Selasa, 10 Maret 2015

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Contemporary American Poetry: Behind the Scenes, by Ryan G. Van Cleave

Contemporary American Poetry is an anthology featuring generous poetry selections from highly-respected and up-and-coming writers, chosen and commented upon by the writers themselves. In straightforward, conversational language, each poet provides original commentary that reveals the aesthetic and artistic choices they made in their creation. Along with advice and exercises on the craft of poetry-writing, these master poets provide the "inside scoop" on serious poetic issues such as voice, style, structure, revision, audience, publishing, among other topics, as well as the insight and motivation suitable for aspiring and experienced poets, creative writing teachers, and others who endeavor to place poetry in their lives. The result--a distinctive collection of poems, illuminating commentaries, and exercises that stimulate the imagination--is an unmatched resource for the individual learner. For those interested in contemporary American poetry.

  • Sales Rank: #732659 in Books
  • Published on: 2002-10-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x 1.00" w x 6.00" l, 1.08 pounds
  • Binding: Paperback
  • 377 pages
Features
  • Used Book in Good Condition

From the Back Cover
Contemporary American Poetry is an anthology featuring generous poetry selections from highly-respected and up-and-coming writers, chosen and commented upon by the writers themselves. In straightforward, conversational language, each poet provides original commentary that reveals the aesthetic and artistic choices they made in their creation. Along with advice and exercises on the craft of poetry-writing, these master poets provide the "inside scoop" on serious poetic issues such as voice, style, structure, revision, audience, publishing, among other topics, as well as the insight and motivation suitable for aspiring and experienced poets, creative writing teachers, and others who endeavor to place poetry in their lives. The result--a distinctive collection of poems, illuminating commentaries, and exercises that stimulate the imagination--is an unmatched resource for the individual learner. For those interested in contemporary American poetry.

About the Author
Ryan G. Van Cleave is the author of more than twenty books, including "Memoir Writing for Dummies" and the award-winning YA novel "Unlocked". He is the Coordinator of Creative Writing at the Ringling College of Art + Design in Sarasota, Florida, where he lives with his wife, two daughters, and a feisty Shih Tzu named Ladybug. Find out more about his work at www.ryangvancleave.com.

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7 of 7 people found the following review helpful.
Great for reference, inspiration, or just a good read
By catherine oh
This anthology includes various poems by poets who may not be accessible to the average reader. Each poet provides his or her take on the craft of writing to inspire the reader and help unfold the mystery of poetry. This collection is definitely worth the time and money.

3 of 3 people found the following review helpful.
Wonderful
By Joshua Stewart
the BEST tool for anyone teaching creative writing class or leading a workshop. Great poems by some of the best poets of our time such as Billy Collins, Robert Bly and Stephen Dunn. However, it's the writing exercises and the essays that really make this book wonderful. I can't stress it enough, no matter where you are in your writing career, you'll find this book extremely useful.

2 of 2 people found the following review helpful.
Helpful
By StudiousSuzie
Contemporary American Poetry should be seen as a great tool in learning the basics of writing poetry. I believe that in order to be well written, one must be well read, Contemp offers readers the ability to read and recieve some tips from some great writers. Whenever I am having a slow day thinking of something to write about, I pick up Contemp.

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With the political history of the nation as its organizational framework, American Destiny: Narrative of a Nation describes the development and growth of the United States as the product of the myriad actions, ideas, and forces of the immense variety of individuals and groups who together comprise the American people.

  • Sales Rank: #6283714 in Books
  • Binding: Paperback

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Senin, 09 Maret 2015

~~ Ebook Download Othello and The Tragedy of Mariam, by William Shakespeare, Elizabeth Cary

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From Longman's new Cultural Editions Series, Othello, edited by prominent Shakespearean scholar Clare Carroll, includes Othello, Cary's The Tragedy of Mariam, Fair Queen of Jewry, and source materials on early modern ethnography and on women and gender. Longman Cultural Editions are a new series of teaching texts edited by prominent scholars. In addition to Othello, the second volume offer Frankenstein, with selections from Mary Shelley's journals and contextual materials on Romantic images of Satan. Other titles offered in the series include Dickens' Hard Times, Mary Shelley's Frankenstein, and Jane Austen's Pride and Prejudice. Future titles will include Shakespeare's King Lear and Beowulf.

