Reading and Writing the Electronic Book

Synthesis lectures on information concepts, retrieval, and services

Book 9
Morgan & Claypool Publishers
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Developments over the last 20 years have fueled considerable speculation about the future of the book and of reading itself. This book begins with a gloss over the history of electronic books, including the social and technical forces that have shaped their development. The focus then shifts to reading and how we interact with what we read: basic issues such as legibility, annotation, and navigation are examined as aspects of reading that eBooks inherit from their print legacy. Because reading is fundamentally communicative, I also take a closer look at the sociality of reading: how we read in a group and how we share what we read. Studies of reading and eBook use are integrated throughout the book, but Chapter 5 "goes meta" to explore how a researcher might go about designing his or her own reading-related studies. No book about eBooks is complete without an explicit discussion of content preparation, i.e., how the electronic book is written. Hence, Chapter 6 delves into the underlying representation of eBooks and efforts to create and apply markup standards to them. This chapter also examines how print genres have made the journey to digital and how some emerging digital genres might be realized as eBooks. Finally, Chapter 7 discusses some beyond-the-book functionality: how can eBook platforms be transformed into portable personal libraries? In the end, my hope is that by the time the reader reaches the end of this book, he or she will feel equipped to perform the next set of studies, write the next set of articles, invent new eBook functionality, or simply engage in a heated argument with the stranger in seat 17C about the future of reading. Table of Contents: Preface / Figure Credits / Introduction / Reading / Interaction / Reading as a Social Activity / Studying Reading / Beyond the Book / References / Author Biography
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Additional Information

Publisher
Morgan & Claypool Publishers
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Published on
Dec 31, 2010
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Pages
185
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ISBN
9781598299052
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Language
English
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Genres
Computers / Electronic Publishing
Computers / Information Technology
Language Arts & Disciplines / Library & Information Science / General
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Content Protection
This content is DRM protected.
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Available on Android devices
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At its very core multimedia information retrieval means the process of searching for and finding multimedia documents; the corresponding research field is concerned with building the best possible multimedia search engines. The intriguing bit here is that the query itself can be a multimedia excerpt: For example, when you walk around in an unknown place and stumble across an interesting landmark, would it not be great if you could just take a picture with your mobile phone and send it to a service that finds a similar picture in a database and tells you more about the building -- and about its significance, for that matter? This book goes further by examining the full matrix of a variety of query modes versus document types. How do you retrieve a music piece by humming? What if you want to find news video clips on forest fires using a still image? The text discusses underlying techniques and common approaches to facilitate multimedia search engines from metadata driven retrieval, via piggy-back text retrieval where automated processes create text surrogates for multimedia, automated image annotation and content-based retrieval. The latter is studied in great depth looking at features and distances, and how to effectively combine them for efficient retrieval, to a point where the readers have the ingredients and recipe in their hands for building their own multimedia search engines. Supporting users in their resource discovery mission when hunting for multimedia material is not a technological indexing problem alone. We look at interactive ways of engaging with repositories through browsing and relevance feedback, roping in geographical context, and providing visual summaries for videos. The book concludes with an overview of state-of-the-art research projects in the area of multimedia information retrieval, which gives an indication of the research and development trends and, thereby, a glimpse of the future world. Table of Contents: What is Multimedia Information Retrieval? / Basic Multimedia Search Technologies / Content-based Retrieval in Depth / Added Services / Multimedia Information Retrieval Research / Summary
Let us start with a simple scenario: a man asks a woman "how high is Mount Everest?" The woman replies "29,029 feet." Nothing could be simpler. Now let us suppose that rather than standing in a room, or sitting on a bus, the man is at his desk and the woman is 300 miles away with the conversation taking place using e-mail. Still simple? Certainly--it happens every day. So why all the bother about digital (virtual, electronic, chat, etc.) reference? If the man is a pilot flying over Mount Everest, the answer matters. If you are a lawyer going to court, the identity of the woman is very important. Also, if you ever want to find the answer again, how that transaction took place matters a lot. Digital reference is a deceptively simple concept on its face: "the incorporation of human expertise into the information system." This lecture seeks to explore the question of how human expertise is incorporated into a variety of information systems, from libraries, to digital libraries, to information retrieval engines, to knowledge bases. What we learn through this endeavor, begun primarily in the library context, is that the models, methods, standards, and experiments in digital reference have wide applicability. We also catch a glimpse of an unfolding future in which ubiquitous computing makes the identification, interaction, and capture of expertise increasingly important. It is a future that is much more complex than we had anticipated. It is a future in which documents and artifacts are less important than the contexts of their creation and use.

Table of Contents: Defining Reference in a Digital Age / Conversations / Digital Reference in Practice / Digital Reference an a New Future / Conclusion

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book.

Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Animate choose Adobe Animate CC Classroom in a Book (2017 release) from Adobe Press. The 10 project-based lessons in this book show users step-by-step the key techniques for working in Animate. Adobe Animate CC provides more expressive tools, powerful controls for animation, and robust support for playback across a wide variety of platforms. Learn how to use and create vector-based brushes for painterly effects. Gain more advanced control over complex animations with the new Camera tool, and learn to focus the action on different parts of the Stage. Support for SVG, WebGL, HTML5 animation and video, and seamless collaboration with other designers and with other Adobe applications through Creative Cloud libraries make Adobe Animate the ideal development environment for creative animation and multimedia.

The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes. As always with the Classroom in a Book, Instructor Notes are available for teachers to download.
The design space of information services evolved from seminal works through a set of prototypical hypermedia systems and matured in open and widely accessible web-based systems. The original concepts of hypermedia systems are now expressed in different forms and shapes. The first works on hypertext invented the term itself, laid out the foundational concept of association or link, and highlighted navigation as the core paradigm for the future information systems. The first engineered systems demonstrated architectural requirements and models and fostered the emergence of the conceptual model related with the information systems and the information design. The artifacts for interaction, navigation, and search, grew from the pioneering systems. Multimedia added a new dimension to hypertext, and mutated the term into hypermedia. The adaptation of the primitive models and mechanisms to the space of continuous media led to a further conceptual level and to the reinvention of information design methods. Hypermedia systems also became an ideal space for collaboration and cooperative work. Information access and sharing, and group work were enabled and empowered by distributed hypermedia systems. As with many technologies, a winning technical paradigm, in our case the World Wide Web, concentrated the design options, the architectural choices and the interaction and navigation styles. Since the late nineties, the Web became the standard framework for hypermedia systems, and integrated a large number of the initial concepts and techniques. Yet, other paths are still open. This lecture maps a simple "genome" of hypermedia systems, based on an initial survey of primitive systems that established architectural and functional characteristics, or traits. These are analyzed and consolidated using phylogenetic analysis tools, to infer families of systems and evolution opportunities. This method may prove to be inspiring for more systematic perspectives of technological landscapes. Table of Contents: Introduction / Original Visions and Concepts / Steps in the Evolution / Information and Structured Documents / Web-Based Environments / Some Research Trends / A Framework of Traits / A Phylogenetic Analysis / Conclusion
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