June McClunaghan, a luckless waitress and ex-flight attendant, ends up in Seattle in the early 1990s after a life of post-Joycean, Cubs-style defeat, and learns to play bass guitar at the height of that good ol’ coffee-swilling “Grunge Mania.” She loves coffee, hates grunge, so she and her friend Dedra Fatiuchka try to start a trashy garage band instead. No dice. But.......Dedra, a talented singer and computer geek who is disillusioned with the digital revolution, pranks together an impressively bogus press kit for the band and, in conspiracy with a studio-geek friend, her voice is overdubbed onto the dead tracks of a defunct band (that couldn’t pay their studio bill) and presto! A demo tape! No one the wiser, the whole shebang is sent to the offices of South By SouthWest in Austin, TX as a joke. SXSW, however, respond by offering the band - which doesn’t exist - a high profile showcase at the 1994 edition of the great, ballyhooed music conference. With the help of two guy friends, a guitarist and a drummer, they manage to slap together a functional combo and then embark to the big event only to lose their showcase by running afoul of one of the head festival honchos who pointedly yanks the rug from under them. But.......another disappointment in June’s doggedly optimistic life, they begin the long trek back to Seattle. When inclement weather forces them off the road, June gets caught in a flash flood incident that leaves her stranded and injured in the middle of nowhere. Rescued by a mysterious hot-rodder, she is thrust into yet another post-Joycean world with even more surreal elements. Here she begins to sense that this strange but benevolent character may actually be the fabled “Seattle Capper” himself - the unseen phantom responsible for a history of distributor cap thefts - and the same one who stole their cap in Arizona while the band was enroute to Austin. Decline and Fall of Alternative Civilization is litera 1. Language: English. Narrator: SPOT. Audio sample: http://samples.audible.de/bk/acx0/147205/bk_acx0_147205_sample.mp3. Digital audiobook in aax.
A quick and easy reference to get the most out of your Android tablet It's not a computer and it's not a smartphone--so what in the world is it? Whether you're new to Android or new to tablets altogether, you're about to experience mobile computing like never before with this fun, full-color guide! In Android Tablets For Dummies, you'll find clear, easy-to-follow explanations for making sense of all the features native to Android tablets, as well as model-specific guidance. Inside, trusted tech guru Dan Gookin--who wrote the very first For Dummies book in 1991--walks you through setting up your Android tablet, navigating the interface, browsing the web, setting up email, finding the best apps, and so much more. No matter which Android tablet tickles your fancy, this hands-on guide takes the intimidation out of the technology and gives you everything you need to make the most of your new device. * Set up your tablet, configure the Home screen, and get connected * Surf the web, send and receive email and texts, and use video chat and social media to keep in touch with family and friends * Have fun with photos, videos, games, eBooks, music, and movies * Get up and running with the Nougat Operating System If you're eager to learn the ins and outs of your Android device--but don't want to pull your hair out in the process--this one-stop guide has you covered.
If you've ever read a book on an e-reader, unleashed your inner rock star playing Guitar Hero, built a robot with LEGO Mindstorms, or ridden in a vehicle with child-safe air bags, then you've experienced first hand just a few of the astounding innovations that have come out of the Media Lab over the past 25 years. But that's old hat for today's researchers, who are creating technologies that will have a much deeper impact on the quality of people's lives over the next quarter century. In this exhilarating tour of the Media Lab's inner sanctums, we'll meet the professors and their students - the Sorcerers and their Apprentices - and witness first hand the creative magic behind inventions such as: * Nexi, a mobile humanoid robot with such sophisticated social skills she can serve as a helpful and understanding companion for the sick and elderly. * CityCar, a foldable, stackable, electric vehicle of the future that will redefine personal transportation in cities and revolutionize urban life. * Sixth Sense, a compact wearable device that transforms any surface - wall, tabletop or even your hand - into a touch screen computer. * PowerFoot, a lifelike robotic prosthesis that enables amputees to walk as naturally as if it were a real biological limb. Through inspiring stories of people who are using Media Lab innovations to confront personal challenges - like a man with cerebral palsy who is unable to hum a tune or pick up an instrument yet is using an ingenious music composition system to unleash his 'inner Mozart', and a woman with a rare life-threatening condition who co-invented a revolutionary web service that enables patients to participate in the search for their own cures - we'll see how the Media Lab is empowering us all with the tools to take control of our health, wealth, and happiness. Along the way, Moss reveals the highly unorthodox approach to creativity and invention that makes all this possible, explaining how the Media Lab cultivates an open and boundary-less environment where researchers from a broad array of disciplines - from musicians to neuroscientists to visual artists to computer engineers - have the freedom to follow their passions and take bold risks unthinkable elsewhere. The Sorcerers and Their Apprentices can serve as a blueprint for how to fix our broken innovation ecosystem and bring about the kind of radical change required to meet the challenges of the 21st century. It is a must-read for anyone striving to be more innovative as an individual, as a businessperson, or as a member of society. Also includes 16 pages of color photos highlighting some of the lab's most visually stunning inventions - and the people who make them possible.
