processing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Management &amp; management techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Management decision making</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>symbolic digital technologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMC Architectural structure and design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::K Economics, Finance, Business and Management::KJ Business and Management::KJM Management and management techniques::KJMD Management decision making</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGB Web graphics and design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Web graphics &amp; design</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The book presents a coherent theory of building information, focusing on its representation and management in the digital era. It addresses issues such as the information explosion and the structure of analogue building representations to propose a parsimonious approach to the deployment and utilization of symbolic digital technologies like BIM. It also considers the matching representation of AECO processes in terms of tasks, so as to connect to information processing and support both information management and decision taking.<br/><br/>Listed by <a href="https://unglue.it/work/590087/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/54/44/544463e00fc9da08a22b84633875434e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>TU Delft Open</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/423389/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.488636.655969</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655969</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Computer Architecture in Industrial, Biomechanical and Biomedical Engineering</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Lulu Wang</PersonName><PersonNameInverted>Wang, Lulu</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Liandong Yu</PersonName><PersonNameInverted>Yu, Liandong</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book aims to provide state-of-the-art information on computer architecture and simulation in industry, engineering, and clinical scenarios. Accepted submissions are high in scientific value and provide a significant contribution to computer architecture. Each submission expands upon novel and innovative research where the methods, analysis, and conclusions are robust and of the highest standard. This book is a valuable resource for researchers, students, non-governmental organizations, and key decision-makers involved in earthquake disaster management systems at the national, regional, and local levels.<br/><br/>Listed by <a href="https://unglue.it/work/488636/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2e/c3/2ec312961f6da2b81154f50c0ed7a3b3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/323127/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.564572.755171</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>755171</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Computer Game Development</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Branislav Sobota</PersonName><PersonNameInverted>Sobota, Branislav</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Computer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the book discusses visualization and 3D computer graphics, game cores (engines) and platforms, genre selection, story design, and trends in game design. It also includes formalizations, algorithms, and tools for a game theory and examines the use of virtual reality and related technologies in modern game user interfaces. Lastly, the book discusses optimizations, testing, and presentations of games and examines the sociological impacts of computer games.<br/><br/>Listed by <a href="https://unglue.it/work/564572/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b1/e1/b1e120e50359f22082e14614caa74041.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/397525/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.638002.854623</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>854623</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Computer Science for Game Development and Game Development for Computer Science</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Branislav Sobota</PersonName><PersonNameInverted>Sobota, Branislav</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emília Pietriková</PersonName><PersonNameInverted>Pietriková, Emília</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer Games Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer Games Hardware</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Consoles</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Engines</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Platforms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Systems Hardware</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Systems Software</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Genre Selection</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Player Experience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>simulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Story Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Computer games have their basis in mainframe computers from the 1960s. Their spread among people came after the arrival of small (8-bit) home computers. In the beginning, their development was influenced by both the technical and program resources of these computers. These games usually form the first level of communication between a human and a computer. This situation is particularly striking for games on modern computers, game consoles, or smartphones. This book discusses modern approaches, procedures, and algorithms as well as devices in the field of computer game development, with a focus on both the influence of computer science on the development of computer games and the impact of computer games on the development of computer science. Among other things, the book explores virtual reality technologies and visualization, game cores (engines) and platforms, genres, formalizations, correct object-procedural graphic design, trends in interfaces and computer–player interaction, and the development of computer games.<br/><br/>Listed by <a href="https://unglue.it/work/638002/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/23/2a/232a9f87ebf70879263b902b6d5c91ee.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/440736/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.618385.828017</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>828017</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Computer-aided Technologies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Razvan Udroiu</PersonName><PersonNameInverted>Udroiu, Razvan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The aim of this book is to present the latest applications, trends, and developments of computer-aided technologies (CAx). Computer-aided technologies are the core of product lifecycle management (PLM) and human lifecycle management (HUM). This book has seven chapters, organized in two sections: "Computer-Aided Technologies in Engineering" and "Computer-Aided Technologies in Medicine." The first section treats the different aspects of PLM, including design, simulations and analysis, manufacturing, production planning, and quality assurance. In the second part of the book are presented CAx applications in medicine focused on clinical decision, diagnosis, and biosensor design. CAx plays a key role in a variety of engineering and medical applications, bringing a lot of benefits in product life cycle, extending and improving human life.<br/><br/>Listed by <a href="https://unglue.it/work/618385/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2b/37/2b37044d92762a92af2816d1a5ff565b.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2016</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/426684/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.492839.660628</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>660628</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Developing Graphics Frameworks with Python and OpenGL</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lee Stemkoski</PersonName><PersonNameInverted>Stemkoski, Lee</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Michael Pascale</PersonName><PersonNameInverted>Pascale, Michael</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Programming &amp; scripting languages: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Rendering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMX Programming and scripting languages: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.<br/><br/>Listed by <a href="https://unglue.it/work/492839/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/df/b0/dfb07b1660003be99b0e5725f5b9e60f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/331849/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.485735.653068</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>653068</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Image and Video Watermarking and Steganography</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Sudhakar Ramakrishnan</PersonName><PersonNameInverted>Ramakrishnan, Sudhakar</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Authenticating data such as image, video, and audio is an important task in digital communication. Another critical task is establishing ownership of the copyright. Digital watermarking is a technique used to provide authentication and ownership of the copyright to the data. Too much digitalization of data in the form of image, video, and audio communicated through various web and mobile applications makes authentication a challenging task. Steganography, the art of hiding tiny pieces of data in image, video, and audio, can also help in copyright protection, authentication, and access control. This book provides three watermarking and two steganography methods and will be a useful resource for graduate students, researchers, and practicing engineers in the field of electrical engineering.<br/><br/>Listed by <a href="https://unglue.it/work/485735/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/8e/63/8e63d3760a417a3aba277530b1c22964.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320154/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.742640</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742640</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386091</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/63/99/6399000422ebee29082d2569da83d36a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/525243/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.745086</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745086</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386091</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410854/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.745088</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745088</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386084</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410853/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.745089</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745089</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386114</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410855/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.1216337</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1216337</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386091</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=pO-ZEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/529948/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159917.247130</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247130</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472052684</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Rhetoric</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Douglas Eyman</PersonName><PersonNameInverted>Eyman, Douglas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode></SubjectCode><SubjectHeadingText>Computers / Digital Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital rhetoric</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Semantics, discourse analysis, etc</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologies</div><br/><br/>Listed by <a href="https://unglue.it/work/159917/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=TXY-CQAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2015</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/288571/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159917.941256</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>941256</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472052684</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Rhetoric</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Douglas Eyman</PersonName><PersonNameInverted>Eyman, Douglas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode></SubjectCode><SubjectHeadingText>Computers / Digital Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital rhetoric</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Semantics, discourse analysis, etc</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologies</div><br/><br/>Listed by <a href="https://unglue.it/work/159917/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=uphFDwAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20150601</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/481101/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.396346.540394</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>540394</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780822371991</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Sound Studies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Mary Caton Lingold</PersonName><PersonNameInverted>Lingold, Mary Caton</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Darren Mueller</PersonName><PersonNameInverted>Mueller, Darren</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Whitney Trettien</PersonName><PersonNameInverted>Trettien, Whitney</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Pedagogy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>KUnlatched</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS020000</SubjectCode><SubjectHeadingText>Music / History &amp; Criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>sound studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The digital turn has created new opportunities for scholars across disciplines to use sound in their scholarship. This volume’s contributors provide a blueprint for making sound central to research, teaching, and dissemination. They show how digital sound studies has the potential to transform silent, text-centric cultures of communication in the humanities into rich, multisensory experiences that are more inclusive of diverse knowledges and abilities. Drawing on multiple disciplines—including rhetoric and composition, performance studies, anthropology, history, and information science—the contributors to Digital Sound Studies bring digital humanities and sound studies into productive conversation while probing the assumptions behind the use of digital tools and technologies in academic life. In so doing, they explore how sonic experience might transform our scholarly networks, writing processes, research methodologies, pedagogies, and knowledges of the archive. <br/>This book is made open access as part of the Knowledge Unlatched KU Select 2018: HSS Frontlist Books<br/><br/>Listed by <a href="https://unglue.it/work/396346/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Duke University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20181001</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/232151/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.636812.853425</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>853425</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Storytelling</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Senay Sabah</PersonName><PersonNameInverted>Sabah, Senay</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creativity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Émotion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Storytelling is a form of communication that has been present throughout a substantial span of human history. The advent of emerging technologies, such as augmented reality (AR), virtual reality (VR), and mixed reality, has significantly transformed the conventional narrative in the realm of digital storytelling. Currently, this technology has the potential to be utilised in various application domains spanning multiple fields of study. It holds significant value for various entities within a given society, including corporations, non-profit organisations, tourism operators, educators, developers of online and mobile games, marketers, and numerous other stakeholders operating within diverse contexts. Hence, one might suggest that digital storytelling possesses significant potential in contemporary society.<br/><br/>Listed by <a href="https://unglue.it/work/636812/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/44/fe/44fe33ff1f925d3c0e086ffe12360396.