http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Representation, inclusion, and innovation
1 online resource (xviii, 93 pages) : illustrations.
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.
1. Theory of representation -- 1.1 From theory to practice: creating a new representational system, and using it -- 1.2 Representations and inclusive design --
10. The aesthetic potential of representations of algorithms -- References -- Author biography.
2. Interactive simulation I: dynamic electric field -- 2.1 Interacting with the simulation -- 2.2 Model and views --
3. Interactive simulation II: balloons and static electricity -- 3.1 Perspective from theory of representations --
4. Amodal representations for interactive simulations --
5. Non-visual visual programming I: dataflow -- 5.1 Dataflow programming -- 5.2 Noodle: non-visual dataflow -- 5.3 Reflection --
6. Non-visual visual programming II: a blocks language -- 6.1 Non-visual programming tasks --
7. Auditory turtle graphics -- 7.1 The myth of geometry --
9. Representing higher-dimensional structures -- 9.1 Applying the Raman principle? --
Part of: Synthesis digital library of engineering and computer science.
Abstract freely available; full-text restricted to subscribers or individual document purchasers.
System requirements: Adobe Acrobat Reader.
Includes bibliographical references (pages 87-92).
Knowledge representation (Information theory)
Synthesis digital library of engineering and computer science
Synthesis lectures on human-centered informatics ; # 38