Miyerkules, Enero 13, 2016

Developer tip No. 4: Eye on the new stuff, hands on the practical

Exceptionally young developers have a tendency to work on the shiny. Ruby is probably my favorite programming language, but it doesn't pay (on average) as much as Java, and the market is smaller. This may not always be true. Scala looks like it's coming on strong, but don't kid yourself about the market size -- it isn't here yet. On the other hand, don't stay still so long that you are the future equivalent of a COBOL or PowerBuilder developer either.

Developer tip No. 3: Not six months, not 10 years

Don't switch jobs every six months. Seriously, the end of 100 percent developer employment will come again. When that time arrives, nothing will haunt you more than job-hopping. On the other hand, don't stay at the same place doing the same thing for 10 years. You'll become insulated and institutionalized. To stay valuable, you have to be familiar with more than how to code IBM's stack while at IBM in the IBM way. I haven't hired anyone who was at IBM or a similar organization for more than a year or two. They usually impress me in the interview but fail the programming test.

Developer tip No. 2: Go open source

Don't believe the lies about open source. The younger among you may not remember the days where a developer could actually be unemployed, but even during the darkest stretches of the dot-bomb recession, all of the developers of the open source project I started were quickly back at work. Just make sure the open source code you produce reflects the kind of job you want. I wanted to solve hard problems with the simplest solutions possible, but I've interviewed developers who, as was clear from their open source code, wanted to complicate simple problems. Believe it or not, there's a market for that, but make sure your code reflects the market you're in.

Developer tip No. 1: Blog

Set up a blog, and post more than once a month. Do real research and make sure you don't sound stupid. Seriously, learn to write. Do the stuff your grade-school English teacher taught you: Create an outline, draw a narrative, check the grammar and spelling. Then, with great sadness, simplify it and shorten it to the point enough where someone scanning it will have an idea of what it's about. The Internet does not tolerate nuance (nor does my editor).

Biyernes, Hunyo 7, 2013

Interactive Multimedia

Interactive Multimedia is a products that produces through the use of computer that can
present by having content such as graphics, video, audio, text, animation, games.

Interactive multimedia is clearly a field of fundamental research, social, educational and economical importance, as it combines multiple disciplines for the development of multimedia systems that are capable to sense the environment and dynamically process, edit, adjust or generate new content. For this purpose, ideas, theories, methodologies and inventions are combined in order to form novel applications and systems. This book presents novel scientific research, proven methodologies and interdisciplinary case studies that exhibit advances under Interfaces and Interaction, Interactive Multimedia Learning, Teaching and Competence Diagnosis Systems, Interactive TV, Film and Multimedia Production and Video Processing. The chapters selected for this volume offer new perspectives in terms of strategies, tested practices and solutions that, beyond describing the state-of-the-art, may be utilised as a solid basis for the development of new interactive systems and applications.


Though the word media is plural, the term is often used as a singular noun.

Interactive media is related to the concepts interaction design, new media, interactivity, human computer interaction, cyberculture, digital culture, and includes specific cases such as, for example, interactive television, interactive narrative, interactive advertising, algorithmic art, videogames, social media, ambient intelligence, virtual reality and augmented reality.

An essential feature of interactivity is that it is mutual: user and machine each take an active role (see interaction). Most interactive computing systems are for some human purpose and interact with humans in human contexts. Manovich complains that ‘In relation to computer-based media, the concept of interactivity is a tautology. .... Therefore, to call computer media “interactive” is meaningless – it simply means stating the most basic fact about computers.’.Nevertheless the term is useful to denote an identifiable body of practices and technologies.

Interactive media are an instance of a computational method influenced by the sciences of cybernetics, autopoiesis and system theories, and challenging notions of reason and cognition, perception and memory, emotions and affection.

Any form of interface between the end user/audience and the medium may be considered interactive. Interactive media is not limited to electronic media or digital media. Board games, pop-up books, gamebooks, flip books and constellation wheels are all examples of printed interactive media. Books with a simple table of contents or index may be considered interactive due to the non-linear control mechanism in the medium, but are usually considered non-interactive since the majority of the user experience is non-interactive reading.