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/438271/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.456718.618072</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>618072</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783030335700</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Transformation of the Design, Construction and Management Processes of the Built Environment</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Stefano Della Torre</PersonName><PersonNameInverted>Torre, Stefano Della</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marco Gianinetto</PersonName><PersonNameInverted>Gianinetto, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Bruno Daniotti</PersonName><PersonNameInverted>Daniotti, Bruno</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Building</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Building construction &amp; materials</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Building skills &amp; trades</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Buildings—Design and construction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Building—Superintendence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer-aided engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>construction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Construction industry—Management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Construction superintendence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Engineering, Architectural</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Geographical information systems (GIS) &amp; remote sensing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Remote sensing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book focuses on the development of methods, interoperable and integrated ICT tools, and survey techniques for optimal management of the building process. The construction sector is facing an increasing demand for major innovations in terms of digital dematerialization and technologies such as the Internet of Things, big data, advanced manufacturing, robotics, 3D printing, blockchain technologies and artificial intelligence. The demand for simplification and transparency in information management and for the rationalization and optimization of very fragmented and splintered processes is a key driver for digitization.  The book describes the contribution of the ABC Department of the Polytechnic University of Milan (Politecnico di Milano) to R&amp;D activities regarding methods and ICT tools for the interoperable management of the different phases of the building process, including design, construction, and management. Informative case studies complement the theoretical discussion. The book will be of interest to all stakeholders in the building process – owners, designers, constructors, and faculty managers – as well as the research sector.<br/><br/>Listed by <a href="https://unglue.it/work/456718/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/1b/1f/1b1f88854a22253bb877b86ecbc6657c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302022/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.486317.653650</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>653650</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Video</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Floriano De Rango</PersonName><PersonNameInverted>Rango, Floriano De</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book tries to address different aspects and issues related to video and multimedia distribution over the heterogeneous environment considering broadband satellite networks and general wireless systems where wireless communications and conditions can pose serious problems to the efficient and reliable delivery of content. Specific chapters of the book relate to different research topics covering the architectural aspects of the most famous DVB standard (DVB-T, DVB-S/S2, DVB-H etc.), the protocol aspects and the transmission techniques making use of MIMO, hierarchical modulation and lossy compression. In addition, research issues related to the application layer and to the content semantic, organization and research on the web have also been addressed in order to give a complete view of the problems. The network technologies used in the book are mainly broadband wireless and satellite networks. The book can be read by intermediate students, researchers, engineers or people with some knowledge or specialization in network topics.<br/><br/>Listed by <a href="https://unglue.it/work/486317/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ac/77/ac777c8248d5498a29e7bb605a818caf.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320739/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.485605.652938</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>652938</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Embedded Systems</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Kiyofumi Tanaka</PersonName><PersonNameInverted>Tanaka, Kiyofumi</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Nowadays, embedded systems - computer systems that are embedded in various kinds of devices and play an important role of specific control functions, have permeated various scenes of industry. Therefore, we can hardly discuss our life or society from now onwards without referring to embedded systems. For wide-ranging embedded systems to continue their growth, a number of high-quality fundamental and applied researches are indispensable. This book contains 13 excellent chapters and addresses a wide spectrum of research topics of embedded systems, including parallel computing, communication architecture, application-specific systems, and embedded systems projects. Embedded systems can be made only after fusing miscellaneous technologies together. Various technologies condensed in this book as well as in the complementary book "Embedded Systems - Theory and Design Methodology", will be helpful to researchers and engineers around the world.<br/><br/>Listed by <a href="https://unglue.it/work/485605/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b9/7c/b97ce8680895d50a7e877ee8cf4a2d08.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320024/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.488036.655369</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655369</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Embedded Systems</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Kiyofumi Tanaka</PersonName><PersonNameInverted>Tanaka, Kiyofumi</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Nowadays, embedded systems - the computer systems that are embedded in various kinds of devices and play an important role of specific control functions, have permitted various aspects of industry. Therefore, we can hardly discuss our life and society from now onwards without referring to embedded systems. For wide-ranging embedded systems to continue their growth, a number of high-quality fundamental and applied researches are indispensable. This book contains 19 excellent chapters and addresses a wide spectrum of research topics on embedded systems, including basic researches, theoretical studies, and practical work. Embedded systems can be made only after fusing miscellaneous technologies together. Various technologies condensed in this book will be helpful to researchers and engineers around the world.<br/><br/>Listed by <a href="https://unglue.it/work/488036/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/68/3e/683ebbe0a6fe170612e3a2ab358248b1.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/322527/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.544775.728925</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>728925</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783031183263</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Flexible Automation and Intelligent Manufacturing: The Human-Data-Technology Nexus</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Kyoung-Yun Kim</PersonName><PersonNameInverted>Kim, Kyoung-Yun</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Leslie Monplaisir</PersonName><PersonNameInverted>Monplaisir, Leslie</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jeremy Rickli</PersonName><PersonNameInverted>Rickli, Jeremy</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D printing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI Applications in Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automatic control engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Circular Supply Chain</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Composite Materials in Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cyber-Physical Systems in Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cybersecurity in Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Energy-Efficiency in Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ergonomic Risk Assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human-robot Collaboration</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial Applications of VR</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial Chemistry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial chemistry &amp; manufacturing technologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>IoT-based Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lean manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lean Manufacturing Applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Manufacturing decarbonization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Manufacturing Modeling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>robotics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sustainable Manufacturing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This is an open access book. First volume of the proceedings of FAIM 2022, reporting on cutting-edge and sustainable strategies for manufacturing<br/><br/>Listed by <a href="https://unglue.it/work/544775/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/11/ee/11eef53fee5914fbf234d242bf455b5e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription 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guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGP Photo and image editing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Writing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Why we must forget photography and reject the frame of reality it prescribes and delineates.<br/><br/>Listed by <a href="https://unglue.it/work/571006/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/fa/a3/faa36827bfe23bc259a0dc01d13b2a5f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Goldsmiths 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&amp; systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Design Languages</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>DEVS</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Electrical engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Embedded and cyber-physical systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Energy technology &amp; engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Expert systems / knowledge-based systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Model-driven software engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Modelica</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Multi-Paradigm Modeling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>performance analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Petri 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agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMZ Software Engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence::UYQE Expert systems / knowledge-based systems</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book coherently gathers well-founded information on the fundamentals of and formalisms for modelling cyber-physical systems (CPS). Highlighting the cross-disciplinary nature of CPS modelling, it also serves as a bridge for anyone entering CPS from related areas of computer science or engineering. Truly complex, engineered systems—known as cyber-physical systems—that integrate physical, software, and network aspects are now on the rise. However, there is no unifying theory nor systematic design methods, techniques or tools for these systems. Individual (mechanical, electrical, network or software) engineering disciplines only offer partial solutions. A technique known as Multi-Paradigm Modelling has recently emerged suggesting to model every part and aspect of a system explicitly, at the most appropriate level(s) of abstraction, using the most appropriate modelling formalism(s), and then weaving the results together to form a representation of the system. If properly applied, it enables, among other global aspects, performance analysis, exhaustive simulation, and verification. This book is the first systematic attempt to bring together these formalisms for anyone starting in the field of CPS who seeks solid modelling foundations and a comprehensive introduction to the distinct existing techniques that are multi-paradigmatic. Though chiefly intended for master and post-graduate level students in computer science and engineering, it can also be used as a reference text for practitioners.<br/><br/>Listed by <a href="https://unglue.it/work/458077/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/3e/90/3e90b61044546fe49070abaacd9a0900.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302878/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.525904.703707</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>703707</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Freedom in the Mirror of University History</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alena Mizerová</PersonName><PersonNameInverted>Mizerová, Alena</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lea Novotná</PersonName><PersonNameInverted>Novotná, Lea</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Radka Vyskočilová</PersonName><PersonNameInverted>Vyskočilová, Radka</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Radek Gomola</PersonName><PersonNameInverted>Gomola, Radek</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archiving, preservation &amp; digitisation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Book design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>censorship</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Databases</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Freedom of speech</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>history of the editing activity of the Jan Evangelista Purkyně Univerzity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>history of the editing activity of the Masaryk University</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial / commercial art &amp; design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Library &amp; information sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Masaryk University Press Munipress</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Prints &amp; printmaking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Publishing industry &amp; book trade</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>A university without its own publishing house is like a cathedral without an organ: wild-growing and silent. Masaryk University has got its publishing house, which even ranks among the largest in Central Europe by the number of publications, tirelessly spreading university knowledge and ethos not only through books, but on all present-day conceivable media. This jubilee publication brings a colourful panorama of the Munipress publishing house activities together with a historical overview. It is dedicated to the centenary of the Masaryk University and to all the silenced authors in its history.<br/><br/>Listed by <a href="https://unglue.it/work/525904/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b9/6e/b96e89341956ba0b21f5dfc1cb26e885.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Masaryk University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/367884/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.481519.647999</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>647999</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Game Production Studies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Olli Sotamaa</PersonName><PersonNameInverted>Sotamaa, Olli</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jan Svelch</PersonName><PersonNameInverted>Svelch, Jan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game industry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.<br/><br/>Listed by <a href="https://unglue.it/work/481519/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/4b/72/4b727c741aab5ae34efc3345f5c11869.