WorldCat Identities

Lee, Newton

Works: 16 works in 123 publications in 3 languages and 4,327 library holdings
Genres: History  Criticism, interpretation, etc  Conference papers and proceedings  Interactive multimedia 
Roles: Author, Editor, Other
Publication Timeline
Most widely held works about Newton Lee
Most widely held works by Newton Lee
Facebook nation : total information awareness by Newton Lee( )

26 editions published between 2012 and 2016 in English and held by 1,245 WorldCat member libraries worldwide

Facebook as a nation in 2012 would be the third largest country in the world with over 900 million citizens, after China and India. This book portrays the social media ecosystem as a world of increasing Total Information Awareness, which is essentially a civilian version of the controversial Total Information Awareness program unveiled in 2002 by the Defense Advanced Research Projects Agency (DARPA) at the U.S. Department of Defense. Back in the 60's, DARPA initiated and funded the research and development of Advanced Research Projects Agency Network (ARPANET) that went online in 1969. The success of ARPANET gave rise to the global commercial Internet in the 90's and the new generation of Fortune 500 companies today including, Google, eBay, and Yahoo!. Private businesses and the ubiquity of social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies and infrastructures necessary for the DARPA-proposed Total Information Awareness program. WikiLeaks founder Julian Assange called Facebook "the most appalling spying machine that has ever been invented." Indeed, military and civilian technologies have interwoven into every fabric of our society, as Facebook co-founder and CEO Mark Zuckerberg said, "We exist at the intersection of technology and social issues." This book offers discourse and practical advice on the privacy issue in the age of big data, the rise of Facebook nation, and Total Information Awareness. Opening with President Ronald Reagan's 1984 National Security Decision Directive and ending with George Orwell's novel 1984, the author takes us on a roller-coaster ride through Facebook's botched IPO, Carrier IQ, Kony 2012, SOPA/PIPA blackout, cyber bullying, crime fighting, and a host of other timely issues facing our Facebook nation
Counterterrorism and cybersecurity : total information awareness by Newton Lee( )

21 editions published between 2013 and 2016 in English and held by 891 WorldCat member libraries worldwide

Imagine James Bond meets Sherlock Holmes: Counterterrorism and Cybersecurity is the sequel to Facebook Nation in the Total Information Awareness book series by Newton Lee. The book examines U.S. counterterrorism history, technologies, and strategies from a unique and thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from great thought leaders, and even the make-believe of Hollywood. Demystifying Total Information Awareness, the author expounds on the U.S. intelligence community, artificial intelligence in data mining, social media and privacy, cyber attacks and prevention, causes and cures for terrorism, and longstanding issues of war and peace. The book offers practical advice for businesses, governments, and individuals to better secure the world and protect cyberspace. It quotes U.S. Navy Admiral and NATO's Supreme Allied Commander James Stavridis: "Instead of building walls to create security, we need to build bridges." The book also provides a glimpse into the future of Plan X and Generation Z, along with an ominous prediction from security advisor Marc Goodman at TEDGlobal 2012: "If you control the code, you control the world." Counterterrorism and Cybersecurity: Total Information Awareness will keep you up at night but at the same time give you some peace of mind knowing that "our problems are manmade -- therefore they can be solved by man [or woman]," as President John F. Kennedy said at the American University commencement in June 1963
Disney stories : getting to digital by Newton Lee( )

11 editions published between 2012 and 2014 in English and held by 483 WorldCat member libraries worldwide

Explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in video games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games
Digital Da Vinci : computers in the arts and sciences by Newton Lee( )

14 editions published in 2014 in English and Undetermined and held by 463 WorldCat member libraries worldwide

In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Ozkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game Green My Place aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan's dictum the medium is the message. Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman
Digital Da Vinci : computers in music by Newton Lee( )

13 editions published between 2014 and 2016 in English and held by 439 WorldCat member libraries worldwide

This book opens with interviews with music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper
Google it : total information awareness by Newton Lee( )

11 editions published in 2016 in 3 languages and held by 313 WorldCat member libraries worldwide

From Google search to self-driving cars to human longevity, is Alphabet creating a neoteric Garden of Eden or Bentham's Panopticon? Will King Solomon's challenge supersede the Turing test for artificial intelligence? Can transhumanism mitigate existential threats to humankind? These are some of the overarching questions in this book, which explores the impact of information awareness on humanity starting from the Book of Genesis to the Royal Library of Alexandria in the 3rd century BC to the modern day of Google Search, IBM Watson, and Wolfram
Game dynamics : best practices in procedural and dynamic game content generation by Oliver Korn( )

8 editions published in 2017 in 3 languages and held by 246 WorldCat member libraries worldwide

This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge
Emotion in video game soundtracking by Newton Lee( )

9 editions published in 2018 in English and Undetermined and held by 179 WorldCat member libraries worldwide

This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future
ACE 2007 : proceedings of the International Conference on Advances in Computer Enterainment Technology, June 13th-15th, 2007, Salzburg, Austria by International Conference on Advances in Computer Entertainment Technology( )

1 edition published in 2007 in English and held by 26 WorldCat member libraries worldwide

Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology by International Conference on Advances in Computer Entertainment Technology( )

2 editions published in 2005 in English and held by 24 WorldCat member libraries worldwide

Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology by Newton Lee( )

1 edition published in 2005 in English and held by 8 WorldCat member libraries worldwide

Encyclopedia of Computer Graphics and Games( )

in English and held by 4 WorldCat member libraries worldwide

Read me first : android game development for kids and adults by Newton Lee( Book )

1 edition published in 2014 in English and held by 2 WorldCat member libraries worldwide

To code, or not to code? Bill Gates, Mark Zuckerberg,, and other luminaries appeared in a 2013 YouTube video encouraging everyone to code. At Disney Online, the author produced and engineered over 100 games between 1996 and 2006. He believes that while games are fun to play, children should grow up not just being the consumers of technology but also the creators of technology. With the help of this book, parents can sit down with their kids and create a game with their favorite songs on their Android smartphones or tablets using professional tools. Teachers and students can follow the step-by-step instructions with troubleshooting in the book to learn how to create a commercial game and publish it in the Google Play Android Market and the Amazon Appstore. Using the commercial mobile game Be. X as an example, complete source code is included in the book. This book is meant to inspire and motivate novices. It does not teach Java programming. Instead, it aims to instill curiosity and excitement in kids and adults about software game development
ACM SIGCHI International Conference on Advances in Computer Entertainment Technology : Valencia, Spain, 15th-17th June 2005 by International Conference on Advances in Computer Entertainment Technology( Book )

2 editions published in 2005 in English and held by 2 WorldCat member libraries worldwide

Proceedings of the International Conference on Advances in Computer Entertainment Technology Salzburg (Austria), June 13-15, 2007 by ACM SIGCHI International Conference on Advances in Computer Entertainment Technology( Book )

1 edition published in 2007 in English and held by 1 WorldCat member library worldwide

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Audience level: 0.48 (from 0.27 for Read me fi ... to 0.87 for ACM SIGCHI ...)