Kipper, G. and Rampolla, J. (2012). Augmented reality: An Emerging Technologies Guide to AR Waltham, MA: Syngress.
Kipper & Rampolla’s book offers a look into how AR can be used on a number of platforms (including mobile and desktop) and across industries. It discusses how AR can be used for both education and gaming purposes, and gives insight into security and other issues developers may encounter. The text provides a range of examples of uses in public and private scenarios, and gives examples of how this technology can be used to improve not only our careers, but our daily lives.
Ribas, D. (2017). Building Cognitive Applications with IBM Watson Services. 1st ed. [S.l.]: IBM Redbooks.
The first book in a series giving insight into building AI based applications using IBM’s Watson platform, written by IBM themselves. This book outlines how the platform works and how it can be used in real life applications.
The book provides examples of code and explanations, and explains how the Watson services can be manipulated to cater to individual needs and different purposes, such as in the case example of DeepQA. This is done by discussing the creation of a new system to use for “Jeopardy!”, where Watson AI competed against human competitors in the game show.
Kwastek, K. (2013). Aesthetics of interaction in digital art. Cambridge, MA: MIT Press.
Kwastek’s book discusses how interaction has been and continues to be an important part of installation and performance artwork. It looks into the history of interactive art in its various forms, starting from the 1960’s, and brings it into a modern context, referring to the rising creation of digital art.
The text gives theoretical insight into the creation of interactive artworks, using case studies to help illustrate her ideas and offer new perspective into the creation of this type of art.
Candy, L. and Ferguson, S. (2014). Interactive experience in the digital age. 1st ed. Cham, Switzerland: Springer International Publishing.
This book gives an insight into the creation of interactive experiences within modern art. The book explores the diverse ways in which interactive art can be created, and how interactive media can enhance the experience of artwork for a viewer. It takes research from human computer interaction and applies this to the field of digital arts.
The text also features insights from professionals such as artists, entrepreneurs, designers and creators.