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/311833/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.580428.776439</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>776439</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Gamification</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ioannis Deliyannis</PersonName><PersonNameInverted>Deliyannis, Ioannis</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>augmented reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>blockchain</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Heritage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Motor Imagery</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this research and applications in this area. We approach the interdisciplinary design of gamified systems both as a deterministic and a creative process. From the deterministic perspective, one must design the system functionality as well as the rules and the mechanics that govern the functionality. However, the creative process is often an important factor for the success of an implementation. This includes all aspects of a gamified system, including its aesthetics, storyline and narration, and in more technologically advanced systems that are not limited to one medium. An important development in the field is the ability to use both gamification and ludification techniques within an implementation, a process that can create systems that are enjoyable and can dress up the scenario in our attempt to reach a state of “Flow”(In Csikszentmihalyi’s words, flow is “a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it”). Contemporary gamified systems utilize a wide variety of technologies that allow the extension from cross-media to transmedia scenarios. The availability of so many technologies and media platforms that one may use to design a gamified process is phenomenal, extending our capacity to create new gamified realizations that were not possible in the past as they can combine the complete reality–virtuality continuum.<br/><br/>Listed by <a href="https://unglue.it/work/580428/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/4c/7a/4c7a8a0ad8f99d7d5f3646a916e876b6.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/414467/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.633706.849263</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>849263</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Gaming and Extremism</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Linda Schlegel</PersonName><PersonNameInverted>Schlegel, Linda</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Rachel Kowert</PersonName><PersonNameInverted>Kowert, Rachel</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Discord</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>DLive</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>extremism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming platforms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Political activism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Political structure &amp; processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politics &amp; government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>steam</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>streaming platforms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Terrorism, armed struggle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AB The arts: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPH Political structure and processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPW Political activism / Political engagement::JPWL Terrorism, armed struggle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Twitch</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>video game culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>video game ecosystems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.<br/><br/>Listed by <a href="https://unglue.it/work/633706/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/59/5a/595a310bd81064d075fe55ceb80888b3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/435918/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.452069.612774</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>612774</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472901272</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Global Digital Cultures</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Aswin Punathambekar</PersonName><PersonNameInverted>Punathambekar, Aswin</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sriram Mohan</PersonName><PersonNameInverted>Mohan, Sriram</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communications engineering / telecommunications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Digital media histories are part of a global network, and South Asia is a key nexus in shaping the trajectory of digital media in the twenty-first century. Digital platforms like Facebook, WhatsApp, and others are deeply embedded in the daily lives of millions of people around the world, shaping how people engage with others as kin, as citizens, and as consumers. Moving away from Anglo-American and strictly national frameworks, the essays in this book explore the intersections of local, national, regional, and global forces that shape contemporary digital culture(s) in regions like South Asia: the rise of digital and mobile media technologies, the ongoing transformation of established media industries, and emergent forms of digital media practice and use that are reconfiguring sociocultural, political, and economic terrains across the Indian subcontinent. From massive state-driven digital identity projects and YouTube censorship to Tinder and dating culture, from Twitter and primetime television to Facebook and political rumors, Global Digital Cultures focuses on enduring concerns of representation, identity, and power while grappling with algorithmic curation and data-driven processes of production, circulation, and consumption.<br/><br/>Listed by <a href="https://unglue.it/work/452069/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/e2/c9/e2c92eef47aa1ef054fb5fae11ea9734.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/283407/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.568789.944608</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>944608</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789811986376</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Hybrid Intelligence</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Philip F. Yuan</PersonName><PersonNameInverted>Yuan, Philip F.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Hua Chai</PersonName><PersonNameInverted>Chai, Hua</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chao Yan</PersonName><PersonNameInverted>Yan, Chao</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Keke Li</PersonName><PersonNameInverted>Li, Keke</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Tongyue Sun</PersonName><PersonNameInverted>Sun, Tongyue</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI in Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automatic control engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data Mining and Visualizing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fabrication and Construction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History, Theory and Critics of Building Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Performance-based Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Post-humanist Intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book is a compilation of selected papers from DigitalFUTURES 2022—The 4th International Conference on Computational Design and Robotic Fabrication (CDRF 2022). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about intelligence in architecture.<br/><br/>Listed by <a href="https://unglue.it/work/568789/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2b/8b/2b8bbb63a78f730f09b126ab3f6e9522.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/488940/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/488939/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.631984.847505</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>847505</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Implementation of 3D Printing Technology into Primary and Secondary School Education</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Martin Dosedla</PersonName><PersonNameInverted>Dosedla, Martin</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Zdeněk Hodis</PersonName><PersonNameInverted>Hodis, Zdeněk</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Martina Jančová</PersonName><PersonNameInverted>Jančová, Martina</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jiří Ledvinka</PersonName><PersonNameInverted>Ledvinka, Jiří</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Leni Lvovská</PersonName><PersonNameInverted>Lvovská, Leni</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Kamil Malinka</PersonName><PersonNameInverted>Malinka, Kamil</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Darina Mísařová</PersonName><PersonNameInverted>Mísařová, Darina</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Pavla Pitnerová</PersonName><PersonNameInverted>Pitnerová, Pavla</PersonNameInverted></Contributor><Contributor><SequenceNumber>9</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Vladimír Schindler</PersonName><PersonNameInverted>Schindler, Vladimír</PersonNameInverted></Contributor><Contributor><SequenceNumber>10</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Vojtěch Staněk</PersonName><PersonNameInverted>Staněk, Vojtěch</PersonNameInverted></Contributor><Contributor><SequenceNumber>11</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Libuše Vodová</PersonName><PersonNameInverted>Vodová, Libuše</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D printing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Methodology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>primary schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Secondary schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teaching aids</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGK 3D graphics and modelling</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Title in English: Integrace technologie 3D tisku do výuky na základních a středních školách: Ověřená metodika With the development of 3D printing technology in recent years, there has been a significant decrease in the price of printers and thus an increase in the availability of this technology. This technological area opens up new possibilities in a wide range of fields from industry, medicine, construction and architecture to the level of everyday home use. We also see a huge didactic potential in 3D technology, which is currently not being used. The implementation of 3D technologies in teaching at primary and secondary schools enables the creation of completely new types of teaching aids and increases the availability of teaching models for pupils and students. Students can work with teaching models in class and, with methodological supports, they also actively participate in their creation.<br/><br/>Listed by <a href="https://unglue.it/work/631984/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/68/99/6899d1091ceca4f5ddf0908272dfe48f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Masaryk University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/431286/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.618030.827655</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>827655</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>La memoria fotografica dell’architettura</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Fabrizio Agnello</PersonName><PersonNameInverted>Agnello, Fabrizio</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ita</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D reconstruction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Descriptive geometry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>lost buildings and sites</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>perspective restitution</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photo &amp; image editing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photogrammetry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHO000000</SubjectCode><SubjectHeadingText>Photography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGK 3D graphics and modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGP Photo and image editing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Perspective restitution is the inverse process of perspective and is therefore rooted in descriptive geometry; when this technique is applied to the restitution of dimensions from photos, it enters the territories of photogrammetry. The position on the border between two disciplines, different but related, has caused the solitude of perspective restitution from photos: rarely mentioned in studies on descriptive geometry, it is completely ignored in those dedicated to photogrammetry. Yet, perspective restitution is the only tool that allows us to reconstruct, from a single image, the 3D layout of a building. In his 1930 book dedicated to 'Metrophotography', Henri Deneux had highlighted, probably for the first time, the possibility of reconstructing, from a single photo, buildings or parts of them damaged by war events (Deneux referred to monuments damaged by the bombings of World War I). Today, digital drawing and modelling tools enable us to overcome many of the difficulties that affected perspective restitution from photos with traditional drawing tools. This volume illustrates the theoretical assumptions and the drawing and modelling techniques that allow us to achieve the 3D reconstruction of buildings and urban scenarios that no longer exist from one or few images.<br/><br/>Listed by <a href="https://unglue.it/work/618030/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/6a/ba/6aba82b7cc4e0fca5ec16eede43f72db.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>FrancoAngeli</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/428854/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.486360.653693</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>653693</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Machine Learning</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Yagang Zhang</PersonName><PersonNameInverted>Zhang, Yagang</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Machine learning techniques have the potential of alleviating the complexity of knowledge acquisition. This book presents today’s state and development tendencies of machine learning. It is a multi-author book. Taking into account the large amount of knowledge about machine learning and practice presented in the book, it is divided into three major parts: Introduction, Machine Learning Theory and Applications. Part I focuses on the introduction to machine learning. The author also attempts to promote a new design of thinking machines and development philosophy. Considering the growing complexity and serious difficulties of information processing in machine learning, in Part II of the book, the theoretical foundations of machine learning are considered, and they mainly include self-organizing maps (SOMs), clustering, artificial neural networks, nonlinear control, fuzzy system and knowledge-based system (KBS). Part III contains selected applications of various machine learning approaches, from flight delays, network intrusion, immune system, ship design to CT and RNA target prediction. The book will be of interest to industrial engineers and scientists as well as academics who wish to pursue machine learning. The book is intended for both graduate and postgraduate students in fields such as computer science, cybernetics, system sciences, engineering, statistics, and social sciences, and as a reference for software professionals and practitioners.<br/><br/>Listed by <a href="https://unglue.it/work/486360/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ad/71/ad71b27e1dca1d111a909be1d3abd606.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320785/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.636722.853335</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>853335</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Method, Methodology and Research Design in Artistic Research</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Falk Hübner</PersonName><PersonNameInverted>Hübner, Falk</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photography &amp; photographs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AB The arts: general topics::ABA Theory of art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AJ Photography and photographs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AV Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPS Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNM Higher education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Theory of Art</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Method, Methodology and Research Design in Artistic Research: Between Solid Routes and Emergent Pathways offers a rich and innovative approach to method, research design and methodology of research in and through the arts. It spans the process from initial research design, ongoing and continuous decisions that need to be made while designing and carrying out research up to the analysis and reflection on this process when finished.

Drawing on a huge body of experience, examples of renowned artist-researchers in the international field, as well as on contemporary posthumanist philosophy and methodological literature in the humanities and social sciences in particular, the conceptual core of the book is the author's Common Ground model for research design: Hübner suggests a flexible approach both for the overall research design as well as for the from-scratch design of distinct methods. This means in particular to provide space for the unknown, and for the occasional messiness of research in and through the arts; the book provides a thorough exploration of the emergent aspects and unforeseen paths that come up during a research trajectory.

