Academic literature on the topic 'Computer industry, fiction'

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Journal articles on the topic "Computer industry, fiction"

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Clasen, Mathias. "Monsters Evolve: A Biocultural Approach to Horror Stories." Review of General Psychology 16, no. 2 (June 2012): 222–29. http://dx.doi.org/10.1037/a0027918.

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Horror fiction is a thriving industry. Many consumers pay hard-earned money to be scared witless by films, books, and computer games. The well-told horror story can affect even the most obstinate skeptic. How and why does horror fiction work? Why are people so fascinated with monsters? Why do horror stories generally travel well across cultural borders, if all they do is encode salient culturally contingent anxieties, as some horror scholars have claimed? I argue that an evolutionary perspective is useful in explaining the appeal of horror, but also that this perspective cannot stand alone. An exhaustive, vertically integrated theory of horror fiction incorporates the cultural dimension. I make the case for a biocultural approach, one that recognizes evolutionary underpinnings and cultural variation.
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Thacker, Eugene. "The Science Fiction of Technoscience: The Politics of Simulation and a Challenge for New Media Art." Leonardo 34, no. 2 (April 2001): 155–58. http://dx.doi.org/10.1162/002409401750184726.

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This article sketches some of the relationships between the technosciences (primarily biotechnology and biomedicine) and science fiction. Taken as a discursive practice, science fiction constructs futurological narratives of progress as well as conditions the very techniques and research that may have taken place. The tensions and inconsistencies within the biotech industry are considered as a zone where science fiction is put to work as negotiator and mode of legitimization. However, as cultural theorists such as Fredric Jameson and Jean Baudrillard suggest, science fiction can also fulfill a critical function, highlighting the contingencies and limitations in biotech's self-fulfilling narrative of future-medicine. A consideration of the emerging category of “net.art” provides one starting point for a critical science fiction practice.
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Lepeshkin, I. A., S. M. Kruglov, and A. V. Lepeshkin. "Evolution of concept art and design concepts in automotive design of the XX century." Izvestiya MGTU MAMI 8, no. 3-1 (February 10, 2014): 34–44. http://dx.doi.org/10.17816/2074-0530-67654.

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The evolution of conceptual developments in the field of transport is considered in the paper. It is possible to clearly trace the significance of these developments and the impact of various spheres of human life on their forming. Conceptual transport finds its application not only in the field of entertainment such as science-fiction films or computer games, but is crucial in the design of new industrial objects in the automotive industry and in the choice of strategic directions of development of industry and each brand in particular.
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Demesinova, А. А., and G. K. Kazhibaeva. "THE PROBLEMS OF HARMONY AND DIFFERENCES BETWEEN FANTASY AND MYTH, FAIRY TALE, FICTION." Keruen 81, no. 4 (December 20, 2023): 161–73. http://dx.doi.org/10.53871/2078-8134.2023.4-13.

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The article scrutinizes the distinctions between myth, fairytale, and fantasy within the studyof the fantasy genre, an increasingly significant aspect of contemporary world and Kazakh literature. Fourpredominant perspectives on fantasy in modern literary studies are discussed. One viewpoint negates fantasy’sindependent literary status, deeming it a subset of fiction, supported by its widespread presence in modernliterature, films, and popular culture. Another perspective equates fantasy with fairytales, illustrated byJ.R.R. Tolkien’s initial classification of his works as “fairytales” before the term “fantasy” gained scholarlyrecognition. Some researchers argue that fantasy’s roots lie in mythology, specifically a “neomyth” born fromauthors’ mythological thinking and ancient myths. This viewpoint is deemed by the author to reveal the genesisand literary essence of fantasy most comprehensively. Lastly, a less supported view ties fantasy’s emergence tothe evolution of “horror” literature, inspired by 90s computer games, notably championed by the Polish futuristS.S. Lem. However, this perspective lacks substantial backing. The author of the article managed to give hisown, author’s definition of fantasy by analyzing the opinions of supporters of these four views on the fantasygenre. The scientific article discusses the problems of interrelation and differences between fantasy works frommythology, fairy tales and science fiction. The analysis of definitions and interpretations of literary scholars onthis issue is carried out. The author’s definition of the fantasy genre based on a comparative analysis of variousliterary genres is proposed. A comparative table of interrelationships and features of mythology, folklore andliterary fairy tales, science fiction, as well as the fantasy genre has been formed. It is concluded that fantasy isa syncretic, dynamic meta-genre that unites literature, philosophy, cultural studies, pedagogy, psychology, thefilm industry, animated films, computer games, entertainment and other areas.
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de-Lima-Santos, Mathias-Felipe, and Wilson Ceron. "Artificial Intelligence in News Media: Current Perceptions and Future Outlook." Journalism and Media 3, no. 1 (December 30, 2021): 13–26. http://dx.doi.org/10.3390/journalmedia3010002.