  • Sales Rank: #1271107 in Books
  • Published on: 2003-01-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.00" h x 1.00" w x 5.40" l, .80 pounds
  • Binding: Paperback
  • 304 pages

About the Author

Clare Carroll is Professor of Comparative Literature at Queens College and The Graduate Center, CUNY. In addition to the present volume, she is the editor of Elizabeth Cary's Tragedy of Mariam (2002).  She is also co-editor of the Early Modern volume in the Longman Anthology of British Literature. With Vincent Carey, she edited Richard Beacon's tract on the colonization of Ireland, Solon His Follie (Medieval & Renaissance Texts & Studies, 1996).  Her critical works include: Orlando Furioso, A Stoic Comedy (Medieval & Renaissance Texts & Studies, 1997), and Circe's Cup: Cultural Transformations in Early Modern Writing about Ireland (Cork Univeristy Press, 2001). She has also edited a volume of critical essays on Ireland and Postcolonial Theory (Cork University Press, 2003).

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0 of 0 people found the following review helpful.
Perfect Condition
By Barb
Love this book. It arrived before the scheduled arrival date and in perfect condition.
Thanks!

0 of 0 people found the following review helpful.
Othello's my Man, but Mariam was annoying
By LeeRoy Jenkins
Othello was an awesome read, but the Tragedy of Mariam was annoying.

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Minggu, 08 Maret 2015

** Get Free Ebook GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)

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GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)

  • Sales Rank: #1098178 in Books
  • Published on: 2004-04-01
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.40" w x 7.62" l, 3.15 pounds
  • Binding: Hardcover
  • 816 pages

From the Back Cover

"This collection of articles is particularly impressive for its depth and breadth. The book includes product-oriented case studies, previously unpublished state-of-the-art research, comprehensive tutorials, and extensive code samples and demos throughout."
--Eric Haines, Author of Real-Time Rendering"GPU Gems is a cool toolbox of advanced graphics techniques. Novice programmers and graphics gurus alike will find the Gems practical, intriguing and useful."
--Tim Sweeney, Lead Programmer of Unreal at Epic Games

GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting edge developers. It focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics.

Major topics covered include:

  • Natural effects
  • Lighting and shadows
  • Materials
  • Image processing
  • Performance and practicalities
  • Beyond triangles
  • Contributors are from the following universities and corporations:

  • Alias Systems
  • Brown University
  • Croteam
  • Cyan Worlds
  • Hochschule Bremen
  • Industrial Light & Magic
  • iXBT.com
  • Monolith Productions
  • New York University
  • Novarama
  • NVIDIA
  • Paralelo Computacao
  • Piranha Bytes
  • Pixar Animation Studios
  • Siemens Medical Solutions
  • Softimage Co.
  • Softlab-NSK
  • Sony Pictures Imageworks
  • Stanford University
  • UC Davis
  • UNC-Chapel Hill
  • Universitat Pompeu Fabra
  • University of Utah
  • University of Waterloo
  • The accompanying CD-ROM includes complimentary examples and sample programs.



    About the Author

    Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.



    Excerpt. © Reprinted by permission. All rights reserved.

    This book is an extensive and practical collection of articles about real-time computer graphics, accumulating the knowledge and experience of experts in both industry and academia. Building, in the same style, upon the wealth of the great "Gems" books already available, GPU Gems is a collection of short chapters. However, a number of key characteristics make this book unique and valuable to today's developers as they attempt to harness the ever-increasing power of the graphics processing unit (GPU).

    First and foremost, this book focuses squarely on real-time programmable graphics--specifically, on techniques relevant to GPUs. Each chapter was carefully selected to present ideas and techniques that are directly useful in interactive applications, such as computer games. The chapters provide insight and understanding, rather than focusing on low-level API calls or specific mathematical tricks. Furthermore, each chapter is packed with numerous full-color diagrams and images to illustrate and drive home key concepts. Finally, the experience and diversity of the contributors help readers gain a broad understanding, as well as a certain confidence that the advice they are getting comes from experts in the field.

    NVIDIA's strongest asset is its people: the depth and quality of their collective expertise inspired the initial idea for GPU Gems . With so much knowledge and expertise at hand, we felt that the thoughts and insights of the teams that brought us many recent advances in real-time graphics would make for a wonderfully instructive book. So, we started the project with an internal call for participation.

