Developer's Digital Media Reference

Developer's Digital Media Reference
Author: Curtis Poole
Publisher: Taylor & Francis
Total Pages: 618
Release: 2013-04-26
Genre: Performing Arts
ISBN: 1136042733


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Designed for media professionals working across a broad range of formats, Developer's Digital Media Reference is an excellent reference guide for those keeping pace with this dynamic industry. As "convergence" between the World Wide Web, multimedia, and television production communities continues, there is an increased demand for professionals to familiarize themselves with the many new delivery contexts, including hybrid DVD (where digital video content and computer data live on the same disc), interactive TV, and streaming media. Developer's Digital Media Reference covers essential technologies such as SVG (scalable vector graphics), SMIL (Synchronized Multimedia Integration Language, a markup language for creating animations on the web), MPEG-4 (compression standard for streaming audio/video), and Dynamic Web Applications. In addition to serving as a quick-look-up guide, this text is organized to explain today's major media: server-based architectures, disc-based architectures, distribution architectures, and merging/shared architectures. Each topic is discussed in terms of the technological background-evolution, current tools, and production tips and techniques.

Inventing the Medium

Inventing the Medium
Author: Janet H. Murray
Publisher: MIT Press
Total Pages: 499
Release: 2011-11-23
Genre: Design
ISBN: 0262302802


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A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts. Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field. Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

An Introduction to Digital Media

An Introduction to Digital Media
Author: Tony Feldman
Publisher: Psychology Press
Total Pages: 196
Release: 1997
Genre: CD-ROMs
ISBN: 9780415151085


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This is a clear and comprehensive account of the development and future possibilities of digital media by one of its most authoritative analysts.

Research and Development in Digital Media

Research and Development in Digital Media
Author: Rae Earnshaw
Publisher: Springer
Total Pages: 101
Release: 2018-01-30
Genre: Computers
ISBN: 3319730800


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This book presents an overview of the technical underpinnings in the field of digital media. This includes theory, imaging, big data, interaction, and the research and development that is needed in order to make digital media interfaces more natural and easy to use. Grant funding sources for R & D are detailed and current priority areas are summarized. Developments in the relevant commercial areas are also reviewed. This is Professor Earnshaw’s fifth book in the series on digital media and its applications and creative uses. These books explain the significance and importance of digital media and how it has developed and advanced.They also explore the impact digital media is having on a range of domains including art and design, the creative industries, visual analytics, big data, and digital humanities.The convergence of IT, telecommunications and media is bringing about a revolution in the way information is being collected, stored, accessed and distributed. Digital media is expected to play an increasing role in these processes. State of the art digital technologies are increasingly utilized in order to deliver to the user requirements and also to be effective and efficient in this delivery, given the increasing demands by users and other third parties involved in the content creation and service delivery pipeline. Research and Development in Digital Media will be invaluable for readers that want a summary of the technical research and development aspects of digital media, how such work is being funded, and the kind of changes in digital media provision that may result.

Technology and Digital Media in the Early Years

Technology and Digital Media in the Early Years
Author: Chip Donohue
Publisher: Routledge
Total Pages: 301
Release: 2014-08-07
Genre: Education
ISBN: 1317931106


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A Co-Publication of Routledge and NAEYC Technology and Digital Media in the Early Years offers early childhood teacher educators, professional development providers, and early childhood educators in pre-service, in-service, and continuing education settings a thought-provoking guide to effective, appropriate, and intentional use of technology with young children. This book provides strategies, theoretical frameworks, links to research evidence, descriptions of best practice, and resources to develop essential digital literacy knowledge, skills and experiences for early childhood educators in the digital age. Technology and Digital Media in the Early Years puts educators right at the intersections of child development, early learning, developmentally appropriate practice, early childhood teaching practices, children’s media research, teacher education, and professional development practices. The book is based on current research, promising programs and practices, and a set of best practices for teaching with technology in early childhood education that are based on the NAEYC/FRC Position Statement on Technology and Interactive Media and the Fred Rogers Center Framework for Quality in Children’s Digital Media. Pedagogical principles, classroom practices, and teaching strategies are presented in a practical, straightforward way informed by child development theory, developmentally appropriate practice, and research on effective, appropriate, and intentional use of technology in early childhood settings. A companion website (http://teccenter.erikson.edu/tech-in-the-early-years/) provides additional resources and links to further illustrate principles and best practices for teaching and learning in the digital age.