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In recent years, news media has been greatly disrupted by the potential of technologically driven approaches in the creation, production, and distribution of news products and services. Artificial intelligence (AI) has emerged from the realm of science fiction and has become a very real tool that can aid society in addressing many issues, including the challenges faced by the news industry. The ubiquity of computing has become apparent and has demonstrated the different approaches that can be achieved using AI. We analyzed the news industry’s AI adoption based on the seven subfields of AI: (i) machine learning; (ii) computer vision (CV); (iii) speech recognition; (iv) natural language processing (NLP); (v) planning, scheduling, and optimization; (vi) expert systems; and (vii) robotics. Our findings suggest that three subfields are being developed more in the news media: machine learning, computer vision, and planning, scheduling, and optimization. Other areas have not been fully deployed in the journalistic field. Most AI news projects rely on funds from tech companies such as Google. This limits AI’s potential to a small number of players in the news industry. We made conclusions by providing examples of how these subfields are being developed in journalism and presented an agenda for future research.
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Balasubramanian, Balamuralikrishnan, Wenchao Liu, Karthika Pushparaj, and Sungkwon Park. "The Epic of In Vitro Meat Production—A Fiction into Reality." Foods 10, no. 6 (June 16, 2021): 1395. http://dx.doi.org/10.3390/foods10061395.

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Due to a proportionally increasing population and food demands, the food industry has come up with wide innovations, opportunities, and possibilities to manufacture meat under in vitro conditions. The amalgamation of cell culture and tissue engineering has been the base idea for the development of the synthetic meat, and this has been proposed to be a pivotal study for a futuristic muscle development program in the medical field. With improved microbial and chemical advancements, in vitro meat matched the conventional meat and is proposed to be eco-friendly, healthy, nutrient rich, and ethical. Despite the success, there are several challenges associated with the utilization of materials in synthetic meat manufacture, which demands regulatory and safety assessment systems to manage the risks associated with the production of cultured meat. The role of 3D bioprinting meat analogues enables a better nutritional profile and sensorial values. The integration of nanosensors in the bioprocess of culture meat eased the quality assessment throughout the food supply chain and management. Multidisciplinary approaches such as mathematical modelling, computer fluid dynamics, and biophotonics coupled with tissue engineering will be promising aspects to envisage the future prospective of this technology and make it available to the public at economically feasible rates.
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Al Fahoum, Amjed, and Tahani A. Ghobon. "Performance Predictions of Sci-Fi Films via Machine Learning." Applied Sciences 13, no. 7 (March 29, 2023): 4312. http://dx.doi.org/10.3390/app13074312.

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The films teenagers watch have a significant influence on their behavior. After witnessing a film starring an actor with a particular social habit or personality trait, viewers, particularly youngsters, may attempt to adopt the actor’s behavior. This study proposes an algorithm-based technique for predicting the market potential of upcoming science fiction films. Numerous science fiction films are released annually, and working in the film industry is both profitable and delightful. Before the film’s release, it is necessary to conduct research and make informed predictions about its success. In this investigation, different machine learning methods written in MATLAB are examined to identify and forecast the future performance of movies. Using 14 methods for machine learning, it was feasible to predict how individuals would vote on science fiction films. Due to their superior performance, the fine, medium, and weighted KNN algorithms were given more consideration. In comparison to earlier studies, the KNN-adopted methods displayed greater precision (0.89–0.93), recall (0.88–0.92), and accuracy (90.1–93.0%), as well as a rapid execution rate, more robust estimations, and a shorter execution time. These tabulated statistics illustrate that the weighted KNN method is effective and trustworthy. If several KNN algorithms targeting specific viewer behavior are logically coupled, the film business and its global expansion can benefit from precise and consistent forecast outcomes. This study illustrates how prospective data analytics could improve the film industry. It is possible to develop a model that predicts a film’s success, effect, and social behavior by assessing features that contribute to its success based on historical data.
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Tsai, Joyce, Angela Chang, Matthew Battles, and Jeffrey Schnapp. "László Moholy-Nagy’s Light Prop as Design Fiction: Perspectives on Conservation and Replication." Leonardo 50, no. 3 (June 2017): 311–15. http://dx.doi.org/10.1162/leon_a_01429.