    Having the good fortune to work with people from leading game development houses, tool developers, film studios, and academic institutions who are shaping the future of real-time computer graphics, we also wanted to highlight their real-world contributions in GPU Gems. Hence, a wider, public call for participation allowed us to coalesce a great amount of talent and refreshing perspective into this volume.

    Whether you're creating new effects, architecting a graphics engine, or squeezing out the last bits of performance, we hope that this book provides valuable guidance and saves you from some of the challenges the authors faced on their own projects. All of us who worked on GPU Gems hope that it will help you to adopt new ideas and take your projects to the next level of graphical realism.

    Our Intended Audience

    This book provides intermediate and advanced readers with useful information that will help them in their projects. Focusing beyond the fundamentals of high-level shading, GPU Gems looks at how to take existing projects further by removing the mystery behind complex effects and advanced GPU programming. With the rapid evolution of real-time shading languages, the collection of algorithms available to real-time graphics developers is larger than ever. By compiling and distributing the information in this book, our goal is to make high-quality, high-performance graphics more accessible to a wider audience that includes game developers, technical directors, professors, and students.

    Trying the Examples

    Many of the chapters in this book include code samples to make their subject matter more concrete. The authors used whichever shading language they wanted, so the code samples ended up in DirectX 9's High-Level Shader Language (HLSL) or Cg, which were the only two high-level shading languages widely in use during this project. Almost everything that is presented can be applied to either language, as well as to languages that came later, such as the OpenGL Shading Language. The code samples are available on the CD that accompanies this book, along with standalone examples wherever possible. This makes it easy for you to integrate or experiment with the various examples. Updated sample code, as well as additional supplementary materials, is available at the book's Web site: http://developer.nvidia.com/GPUGems/.

    Randima (Randy) Fernando
    NVIDIA Corporation

    Most helpful customer reviews

    28 of 28 people found the following review helpful.
    Broad spectrum of visual tips, techniques and effects!
    By J. Jessup
    "GPU Gems" edited by Randima Fernando (Addison-Wesley, 2004, ISBN 0-321-22832-4) is a collection of white papers describing techniques and practical applications useful in today's programmable graphical processing units. The full color hardcover text is 816 pages and includes a CD-ROM that includes working demos and source for most of the articles presented in the book. The text retails for $59.99.
    The text is divided into six major parts: natural effects, lighting and shadows, materials, image progressing, performance and practicalities, and beyond triangles. Each part has anywhere between 5 to 9 chapters (for an overall total of 42 chapters). The chapters are separate white papers related to the overall part's major topic. For example, the natural effects part contains chapters on water caustics, Perlin noise, creating realistic fire, and diffraction just to name a few.
    Generally, each chapter has an introduction, a background with some mathematics, an implementation occasionally with some partial source code, a conclusion, and key references. While a different author writes each chapter, the overall feel of the book is consistent and smooth. The chapters read very similar to a SIGGRAPH paper without as much math or specific detail.
    Take for example, the chapter on stereograms - a process by which a 2D image encodes stereo information that when viewed correctly reveals a 3D scene. The chapter has brief background section that includes several helpful color examples. The author discusses how to create such an image using the fragment program capabilities of a GPU using the z-buffer as a depth map and provides a demo program on the CD. Many of the articles follow the same format - enough of a topic to provide understanding, but not enough depth to be comprehensive or fully instructional.
    The topics presented are extremely current. Many of the samples provided on the CD required the latest video hardware (GeForce4 or better) and latest drivers to run. The sample programs and demos require shader support, Cg, OpenGL, or the latest version of DirectX to run. On the plus side, the majority of the companion topics included pre-compiled binaries (but not the runtime dynamic link libraries) or an AVI illustrating the subject in addition to the source code. While the CD contains over 600 MB of examples from the text, it provided only 23 of the 42 topics covered in the book. Since most of the articles provide an overview and references to a topic, additional material on the CD would have been beneficial.
    The majority of the contributors are from the Nvidia Corporation which causes the book to bias toward their hardware and developer tools. In fact, one of the chapters is featured FX Composer, Nvidia's shader tool. The source code is a mixture of different shader languages from Microsoft's HLSL to Nvidia's Cg - with various authors using whatever was comfortable or convenient. Although the majority of the material presented is applicable to other hardware, it is critical to have a broad understanding of various shader languages if porting to specific hardware is important.
    I found the wide range of subjects quite interesting - and was refreshed that the topics actually seemed "ahead of the curve" in terms of hardware requirements. However in order to provide more subject depth, it seemed that the text could have been split into two volumes in order to expand the existing chapters with sufficient depth. As the material is just enough to get one started, the subject treatment may disappoint some readers seeking to apply the clever and unique techniques presented in the book directly or those hoping to use the book as an opportunity to learn some of the advanced features provided in a programming graphical processing unit.