Transdisciplinary in scope, this is not just a book "about", but "to work with" methodology, supporting both seasoned and early career researchers, as well as supervisors in graduate, post graduate and doctoral education contexts.<br/><br/>Listed by <a href="https://unglue.it/work/636722/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/fc/09/fc09339e668a28e700dd9e6fcf733619.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/442428/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.511310.685017</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>685017</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>MIDI. Una guida al protocollo, alle estensioni e alla programmazione</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Luca Andrea Ludovico</PersonName><PersonNameInverted>Ludovico, Luca Andrea</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ita</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital music: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Midi</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>protocol</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sound and music computing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>illustrator<br/><br/>Listed by <a href="https://unglue.it/work/511310/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/5f/82/5f82dc8b9a98312f83ff6602fdc3b5fb.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Milano University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20211012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/394538/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/356472/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/351242/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.457892.619628</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>619628</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789048535217</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mobile Mapping</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Clancy Wilmott</PersonName><PersonNameInverted>Wilmott, Clancy</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Constitutional &amp; administrative law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Globalization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Government powers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mobile mapping</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social issues &amp; processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTQ Globalization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LND Constitutional and administrative law: general::LNDH Government powers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book argues for a theory of mobile mapping, a situated and spatial approach towards researching how everyday digital mobile media practices are bound up in global systems of knowledge and power. Drawing from literature in media studies and geography - and the work of Michel Foucault and Doreen Massey - it examines how geographical and historical material, social, and cultural conditions are embedded in the way in which contemporary (digital) cartographies are read, deployed, and engaged. This is explored through seventeen walking interviews in Hong Kong and Sydney, as potent discourses like cartographic reason continue to transform and weave through the world in ways that haunt mobile mapping and bring old conflicts into new media. In doing so, Mobile Mapping offers an interdisciplinary rethinking about how multiple translations of spatial knowledges between rational digital epistemologies and tacit ways of understanding space and experience might be conceptualized and researched.<br/><br/>Listed by <a href="https://unglue.it/work/457892/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/08/d0/08d0680cc557ad452dcf2c271b55aa04.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200205</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/297104/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.486931.654264</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>654264</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Multimedia</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Kazuki Nishi</PersonName><PersonNameInverted>Nishi, Kazuki</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Multimedia technology will play a dominant role during the 21st century and beyond, continuously changing the world. It has been embedded in every electronic system: PC, TV, audio, mobile phone, internet application, medical electronics, traffic control, building management, financial trading, plant monitoring and other various man-machine interfaces. It improves the user satisfaction and the operational safety. It can be said that no electronic systems will be possible without multimedia technology. The aim of the book is to present the state-of-the-art research, development, and implementations of multimedia systems, technologies, and applications. All chapters represent contributions from the top researchers in this field and will serve as a valuable tool for professionals in this interdisciplinary field.<br/><br/>Listed by <a href="https://unglue.it/work/486931/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/83/04/8304f7b613ef68cb75274579e60c0cac.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/321395/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.485612.652945</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>652945</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Multimedia</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ioannis Karydis</PersonName><PersonNameInverted>Karydis, Ioannis</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The nowadays ubiquitous and effortless digital data capture and processing capabilities offered by the majority of devices, lead to an unprecedented penetration of multimedia content in our everyday life. To make the most of this phenomenon, the rapidly increasing volume and usage of digitised content requires constant re-evaluation and adaptation of multimedia methodologies, in order to meet the relentless change of requirements from both the user and system perspectives. Advances in Multimedia provides readers with an overview of the ever-growing field of multimedia by bringing together various research studies and surveys from different subfields that point out such important aspects. Some of the main topics that this book deals with include: multimedia management in peer-to-peer structures &amp; wireless networks, security characteristics in multimedia, semantic gap bridging for multimedia content and novel multimedia applications.<br/><br/>Listed by <a href="https://unglue.it/work/485612/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/e5/bf/e5bfda9e98ed99c9400f7e7b726dd693.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320031/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.518977.695124</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>695124</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Multimedia Information Retrieval</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Eduardo Quevedo</PersonName><PersonNameInverted>Quevedo, Eduardo</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Due to increasing globalization and the explosion of media available on the Internet, computer techniques to organize, classify, and find desired media are becoming more and more relevant. One such technique to extract semantic information from multimedia data sources is Multimedia Information Retrieval (MMIR or MIR). MIR is a broad area covering both structural issues and intelligent content analysis and retrieval. These aspects must be integrated into a seamless whole, which involves expertise from a wide variety of fields. This book presents recent applications of MIR for content-based image retrieval, bioinformation analysis and processing, forensic multimedia retrieval techniques, and audio and music classification.<br/><br/>Listed by <a href="https://unglue.it/work/518977/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/d8/6a/d86a2c651a14f4a9c5b5272595ccb0c7.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/364044/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.618529.828166</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>828166</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Multimedia Information Retrieval</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Eduardo Quevedo</PersonName><PersonNameInverted>Quevedo, Eduardo</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGK 3D graphics and modelling</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Due to increasing globalization and the explosion of media available on the Internet, computer techniques to organize, classify, and find desired media are becoming more and more relevant. One such technique to extract semantic information from multimedia data sources is Multimedia Information Retrieval (MMIR or MIR). MIR is a broad area covering both structural issues and intelligent content analysis and retrieval. These aspects must be integrated into a seamless whole, which involves expertise from a wide variety of fields. This book presents recent applications of MIR for content-based image retrieval, bioinformation analysis and processing, forensic multimedia retrieval techniques, and audio and music classification.<br/><br/>Listed by <a href="https://unglue.it/work/618529/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/86/50/8650bc2f7b72a2230e4c68f4c7f34adc.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/427054/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.451495.610858</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>610858</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789048524808</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Museums in a digital culture</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chiel van den Akker</PersonName><PersonNameInverted>Akker, Chiel van den</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Susan Legêne</PersonName><PersonNameInverted>Legêne, Susan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational administration &amp; organization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational strategies &amp; policy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronic, holographic &amp; video art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Non-graphic art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AB The arts: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AF The Arts: art forms::AFK Non-graphic and electronic art forms::AFKV Digital, video and new media arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The experience of engaging with art and history has been utterly transformed by information and communications technology in recent decades. We now have virtual, mediated access to countless heritage collections and assemblages of artworks, which we intuitively browse and navigate in a way that wasn't possible until very recently. This collection of essays takes up the question of the cultural meaning of the information and communications technology that makes these new engagements possible, asking questions like: How should we theorise the sensory experience of art and heritage? What does information technology mean for the authority and ownership of heritage?<br/><br/>Listed by <a href="https://unglue.it/work/451495/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7b/a1/7ba1cf9ffdeb5851178393387b0d17a5.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20161027</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/288928/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.485680.653013</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>653013</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>New Achievements in Technology</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Safeeullah Soomro</PersonName><PersonNameInverted>Soomro, Safeeullah</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Since many decades Education Science and Technology has an achieved tremendous recognition and has been applied to variety of disciplines, mainly Curriculum development, methodology to develop e-learning systems and education management. Many efforts have been taken to improve knowledge of students, researchers, educationists in the field of computer science and engineering. Still many problems to increase their knowledge on daily basis so this book provides newly innovations and ideas in the field of computer science and engineering to face the new challenges of current and future centuries. Basically this book open platform for creative discussion for future and current technologies to adapt new challenges in education sector at different levels which are essential to understand for the students, researchers, academic personals and industry related people to enhance their capabilities to capture new ideas and provides valuable contribution to an international community.<br/><br/>Listed by <a href="https://unglue.it/work/485680/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/8a/83/8a83e491d3c6ac89d4a99974b18ad72b.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320099/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.486477.653810</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>653810</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>New Advances in Machine Learning</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Yagang Zhang</PersonName><PersonNameInverted>Zhang, Yagang</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The purpose of this book is to provide an up-to-date and systematical introduction to the principles and algorithms of machine learning. The definition of learning is broad enough to include most tasks that we commonly call “learning” tasks, as we use the word in daily life. It is also broad enough to encompass computers that improve from experience in quite straightforward ways. The book will be of interest to industrial engineers and scientists as well as academics who wish to pursue machine learning. The book is intended for both graduate and postgraduate students in fields such as computer science, cybernetics, system sciences, engineering, statistics, and social sciences, and as a reference for software professionals and practitioners. The wide scope of the book provides a good introduction to many approaches of machine learning, and it is also the source of useful bibliographical information.<br/><br/>Listed by <a href="https://unglue.it/work/486477/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/41/45/4145a99c864619c9cbfb5bd2d79e40cb.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320910/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.574674.768374</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>768374</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Offene-Welt-Strukturen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marc Bonner</PersonName><PersonNameInverted>Bonner, Marc</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History Of Art / Art &amp; Design Styles</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Landscape art &amp; architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open world</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGA History of art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMA Theory of architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMV Landscape architecture and design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Theory of architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>world-building</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>What role do algorithms play in the construction of images and the representation of the world and weather in computer games? How does the design of rooms, levels and topographies influence the decisions and behavior of the players? Is Brutalism the first genuine architectural style of computer games? What is the importance of landscape gardens and national parks in structuring game worlds? How is nature represented in times of climate change? Particularly in the last 20 years, digital game worlds are adapting features of the physical real world more meticulously than ever before. Through elaborate production processes and complex visualization strategies, the adaptation to the rest of our everyday world is always created in dependence on game mechanics and worldliness. As can be seen at the latest in the example of open-world games, the adoption of certain worldviews and visual traditions leads to ideological implications that go far beyond the narrative conventions transferred from other media formats that have been the focus of research so far. With his theory of architecture as a medial hinge, Marc Bonner reveals that digital game worlds exhibit media-specific properties that were previously out of reach and awaited exploration. By interweaving concepts from media studies, game studies, philosophy, architectural theory, human geography, landscape theory, and art history, among others, Bonner develops a transdisciplinary theoretical model and, using the analytical methods developed from it, makes it possible for the first time to understand and name the complex structure of today's computer games - from indie games to AAA open worlds. With »Offene-Welt-Strukturen« (»Open World Structures«) the architectonics of digital game worlds becomes comprehensively accessible.<br/><br/>Listed by <a href="https://unglue.it/work/574674/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/21/ee/21ee73eb5a781e0191997ab103c2ffe3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/409445/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.632493.979756</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>979756</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789819984053</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Phygital Intelligence</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chao Yan</PersonName><PersonNameInverted>Yan, Chao</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Hua Chai</PersonName><PersonNameInverted>Chai, Hua</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Tongyue Sun</PersonName><PersonNameInverted>Sun, Tongyue</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Philip F. Yuan</PersonName><PersonNameInverted>Yuan, Philip F.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI in Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Civil engineering, surveying &amp; building</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computational Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human-Machine Collaboration</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Phygital Intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Robotic Fabrication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book is a compilation of selected papers from 2023 DigitalFUTURES — The 5nd International Conference on Computational Design and Robotic Fabrication (CDRF 2023). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers will encounter new ideas about understanding intelligence in architecture.