Google eBooks: Overview - 0 views
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Read seamlessly on your device Access all your ebooks wirelessly, no matter where you go. Google eBooks stores your library in the digital cloud, so you can read all of your favorite books using just about any device with an Internet connection. Google eBooks is compatible with Android phones, iPhone, iPad, iPod touch, web browsers and many supported eReaders. Whenever you open one of your books, we'll pick up right where you left off. Learn more.
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Discover the world's largest selection of ebooks With millions of books to choose from in every imaginable category, finding what you want to read on Google eBooks is easy. You can check out the New York Times best sellers list or discover up-and-coming authors. Read nearly 3 million free ebooks and hundreds of thousands of titles that are ready for purchase; with Google eBooks, you have access to the world's largest selection of ebooks and unlimited storage in the digital cloud. Learn more.
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Shop anywhere you choose Get your favorite ebooks from the Google eBookstore, or buy Google eBooks from a growing number of independent booksellers and retail partners. No matter where you buy your Google eBooks, you'll enjoy the same access and usage rights and privileges. Learn more.
SixthSense - a wearable gestural interface (MIT Media Lab) - 0 views
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The SixthSense prototype is comprised of a pocket projector, a mirror and a camera. The hardware components are coupled in a pendant like mobile wearable device. Both the projector and the camera are connected to the mobile computing device in the user's pocket. The projector projects visual information enabling surfaces, walls and physical objects around us to be used as interfaces; while the camera recognizes and tracks user's hand gestures and physical objects using computer-vision based techniques.
E-book - Wikipedia, the free encyclopedia - 0 views
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An electronic book (also e-book, ebook, digital book) is a text and image-based publication in digital form produced on, published by, and readable on computers or other digital devices.[1] Sometimes the equivalent of a conventional printed book, e-books can also be born digital. The Oxford Dictionary of English defines the e-book as "an electronic version of a printed book,"[2] but e-books can and do exist without any printed equivalent. E-books are usually read on dedicated hardware devices known as e-Readers or e-book devices. Personal computers and some cell phones can also be used to read e-books.
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availability of e-books may be provided for users with a mobile data connection, so that these e-books need not be stored on the device. An e-book can be offered indefinitely, without ever going "out of print". In the space that a comparably sized print book takes up, an e-reader can potentially contain thousands of e-books, limited only by its memory capacity.
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Among the earliest general e-books were those in Project Gutenberg, in 1971. One early e-book implementation was the desktop prototype for a proposed notebook computer, the Dynabook, in the 1970s at PARC: a general-purpose portable personal computer capable of displaying books for reading.[3] Early e-books were generally written for specialty areas and a limited audience, meant to be read only by small and devoted interest groups. The scope of the subject matter of these e-books included technical manuals for hardware, manufacturing techniques and other subjects.[citation needed] In the 1990s, the general availability of the Internet made transferring electronic files much easier, including e-books. Numerous e-book formats, view comparison of e-book formats, emerged and proliferated, some supported by major software companies such as Adobe with its PDF format, and others supported by independent and open-source programmers. Multiple readers followed multiple formats, most of them specializing in only one format, and thereby fragmenting the e-book market even more. Due to exclusiveness and limited readerships of e-books, the fractured market of independents and specialty authors lacked consensus regarding a standard for packaging and selling e-books. In 2010 e-books continued to gain in their own underground markets. Many e-book publishers began distributing books that were in the public domain. At the same time, authors with books that were not accepted by publishers offered their works online so they could be seen by others. Unofficial (and occasionally unauthorized) catalogs of books became available over the web, and sites devoted to e-books began disseminating information about e-books to the public. [4] U.S. Libraries began providing free e-books to the public in 1998 through their web sites and associated services,[5] although the e-books were primarily scholarly, technical or professional in nature, and could not be downloaded. In 2003, libraries began offering free downloadable popular fiction and non-fiction e-books to the public, launching an e-book lending model that worked much more successfully for public libraries.[6] The number of library e-book distributors and lending models continued to increase over the next few years. In 2010, a Public Library Funding and Technology Access Study[7] found that 66% of public libraries in the U.S. were offering e-books,[8] and a large movement in the library industry began seriously examining the issues related to lending e-books, acknowledging a tipping point of broad e-book usage.