This book builds on a previous work (‘Creative 3-D Display and Interaction Interfaces’) but may be read as a stand-alone book. A trans-disciplinary approach is adopted thereby making the content accessible to wide-ranging audiences from both the sciences and humanities. Additionally, the book is highly relevant to computer users who would like to learn more about new approaches to computer interaction, to those wishing to develop new forms of creative digital media and to those within industry who are involved in the advancement of computers and computer related products.
This comprehensive textbook introduces students to the wide-ranging responsibilities of computing, science and engineering professionals by laying strong transdisciplinary foundations and by highlighting ethical issues that may arise during their careers. The work is well illustrated, and makes extensive use of both activities, and ethical dilemmas which are designed to stimulate reader engagement. A number of memorable case studies are also included and frequently draw on the demanding aerospace industry. The book adopts a strongly human centric approach, with matters such as privacy erosion and censorship being viewed not only in their current context but also in terms of their ongoing evolution. What are our individual ethical responsibilities for ensuring that we do not develop for future generations a technological leviathan with the potential to create a dystopian world? A broad range of technologies and techniques are introduced and are examined within an ethical framework. These include biometrics, surveillance systems (including facial recognition), radio frequency identification devices, drone technologies, the Internet of Things, and robotic systems. The application and potential societal ramifications of such systems are examined in some detail and this is intended to support the reader in gaining a clear insight into our current direction of travel. Importantly, the author asks whether we can afford to allow ongoing developments to be primarily driven by market forces, or whether a more cautious approach is needed. Further chapters examine the benefits that are associated with ethical leadership, environmental issues relating to the technology product lifecycle (from inception to e-waste), ethical considerations in research (including medical experimentation involving both humans and animals), and the need to develop educational programs which will better prepare students for the needs of a much more fluid employment landscape. The final chapter introduces a structured approach to ethical issue resolution, providing a valuable, long-term source of reference. In addition it emphasises the ethical responsibilities of the professional, and considers issues that can arise when we endeavour to effect ethically sound change within organisations. Examples are provided which highlight the possible ramifications of exercising ethical valour. The author has thus created an extensively referenced textbook that catalyses student interest, is internationally relevant, and which is multicultural in both its scope and outlook.
This book introduces the fundamentals of 2-D and 3-D computer graphics. Additionally, a range of emerging, creative 3-D display technologies are described, including stereoscopic systems, immersive virtual reality, volumetric, varifocal, and others. Interaction is a vital aspect of modern computer graphics, and issues concerning interaction (including haptic feedback) are discussed. Included with the book are anaglyph, stereoscopic, and Pulfrich viewing glasses. Topics covered include: - essential mathematics, - vital 2-D and 3-D graphics techniques, - key features of the graphics, - pipeline, - display and interaction techniques, - important historical milestones. Designed to be a core teaching text at the undergraduate level, accessible to students with wide-ranging backgrounds, only an elementary grounding in mathematics is assumed as key maths is provided. Regular ‘Over to You’ activities are included, and each chapter concludes with review and discussion questions.
This book builds on a previous work (‘Creative 3-D Display and Interaction Interfaces’) but may be read as a stand-alone book. A trans-disciplinary approach is adopted thereby making the content accessible to wide-ranging audiences from both the sciences and humanities. Additionally, the book is highly relevant to computer users who would like to learn more about new approaches to computer interaction, to those wishing to develop new forms of creative digital media and to those within industry who are involved in the advancement of computers and computer related products.
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