<br/><br/>Listed by <a href="https://unglue.it/work/632493/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/8e/08/8e08a3ab96137feef2631e9d6886519f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/488046/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/488045/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.618570.828207</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>828207</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Physikalische Modellbildung mit dynamischen Modellen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Albert Teichrew</PersonName><PersonNameInverted>Teichrew, Albert</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>augmented reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Children's, Teenage &amp; educational</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Designed / suitable for other (non-UK) curricula &amp; examinations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational equipment &amp; technology, computer-aided learning (CAL)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational material</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational purpose qualifiers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational strategies &amp; policy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational: Physics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational: Sciences, general science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Experimentieren</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Modellbildung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Naturwissenschaftliche Erkenntnisgewinnung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Optical Physics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Physics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Primary &amp; middle schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teacher Training</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teachers' classroom resources &amp; material</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teaching of a specific subject</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::4 Educational purpose qualifiers::4Z For specific national or regional educational curricula</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNF Educational strategies and policy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNL Schools and pre-schools::JNLB Primary and middle schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNM Higher education, tertiary education::JNMT Teacher training</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNU Teaching of a specific subject::JNUM Teachers’ classroom resources and material</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PH Physics::PHJ Optical physics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGK 3D graphics and modelling</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Im naturwissenschaftlichen Unterricht setzt hypothesengeleitetes Experimentieren bei den Lernenden eine Grundvorstellung über die untersuchten Zusammenhänge voraus. Die Arbeit mit einem dynamischen Modell soll im didaktischen Konzept der physikalischen Modellbildung die Lücke zwischen einer naturwissenschaftlichen Fragestellung und einer im Experiment überprüfbaren Hypothese schließen. Die Anwendung des aus erkenntnistheoretischen Überlegungen abgeleiteten Konzepts wird in einer explorativen Studie im Mixed-Methods-Design analysiert, in der sich N=41 Lehramtsstudierende mit GeoGebra-Modellen auf ein Experiment im Praktikum der Optik vorbereiten. Anhand von Videoaufnahmen werden Faktoren und Verhaltensmuster der Arbeit mit einem dynamischen Modell identifiziert. Diese Merkmale werden in Abhängigkeit individueller Lernvoraussetzungen auf Zusammenhänge mit der Qualität und Quantität der formulierten Hypothesen sowie den Handlungen im Experiment untersucht. Aus den Daten wird ersichtlich, dass die Formulierung komplexer Hypothesen und ihre Überprüfung in einem Experiment erst bei gründlicher Arbeit mit dem dynamischen Modell erfolgt. Als Ergebnis werden Gestaltungsempfehlungen für dynamische Modelle abgeleitet, die eine zielgerichtete Untersuchung des modellierten Systems ermöglichen. Sie werden in einem Unterrichtskonzept für die Optik umgesetzt, das sich durch die Modellierung optischer Phänomene und die Überprüfung der Modellaussagen in Experimenten auszeichnet.<br/><br/>Listed by <a href="https://unglue.it/work/618570/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b6/7d/b67de66197882e6068f4850d17bd32f2.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Logos Verlag Berlin</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/427171/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.631892.847413</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>847413</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Podoby profesní spolupráce ve škole: případové studie</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Vlastimil Švec</PersonName><PersonNameInverted>Švec, Vlastimil</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Petra Baranová</PersonName><PersonNameInverted>Baranová, Petra</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Tereza Dvořáková</PersonName><PersonNameInverted>Dvořáková, Tereza</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lenka Ďulíková</PersonName><PersonNameInverted>Ďulíková, Lenka</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jan Egerle</PersonName><PersonNameInverted>Egerle, Jan</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Tomáš Janík</PersonName><PersonNameInverted>Janík, Tomáš</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Ivana Márová</PersonName><PersonNameInverted>Márová, Ivana</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alena Paroubková</PersonName><PersonNameInverted>Paroubková, Alena</PersonNameInverted></Contributor><Contributor><SequenceNumber>9</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Valentýna Veselá</PersonName><PersonNameInverted>Veselá, Valentýna</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>cze</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Helping professions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interprofessional collaboration</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>pedagogical professions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>School</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>School Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGK 3D graphics and modelling</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Title in English: Interprofessional collaboration in school: a collection of case studies The book provides an introduction in the field of (inter)professional collaboration in school. It offers theoretical background for interprofessional collaboration and on the basis of case studies it illustrates its' various forms within school education. The book could serve as source in preparation and development in helping professions.<br/><br/>Listed by <a href="https://unglue.it/work/631892/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/39/82/398272af8d4468398dc5bf8c0350314e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Masaryk University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/431141/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.590770.965673</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>965673</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783031380525</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Postdigital Participation in Education</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Andreas Weich</PersonName><PersonNameInverted>Weich, Andreas</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felicitas Macgilchrist</PersonName><PersonNameInverted>Macgilchrist, Felicitas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bildung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>COVID-19</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>edtech</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Philosophy &amp; theory of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methodologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teacher Training</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book examines the interrelations and correlations of the postdigital condition and its relationship to education, with a particular focus on participation. Contributions reflect on how educational institutions are affected by the recent transformations of media technologies and practices, and how at the same time institutions such as schools and universities are supposed to enable people to participate in media practices in an informed and reflective way. How, and under what conditions, can teachers and students participate in contemporary media constellations? The book will be of interest to academics and researchers involved in teacher education, digital pedagogy, educational technology, instructional design, education philosophy and media education.<br/><br/>Listed by <a href="https://unglue.it/work/590770/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/74/5f/745f103caf85f25c696cb718892b3b89.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/489110/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/489109/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.585632.783003</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>783003</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Postdigital Participation in Education</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Andreas Weich</PersonName><PersonNameInverted>Weich, Andreas</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Felicitas Macgilchrist</PersonName><PersonNameInverted>Macgilchrist, Felicitas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bildung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>COVID-19</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>edtech</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Philosophy &amp; theory of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methodologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teacher Training</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book examines the interrelations and correlations of the postdigital condition and its relationship to education, with a particular focus on participation. Contributions reflect on how educational institutions are affected by the recent transformations of media technologies and practices, and how at the same time institutions such as schools and universities are supposed to enable people to participate in media practices in an informed and reflective way. How, and under what conditions, can teachers and students participate in contemporary media constellations? The book will be of interest to academics and researchers involved in teacher education, digital pedagogy, educational technology, instructional design, education philosophy and media education.<br/><br/>Listed by <a href="https://unglue.it/work/585632/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/433398/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/417188/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.481324.647803</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>647803</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Proceedings of the 2020 DigitalFUTURES</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Philip F. Yuan</PersonName><PersonNameInverted>Yuan, Philip F.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jiawei Yao</PersonName><PersonNameInverted>Yao, Jiawei</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Chao Yan</PersonName><PersonNameInverted>Yan, Chao</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Xiang Wang</PersonName><PersonNameInverted>Wang, Xiang</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Neil Leach</PersonName><PersonNameInverted>Leach, Neil</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI in Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automatic control engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computational Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer modelling &amp; simulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer-Aided Engineering (CAD, CAE) and Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Control, Robotics, Automation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human-Machine Collaboration</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Post-humanist Intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Robotic Fabrication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>robotics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Robotics and Automation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Simulation and Modeling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYM Computer modelling and simulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book is a compilation of selected papers from 2020 DigitalFUTURES—The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020). The book focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers will encounter new ideas about understanding intelligence in architecture.<br/><br/>Listed by <a href="https://unglue.it/work/481324/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ef/76/ef765cfc2b4d6b9c5d761337c11c155c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/311484/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.503709.674732</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>674732</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Proceedings of the 2021 DigitalFUTURES: The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021)</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Philip F. Yuan</PersonName><PersonNameInverted>Yuan, Philip F.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Hua Chai</PersonName><PersonNameInverted>Chai, Hua</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Chao Yan</PersonName><PersonNameInverted>Yan, Chao</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Neil Leach</PersonName><PersonNameInverted>Leach, Neil</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Architectural Intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automatic control engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data Mining and Visualizing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fabrication and Construction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History, Theory and Critics of Building Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Immersive and Interactive Environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Performance-based Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture.</p><br/><br/>Listed by <a href="https://unglue.it/work/503709/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/6d/89/6d899b63f210513429ce7034f93f3696.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/356413/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/346414/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/346413/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.503709.677715</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>677715</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Proceedings of the 2021 DigitalFUTURES</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Philip F. Yuan</PersonName><PersonNameInverted>Yuan, Philip F.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Hua Chai</PersonName><PersonNameInverted>Chai, Hua</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Chao Yan</PersonName><PersonNameInverted>Yan, Chao</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Neil Leach</PersonName><PersonNameInverted>Leach, Neil</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Architectural Intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automatic control engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data Mining and Visualizing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fabrication and Construction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History, Theory and Critics of Building Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Immersive and Interactive Environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Performance-based Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGC Computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture.</p><br/><br/>Listed by <a href="https://unglue.it/work/503709/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/5d/a5/5da5dfe1903fa05bac40e3680befbd66.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/347706/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.486226.653559</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>653559</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Rapid Prototyping Technology</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Muhammad Enamul Hoque</PersonName><PersonNameInverted>Hoque, Muhammad Enamul</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer-aided design (CAD)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Modern engineering often deals with customized design that requires easy, low-cost and rapid fabrication. Rapid prototyping (RP) is a popular technology that enables quick and easy fabrication of customized forms/objects directly from computer aided design (CAD) model. The needs for quick product development, decreased time to market, and highly customized and low quantity parts are driving the demand for RP technology. Today, RP technology also known as solid freeform fabrication (SFF) or desktop manufacturing (DM) or layer manufacturing (LM) is regarded as an efficient tool to bring the product concept into the product realization rapidly. Though all the RP technologies are additive they are still different from each other in the way of building layers and/or nature of building materials. This book delivers up-to-date information about RP technology focusing on the overview of the principles, functional requirements, design constraints etc. of specific technology.<br/><br/>Listed by <a href="https://unglue.it/work/486226/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/08/9f/089f84f7fa1e0a68b3aa0469939c5079.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/320645/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.500626.670258</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>670258</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Ray Tracing Gems II</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Adam Marrs</PersonName><PersonNameInverted>Marrs, Adam</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Peter Shirley</PersonName><PersonNameInverted>Shirley, Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ingo Wald</PersonName><PersonNameInverted>Wald, Ingo</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>BVH and Acceleration Structures</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer graphics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>DirectX Raytracing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>GPU</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Path Tracing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>rasterization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ray tracing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Real-Time Rendering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Vulkan Ray Tracing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>"The digital version of this book is available now for free – with the print version following very soon!