[9] As of 2009[update], new marketing models for e-books were being developed and dedicated reading hardware was produced. E-books (as opposed to ebook readers) have yet to achieve global distribution. In the United States, as of September 2009, the Amazon Kindle model and Sony's PRS-500 were the dominant e-reading devices.[10] By March 2010, some reported that the Barnes & Noble Nook may be selling more units than the Kindle.[11] On January 27, 2010 Apple Inc. launched a multi-function device called the iPad[12] and announced agreements with five of the six largest publishers that would allow Apple to distribute e-books.[13] However, many publishers and authors have not endorsed the concept of electronic publishing, citing issues with demand, piracy and proprietary devices.[14] In July 2010, online bookseller Amazon.com reported sales of ebooks for its proprietary Kindle outnumbered sales of hardcover books for the first time ever during the second quarter of 2010, saying it sold 140 e-books for every 100 hardcover books, including hardcovers for which there was no digital edition.[15] By January 2011, ebook sales at Amazon had surpassed its paperback sales.[16] In the overall U.S. market, paperback book sales are still much larger than either hardcover or e-book; the American Publishing Association estimated e-books represented 8.5% of sales as of mid-2010.[17] In Canada, the option of ebook publishing took a higher profile when the novel, The Sentamentalists, won the prestigious national Giller Prize. Owing to the small scale of the novel's independent publisher, the book was initially not widely available in printed form, but the ebook edition had no such problems with it becoming the top-selling title for Kobo devices.[18]
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IDENT Technology, Next Generation Mobile User Interfaces & Intelligent Sensing - 0 views
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enabling next generation user interfaces.
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mpressive human interface features that make your consumer electronics and gaming products much smarter than ever
Augmented Environments Lab » Augmented-Reality Scratch: A children's Authorin... - 0 views
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AR Scratch, the first augmented-reality (AR) authoring environment designed for children.
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this environment allows pre-teens to create programs that mix real and virtual spaces. Children can display virtual objects on a real-world space seen through a camera, and they can control the virtual world through interactions between physical objects.
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augmented reality for children
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"In this paper we introduce AR Scratch, the first augmented-reality (AR) authoring environment designed for children. By adding augmented-reality functionality to the Scratch programming platform, this environment allows pre-teens to create programs that mix real and virtual spaces. Children can display virtual objects on a real-world space seen through a camera, and they can control the virtual world through interactions between physical objects. This paper describes the system design process, which focused on appropriately presenting the AR technology to the typical Scratch population (children aged 8-12), as influenced by knowledge of child spatial cognition, programming expertise, and interaction metaphors. Evaluation of this environment is proposed, accompanied by results from an initial pilot study, as well as discussion of foreseeable impacts on the Scratch user community."
Wrap 920AR - 0 views
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The Wrap™ 920AR augmented reality eyewear and maxReality™ plug-in for Autodesk® 3ds Max® empower you to turn your desktop into a “HOLO-Deck”. maxReality provides the power to easily bring Autodesk® 3ds Max® characters to life on your desktop, displayed in stereoscopic 3D through the Wrap 920AR augmented reality eyewear. For those familiar with the basic operation of Autodesk 3ds Max it takes only minutes until you are able to view in an augmented reality application using the maxReality Viewer and provided marker. Never has augmented reality been so fast and easy. A wearable display with a 67-inch screen, as viewed from ten feet, stereo video capture, 6-degrees of freedom head tracking, VGA connectivity for your computer and plug-in software to bring your Autodesk® 3ds Max® characters to life – this bundle has it all.
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Augmented reality or AR is a mixture of the real-world and virtual computer-generated imagery or information. With the Wrap 920AR, the real world is captured by it’s stereo camera system and displayed in the eyewear on what appears to your eyes as a 67-inch display as seen from 10-feet (3m). This image, which can be displayed in standard 2D or 3D, can be augmented with virtually any form of computer-generated data in the form of text, still images or even video. Until now, augmented reality has been limited to bulky stationary displays or portable hand-held systems with limited capabilities. Although these solutions implemented AR technology, it was in an unnatural format with obvious technology barriers. The Wrap 920AR is the first consumer product that empowers users to experience AR in a real-world environment – worn like sunglasses and displaying 3D graphics. Developer Support Vuzix provides an evolving SDK (Software Development Kit) and additional resources designed to aid and assist developers in the implementation of support for Vuzix products in virtual and augmented reality applications. Go to the Developer Support for additional information and links to downloadable developer resources.