    26 of 27 people found the following review helpful.
    Excellent!
    By Dave Astle
    I can't think of a topic that is more well-suited to a gems-style book than shaders, and given how important shaders have become in graphics and game development, I've been looking forward to this book since it was first announced.
    The book consists of 42 articles covering techniques available on modern programmable GPUs. The articles were written by the most impressive collection of authors I've seen. Many of them are from NVIDIA, with the rest being from game development studios and other leaders in the graphics industry, both in academia and commercial development. Each chapter is approximately 15-20 pages long, which allows for greater depth than most gems-style books.
    The topics covered include lighting, shadows, materials, image processing, performance tuning, water, fire, grass, skin (from the Dawn demo), and nontraditional uses of the GPU. The examples use either HLSL or Cg (and thankfully not assembly level shaders). Unfortunately, the OpenGL Shading Language was not complete at the time of the book's writing, but the examples should port easily.
    As should be obvious from the NVIDIA logo on the cover, ATI wasn't involved with this book. Not surprisingly then, many of the demo programs included on the CD won't work on ATI hardware. This is unfortunate, since ATI hardware seems to be more popular at the high end right now, so many readers won't be able to run a lot of the demos. However, the techniques themselves should be readily portable.
    As a nice bonus, the book is printed in full-color, which is definitely a welcome change as it makes it easier to visualize the results.
    This is one of the most timely and relevant books currently available for graphics and game development. I highly recommend it to anyone involved with either.

    20 of 22 people found the following review helpful.
    A Killer Book for HARD CORE Programmers
    By William G. Ryan
    Hard core graphics programming is definitely an area that separates the men from the boys. If your idea of graphics programming is making a ball bounce across the screen in Flash or Powerpoint, avoid this book. If you are a die hard programmer with a strong mathematical background looking to create some really kick a33 effects, this book is made for you.
    The background stuff: There are just under 50 authors that have collaborated to create this book. Just about all of them have a Ph.D from big name schools and I believe every one of them has at least a Master's degree. Most, but not all are folks from NVIDIA. The whole book is about 800 pages including intro/indexes et al.
    I really liked the book, but there's two things wrong with it. 1) If you don't have a VERY strong background in Graphics programming, you will be utterly clueless what's going on. There's No middle ground. 2) You need a pretty powerful graphics card to work through the examples, which, considering the target audience isn't unfair for them to assume. I have a fairly powerful card on my desktops, but my laptop just doesn't cut it and that's kind of a pain if you read on the run like I do.
    As far as negative comments go, that's it.
    So what's cool about it? The EFFECTS! Like I mentioned, if there's a cool special effect in a video game or movie, this book shows you how to do it. To summarize a few:
    1) Uru: Ages Beyond Myst. If you are familiar with the game and the large bodies of water that are employed, Chapter 1 explains it in depth. There's a good discussion of Gerstner waves , vertex shading and overall simulation models.
    2) Fire in the Vulcan. This effect was "Inspired by the Balrog creature in The Lord of the Rings movies, our goal was to display a monster that would be the source of raging flames..." Different variations of this theme have been around for a while and just about any gamer will be familiar with it. It's much more complex than the previously mentioned effect, but it's also more much compelling.
    3) Shadow Mapping. Virtually every driving/racing game you've played employs extensive use of Shadow Mapping. The book dedicates 3 Chapters (12, 13 & 14) to the subject and it's discussion is superb. While I don't personally find this the most interesting topic, it's probably the best written area of the book.
    4) Glow - Very Very cool. The scenario is the Tron 2.0 video game, but it's absolutely amazing. Although there was very little math here and the discussion was pretty much theory, I had a little (see a LOT) of difficulty re-creating the effects. The code accompanying the book includes everything for the chapter, but recreating my Cityscape wasn't happening. In all fairness though I was pretty excited with the effect and go into coding before reading it another time or two like I should have.
    5) One last really impressive area is Filtering. There are many apps where the UI is important but ancillary nonetheless. When I fire up XDesktop, I don't need everything pulsing and glowing doing neat stuff but eating up processor cycles. On the other hand, video games better perform well and anything video centric better be smooth, fast and cool.
    All in all I think this book is first rate. The effects absolutely rock, all of them are cool, and the picture quality in the book is superb. Just about every cool effect you'll want to deal with it covered in depth here and you won't leave the table hungry. I really can't emphasize enough though, this isn't a book for hobbyists. Much of the text is written primarily in symbolic math grammar and some of the simpler math involves manipulating Jacobian matricies for instance. If you want to really polish your graphics skills, this book is for you.