This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more.


Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs.




What You'll Learn:


The latest ray tracing techniques for developing real-time applications in multiple domains
Case studies from developers and studios who have shipped products that use real-time ray tracing.
Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)
High performance graphics for 3D graphics, virtual reality, animation, and more




Who This Book Is For:

Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines."<br/><br/>Listed by <a href="https://unglue.it/work/500626/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/3a/b3/3ab35831941a968ab94c26853b26bbb5.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/337906/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487344.654677</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>654677</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Recent Advances in Document Recognition and Understanding</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Minoru Mori</PersonName><PersonNameInverted>Mori, Minoru</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Web graphics &amp; design</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In the field of document recognition and understanding, whereas scanned paper documents were previously the only recognition target, various new media such as camera-captured documents, videos, and natural scene images have recently started to attract attention because of the growth of the Internet/WWW and the rapid adoption of low-priced digital cameras/videos. The keys to the breakthrough include character detection from complex backgrounds, discrimination of characters from non-characters, modern or ancient unique font recognition, fast retrieval technique from large-scaled scanned documents, multi-lingual OCR, and unconstrained handwriting recognition. This book aims to present recent advances, applications, and new ideas that are relevant to document recognition and understanding, from technical topics such as image processing, feature extraction or classification, to new applications like camera-based recognition or character-based natural scene analysis. The goal of this book is to provide a new trend and a reference source for academic research and for professionals working in the document recognition and understanding field<br/><br/>Listed by <a href="https://unglue.it/work/487344/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/07/5e/075ea1eec9c8f4c08e19f56301c0f008.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/321836/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.488754.656087</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>656087</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Recent Advances in Steganography</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Hedieh Sajedi</PersonName><PersonNameInverted>Sajedi, Hedieh</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>3D graphics &amp; modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Steganography is the art and science of communicating which hides the existence of the communication. Steganographic technologies are an important part of the future of Internet security and privacy on open systems such as the Internet. This book's focus is on a relatively new field of study in Steganography and it takes a look at this technology by introducing the readers various concepts of Steganography and Steganalysis. The book has a brief history of steganography and it surveys steganalysis methods considering their modeling techniques. Some new steganography techniques for hiding secret data in images are presented. Furthermore, steganography in speeches is reviewed, and a new approach for hiding data in speeches is introduced.<br/><br/>Listed by <a href="https://unglue.it/work/488754/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ba/22/ba22ad86095d49526d17be4afddf27ac.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/323245/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.452076.612790</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>612790</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900879</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Seeing the Past with Computers</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Kevin Bradley Kee</PersonName><PersonNameInverted>Kee, Kevin Bradley</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Timothy Compeau</PersonName><PersonNameInverted>Compeau, Timothy</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Textbook</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye.    Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality.    This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.<br/><br/>Listed by <a href="https://unglue.it/work/452076/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7b/dd/7bdd8fdc5c00218f8f84f32a6df02e8f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302646/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.452076.1547285</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1547285</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900879</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Seeing the Past with Computers</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Kevin Kee</PersonName><PersonNameInverted>Kee, Kevin</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Timothy J Compeau</PersonName><PersonNameInverted>Compeau, Timothy J</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Textbook</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye.    Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality.    This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.<br/><br/>Listed by <a href="https://unglue.it/work/452076/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=HZwiEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20190201</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/616709/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.452077.612794</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>612794</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472054039</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Sites of Translation</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Laura Gonzales</PersonName><PersonNameInverted>Gonzales, Laura</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching &amp; learning (other than ELT)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>philosophy of language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CF Linguistics::CFA Philosophy of language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CJ Language teaching and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::D Biography, Literature and Literary studies::DS Literature: history and criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Winner of the 2016 Sweetland Digital Rhetoric Collaborative Book Prize    Sites of Translation illustrates the intricate rhetorical work that multilingual communicators engage in as they translate information for their communities. Blending ethnographic and empirical methods from multiple disciplines, Laura Gonzales provides methodological examples of how linguistic diversity can be studied in practice, both in and outside the classroom, and provides insights into the rhetorical labor that is often unacknowledged and made invisible in multilingual communication. Sites of Translation is relevant to researchers and teachers of writing as well as technology designers interested in creating systems, pedagogies, and platforms that will be more accessible and useful to multilingual audiences. Gonzales presents multilingual communication as intellectual labor that should be further valued in both academic and professional spaces, and supported by multilingual technologies and pedagogies that center the expertise of linguistically diverse communicators.<br/><br/>Listed by <a href="https://unglue.it/work/452077/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/04/43/0443e5b4c9fe968a431ae6f904fc99c4.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2018</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/300661/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.544767.728903</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>728903</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783031040214</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Sonic Interactions in Virtual Environments</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Michele Geronazzo</PersonName><PersonNameInverted>Geronazzo, Michele</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Stefania Serafin</PersonName><PersonNameInverted>Serafin, Stefania</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Auralization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human-computer interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Immersive Audio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sonic Interactions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sound Processing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AV Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYZ Human–computer interaction::UYZG User interface design and usability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>User interface design &amp; usability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>
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This book is open access, which means that you have free and unlimited access
An audio-first perspective to virtual reality for which plausible and convincing sounds are indispensable
Reviews the key advances in auralization and spatial audio technologies
Shares insights for the sonic interaction design of virtual reality experiences
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</p><br/><br/>Listed by <a href="https://unglue.it/work/544767/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/0f/73/0f7322262218b8c40ebca9f186eb7e47.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/390996/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/388378/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.459411.621496</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>621496</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783030420970</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Technology, Design and the Arts---Opportunities and Challenges</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Rae Earnshaw</PersonName><PersonNameInverted>Earnshaw, Rae</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Susan Liggett</PersonName><PersonNameInverted>Liggett, Susan</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Peter Excell</PersonName><PersonNameInverted>Excell, Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniel Thalmann</PersonName><PersonNameInverted>Thalmann, Daniel</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Collaborative Art and Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer and Information Systems Applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer Appl. in Arts and Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer applications in the arts &amp; humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Creativity and Virtual Reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Databases</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human-computer interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Information retrieval</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information Systems Applications (incl. Internet)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information Systems Applications (incl.Internet)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interactive Arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet searching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, Design and the Arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UN Databases::UNH Information retrieval</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYZ Human–computer interaction::UYZG User interface design and usability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>User interface design &amp; usability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>User Interfaces and Human Computer Interaction</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.<br/><br/>Listed by <a href="https://unglue.it/work/459411/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/bf/ef/bfefefbb9ddbb1fe393da6ec6590520a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/264759/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159925.247147</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247147</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472052691</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Tempest: Geometries of Play</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Judd Ethan Ruggill</PersonName><PersonNameInverted>Ruggill, Judd Ethan</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Ken S. McAllister</PersonName><PersonNameInverted>McAllister, Ken S.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode></SubjectCode><SubjectHeadingText>Computers / Digital Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM071000</SubjectCode><SubjectHeadingText>Computers / Digital Media / Video &amp; Animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>tempest</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Tempest is an arcade game by Atari Inc., originally designed and programmed by Dave Theurer. Released in October 1981, it was popular and had several ports and sequels and wide and lasting influence. The game is also notable for being one of the first video games with a selectable level of difficulty (determined by the initial starting level). The game is a tube shooter, a type of shoot ’em up where the environment is fixed and viewed from a three-dimensional perspective. Tempest introduced several new features for its time. It was one of the first video games to use Atari’s Color-QuadraScan vector display technology (along with Space Duel, which was released around the same time). It was also the first game to allow the player to choose their starting level (a system Atari dubbed “SkillStep”). This feature would increase the maximum starting level depending on the player’s performance in the previous game, essentially allowing the player to continue, a feature that became a standard in later video games. Finally, Tempest was one of the first video games to sport a progressive level design in which the levels themselves varied rather than giving the player the same level with increasing difficulty levels.In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. Specifically, they describe the game in detail, unpacking its latent and as well manifest audio-visual iconography and the ideological meanings this iconography evokes; consider the game generically, that is, in terms of the general styles and logics it initiated, reinscribed, and expanded upon; delve into its design and production history to reveal the creative and industrial processes that shaped the game’s development, release, and reception; and, finally, they analyze it as part of a franchise as well as a singular artifact.<br/><br/>Listed by <a href="https://unglue.it/work/159925/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2015</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/291659/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159925.1136603</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1136603</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472052691</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Tempest</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Judd Ethan Ruggill</PersonName><PersonNameInverted>Ruggill, Judd Ethan</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Ken S. McAllister</PersonName><PersonNameInverted>McAllister, Ken S.