A quick and easy reference to get the most out of your Android tablet It's not a computer and it's not a smartphone so what in the world is it? Whether you're new to Android or new to tablets altogether, you're about to experience mobile computing like never before with this fun, full-color guide! In Android Tablets For Dummies, you'll find clear, easy-to-follow explanations for making sense of all the features native to Android tablets, as well as model-specific guidance. Inside, trusted tech guru Dan Gookin who wrote the very first For Dummies book in 1991 walks you through setting up your Android tablet, navigating the interface, browsing the web, setting up email, finding the best apps, and so much more. No matter which Android tablet tickles your fancy, this hands-on guide takes the intimidation out of the technology and gives you everything you need to make the most of your new device. Set up your tablet, configure the Home screen, and get connected Surf the web, send and receive email and texts, and use video chat and social media to keep in touch with family and friends Have fun with photos, videos, games, eBooks, music, and movies Get up and running with the Nougat Operating System If you're eager to learn the ins and outs of your Android device but don't want to pull your hair out in the process this one-stop guide has you covered.
The authors of this book analyze the influence of specific everyday life situations and contexts on the emotional state of people and the ways in which this can impact measurements of user experience. The book anticipates a future in which products and machines know how we feel and adapt to the feelings they sense (music systems that effectively enhance our current mood with a personalized choice of music, computer dialogues that avoid upcoming frustration, and photo cameras that take pictures whenever we're excited). In all these situations, knowledge of the emotional state of the user is prime information. A previous book published in the Philips Research Book Series, 'Probing Experience', illustrated ways to evaluate the user experience through behavioural and physiological parameters. The present book focuses on the influence of context in these measurements. The everyday-life contexts of future products and machines will be always specific, especially in comparison to the standard laboratory situation. Context can impact the experience measurements and influence the occurrence and characteristics of certain signals. On the other hand, independent knowledge of the context could be very valuable for the interpretation of experience measurements. This book provides an overview of the present knowledge on the impact of context, and advocates the need for a joint understanding of its role in the measurement of experience. The authors comprise many experienced researchers on this topic with a wide variety of backgrounds, including business and academia, covering a broad range of context situations.
Going from the philosophy and concepts to the implementation and user study, this book presents an excellent overview of Japan's contemporary technical challenges in the field of human&#8211;computer interaction. The next information era will be one in which information is used to cultivate human and social potential. Driven by this vision, the outcomes provided in this work were accomplished as challenges to establish basic technologies for achieving harmony between human beings and the information environment by integrating element technologies including real-space communication, human interfaces, and media processing. Ranging from the neuro-cognitive level to the field trial, the research activities integrated novel perceptual technologies that even exceed human ability to sense, capture, and affect the real world. This book grew out of one of the CREST research areas funded by the Japan Science and Technology Agency. The theme of the project is &#8220;the creation of human-harmonized information technology for convivial society&#8221;, where 17 research teams aimed at a common goal. The project promotes a trans-disciplinary approach featuring (1) recognition and comprehension of human behaviors and real-space contexts by utilizing sensor networks and ubiquitous computing, (2) technologies for facilitating man&#8211;machine communication by utilizing robots and ubiquitous networks, and (3) content technologies for analyzing, mining, integrating, and structuring multimedia data including those in text, voice, music, and images. This is the first of two volumes, which is contributed by nine team leaders. Besides describing the technical challenges, each contribution lays much weight on discussing the philosophy, concepts, and the implications underlying the project. This work will provide researchers and practitioners in the related areas with an excellent opportunity to find interesting new developments and to think about the relationship between human and information technology.