    See all 7 customer reviews...

    GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor) PDF
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    Sabtu, 07 Maret 2015

    >> PDF Download History of Mathematics: Brief Version, by Victor J. Katz

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    History of Mathematics: Brief Version, by Victor J. Katz

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    History of Mathematics: Brief Version, by Victor J. Katz

    One of the leading historians in the mathematics field, Victor Katz provides a world view of mathematics, balancing ancient, early modern, and modern history.

     

    Egypt and Mesopotamia, Greek Mathematics to the Time of Euclid, Greek Mathematics from Archimedes to Ptolemy, Diophantus to Hypatia, Ancient and Medieval China, Ancient and Medieval India, The Mathematics of Islam, Mathematics in Medieval Europe, Mathematics in the Renaissance, Precalculus in the Seventeenth Century, Calculus in the Seventeenth Century, Analysis in the Eighteenth Century, Probability and Statistics in the Eighteenth Century, Algebra and Number Theory in the Eighteenth Century, Geometry in the Eighteenth Century, Algebra and Number Theory in the Nineteenth Century, Analysis in the Nineteenth Century, Statistics in the Nineteenth Century, Geometry in the Nineteenth Century, Aspects of the Twentieth Century

     

    For all readers interested in the history of mathematics.

    • Sales Rank: #695286 in Books
    • Published on: 2003-11-01
    • Original language: English
    • Number of items: 1
    • Dimensions: 9.00" h x 1.50" w x 7.30" l, 2.25 pounds
    • Binding: Paperback
    • 576 pages

    Most helpful customer reviews

    3 of 3 people found the following review helpful.
    Good information, hard to take in
    By student
    This is an good textbook on the subject, briefly covers a lot of mathematical history from ancient mathematics around the world, as well as classical and modern Western mathematics. The drawback is skimming that much material that quickly makes it nearly impossible to sink in in a semester. A course may do well to have the students read the chapters so they are exposed to all the different ideas and people and may pursue personal interests that may develop, but focus in on more narrow areas for the target learning outcomes of the class, there really is too much mathematics to do it any of it justice by skimming it like the book does. There are problems pertaining to the mathematics discussed at the end of the chapters, requiring familiarity with proofs.

    1 of 1 people found the following review helpful.
    Informative.
    By halejeremy
    So many tiny details that I have never found in other books or even searching the internet. Rambles a little, at times, when discussing the mathematics (as the author attempts to explain without using modern equations), but it really gives you a good feel for the material.

    2 of 3 people found the following review helpful.
    History of Math College Course
    By V. Adams
    I purchased this text for a college course. The book is horrible, though it was the required text. The wording is very hard to follow. My classmates and I had a very hard time understanding what was going in the book most of the time. The problems assigned in the back of the book are ridiculous, this book does not prepare you to answer those problems...hence, brief edition. Reading this book was torture and a let down because I was initially very excited about this course.

    See all 8 customer reviews...

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    Jumat, 06 Maret 2015

    ~~ Free Ebook Voice User Interface Design, by James P. Giangola, Jennifer Balogh

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    Voice User Interface Design, by James P. Giangola, Jennifer Balogh

    This book is a comprehensive and authoritative guide to voice user interface (VUI) design. The VUI is perhaps the most critical factor in the success of any automated speech recognition (ASR) system, determining whether the user experience will be satisfying or frustrating, or even whether the customer will remain one. This book describes a practical methodology for creating an effective VUI design. The methodology is scientifically based on principles in linguistics, psychology, and language technology, and is illustrated here by examples drawn from the authors' work at Nuance Communications, the market leader in ASR development and deployment.