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode></SubjectCode><SubjectHeadingText>Computers / Digital Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM071000</SubjectCode><SubjectHeadingText>Computers / Digital Media / Video &amp; Animation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>tempest</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Tempest is an arcade game by Atari Inc., originally designed and programmed by Dave Theurer. Released in October 1981, it was popular and had several ports and sequels and wide and lasting influence. The game is also notable for being one of the first video games with a selectable level of difficulty (determined by the initial starting level). The game is a tube shooter, a type of shoot ’em up where the environment is fixed and viewed from a three-dimensional perspective. Tempest introduced several new features for its time. It was one of the first video games to use Atari’s Color-QuadraScan vector display technology (along with Space Duel, which was released around the same time). It was also the first game to allow the player to choose their starting level (a system Atari dubbed “SkillStep”). This feature would increase the maximum starting level depending on the player’s performance in the previous game, essentially allowing the player to continue, a feature that became a standard in later video games. Finally, Tempest was one of the first video games to sport a progressive level design in which the levels themselves varied rather than giving the player the same level with increasing difficulty levels.In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. Specifically, they describe the game in detail, unpacking its latent and as well manifest audio-visual iconography and the ideological meanings this iconography evokes; consider the game generically, that is, in terms of the general styles and logics it initiated, reinscribed, and expanded upon; delve into its design and production history to reveal the creative and industrial processes that shaped the game’s development, release, and reception; and, finally, they analyze it as part of a franchise as well as a singular artifact.<br/><br/>Listed by <a href="https://unglue.it/work/159925/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=pu4dEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20150827</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/510535/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157668.247023</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247023</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900510</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Hyperlinked Society: Questioning Connections in the Digital Age</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Joseph Turow</PersonName><PersonNameInverted>Turow, Joseph</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lokman Tsui</PersonName><PersonNameInverted>Tsui, Lokman</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM034000</SubjectCode><SubjectHeadingText>Computers / Interactive &amp; Multimedia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media--Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet--Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>""Links"" are among the most basic—and most unexamined—features of online life. Bringing together a prominent array of thinkers from industry and the academy, The Hyperlinked Society addresses a provocative series of questions about the ways in which hyperlinks organize behavior online. How do media producers' considerations of links change the way they approach their work, and how do these considerations in turn affect the ways that audiences consume news and entertainment? What role do economic and political considerations play in information producers' creation of links? How do links shape the size and scope of the public sphere in the digital age? Are hyperlinks ""bridging"" mechanisms that encourage people to see beyond their personal beliefs to a broader and more diverse world? Or do they simply reinforce existing bonds by encouraging people to ignore social and political perspectives that conflict with their existing interests and beliefs? This pathbreaking collection of essays will be valuable to anyone interested in the now taken for granted connections that structure communication, commerce, and civic discourse in the world of digital media.<br/><br/>Listed by <a href="https://unglue.it/work/157668/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2008</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279102/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157668.1223490</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1223490</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472050437</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Hyperlinked Society</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lokman Tsui</PersonName><PersonNameInverted>Tsui, Lokman</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM034000</SubjectCode><SubjectHeadingText>Computers / Interactive &amp; Multimedia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media--Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet--Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>""Links"" are among the most basic—and most unexamined—features of online life. Bringing together a prominent array of thinkers from industry and the academy, The Hyperlinked Society addresses a provocative series of questions about the ways in which hyperlinks organize behavior online. How do media producers' considerations of links change the way they approach their work, and how do these considerations in turn affect the ways that audiences consume news and entertainment? What role do economic and political considerations play in information producers' creation of links? How do links shape the size and scope of the public sphere in the digital age? Are hyperlinks ""bridging"" mechanisms that encourage people to see beyond their personal beliefs to a broader and more diverse world? Or do they simply reinforce existing bonds by encouraging people to ignore social and political perspectives that conflict with their existing interests and beliefs? This pathbreaking collection of essays will be valuable to anyone interested in the now taken for granted connections that structure communication, commerce, and civic discourse in the world of digital media.<br/><br/>Listed by <a href="https://unglue.it/work/157668/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=DpVFDwAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20091211</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/531679/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157668.1248097</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1248097</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472050437</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Hyperlinked Society</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lokman Tsui</PersonName><PersonNameInverted>Tsui, Lokman</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM034000</SubjectCode><SubjectHeadingText>Computers / Interactive &amp; Multimedia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media--Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet--Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>""Links"" are among the most basic—and most unexamined—features of online life. Bringing together a prominent array of thinkers from industry and the academy, The Hyperlinked Society addresses a provocative series of questions about the ways in which hyperlinks organize behavior online. How do media producers' considerations of links change the way they approach their work, and how do these considerations in turn affect the ways that audiences consume news and entertainment? What role do economic and political considerations play in information producers' creation of links? How do links shape the size and scope of the public sphere in the digital age? Are hyperlinks ""bridging"" mechanisms that encourage people to see beyond their personal beliefs to a broader and more diverse world? Or do they simply reinforce existing bonds by encouraging people to ignore social and political perspectives that conflict with their existing interests and beliefs? This pathbreaking collection of essays will be valuable to anyone interested in the now taken for granted connections that structure communication, commerce, and civic discourse in the world of digital media.<br/><br/>Listed by <a href="https://unglue.it/work/157668/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=FZwiEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20080523</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/537674/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.525944.703747</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>703747</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Post-Screen Through Virtual Reality, Holograms and Light Projections</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jenna Ng</PersonName><PersonNameInverted>Ng, Jenna</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communications engineering / telecommunications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Electronics &amp; communications engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>holograms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pepper's Ghost</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>projection mapping</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Screens</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>virtual reality (VR)</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen.<br/><br/>Listed by <a href="https://unglue.it/work/525944/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/4c/e0/4ce0a9163e3b3c42aff31806f23ec3c4.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/367947/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.519270.695417</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>695417</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Role of Gamification in Software Development Lifecycle</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Christos Kalloniatis</PersonName><PersonNameInverted>Kalloniatis, Christos</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.<br/><br/>Listed by <a href="https://unglue.it/work/519270/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/42/6c/426c13aa4f7767b34b851f5b27852aab.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/364100/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.477305.643247</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>643247</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783030582784</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Science of Citizen Science</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Katrin Vohland</PersonName><PersonNameInverted>Vohland, Katrin</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Anne Land-zandstra</PersonName><PersonNameInverted>Land-zandstra, Anne</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Luigi Ceccaroni</PersonName><PersonNameInverted>Ceccaroni, Luigi</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Rob Lemmens</PersonName><PersonNameInverted>Lemmens, Rob</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Josep Perelló</PersonName><PersonNameInverted>Perelló, Josep</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marisa Ponti</PersonName><PersonNameInverted>Ponti, Marisa</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Roeland Samson</PersonName><PersonNameInverted>Samson, Roeland</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Katherin Wagenknecht</PersonName><PersonNameInverted>Wagenknecht, Katherin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Citizen science tools and guidelines</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data quality, standardization, interoperability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environment Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmental sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Evaluation and quality criteria in citizen science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human-computer interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Humanities and Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinarity and transdisciplinarity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Knowledge transfer and science communication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media and Communication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Multimedia Information Systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science, Humanities and Social Sciences, multidisciplinary</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYZ Human–computer interaction::UYZG User interface design and usability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>User interface design &amp; usability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>User Interfaces and Human Computer Interaction</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This open access book discusses how the involvement of citizens into scientific endeavors is expected to contribute to solve the big challenges of our time, such as climate change and the loss of biodiversity, growing inequalities within and between societies, and the sustainability turn. The field of citizen science has been growing in recent decades. Many different stakeholders from scientists to citizens and from policy makers to environmental organisations have been involved in its practice. In addition, many scientists also study citizen science as a research approach and as a way for science and society to interact and collaborate. This book provides a representation of the practices as well as scientific and societal outcomes in different disciplines. It reflects the contribution of citizen science to societal development, education, or innovation and provides and overview of the field of actors as well as on tools and guidelines. It serves as an introduction for anyone who wants to get involved in and learn more about the science of citizen science.<br/><br/>Listed by <a href="https://unglue.it/work/477305/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/4f/96/4f9677f62cb00871bb92bbeb8411f760.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer Nature</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/281924/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522805.699734</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699734</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Sound of Innovation</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Andrew J. Nelson</PersonName><PersonNameInverted>Nelson, Andrew J.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital music: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History of Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AV Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNB History of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGM Digital music: professional</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>How a team of musicians, engineers, computer scientists, and psychologists developed computer music as an academic field and ushered in the era of digital music. In the 1960s, a team of Stanford musicians, engineers, computer scientists, and psychologists used computing in an entirely novel way: to produce and manipulate sound and create the sonic basis of new musical compositions. This group of interdisciplinary researchers at the nascent Center for Computer Research in Music and Acoustics (CCRMA, pronounced “karma”) helped to develop computer music as an academic field, invent the technologies that underlie it, and usher in the age of digital music. In The Sound of Innovation, Andrew Nelson chronicles the history of CCRMA, tracing its origins in Stanford's Artificial Intelligence Laboratory through its present-day influence on Silicon Valley and digital music groups worldwide. Nelson emphasizes CCRMA's interdisciplinarity, which stimulates creativity at the intersections of fields; its commitment to open sharing and users; and its pioneering commercial engagement. He shows that Stanford's outsized influence on the emergence of digital music came from the intertwining of these three modes, which brought together diverse supporters with different aims around a field of shared interest. Nelson thus challenges long-standing assumptions about the divisions between art and science, between the humanities and technology, and between academic research and commercial applications, showing how the story of a small group of musicians reveals substantial insights about innovation. Nelson draws on extensive archival research and dozens of interviews with digital music pioneers; the book's website provides access to original historic documents and other material.<br/><br/>Listed by <a href="https://unglue.it/work/522805/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2b/b5/2bb5e82c87c6513ce77b51788fa8ec73.