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Books > Computing & IT > Applications of computing > Image processing > Computer animation
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.
This book provides a detailed insight into the current state of journalism and its future challenges It brings together a global team of authors to review and analyse emerging practices in the automated digital scenario through which journalism is being reshaped, such as novel languages, storytelling forms, and business models It provides a much-needed review of the field to apprehend the knowledge and experience acquired and offers an up-to-date overview of digital journalism today, outlining those trends pointing to the future of journalism practice and media in the online sphere The book takes a multidisciplinary and international approach to the topic, and delves into the main technological changes that digital journalism has recently faced, closely related to digital native media, novel storytelling forms, social media, innovation, television broadcasting, new media management structures and procedures, content automation, fact-checking, web analytics, and social audiences Offering new insights into this fast-developing area, this volume will be an engaging and vital resource for media professionals and researchers in journalism and communication studies, as well as those interested in contemporary journalism practice and communication technology
* Provides a comprehensive approach to Motion Design as Design Practice with specific areas of focus for a range of audiences. * Integrates professional examples, case studies, and interviews to validate its themes. * Written from ongoing and pragmatic experience in both education and professional practice.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
Given how educators have come to rely on online modes of teaching and learning over the past two years, this handbook is a timely and much-needed exploration of how media educators are coping with changes in an online learning environment It showcases how educators and practitioners around the world adapted their routine media pedagogies to meet the challenges of the COVID-19 pandemic, which often led to significant social, economic, and cultural hardships The book combines an innovative mix of traditional chapters, autoethnography, case studies, and dialogue within an intercultural framework It focuses on the future of media education and provides a deeper understanding of the challenges and affordances of media education as we move forward The book covers vast-ranging topics, such as fighting disinformation, how vulnerable communities cope with disadvantages using media, transforming educational T.V. or YouTube to reach larger audiences, supporting students' wellbeing through various online strategies, examining early childhood, parents, and media mentoring using digital tools, reflecting on educators' intersectionality on video platforms, youth produced-media to fight injustice, teaching remotely and providing low tech solutions to address the digital divide, and searching for solutions collaboratively using social media It offers a unique and broad multicultural perspective on how we can learn from the challenges of addressing varied pedagogical issues that have arisen in the context of the pandemic It will allow researchers, educators, practitioners, institution leaders and graduate students to explore how media education evolved during 2020 and 2021, and how these experiences can shape the future direction of media education
The Ottawa International Animation Festival (OIAF) began in 1976 and stands today as one of the oldest and largest animation events in the world. One of the unique features of the OIAF is the inclusion of commissioned writings that provide attendees with a more in-depth background into the festival's special screenings. These writings have not only contextualized the festival presentations but have also contributed significantly to animation education and scholarship. The Corners are Glowing is a selection of the best writings (many unseen for decades) culled from past OIAF catalogues. These wide-ranging texts cover the spectrum of animation from the familiar (Daffy Duck, Pee Wee Herman, Bob Clampett, Joanna Quinn, Hiyao Miyazaki, Frank Tashlin) to the more esoteric (Robert Breer, Emily Pelstring, Taku Furukawa, Michael Sporn, and even the use of furniture in animation!). The Corners are Glowing is a valuable time capsule that celebrates animation's past and present, and the styles of writing are as diverse, enlightening, and fun as the animation subjects being written about.
The Ottawa International Animation Festival (OIAF) began in 1976 and stands today as one of the oldest and largest animation events in the world. One of the unique features of the OIAF is the inclusion of commissioned writings that provide attendees with a more in-depth background into the festival's special screenings. These writings have not only contextualized the festival presentations but have also contributed significantly to animation education and scholarship. The Corners are Glowing is a selection of the best writings (many unseen for decades) culled from past OIAF catalogues. These wide-ranging texts cover the spectrum of animation from the familiar (Daffy Duck, Pee Wee Herman, Bob Clampett, Joanna Quinn, Hiyao Miyazaki, Frank Tashlin) to the more esoteric (Robert Breer, Emily Pelstring, Taku Furukawa, Michael Sporn, and even the use of furniture in animation!). The Corners are Glowing is a valuable time capsule that celebrates animation's past and present, and the styles of writing are as diverse, enlightening, and fun as the animation subjects being written about.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
- Centers artificial intelligence as a pathway for media studies students, scholars and practitioners to navigate the broad terrain of software practice. - Examines the impact of software on everyday life as it traces the industrial development and migrations of AI and the connectedness of play to broader cultural, social and economic forces. - Connects history and theory to practice through a number of illustrative, culturally relevant media objects and case studies that will be familiar and engaging to many students. - With its focus on applied artificial intelligence in popular and public culture, it bridges the fields of software studies, science and technology studies, and video game studies.