    The book begins with an overview of VUI design issues and a description of the technology. The authors then introduce the major phases of their methodology. They first show how to specify requirements and make high-level design decisions during the definition phase. They next cover, in great detail, the design phase, with clear explanations and demonstrations of each design principle and its real-world applications. Finally, they examine problems unique to VUI design in system development, testing, and tuning. Key principles are illustrated with a running sample application.

    A companion Web site provides audio clips for each example: www.VUIDesign.org

    The cover photograph depicts the first ASR system, Radio Rex: a toy dog who sits in his house until the sound of his name calls him out. Produced in 1911, Rex was among the few commercial successes in earlier days of speech recognition. Voice User Interface Design reveals the design principles and practices that produce commercial success in an era when effective ASRs are not toys but competitive necessities.



    • Sales Rank: #688199 in Books
    • Published on: 2004-02-12
    • Original language: English
    • Number of items: 1
    • Dimensions: 9.00" h x 1.00" w x 6.90" l, 1.57 pounds
    • Binding: Paperback
    • 368 pages

    From the Back Cover

    This book is a comprehensive and authoritative guide to voice user interface (VUI) design. The VUI is perhaps the most critical factor in the success of any automated speech recognition (ASR) system, determining whether the user experience will be satisfying or frustrating, or even whether the customer will remain one. This book describes a practical methodology for creating an effective VUI design. The methodology is scientifically based on principles in linguistics, psychology, and language technology, and is illustrated here by examples drawn from the authors' work at Nuance Communications, the market leader in ASR development and deployment.

    The book begins with an overview of VUI design issues and a description of the technology. The authors then introduce the major phases of their methodology. They first show how to specify requirements and make high-level design decisions during the definition phase. They next cover, in great detail, the design phase, with clear explanations and demonstrations of each design principle and its real-world applications. Finally, they examine problems unique to VUI design in system development, testing, and tuning. Key principles are illustrated with a running sample application.

    A companion Web site provides audio clips for each example: www.VUIDesign.org

    The cover photograph depicts the first ASR system, Radio Rex: a toy dog who sits in his house until the sound of his name calls him out. Produced in 1911, Rex was among the few commercial successes in earlier days of speech recognition. Voice User Interface Design reveals the design principles and practices that produce commercial success in an era when effective ASRs are not toys but competitive necessities.



    About the Author

    Michael Cohen is the cofounder of Nuance Communications. He has played a variety of roles at Nuance, including creation of the Professional Services organization and the Dialog Research and Development group. Michael is a popular speaker and a consulting professor at Stanford University. He has published more than seventy papers, holds eight patents.

    James Giangola is an industrial linguist, who designs, researches, and mentors others in creating VUIs that reflect the linguistic features and principles that shape everyday, human-to-human conversations. An innovator in prompt-writing and dialog design, James has ten years of experience teaching languages and linguistics, and maintains a consulting practice.

    Jennifer Balogh is a speech consultant at Nuance Communications, where she designs and evaluates interfaces for spoken language systems. She also conducts research on dialog design techniques and holds several patents. Jennifer is a university lecturer and frequent contributor to conferences and journals.



    0321185765AB11172003

    Excerpt. © Reprinted by permission. All rights reserved.

    In the past decade, there has been an explosion in the creation and commercial deployment of voice user interfaces, especially for use over the telephone. Voice user interfaces (VUIs) use speech technology to provide callers with access to information, allow them to perform transactions, and support communications.

    This proliferation is driven by a number of factors: customer dissatisfaction with touchtone interactions, a growing desire for mobile access, the need for enterprises to more effectively and inexpensively meet their customers' needs, and the development of speech technology that is finally robust and reliable enough to deliver effective and reliable interaction in well-defined domains.