Get Started with Kinect - Xbox.com - Xbox.com - 0 views
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With Kinect for Xbox 360, you are the controller. Easy to use and instantly fun, Kinect gets your whole body in the game. Imagine controlling movies and music with the wave of a hand or the sound of your voice. With Kinect, technology evaporates, letting the natural magic in all of us shine. And the best part is Kinect works with every Xbox 360.
Multi-touch and gesture computing displays with 3D-sensing technology - 0 views
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Evoluce software enables multi-gesture interaction with 3D depth-sensing technology. Evoluce demonstrated Windows 7 applications being controlled and interacted with for the first time ever in conjunction with Microsoft Kinect and will release software to control your PC with multiple gestures soon.
Your own reality- social augmented reality - 0 views
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Welcome Tagwhat is a free network where you can create-and-share location based messages and content on-line or in mobile augmented reality.
Game-Based Learning: What it is, Why it Works, and Where it's Going - 0 views
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Linked to the general principles of how we learn are more specific principles that describe how we learn in the context of effective game environments. James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy , describes 36 learning principles that well-designed games embody. Following are four: Subset Principle: Learning, even at its start, takes place in a (simplified) subset of the real domain. For example, the setting for the loading dock game should represent an actual loading dock, so that players can easily map their in-game behavior to on-the-job performance. However, it must be a simplified version that omits unimportant details, so that players can focus on aspects of the simulation that are relevant to the learning objective—things like crosswalks and pedestrians. Active, Critical Learning Principle: The learning environment must encourage active and critical, not passive, learning. In the loading dock example, this means players do not merely watch correct and incorrect examples of loading dock behavior, followed by a quiz—they actually think, act, experience consequences and pursue goals in a variable game environment. Probing Principle: Learning is a cycle of probing the world (doing something); reflecting on this action and, on this basis, forming a hypothesis; re-probing the world to test the hypothesis; and then accepting or rethinking the hypothesis. For example, an effective loading dock game must present a functional environment in which players may choose from and evaluate many different actions. The goal is to find the right course of action via experimentation—making choices and experiencing the consequences. Practice Principle: Learners get lots of practice in a context where the practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). For example, to encourage practice—and thus, development of good habits—the loading dock game must gradually increase the difficulty level of the in-game challenges. This keeps players engaged and encourages them to continually hone their skills.
YouTube - New Mobile 2011 - 0 views
Playing for a Good Grade | UO Information Technology - 0 views
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Simulation games are common in business classes, where they often focus on manufacturing and selling generic products like widgets. But when a Sports Business faculty member decided to run a simulation game pilot project, he skipped the widgets and went straight for an XBox 360. Paul Swangard, Managing Director of the James H. Warsaw Sports Marketing Center, is using Madden NFL’s franchise mode to help his SBUS 199 students grasp marketing and business decisions faced by NFL franchises
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Dukeminier saw it as a success, with a few caveats. “It certainly kept the students engaged and I think that overall they learned quite a bit from the combination of the Madden project and Paul’s course. It also proved to be much more engaging than the typical business simulation where you sell widgets,” he said. “It was not at all uncommon for the students to be cheering when their team did well, or yelling when it did poorly.”
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About half of the students in the class participated in the pilot project. They formed teams of four and were given the same team, the Seattle Seahawks, to manage through ten seasons. Students were graded on the decisions they made and the rationale behind those decisions.
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How e-books work: a guide to electronic books and e-book readers: Explain that Stuff! - 0 views
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Back in the 19th century English author, Martin Tupper wrote: "A good book is the best of friends, the same today and for ever." It's true: books are friendly, familiar, and loveable and that probably explains why it's taking us so long to get used to the idea of portable electronic books. But with the arrival of a new generation of electronic book readers, such as the Sony Reader, and Amazon Kindle, the days of the printed word just might be numbered. Let's take a closer look at electronic books (e-books) and find out how they work! Photo: Left: Amazon Kindle electronic book reader. Photo by courtesy of John Blyberg, published on Flickr under a Creative Commons License. Right: The rival Sony Reader PRS-350 is considerably smaller, partly because its touch-sensitive screen does away with the need for a keyboard.
