Handbook of Multimedia for Digital Entertainment and Arts

Handbook of Multimedia for Digital Entertainment and Arts
Author: Borko Furht
Publisher: Springer Science & Business Media
Total Pages: 764
Release: 2010-03-10
Genre: Computers
ISBN: 0387890246


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The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.

The Digital Media Handbook

The Digital Media Handbook
Author: Andrew Dewdney
Publisher: Routledge
Total Pages: 353
Release: 2006-09-27
Genre: Education
ISBN: 1134398697


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Through a series of edited interviews with new media practitioners including young web developers, programmers, artists, writers and producers, The New Media Handbook examines the essential diversity of new media by combining critical commentary and descriptive and historical accounts. The New Media Handbook focuses upon the key concerns of practitioners and how they create their work and develop their projects - from artists to industry professionals, web designers to computer programmers. It includes a discussion of key concepts such as digital code, information, convergence, interactivity and interface; and identifies key debates and locates the place of new media practice within contemporary culture. The New Media Handbook includes: interviews with new media practitioners case studies, examples and illustrations glossary of technical acronyms and key terms bibliography and list of web resources. Providing students with an essential understanding of the historical and theoretical development of the new media, The New Media Handbook really will be an invaluable study resource for all students of the media.

State of the Art in Digital Media and Applications

State of the Art in Digital Media and Applications
Author: Rae Earnshaw
Publisher: Springer
Total Pages: 96
Release: 2017-08-25
Genre: Computers
ISBN: 3319614096


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This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing. The convergence of IT, telecommunications, and media is bringing about a revolution in the way information is collected, stored, accessed and distributed. Rae Earnshaw's book explores the principal factors driving this and the ways in which social and cultural contexts are affected by media content. This is Professor Earnshaw's fourth book in a series that focuses on digital media and creativity, and through the use of Case Studies; the theoretical, practical and technical aspects of digital media are examined. Readers are informed about how the user as content creator, publisher and broadcaster is changing the traditional roles of news media, publishers and entertainment corporations. Topics such as the evolution of digital imaging and the phenomenon of social media are discussed in relation to this. Professor Earnshaw also demonstrates how changes in technology produce shifts in the ways that consumers utilize it, in an increasing variety of application domains such as e-books, digital cameras, Facebook and Twitter. State of the Art in Digital Media and Applications will be invaluable for readers that want a comprehensive look at how emerging digital media technologies are being used, and how they are transforming how we create, consume, exchange and manipulate media content.

The Oxford Handbook of Sound and Image in Digital Media

The Oxford Handbook of Sound and Image in Digital Media
Author: Carol Vernallis
Publisher: Oxford University Press
Total Pages: 833
Release: 2015
Genre: Art
ISBN: 0190258179


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This collection surveys the contemporary landscape of audiovisual media. Contributors from image and sound studies explore the history and the future of moving-image media across a range of formats including blockbuster films, video games, music videos, social media, experimental film, documentaries, video art, pornography, theater, and electronic music.

Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications

Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1693
Release: 2014-06-30
Genre: Art
ISBN: 1466661151


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In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.

Digital Multimedia: Concepts, Methodologies, Tools, and Applications

Digital Multimedia: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1797
Release: 2017-09-13
Genre: Computers
ISBN: 1522538232


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Contemporary society resides in an age of ubiquitous technology. With the consistent creation and wide availability of multimedia content, it has become imperative to remain updated on the latest trends and applications in this field. Digital Multimedia: Concepts, Methodologies, Tools, and Applications is an innovative source of scholarly content on the latest trends, perspectives, techniques, and implementations of multimedia technologies. Including a comprehensive range of topics such as interactive media, mobile technology, and data management, this multi-volume book is an ideal reference source for engineers, professionals, students, academics, and researchers seeking emerging information on digital multimedia.

Curating the Digital

Curating the Digital
Author: David England
Publisher: Springer
Total Pages: 207
Release: 2016-06-01
Genre: Computers
ISBN: 3319287222


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This book combines work from curators, digital artists, human computer interaction researchers and computer scientists to examine the mutual benefits and challenges posed when working together to support digital art works in their many forms. In Curating the Digital we explore how we can work together to make space for art and interaction. We look at the various challenges such as the dynamic nature of our media, the problems posed in preserving digital art works and the thorny problems of how we assess and measure audience’s reactions to interactive digital work. Curating the Digital is an outcome of a multi-disciplinary workshop that took place at SICHI2014 in Toronto. The participants from the workshop reflected on the theme of Curating the Digital via a series of presentations and rapid prototyping exercises to develop a catalogue for the future digital art gallery. The results produce a variety of insights both around the theory and philosophy of curating digital works, and also around the practical and technical possibilities and challenges. We present these complimentary chapters so that other researchers and practitioners in related fields will find motivation and imagination for their own work.

Digital Arts and Entertainment

Digital Arts and Entertainment
Author: Information Resources Management Association
Publisher:
Total Pages:
Release: 2014
Genre: Digital media
ISBN: 9781785391798


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"This book examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field, offering chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media"--

Past and Future Presence

Past and Future Presence
Author: Lissa Crofton-Sleigh
Publisher: Amherst College Press
Total Pages: 254
Release: 2024-05-14
Genre: Computers
ISBN: 1943208697


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While uses and studies of XR technology within STEM-based education have been plentiful in recent years, there has been lesser or even, at times, a lack of coverage for this novel learning tool in the arts and humanities.Past and Future Presence aims to bridge some of that gap by presenting research-based theory and case studies of successful application and implementation of XR technology into postsecondary educational settings, ranging in topics from ancient to modern languages, classical and contemporary art, and reenvisioned historical scenes and events presented in ways never seen before. The studies also contemplate how this novel medium can enhance and supplement learning in classrooms and other formal or informal learning environments. The volume as a whole is intended to demonstrate to educators, scholars, and researchers in higher education the potential value of integrating XR technology into their classrooms and to provide a strong argument for college and university administrators to invest in training and development of new research and content for classrooms inside and outside of STEM. The authors of these chapters come from a diverse range of backgrounds at different stages of their careers, providing a broad crosssection of scholastic work within the humanities and arts. Each chapter offers a different angle or approach to incorporating XR technology into teaching or research within different subject areas. As the volume suggests, this technology also places additional emphasis on the humanity within the humanities, by focusing on increasing connection between users and different cultures, time periods, and perspectives.

Educational Stages and Interactive Learning: From Kindergarten to Workplace Training

Educational Stages and Interactive Learning: From Kindergarten to Workplace Training
Author: Jia, Jiyou
Publisher: IGI Global
Total Pages: 624
Release: 2012-02-29
Genre: Education
ISBN: 1466601388


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The adoption of ICT for personal and business use has encouraged the growth of interactive learning as well as its application in a number of education and training scenarios. Designing effective syllabi for interactive learning projects helps to ensure that desired leaning outcomes are achieved without incurring a significant loss of time or money. Educational Stages and Interactive Learning: From Kindergarten to Workplace Training provides a record of current research and practical applications in interactive learning. This book reviews all aspects of interactive learning, investigates the history, status, and future trends of interactive learning, introduces emerging technologies for interactive learning, and analyzes interactive learning cases in various educational stages and learning situations. Readers interested in the technologies and pedagogical applications of interactive learning will find this book a comprehensive reference for the understanding of notions, theories, techniques, and methods related to the research and development of interactive learning.