    At the beginning of this decade of growth (starting around 1994), the biggest obstacle that needed to be overcome was skepticism about the capabilities of the technology. Speech technology had been promised for decades and had disappointed many times. The enterprises that could potentially improve their customer service and save money, as well as the venture capital firms that could fund the early start-ups, needed proof points. Within a few years, many such proof points existed: Millions of phone calls every day were being handled successfully by speech technology. Although technology improvement will continue to play a key role in providing better experiences for end users, increased business value to enterprises, and new capabilities enabling new types of applications, it is no longer the key bottleneck to growth of the speech industry.

    The biggest challenge now is the design of the user interface. There are too few practitioners who have the knowledge and skills to create all the systems needed and to advance our understanding as new technology enables new capabilities. Current practitioners come from a wide variety of backgrounds: speech technology, user interface design, cognitive psychology, linguistics, and software development. All these fields have contributed to our current level of understanding of voice user interface design. In fact, the field has benefited substantially from the diversity of influences. However, the need to pull together information from diverse fields has made it difficult to codify and teach the rationale for design.

    In this book we aim to offer in one place much of the background information needed for practitioners to design specific applications and to contribute to the advance of the field. We try to take a principled approach to deriving best practices, with the hope that designers will then have a basis for approaching new design situations and new technologies.

    Organization of The Book

    Given that our primary focus is to teach VUI design, we chose to organize it according to the design methodology we recommend. The parts are as follows:

    Part I, introduction: Chapters 1-3 provide the necessary introductory material, including an overview of voice user interfaces and design issues, a description of the technology, and a high-level view of the design methodology we detail throughout the remainder of the book.

    Part II, definition phase: Chapters 4-7 cover the definition phase of a project: discovering the requirements and making high-level design decisions that will guide the detailed design.

    Part III, design phase: Chapters 8-14 cover the detailed design phase. Design principles are covered in detail, with many examples of how to apply them to real applications.

    Part IV, realization phase: Chapters 15-18 cover the realization phase: development, testing, and tuning. A number of issues that are unique to voice user interface design, such as grammar development, are covered in detail.

    Each part begins with a chapter covering the methodological details for that phase of design. Following that are a few chapters describing the design principles and approaches relevant to that phase. The final chapter of each section presents a design example.

    Audience

    This book is meant to address a variety of audiences:

  • Practitioners: The primary audience is practitioners or those intending to become practitioners. We try to lay the groundwork so that beginners can understand all the material. The book should provide value to both experienced and inexperienced designers. Practitioners can benefit from reading all the chapters.
  • Students of human-computer interfaces: Students studying human-computer interface design will find that VUIs have many things in common with other types of user interfaces. On the other hand, a number of issues and design approaches are unique to voice user interfaces. The entire book is useful to students, although Chapters 1-4, 6, 8-13, and 15-16 stand out as most important.
  • Business managers: Business managers making decisions about how speech technology can best meet the needs of their organizations will benefit most from Chapters 1-4 and 6.
  • Project managers: Project managers who must understand the steps in designing and deploying an application will benefit most from Chapters 1-4, 6-8, 14-15, and 18.
  • Web Site

    Throughout the book we stress the value of listening to your interface rather than only looking at a written specification. We would be remiss if we did not provide a means by which readers could listen to the many examples presented. We have created a Web site (http://www.VUIDesign.org) that tracks the book and provides audio versions of the examples. We recommend following the Web site as you read.