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contain Think of a book and you think of a single object, but the books we read are actually two things in one: there's the information (the words and pictures and their meaning) and there's the physical object (the paper, cardboard, and ink) that contains them. Sometimes the physical part of a book is as important as the information it carries: it's really true that we judge books by their covers—at least when we're standing in shops deciding which ones to buy—and that's why publishers devote so much attention to making their books look attractive. But, a lot of the time, the information is much more important to us and we don't really care how it's delivered. That's why many of us now turn to the Web when we want to find things out instead of visiting the local library. In short, we've learned to split off the information we need from the way it's delivered. E-books take this idea a step further. When we talk about an e-book, we really mean a digital version of a printed text that we can read on a handheld electronic device like a miniature laptop computer— two quite separate things, once again.
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How do you store a book in electronic form? An e-book is really just a computer file full of words (and sometimes images). In theory, you could make an e-book just by typing information into a word processor. The file you save has all the elements of an electronic book: you can read the information on a computer, search it for keywords, or share it easily with someone else. The first attempt to create a worldwide library of e-books was called Project Gutenberg and it's still running today. Long before the World Wide Web came along, a bunch of dedicated Gutenberg volunteers took printed books and scanned or typed them into their computers to make electronic files they could share. For legal reasons, these books were (and still are) mostly classic old volumes that had fallen out of copyright. The electronic versions of these printed books are very basic, text-only computer files stored in a format called ASCII (American Standard Code for Information Interchange)—a way of representing letters, numbers, and symbols with the numbers 0-255 that virtually every computer can understand. Photo: The Amazon Kindle electronic book reader (left) alongside a rival, the Sony eReader (right). Photo by courtesy of John Blyberg, published on Flickr under a Creative Commons License. Note the picture displayed on the Kindle screen: E Ink screens can show pictures, though so far only in very unimpressive black and white. The problem with ASCII is that the text contains very little formatting information: you can't distinguish headings from text, there's only one basic font, and there's no bold or italics. That's why people developed much more sophisticated electronic files like PDF (Portable Document Format). The basic idea of PDF was to store an almost exact replica of a printed document in an electronic file that people could easily read on screens or print out, if they preferred. The HTML files people use to create web pages are another kind of electronic information. Every HTML page on a website is a bit like a separate page in a book, but the links on web pages mean you can easily hop around until you find exactly the information you want. The links on websites give you powerfully interconnected information that is often much quicker to use than a library of printed books. The greatest strength of ASCII, PDF, and HTML files (you can read them on any computer) is also their greatest weakness: who wants to sit staring at a computer screen, reading thousands of words? Most screens are much less sharp than the type in a printed book and it quickly tires your eyes reading in this way. Even if you can store lots of books on your computer, you can't really take it to bed with you or read it on the beach or in the bath-tub! Now, there's nothing to stop you downloading simple text files onto something like an iPod or a cellphone and reading them, very slowly and painfully, from the small LCD display—but it's not most people's idea of curling up with a good book. What we really need is something with the power of a computer, the portability of a cellphone, and the friendliness and readability of a printed book. And that's exactly where electronic book readers come in.
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The Game :: PeaceMaker - Play the News. Solve the Puzzle. - 0 views
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PeaceMaker is inspired by real events in the Israeli-Palestinian conflict.
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Play the news: how would you react to the events in the Middle East presented using real news footage and images?
How an eBook Can Work Miracles - 0 views
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The internet is one of the easiest ways to publish information. Whether it’s a simple idea through a blog post or a full scale informational book you’re looking for, you can most likely find it somewhere online. Writing eBooks has become a huge trend for entrepreneurs. They have seen that eBooks can truly work miracles. eBooks give entrepreneurs exposure, credibility, and of course, money.
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Conclusion Take your time when writing your book. Regardless of how well you know the subject you’re writing about, there are still things you need to research. The most important part is to have fun while writing. Don’t let it get you frustrated. Hopefully you’re convinced that writing an eBook can truly do miracles for you. It is one of the easiest ways to increase exposure, build credibility, and make some money. After all, these are the things every entrepreneur needs.
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Money-Making Opportunities Many people sell their eBooks on their website. Even though the majority of eBooks are free, there is still a possibility for money to be made if it’s good. This, however, is where you must be careful. If this is your first book, you can’t expect to charge much, if anything at all. And, because your book is in a digital format, it shouldn’t be anywhere near the price of a paper-bound book you buy at a store.
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