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Light Prop for an Electric Stage was presented in 1930 as a prototype for a new kind of mechanical theater that was meant to spark future partnerships between art and industry. Although it was never put into industrial production, Light Prop circulated as an early example of kinetic sculpture, as documented in a highly composed film, in photographs and in textual accounts. In 2016, the Harvard Art Museums and metaLAB (at) Harvard filmed Light Prop and its 2006 replica under highly controlled conditions. The resulting comparative media reveals how László Moholy-Nagy’s film served as the “design fiction” guiding the replication and conservation of Light Prop.
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Liao, Tony. "Future directions for mobile augmented reality research: Understanding relationships between augmented reality users, nonusers, content, devices, and industry." Mobile Media & Communication 7, no. 1 (September 17, 2018): 131–49. http://dx.doi.org/10.1177/2050157918792438.

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As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies. One of these areas that has been garnering interest is mobile augmented reality (AR) technologies. While much of the earliest research in AR was primarily focused on answering computer science and engineering related questions, social science and humanities scholars have started taking note of AR as perhaps the next major development in mobile media. Given that much of this research has been distributed across interdisciplinary lines and from many different theoretical perspectives, this piece identifies some early lines of media, communication, and social science research into AR and identifies key themes and areas of focus: AR users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of research, this manuscript serves as a call for specific future areas of research, suggests new approaches that researchers could take to explore interrelationships between these areas, and advocates for the necessity of research that examines different levels (micro/meso/macro) of analysis within AR. The goal of this piece is to advance a framework that informs and motivates mobile scholars to consider and integrate AR into their research areas, at a moment where it is in the process of moving from science fiction to material reality, from blueprint to prototype, and from laboratory to homes, cars, workplaces, and pockets.
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Adewusi, Michael Adelani, Tokunbo Odekeye, and Sophia Kazibwe. "STUDENTS’ PREFERENCE FOR USING AUGMENTED REALITY IN TEACHING AND LEARNING A CONCEPT IN COMPUTER STUDY." Kampala International University Journal of Education Three, One (May 31, 2023): 13–22. http://dx.doi.org/10.59568/kjed-2023-3-1-02.

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Augmented reality (AR) has come a long way since it was previously only shown in science fiction films; it is now widely employed in the educational sector as well. The educational industry should not fall behind in the use of augmented reality to improve student teaching and learning. In addition, a few published studies have studied the use of AR in education, but the majority of these studies have not focused on content creation or the long-term impact of augmented reality on the respondents. This research is intended to fill a gap in the existing literature. The initiative is significant to the extent that understanding these areas is a useful indicator of what teachers and other stakeholders can do to improve the situation. The purpose of the study was to (a) determine whether there were any significant gender or academic qualification inequalities among respondents, and (b) determine how AR affected their learning process. A total of 76 students, 36 males and 40 females, participated in the study. Over ninety percent of the students surveyed in the study said that the augmented materials effectively communicated teaching and were beneficial to them. In addition, females (N = 40, mean = 29.35, SD = 3.13) showed a more positive outlook on the application of augmented reality than males. In addition, students with a higher level of education were more enthusiastic about the application of augmented reality.
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Dissertations / Theses on the topic "Computer industry, fiction"

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Bergström, Amanda. "Imagining Future Technology of the Horse Industry and Equestrian Sports." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258418.