    Most helpful customer reviews

    13 of 14 people found the following review helpful.
    Very comprehensive
    By A Customer
    This book describes a methodology and gives pieces of advice for developing speech applications. The focus is on telephony applications. The book is based on the experience of the authors in developing such applications at Nuance.
    The book is organized into four parts:
    1. Introduction
    2. Requirement gathering
    3. Detailed design
    4. Development and Tuning
    Each part starts with a description of the general principles guiding the development of a speech application. They end with an "applied" example showing how these principles are used in a real application.
    The introduction provides an overview of speech technology and an overview of the methodology (requirements, detailed design, development/tuning) used to develop a speech application. This methodology is used as a guide for the rest of the book.
    The requirement gathering part covers meeting with the company that wants to deploy the speech application and getting information from them. The same kind of information as for other software projects is required: business case, target customers, environment integration, scope of the system, etc. Two interesting additions to the usual process are:
    1. Specifying the persona. How should the system be perceived (serious, funny, etc.)? This will impact the prompts, the selection of the voice actor, and the design of the dialog flow.
    2. Specifying the type of interaction: system directed or user directed. The former relies on grammars. The latter relies on SLM and robust parsing. This has a huge influence on design and realization.
    The detailed design phase is concerned with designing the dialog flow, the prompts and the grammars. The authors put an emphasis in developing systems that (1) sound good and (2) are efficient. Sounding good means developing prompts that abide to spoken language rules (by opposition to written language) and paying attention to prosody. The sections on prompt design and prosody are very informative. Efficiency is ensured by making the dialog flow nicely. Techniques include thinking in terms of user scenarios, providing shortcuts to common tasks, educating users about efficient ways of using the system. Efficiency is also improved by helping users to recover from errors efficiently. Techniques here include quick confirmation strategies, providing help prompts, and providing access to main menu/operator.
    The development and tuning part focuses mainly on tuning grammars and working with the voice actor. Tuning the grammar is done to ensure appropriate coverage while maintaining good recognition accuracy. Tuning must be based on real data since it is difficult to predict how people will use the system. Working with the voice actor is an important part of the system development. The authors give pieces of advice on how to have successful recording sessions.
    The book has a nice balance of general principles and pieces of advice that can be directly applied. Compared to Kotelly's book, it has a more in-depth coverage of the topics. Compared to Balentine's book it provides a broader view of the development process as well as more detailed explanations of the principles behind the recommendations. On the minus side, the book is solely based on the experience of the authors. Although this experience is extensive, it seems that parts of the book are somewhat biased (e.g., SLM vs. grammar-based speech recognition, high focus on personas). It is not always clear when the numbers given in the books are based on real experience and when they are invented by the authors for the mock application. Some of the pieces of advice may also be difficult to directly apply in practice, since they depend on using vendor tools.
    In my opinion this book should be required reading for developers of telephony applications and providers of platforms for speech application development.

    2 of 2 people found the following review helpful.
    Ideal reference book for UI.
    By J. D. Bartolomei
    This is probably the most useful book about UI design for speech applications I've seen, very sensible and straight forward, with the right amount of attention given to a good range of topics.

    I hate the term 'VUI' because it sounds silly when you say it. Apart from that, this book's a great source for UI workers.

    0 of 0 people found the following review helpful.
    Five Stars
    By Gaurav Sinha

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    Essentials of Human Communication (Book Alone), by Joseph A. DeVito

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    Essentials of Human Communication (Book Alone), by Joseph A. DeVito

    This book emphasizes five main themes: the skills of human communication (interpersonal, small group, interviewing, and public speaking), cultural awareness, listening, critical thinking, power, and ethics. Essentials of Human Communication fills the need for a brief, interesting, but serious book that places a strong focus on skill development. This book highlights the application of human communication skills to the real world and to the workplace. For anyone interested in learning the fundamentals of speech communication.

    • Sales Rank: #1221555 in Books
    • Published on: 2001-06-12
    • Original language: English
    • Number of items: 1
    • Dimensions: 10.25" h x 8.25" w x .75" l, .0 pounds
    • Binding: Paperback
    • 432 pages

    From the Back Cover
    This book emphasizes five main themes: the skills of human communication (interpersonal, small group, interviewing, and public speaking), cultural awareness, listening, critical thinking, power, and ethics. Essentials of Human Communication fills the need for a brief, interesting, but serious book that places a strong focus on skill development. This book highlights the application of human communication skills to the real world and to the workplace. For anyone interested in learning the fundamentals of speech communication.

    Most helpful customer reviews

    3 of 3 people found the following review helpful.
    Don't Buy If you need MyCommunicationLab....
    By Aaron & Theresa
    I purchased this book with the MyCommunicationLab code because I needed it for my class.
    Turns out amazon is selling these books with invalid/expired codes so you'll have to spend another $30 for the MyCommunicationLab code from the actually pearson website.... Just buy to book without the code and save yourself time and money......

    2 of 2 people found the following review helpful.
    Boring
    By Animal
    This text book is too wordy. Most of the content could be described in a paragraph or two instead of 20 pages. Combined with a boring class this is a hard semester.

    2 of 2 people found the following review helpful.
    Great book!!
    By L. Ahmed
    This book teaches how communication comes from within and is then translated and interpreted. Great concepts. Easy to read. Highly recommended.

    See all 72 customer reviews...

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