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Book Digital Entertainment

Download or read book Digital Entertainment written by Subhankar Das and published by Springer Nature. This book was released on 2021-02-06 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).

Book Handbook of Digital Games and Entertainment Technologies

Download or read book Handbook of Digital Games and Entertainment Technologies written by Ryohei Nakatsu and published by Springer. This book was released on 2017-02-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Book Digital Entertainment as Next Evolution in Service Sector

Download or read book Digital Entertainment as Next Evolution in Service Sector written by Subhankar Das and published by Springer Nature. This book was released on 2023-02-20 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.

Book Technologies for E Learning and Digital Entertainment

Download or read book Technologies for E Learning and Digital Entertainment written by Zhigeng Pan and published by Springer. This book was released on 2006-03-22 with total page 1420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.

Book Technologies for E Learning and Digital Entertainment

Download or read book Technologies for E Learning and Digital Entertainment written by Kin-chuen Hui and published by Springer. This book was released on 2007-07-17 with total page 991 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.

Book Digital Storytelling

    Book Details:
  • Author : Carolyn Handler Miller
  • Publisher : CRC Press
  • Release : 2014-06-27
  • ISBN : 1135044457
  • Pages : 569 pages

Download or read book Digital Storytelling written by Carolyn Handler Miller and published by CRC Press. This book was released on 2014-06-27 with total page 569 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.

Book Handbook of Multimedia for Digital Entertainment and Arts

Download or read book Handbook of Multimedia for Digital Entertainment and Arts written by Borko Furht and published by Springer Science & Business Media. This book was released on 2010-03-10 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Digital Media Handbook

Download or read book The Digital Media Handbook written by Andrew Dewdney and published by Routledge. This book was released on 2013-10-30 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media, emphasising cultural continuity alongside technological change, and highlighting the emergence of new forms of communication in contemporary networked culture. Andrew Dewdney and Peter Ride present detailed critical commentary and descriptive historical accounts, as well as a series of interviews from a range of digital media practitioners, including producers, developers, curators and artists. The Digital Media Handbook highlights key concerns of today’s practitioners, analysing how they develop projects, interact and solve problems within the context of networked communication. The Digital Media Handbook includes: Essays on the history and theory of digital media Essays on contemporary issues and debates Interviews with digital media professionals A glossary of technical acronyms and key terms.

Book Digital Media Effects

Download or read book Digital Media Effects written by W. James Potter and published by Rowman & Littlefield. This book was released on 2021-01-20 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: People have always depended on the mass media for information and entertainment. With mobile devices and easy access to the internet, people are now in constant connection with an ever growing source of information and entertainment and they contribute their own content to those sources through social media. As their media usage shifts towards digital media with their immediacy, interactivity, and intrusiveness, the way media affects people has fundamentally changed. Digital Media Effects focuses on those changes in media effects. While the author acknowledges the findings from the very large literature of effects from exposure to traditional media. Expanding from traditional media effects studies, this book focuses attention on the kinds of effects that have arisen in the new digital age.

Book Animation  Embodiment  and Digital Media

Download or read book Animation Embodiment and Digital Media written by K. Chow and published by Springer. This book was released on 2013-09-20 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.

Book Digital Entertainment Superguide

Download or read book Digital Entertainment Superguide written by and published by TechHive Editors. This book was released on with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt: Audio and video content is all around us. And these days much of it comes not from TV cables, satellite dishes, and radio antennas, but from our digital devices around the house, streaming over the Internet and local networks. And that’s why we created the Digital Entertainment Superguide, a primer with everything you need to know to get started. This book walks you through how to set up your home network and choose the right hardware—set-top boxes, smart TVs, media center computers, streaming speakers, remote controls, and more—for your needs. Like to watch TV shows and movies but not sure where to find what? We’ve got you covered with a guide to streaming video sources for your TV or mobile devices.We don’t leave music lovers out either, as we help you choose the best streaming audio service. Do you want Mog, Rdio, Rhapsody, Slacker, or Spotify? How much does each service cost? Which sounds best? We answer all those questions and more in the pages that follow. Finally, if you’re wondering how to move audio and video around the house—stream music wirelessly from an iPhone to an AirPlay speaker in the living room or send video from a computer to your beautiful wall-mounted HDTV—you’ve come to the right place. We’ll even show you how to use your smartphone or tablet to control it all. So read on, and let the fun begin!