Digital Media, Youth, and Credibility

Digital Media, Youth, and Credibility
Author: Miriam J. Metzger
Publisher: MIT Press
Total Pages: 212
Release: 2008
Genre: Business & Economics
ISBN: 0262562324


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The difficulties in determining the quality of information on the Internet--in particular, the implications of wide access and questionable credibility for youth and learning. Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility--the objective and subjective components that make information believable--in the contemporary media environment. The contributors look particularly at youth audiences and experiences, considering the implications of wide access and the questionable credibility of information for youth and learning. They discuss such topics as the credibility of health information online, how to teach credibility assessment, and public policy solutions. Much research has been done on credibility and new media, but little of it focuses on users younger than college students. Digital Media, Youth, and Credibility fills this gap in the literature. Contributors Matthew S. Eastin, Gunther Eysenbach, Brian Hilligoss, Frances Jacobson Harris, R. David Lankes, Soo Young Rieh, S. Shyam Sundar, Fred W. Weingarten

Digital Media Revisited

Digital Media Revisited
Author: Gunnar Liestol
Publisher: MIT Press
Total Pages: 584
Release: 2004-09-17
Genre: Computers
ISBN: 9780262621922


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Interdisciplinary essays on the relationship between practice and theory in new media. Arguing that "first encounters" have already applied traditional theoretical and conceptual frameworks to digital media, the contributors to this book call for "second encounters," or a revisiting. Digital media are not only objects of analysis but also instruments for the development of innovative perspectives on both media and culture. Drawing on insights from literary theory, semiotics, philosophy, aesthetics, ethics, media studies, sociology, and education, the contributors construct new positions from which to observe digital media in fresh and meaningful ways. Throughout they explore to what extent interpretation of and experimentation with digital media can inform theory. It also asks how our understanding of digital media can contribute to our understanding of social and cultural change. The book is organized in four sections: Education and Interdisciplinarity, Design and Aesthetics, Rhetoric and Interpretation, and Social Theory and Ethics. The topics include the effects on reading of the multimodal and multisensory aspects of the digital environment, the impact of practice on the medium of theory, how digital media are dissolving the boundaries between leisure and work, and the impact of cyberspace on established ethical principles.

The Johns Hopkins Guide to Digital Media

The Johns Hopkins Guide to Digital Media
Author: Marie-Laure Ryan
Publisher: JHU Press
Total Pages: 553
Release: 2014-04-15
Genre: Computers
ISBN: 1421412233


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The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.

Introduction to Interactive Digital Media

Introduction to Interactive Digital Media
Author: Julia V. Griffey
Publisher: Routledge
Total Pages: 222
Release: 2019-12-12
Genre: Art
ISBN: 042962073X


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This book offers a clearly written and engaging introduction to the basics of interactive digital media. As our reliance on and daily usage of websites, mobile apps, kiosks, games, VR/AR and devices that respond to our commands has increased, the need for practitioners who understand these technologies is growing. Author Julia Griffey provides a valuable guide to the fundamentals of this field, offering best practices and common pitfalls throughout. The book also notes opportunities within the field of interactive digital media for professionals with different types of skills, and interviews with experienced practitioners offer practical wisdom for readers. Additional features of this book include: An overview of the history, evolution and impact of interactive media; A spotlight on the development process and contributing team members; Analysis of the components of interactive digital media and their design function (graphics, animation, audio, video, typography, color); An introduction to coding languages for interactive media; and A guide to usability in interactive media. Introduction to Interactive Digital Media will help both students and professionals understand the varied creative, technical, and collaborative skills needed in this exciting and emerging field.

Indie Video Game Development Work

Indie Video Game Development Work
Author: Alexander Styhre
Publisher: Springer Nature
Total Pages: 252
Release: 2020-06-13
Genre: Business & Economics
ISBN: 3030455459


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This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.