- Centers artificial intelligence as a pathway for media studies students, scholars and practitioners to navigate the broad terrain of software practice. - Examines the impact of software on everyday life as it traces the industrial development and migrations of AI and the connectedness of play to broader cultural, social and economic forces. - Connects history and theory to practice through a number of illustrative, culturally relevant media objects and case studies that will be familiar and engaging to many students. - With its focus on applied artificial intelligence in popular and public culture, it bridges the fields of software studies, science and technology studies, and video game studies.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.
Digital art practitioners work under the constant threat of a medium - the digital - that objectifies the self and depersonalises artistic identities. If digital technology is a pharmakon in that it can be either cure or poison, with regard to digital art practices the digital may have in fact worked as a placebo that has allowed us to push back the date in which the crisis between digital and art will be given serious thought. This book is hence concerned with an analysis of such a relationship and proposes their rethinking in terms of an ethico-phenomenological practice informed by an in-depth understanding of the digital medium. Giuseppe Torre engages with underground cultures such as Free and Libre Open Source Software (FLOSS) and its ties with art discourse. The discussion is informed by various philosophical discourses and media theories, with a focus on how such ideas connect back to the existing literature in performance studies. Replete with examples of artwork and practices, this book will be of great interest to students and scholars of theatre and performance studies, art and technology.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry - often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
This book examines third-party review sites (TPRS) and the intersection of the review economy and neoliberal public relations, in order to understand how users and organizations engage the 21st century global review economy. The author applies communication and digital media theories to evaluate contemporary case studies that challenge TPRS and control over digital reputation. Chapters analyze famous cases such as the Texas photographer who sued her clients for negative reviews and activists using Yelp to protest the hunt of "Cecil the Lion," to illustrate the complicated yet important role of TPRS in the review economy. Theories such as neoliberal public relations, digital dialogic communication and cultural intermediaries help explain the impact of reviews and how to apply lessons learned from infamous cases. This nuanced and up to date exploration of the contemporary review economy will offer insights and best practice for academic researchers and upper-level undergraduate students in public relations, digital media, or strategic communication programs.
Data has emerged as a key component that determines how interactions across the world are structured, mediated and represented. This book examines these new data publics and the areas in which they become operative, via analysis of politics, geographies, environments and social media platforms. By claiming to offer a mechanism to translate every conceivable occurrence into an abstract code that can be endlessly manipulated, digitally processed data has caused conventional reference systems which hinge on our ability to mark points of origin, to rapidly implode. Authors from a range of disciplines provide insights into such a political economy of data capitalism; the political possibilities of techno-logics beyond data appropriation and data refusal; questions of visual, spatial and geographical organization; emergent ways of life and the environments that sustain them; and the current challenges of data publics, which is explored via case studies of three of the most influential platforms in the social media economy today: Facebook, Instagram and Whatsapp. Data Publics will be of great interest to academics and students in the fields of computer science, philosophy, sociology, media and communication studies, architecture, visual culture, art and design, and urban and cultural studies.
FLEXIBILITY AND WEIGHT From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Flexibility and Weight. How do we loosen things up and get snap and vitality into our performance at the same time as keeping the figure stable and solid? The answer: successive breaking of joints to give flexibility. In this mini, Williams stresses the importance of knowing where the weight is on every drawing. He demonstrates that the best way to show weight is to be aware of it, conscious of it, and think about it all the time - knowing where the weight is coming from, where it's traveling over and where it's transferring to.
Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games-based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games-based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.
This book offers a timely exploration of our patterns of engagement with politics, news, and information in current high-choice information environments It analyzes the issue plaguing our society today - The spread of misinformation and its impact on the public sphere, our politics and our everyday lives The book offers insights into the processes that influence the supply of misinformation and factors influencing how and why people expose themselves to and process information that may support or contradict their beliefs and attitudes A team of authors from across a range of disciplines address the phenomena of knowledge resistance and its causes and consequences at the macro- as well as the micro-level The chapters take a philosophical look at the notion of knowledge resistance, before moving on to discuss issues such as misinformation and fake news, psychological mechanisms such as motivated reasoning in processes of selective exposure and attention, how people respond to evidence and fact-checking, the role of political partisanship, political polarization over factual beliefs, and how knowledge resistance might be counteracted This book will have a broad appeal to scholars and students interested in knowledge resistance, primarily within philosophy, psychology, media and communication, and political science, as well as journalists and policymakers |
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