Representation, Inclusion, and Innovation
eBook - PDF

Representation, Inclusion, and Innovation

Multidisciplinary Explorations

  1. English
  2. PDF
  3. Available on iOS & Android
eBook - PDF

Representation, Inclusion, and Innovation

Multidisciplinary Explorations

About this book

A representation is a thing that can be interpreted as providing information about something: a map, or a graph, for example. This book is about the expanding world of computational representations, representations that use the power of computation to provide information in new forms, and in new ways. Unlike printed maps or graphs, computational representations can be dynamic, and even interactive, so that what is represented, and how, can be shaped by user actions. Exploring these new possibilities can be guided by an emerging theory of representation, that clarifies what characteristics representations must have to express the meaning being represented, and to enable users to discern that meaning easily and accurately. The theory also shows the way to inclusive design, for example using sounds to represent information commonly presented visually, so that people who cannot see can understand what is being presented. Because representations must be shaped by the abilities of their users, and by the nature of the meanings they convey, creating them requires perspectives from multiple disciplines, including psychology, as well as computer science, and the sciences appropriate to the content being expressed. The book presents a series of explorations of this large and complicated space, as invitations to further study, and to innovation.

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Yes, you can access Representation, Inclusion, and Innovation by Clayton Lewis in PDF and/or ePUB format, as well as other popular books in Computer Science & Human-Computer Interaction. We have over one million books available in our catalogue for you to explore.

Table of contents

  1. Cover
  2. Copyright Page
  3. Title Page
  4. Contents
  5. Preface
  6. Theory of Representation
  7. Interactive Simulation I: Dynamic Electric Field
  8. Interactive Simulation II: Balloons and Static Electricity
  9. Amodal Representations for Interactive Simulations
  10. Non-visual Visual Programming I: Dataflow
  11. Non-visual Visual Programming II: A Blocks Language
  12. Auditory Turtle Graphics
  13. Music and Movement: Truslit
  14. Representing Higher-dimensional Structures
  15. The Aesthetic Potential of Representations of Algorithms
  16. References
  17. Author Biography