Book Television Goes Digital

Download or read book Television Goes Digital written by Darcy Gerbarg and published by Springer Science & Business Media. This book was released on 2008-12-10 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Television has become a ubiquitous part of our lives, and yet its impact continues to evolve at an extraordinary pace. The evolution of television from analog to digital technology has been underway for more than half a century. Today's digital technology is enabling a myriad of new entertainment possibilities. From jumbotrons in cyberspace to multi-dimensional viewing experiences, digital technology is changing television. Consequently, new advertising metrics that reflect the new viewer habits are emerging. The ability to capture a viewer's interactions changes the advertising proposition. Telephone and wireless companies are challenging the traditional mass media providers - broadcasters, cable and satellite companies - and they’re all finding ways to deliver TV programming, video content and Internet offerings to large and small screens in the home and on the go. This volume showcases insights from industry insiders and researchers from a variety of disciplines. It explores the economic, cultural, technical, and policy implications of digital television, addressing such questions as: How will content be monetized in the future? What programming opportunities become possible with the advent of going digital? Will content still be king or will the conduits gain the upper hand? This book analyzes the digital television evolution: its impacts on the economics of the TV industry, its significance for content creation from Hollywood blockbusters to You Tube, the changing role of the consumer, and what's coming next to a theatre near you.

Book Work in the Digital Media and Entertainment Industries

Download or read book Work in the Digital Media and Entertainment Industries written by Tanner Mirrlees and published by Taylor & Francis. This book was released on 2024-11-06 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a first-of-its-kind critical interdisciplinary introduction to the economic, political, cultural, and technological dimensions of work in the rapidly growing digital media and entertainment industries (DMEI). Tanner Mirrlees presents a comprehensive guide to understanding the key contexts, theories, methods, debates, and struggles surrounding work in the DMEI. Packed with current examples and accessible research findings, the book highlights the changing conditions and experiences of work in the DMEI. It surveys the DMEI’s key sectors and occupations and considers the complex intersections between labor and social power relations of class, gender, and race, as well as tensions between creativity and commerce, freedom and control, meritocracy and hierarchy, and precarity and equity, diversity, and inclusivity. Chapters also explore how work in the DMEI is being reshaped by capitalism and corporations, government and policies, management, globalization, platforms, A.I., and worker collectives such as unions and cooperatives. This book is a critical introduction to this growing area of research, teaching, learning, life, labor, and organizing, with an eye to understanding work in the DMEI and changing it, for the better. Offering a broad overview of the field, this textbook is an indispensable resource for instructors, undergraduates, postgraduates, and scholars.

Book Digital Arts and Entertainment  Concepts  Methodologies  Tools  and Applications

Download or read book Digital Arts and Entertainment Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2014-06-30 with total page 1693 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Audience Genre Expectations in the Age of Digital Media

Download or read book Audience Genre Expectations in the Age of Digital Media written by Leo W. Jeffres and published by Taylor & Francis. This book was released on 2022-12-05 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume bridges the divide between film and media studies scholarship by exploring audience expectations of film and TV genre in the age of digital streaming, using qualitative thematic and quantitative data-driven analyses. Through four ground-breaking surveys of audience members and content creators, the authors have empirically determined what audiences expect of various genres, the extent to which these definitions match those of scholars and critics, and the overall variation and complexity of audience expectations in the age of media abundance. They also examine audience habits and preferences, drawing from both theory and original empirical analyses, with a view toward the implications for the moving image in a rapidly changing media environment. The book draws from the data to develop a number of new concepts, including genre repertoire, genre hybridity, audience interest maximization, and variety seeking, and a new stage of genre development, genre bending. It is an ideal resource for students and scholars interested in the symbiotic relationship between audiences and the moving image products they consume, as well as the way the current digital media environment has impacted our understanding of film and TV genres.

Book Digital Media Distribution

Download or read book Digital Media Distribution written by Paul McDonald and published by NYU Press. This book was released on 2021-09-07 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the current state of global media distribution today, including legacy and born-digital media industries, and the social, cultural, and economic impact of the digital distribution ecosystem"--

Book Identity and Play in Interactive Digital Media

Download or read book Identity and Play in Interactive Digital Media written by Sara M. Cole and published by Routledge. This book was released on 2017-03-16 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.