CMMR is an annual event focusing on important aspects of computer music. CMMR 2008 was the ?fth event in this series and was co-organized by A- borg University Esbjerg, Denmark , the Laboratoire de M ecanique et d Acoustique, CNRS in Marseille, France and the Network for Cross-Disciplinary Studies of Music and Meaning, University of Southern Denmark . The conference was held in Copenhagen, May 19 23, 2008. The four previous editions of CMMR gathered a large number of notew- thy papers by researchers from the ?eld of computer music. The proceedings of these conferences were published in the Lecture Notes in Computer Science series (LNCS 2771, LNCS 3310, LNCS 3902 and LNCS 4969). The present e- tion follows the lineage of the previous ones, including a collection of 21 papers specially reviewed and corrected for this proceedings volume. The ?eld of computer music embraces a large number of research areas that span from information retrieval, programming, arti?cial intelligence to aco- tics, signal processing and sound modeling. In the last CMMR gatherings an increased emphasis was placed on the role of human interaction at all levels of musicalpractice,aswellasperceptualandcognitiveaspects inorderto establish relationsbetweenthestructureofsoundsandtheirimpactonhumanbeings.The identi?cation of perceptually relevant sound structures is linked to the notion of the sense of sounds, which was the title of the CMMR 2007 conference.
Combining outstanding listening pedagogy with cutting-edge digital resources, THE ESSENTIAL LISTENING TO MUSIC (with Download Card), 2e inspires a lifelong appreciation of music. In this streamlined and succinct book, scholar and master-teacher Craig Wright discusses musical examples from each historical period within its social context--giving you a sense of a piece's construction as well as its historical and cultural meaning. A wide range of resources help you sharpen your listening skills, including online Listening Exercises for most pieces in the book, streaming music, computer-enhanced Active Listening Guides, and chapterwide and critical thinking quizzes. You also can download music covered in the book directly to a music library. The Second Edition is fully integrated with MindTap, giving you the ultimate personal earning experience--from your laptop, tablet, or smart phone. MindTap also includes engaging new animations created by Stephen Malinowski, individual YouTube players, instant audio for most examples in the book, and much more.
Got a great game idea? This complete do-it-yourself guide shows you how to make your game idea a reality for the iPhone and iPad. By developing a real game hands-on through the course of this book, you&#8217;ll get a thorough introduction to Xcode and Objective-C, while learning how to implement game logic, sophisticated graphics, game physics, sounds, and computer AI. Author Todd Moore taught himself how to create an iPhone game in a week, with no previous knowledge of Apple&#8217;s development tools. Now he develops smartphone games and apps full time. With this book, any coder can turn game ideas into real products, ready for the App Store. * Get started by writing a simple game in only 20 lines of code * Build a complete air hockey game from scratch * Learn best practices for tracking multiple screen touches * Use animation loops and create collision functions * Get the tools you need to build your own stunning game graphics * Apply game physics to give your game a sense of realism * Record and edit lifelike sound effects, and create your own background music * Design a computer player with different levels of difficulty * Featuring an introduction by Steve Wozniak Todd Moore founded TMSOFT to create unique smart phone applications and games. His most popular game title, Card Counter, was featured by Engadget, the Los Angeles Times, and CNET TV. Todd&#8217;s most popular application, White Noise, was featured by iTunes, Health Magazine, The Washington Post, PC Magazine, and Late Night with Jimmy Fallon.