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Equestrian sports are amongst the largest sports and leisure activities in Sweden. One of the major reasons for engaging with horses is the bond to the horse. Just recently technology has found its way into the horse industry which otherwise is a very traditional sport. This paper explores possible consequences technology may have in the future in the environment around horses and on the horse-rider relationship. The exploration was done by combining auto-ethnographic research and a co-speculation workshop. The ideas that were gathered were then the starting point for the creation of a design fiction, in which the ideas were developed and explored. The design fiction also serves as an approachable way of mediating the consequences of technology to the equestrian community. The imagined technology for equestrian sports had both positive and negative impact on the sport and the relationship between horse and human.
Ridsporten är en av Sveriges mest populära idrotter. En av de viktigaste anledningarna till att hålla på med hästar är relationen till hästen, enligt dess utövare. Nyligen har tekniken hittat in i ridsporten, som annars är en mycket traditionell sport, i form av sensorteknik, träningsappar och videoövervakning. Trots ridsportens utbredning, är tekniken eftersatt i förhållande till andra idrotter. Detta arbete utforskar, analyserar och diskuterar möjliga konsekvenser som tekniken kan medföra i framtiden i miljön kring hästar, i ridsporten och på relationen mellan häst och ryttare. Studien utfördes genom att kombinera etnografiska metoder och en spekulativ workshop ihop med ryttare. Idéerna från dessa blev utgångspunkten för skapandet av en fiktiv tidning, i vilken idéerna vidareutvecklades och utforskades i sitt sammanhang. Den fiktiva tidningen fungerar även som ett sätt att förmedla studien och dess resultat till ridsportens utövare. Teknikens frammarsch i ridsporten kan tänkas ha både positiv och negativ inverkan på sporten och relationen mellan häst och ryttare.
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Books on the topic "Computer industry, fiction"

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Raffel, Keith. Smasher: A Silicon Valley thriller. Woodbury, Minn: Midnight Ink, 2009.

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Raffel, Keith. Smasher: A Silicon Valley thriller. Woodbury, Minn: Midnight Ink, 2009.

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Aragón, Clyde James. The PC affair: A comic mystery of murder, mayhem, and data processing. Albuquerque, N.M: Cliff Zone Books, 1997.

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Oran, Daniel. Ulterior motive. New York: Pinnacle Books, 1999.

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Patrick, Dillon. The last best thing: A classic tale of greed, deception, and mayhem in Silicon Valley. New York: Simon & Schuster, 1996.

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Scoville, Thomas. Silicon follies: A dot.comedy. New York: Pocket Books, 2001.

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Hutsko, Joe. The deal. New York: Forge, 2000.

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Shuster, Bud. Chances: A novel. Shippensburg, Pa: Burd Street Press, 2002.

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Coupland, Douglas. Microslaver. [Kobenhavn]: Samlerens Bogklub, 1996.

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Coupland, Douglas. Microtreller. Oslo: Oktober, 1998.

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Book chapters on the topic "Computer industry, fiction"

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Misra, Suvodeep, Debayan Dhar, and Sukumar Nandi. "Design Fiction: A Way to Foresee the Future of Human–Computer Interaction Design Challenges." In Design in the Era of Industry 4.0, Volume 1, 809–22. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-0293-4_65.

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Holliday, Christopher. "Notes on a Luxo World." In The Computer-Animated Film, 63–84. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0004.

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This chapter advances the term ‘Luxo’ as a useful descriptor that awards definition to the unique fictional worlds of the computer-animated feature film. The main body of writing in the initial stages outlines how the Luxo worlds of computer-animated films intersect with (and depart from) other forms of animation and digital world construction, situating computer-animated films against scholarship dealing with world creation. Emphasis is paid to the multiplicity of cinema’s ‘computer-animated’ worlds across popular Hollywood cinema, drawing in comparisons with Rotoscoping and the current effects industry via the virtual backlot. A significant discrimination made here is the idea that a Luxo world operates as a computer-animated film fiction achieved through the act of production, not as a fictional world crafted separately in post-production. Animatedness becomes a term that is developed throughout the chapter, invoked to promote the specificities of this new digital cinema and the richness of its film worlds. By exploring the particular “animatedness” of a Luxo world against other types and traditions of animated fictions, this chapter distinguishes the ways in which technology is harnessed through the spectacle of the digital multitude and how computer-animated films operate in dialogue with the formal style of “open world” videogames.
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Hansen, Laura Pinto. "The Spy Who Never Has to Go Out Into the Cold." In Encyclopedia of Criminal Activities and the Deep Web, 258–70. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9715-5.ch017.