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2015</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381380/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.311372.445504</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>445504</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781526122520</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Time Travellers</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sybille Lammes</PersonName><PersonNameInverted>Lammes, Sybille</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Clancy Wilmott</PersonName><PersonNameInverted>Wilmott, Clancy</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniel Evans</PersonName><PersonNameInverted>Evans, Daniel</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alex Gekker</PersonName><PersonNameInverted>Gekker, Alex</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chris Perkins</PersonName><PersonNameInverted>Perkins, Chris</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sam Hind</PersonName><PersonNameInverted>Hind, Sam</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cartography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cartography, map-making &amp; projections</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital mapping</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Geography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Global Positioning System</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Human geography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>OpenStreetMap</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>technologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>temporality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Time</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>"The digital era has brought about huge transformations in the map itself, which to date have been largely conceptualised in spatial terms. Novel objects, forms, processes and approaches have emerged and pose new, pressing questions about the temporality of digital maps and contemporary mapping practices: in spite of its implicit spatiality, digital mapping is strongly grounded in time. This collection brings time back into the map, taking up Doreen Massey's critical concern for 'ongoing stories' in the world; it asks how mapping enrols time into these narratives. Maps often seek to ‘freeze’ and ‘fix’ the world, looking to represent, document or capture dynamic phenomena. This collection examines how these processes are impacted by digital cartographic technologies that, arguably, have disrupted our understanding of time as much as they have provided coherence.The book consists of twelve chapters from experts in the field. Each addresses a different type of digital mapping practice and analyses it in relation to temporality. Cases discussed range from locative art projects, OpenStreetMap mapping parties, sensory mapping, Google Street View, to visual mapping, smart city dashboards and crisis mapping. Authors from different disciplinary positions consider how a temporal lens might focus attention on different aspects of digital mapping. This kaleidoscopic approach demonstrates a rich plethora of ways for understanding the temporal modes of digital mapping and the interdisciplinary background of the authors allows multiple positions to be developed and contrasted."<br/><br/>Listed by <a href="https://unglue.it/work/311372/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/34/f1/34f1d0c8fff9196a134af3405b706518.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Manchester University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2018</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/289432/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487175.654508</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>654508</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Time-Delay Systems</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Dragutin Debeljkovic</PersonName><PersonNameInverted>Debeljkovic, Dragutin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Time delay is very often encountered in various technical systems, such as electric, pneumatic and hydraulic networks, chemical processes, long transmission lines, robotics, etc. The existence of pure time lag, regardless if it is present in the control or/and the state, may cause undesirable system transient response, or even instability. Consequently, the problem of controllability, observability, robustness, optimization, adaptive control, pole placement and particularly stability and robustness stabilization for this class of systems, has been one of the main interests for many scientists and researchers during the last five decades.<br/><br/>Listed by <a href="https://unglue.it/work/487175/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/37/23/372310eb9438dc0b0367378f5dea5d8a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/321654/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.519756.695903</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>695903</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Videoforskning på ulike læringsarenaer</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Fredrik Rusk</PersonName><PersonNameInverted>Rusk, Fredrik</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>nor</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: professional</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social issues &amp; processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPS Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBF Social and ethical issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professional</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book presents wide-ranging video research in pedagogical contexts that have previously received little notice. Video research is, and can be employed for, so much more that standing in a classroom and filming with a camera. That is what we hope to achieve with this book – to demonstrate the inherent flexibility in video, that it can serve as one tool among many and be utilized in a variety of settings in several different ways. We want to emphasize the fact that you don’t need a professional lab with lots of equipment to do quality video research. All you need is a camera, a microphone, and a good plan for what you can, and cannot, capture in your project.

Video Research in Educational Settings: Diverse Video Data in Pedagogical Research and Development is written primarily for other researchers, including those who are just beginning their research activities (such as master students and PhD candidates) and are interested in discovering how flexible, applicable and creative data collection can be with the help of video, and how rich the data material one obtains can be. The chapters represent a broad cross-disciplinary approach, yet with one common denominator: the use of video in different educational arenas, not only for data collection, but also for stimulating reflection, learning and greater expertise.<br/><br/>Listed by <a href="https://unglue.it/work/519756/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/8e/68/8e68e53dee18c680408f79ab037736ff.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Cappelen Damm Akademisk/NOASP (Nordic Open Access Scholarly Publishing)</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/363263/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497313.665403</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>665403</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481024</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtual Heritage</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Malcolm Champion</PersonName><PersonNameInverted>Champion, Erik Malcolm</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Champion</PersonName><PersonNameInverted>Champion, Erik</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.</p><p>Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.</p><p>The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.</p><br/><br/>Listed by <a href="https://unglue.it/work/497313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b3/1c/b31cc8cdc0ef1197a1acca25db348ecc.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210722</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384629/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497313.665406</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>665406</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481017</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtual Heritage</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Malcolm Champion</PersonName><PersonNameInverted>Champion, Erik Malcolm</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Champion</PersonName><PersonNameInverted>Champion, Erik</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.</p><p>Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.</p><p>The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.</p><br/><br/>Listed by <a href="https://unglue.it/work/497313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b3/1c/b31cc8cdc0ef1197a1acca25db348ecc.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210722</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384630/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497313.883475</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>883475</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481000</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtual Heritage</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Erik Malcolm Champion</PersonName><PersonNameInverted>Champion, Erik Malcolm</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; 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culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSL Ethnic studies::JBSL1 Ethnic groups and multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYV Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.</p><p>Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.</p><p>The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.</p><br/><br/>Listed by <a href="https://unglue.it/work/497313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=pGdkEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210722</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/473262/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567052.758679</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>758679</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtuelle Wirklichkeiten</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felix Zimmermann</PersonName><PersonNameInverted>Zimmermann, Felix</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ambience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Anno 1800</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Assassin’s Creed Syndicate</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Atmosphere</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dishonored</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Immersion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Public history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With ›Vergangenheitsatmosphären‹ Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. By means of in-depth analyses of the digital games »Anno 1800« (2019), »Assassin's Creed Syndicate« (2015), and »Dishonored: The Mask of Wrath« (2012), the term is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated.<br/><br/>Listed by <a href="https://unglue.it/work/567052/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/db/08/db08d1a9349f9124a7ceaefd8f91d0fe.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408114/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.574515.768215</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>768215</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Written on the Body</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marta-Laura Cenedese</PersonName><PersonNameInverted>Cenedese, Marta-Laura</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>20th century</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>21st century</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Acting techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Africa</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Algeria</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Asia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Brazil</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>British 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-</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Middle East</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Modern &amp; contemporary fiction (post c 1945)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Modern period, c 1500 onwards</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Multi-modal 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Kong</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::1 Place qualifiers::1H Africa::1HB North Africa::1HBA Algeria</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::1 Place qualifiers::1K The Americas::1KB North America (USA and Canada)::1KBB United States of America, USA</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::1 Place qualifiers::1K The Americas::1KB North America (USA and Canada)::1KBC Canada</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::1 Place qualifiers::1K The Americas::1KL Latin America – Mexico, Central America, South America::1KLS South America::1KLSB Brazil</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::3 Time period qualifiers::3M c 1500 onwards to present day::3MP 20th century, c 1900 to c 1999</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::3 Time period qualifiers::3M c 1500 onwards to present day::3MR 21st century, c 2000 to c 2100</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATD Theatre studies::ATDC Acting techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATD Theatre studies::ATDF Theatre direction and production</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATJ Television</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::D Biography, Literature and Literary studies::DS Literature: history and criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general::DSBH Literary studies: c 1900 to c 2000</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSK Literary studies: fiction, novelists and prose writers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::F Fiction and Related items</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::F Fiction and Related items::FB Fiction: general and literary::FBA Modern and contemporary fiction: general and literary</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::F Fiction and Related items::FN Fiction: Traditional stories, myths and fairy tales</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTN Philosophy: aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTQ Ethics and moral philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTS Social and political philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Time periods qualifiers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Trauma</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>United Kingdom, Great Britain</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>USA</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Violence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Yugoslavia &amp; former Yugoslavia</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This volume explores the bodies that are subjects and objects of violence; bodies that, by simply being, narrate their traumatic experience. Contributors attune to the dialogic and hybrid relations that connect bodies and environments, and to the horizons of imaginative, future-worldbuilding possibilities that they open through acts of transmission, translation, and transfer. Refracting to something other than the body’s own physicality – to multiple (multidirectional) networks – the chapters in this volume map and weave an ecosystem of interlacing bodies that are human, animal, vegetal, natural and technological; that are both singular and collective (i.e. a social body); that are situated in both the physical and virtual space; that are mythological and ephemeral; and that express naturecultural entanglements.<br/><br/>Listed by <a href="https://unglue.it/work/574515/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/1b/d1/1bd18e9e7112493e3a97dd19263f9215.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Logos Verlag Berlin</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/405424/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product></ONIXMessage>