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At the height of the Cold War, spies were more likely to be required to live secret lives in deep undercover. The same held true for corporate and industry spies. Even though government and industry spies may still be required to go out in the field, the digital and big data ages have offered the relative comfort of executing spy operations within one's home or office, offering challenges to detecting, investigating, and controlling espionage. Due to various network means, spies never have to “go out into the cold” – code for going deep undercover. Some of the network conduits discussed are the dark web and deep web and their roles in making covert operations even more secretive than when spies were required to go in the field. Methods of obtaining sensitive information and disabling computer systems are explored as well, including phishing and various means to deliver malware, presented in layman's terms. Once the stuff of science fiction and Hollywood movies, life is very much imitating art, with examples given from famous cyber espionage cases.
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Conference papers on the topic "Computer industry, fiction"

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Sjölinder, Marie, and Jonas Söderberg. "Designing a Future City – Applying Design Fiction with High School Students." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002723.

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This work was conducted in the framework of Viable Cites, which is a national strategic innovation program in Sweden with a focus on the change towards climate-neutral and sustainable cities. Viable Cities is catalyst for new ways of collaboration between cities, industry, academia, research institutes and the civil society. The overall goal is to provide support to the cities to convert to a way in line with national and international climate goals. The work described in this paper was one project within this framework. The project consisted of the City of Enköping, RISE Research Institute of Sweden and Europan with is an Pan-European architect organization witch organise a biennial competition for young architects. As a part of this project, a collaboration was conducted together with Westerlundska gymnasiet, a high school in Enköping. The overall goal was to engage young people, and to get their ideas about how to achieve a sustainable environment and to develop sustainable products and services. It is this group that both will be forced to handle the decisions that are made today, and they are also the generation that knows best how the want to live their lives in the future. The aim with this work was both to get ideas and suggestions from high school students about how they wanted their future city to be designed, and to explore how high school students could apply and use the method “Design Fiction” when conducting work with designing future cities.According to Bleeker (2009), Design Fiction is a mix of science fact, design and science fiction. It combines the traditions of writing and story telling with the material crafting of objects. It is a creative process that encourages human imagination and give support in telling stories that provoke and raise questions (Bleeker, 2009). Design Fiction is a method to explore future possible scenarios or contexts. A concept could be described in several ways by using narratives and prototypes. The story can be told and the concept can be visualized in many different ways (Wakkary et al, 2013).In the project there were about 20 students from the school’s technology program. They had all chosen architecture as their special focus during their last year. The students both participated in a Design Fiction workshop and organsied Design Fiction workshops themselves with first-year students as participants. Results from the workshops and insights related to the design process are presented in this paper.ReferencesBleecker, J. (2009). Design Fiction: A short essay on design, science fact and fiction. Near Future LaboratoryWakkary, R., Desjardins, A., Hauser, S., & Maestri, L. (2013). A Sustainable Design Fiction: Green Practices . ACM Transactions on Computer-Human Interaction, Vol. 20, No. 4, Article 23, Publication date: September 2013.
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Ungureanu, Teodora. "THE POTENTIAL OF CITY INFORMATION MODELING (CIM) IN UNDERSTANDING AND LEARNING FROM THE IMPACT OF URBAN REGULATIONS ON RESIDENTIAL AREAS IN ROMANIA." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-056.

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Inspired by the video-games industry that simulated the design and development of fictive cities (e.g. the SIM City series), CIM - City Information Modeling, aims to create a platform that allows architects, planners and other specialists to collaborate on the study and design of city-wide projects. Similar to BIM - Building Information Modeling, CIM utilizes 3D modeling that goes beyond the traditional know CAD - computer aided design, capabilities in order to incorporate data and information that are specific to a city. In this way the actual form of the city is linked to the infrastructure, to the public services, to the people's mobility and interactions through the urban space and other aspects that are attributed to the urban life. The chaotic development of the new residential areas in Romania has been usually attributed to different social, economic or political factors. To fully understand the current urban form of the Romanian cities we must also look into the influence of urban regulations on the current development and anticipate how they will evolve. The aim of the study is to use CIM as a scientific and educational tool of understanding how urban regulations impact the residential areas through time. The focus will be on what can we learn from the simulation of a certain Romanian residential area and how changing the urban regulation impacts not only the urban form but also other aspects concerning the quality of life. Thus, the simulations will allow the parallel study of different urban regulations in a controlled environment.
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