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Books > Computing & IT > Applications of computing > Image processing > Computer animation

Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Paperback): Ragan Glover-Rijkse, Adriana... Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Paperback)
Ragan Glover-Rijkse, Adriana De Souza E Silva
R1,402 Discovery Miles 14 020 Ships in 12 - 19 working days

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.

The Paradox of Transgression in Games (Paperback): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Paperback)
Kristine Jorgensen, Torill Mortensen
R1,373 Discovery Miles 13 730 Ships in 12 - 19 working days

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.

Minecraft: Guide to Combat (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Guide to Combat (Hardcover)
Mojang AB, The Official Minecraft Team
R361 Discovery Miles 3 610 Ships in 18 - 22 working days
The Corners are Glowing - Selected Writings from the Ottawa International Animation Festival (Paperback): Chris Robinson, Tom... The Corners are Glowing - Selected Writings from the Ottawa International Animation Festival (Paperback)
Chris Robinson, Tom McSorley
R1,370 Discovery Miles 13 700 Ships in 12 - 19 working days

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.

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Paperback): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Paperback)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R1,378 Discovery Miles 13 780 Ships in 12 - 19 working days

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 Icons - Memes, Martyrs and Avatars (Paperback): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Paperback)
Yasmin Ibrahim
R1,364 Discovery Miles 13 640 Ships in 12 - 19 working days

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 - Cultures, Networks, Techniques and Politics (Paperback): Paolo Ruffino Independent Videogames - Cultures, Networks, Techniques and Politics (Paperback)
Paolo Ruffino
R1,375 Discovery Miles 13 750 Ships in 12 - 19 working days

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.

Artificial Intelligence and Playable Media (Paperback): Eric Freedman Artificial Intelligence and Playable Media (Paperback)
Eric Freedman
R1,216 Discovery Miles 12 160 Ships in 12 - 19 working days

- 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.

Data Publics - Public Plurality in an Era of Data Determinacy (Paperback): Peter Moertenboeck, Helge Mooshammer Data Publics - Public Plurality in an Era of Data Determinacy (Paperback)
Peter Moertenboeck, Helge Mooshammer
R1,380 Discovery Miles 13 800 Ships in 12 - 19 working days

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.

An Ethico-Phenomenology of Digital Art Practices (Paperback): Giuseppe Torre An Ethico-Phenomenology of Digital Art Practices (Paperback)
Giuseppe Torre
R1,354 Discovery Miles 13 540 Ships in 12 - 19 working days

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.

Video Smart - Make smartphone videos like a pro (Hardcover): Pelpina Trip Video Smart - Make smartphone videos like a pro (Hardcover)
Pelpina Trip
R623 R567 Discovery Miles 5 670 Save R56 (9%) Ships in 10 - 15 working days
Using Video Games to Level Up Collaboration for Students - A Fun, Practical Way to Support Social-emotional Skills Development... Using Video Games to Level Up Collaboration for Students - A Fun, Practical Way to Support Social-emotional Skills Development (Hardcover)
Matthew Harrison
R4,479 Discovery Miles 44 790 Ships in 12 - 19 working days

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 - A Fun, Practical Way to Support Social-emotional Skills Development... Using Video Games to Level Up Collaboration for Students - A Fun, Practical Way to Support Social-emotional Skills Development (Paperback)
Matthew Harrison
R1,098 Discovery Miles 10 980 Ships in 12 - 19 working days

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.

The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Paperback):... The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Paperback)
Alison N Novak
R753 Discovery Miles 7 530 Ships in 12 - 19 working days

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.

Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual... Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More (Hardcover)
Ross Berger
R3,869 Discovery Miles 38 690 Ships in 12 - 19 working days

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.

Knowledge Resistance in High-Choice Information Environments (Hardcover): Jesper Stroemback, Asa Wikforss, Kathrin Gluer, Torun... Knowledge Resistance in High-Choice Information Environments (Hardcover)
Jesper Stroemback, Asa Wikforss, Kathrin Gluer, Torun Lindholm, Henrik Oscarsson
R4,490 Discovery Miles 44 900 Ships in 12 - 19 working days

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

Writing for Games - Theory and Practice (Hardcover): Hannah Nicklin Writing for Games - Theory and Practice (Hardcover)
Hannah Nicklin
R3,889 Discovery Miles 38 890 Ships in 12 - 19 working days

A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.

Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual... Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More (Paperback)
Ross Berger
R1,452 Discovery Miles 14 520 Ships in 12 - 19 working days

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.

Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Hardcover): Toiya Finley Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Hardcover)
Toiya Finley
R3,065 Discovery Miles 30 650 Ships in 12 - 19 working days

* There are no books dedicated specifically to freelancing in games. * There are more freelancing jobs available than ever before, as permanent jobs in the industry decrease. * More and more developers are looking/willing to work with telecommuting/remote freelancers, giving more opportunities to freelancers who can't move for a job.

The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover): Alex Josef, Alex Van... The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover)
Alex Josef, Alex Van Lepp, Marshal D. Carper
R4,037 Discovery Miles 40 370 Ships in 12 - 19 working days

Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics

Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition)
Jeff Howard
R3,878 Discovery Miles 38 780 Ships in 12 - 19 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Life in Death - My Animated Films 1976-2020 (Hardcover): Dennis Tupicoff Life in Death - My Animated Films 1976-2020 (Hardcover)
Dennis Tupicoff
R1,627 Discovery Miles 16 270 Ships in 12 - 19 working days

Explores death as a narrative theme within cinema and animation Biographical insight into Dennis Tupicoff's works and how the subject of death impacted these completed award-winning films Special online access to Dennis Tupicoff's animated works In-depth exploration into ten of Dennis Tupicoff's most influential animations

Physics for Animators (Paperback): Michele Bousquet Physics for Animators (Paperback)
Michele Bousquet
R1,550 Discovery Miles 15 500 Ships in 12 - 19 working days

Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic effect, you need to know which laws you're breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing different approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work. Physics concepts are explained in animator's terms, relating concepts specifically to animation movement and appearance. Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and effectively. Bonus companion website at www.physicsforanimators.com offers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work. Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and efficiently create scientifically accurate scenes and fix problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special effects, this book provides animators with solutions that are simple, quick, and powerful.

3D Game Development with Unity (Paperback): Franz Lanzinger 3D Game Development with Unity (Paperback)
Franz Lanzinger
R1,862 Discovery Miles 18 620 Ships in 12 - 19 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

Sounding Emerging Media (Hardcover): Claire Fitch Sounding Emerging Media (Hardcover)
Claire Fitch
R4,471 Discovery Miles 44 710 Ships in 12 - 19 working days

Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development. Using the structural concepts identified by Gilles Deleuze and Felix Guattari, the book is based around ideas related to labels such as Assemblage, Strata, Smooth and Striated Space, Temporal Space and, The Fold. The processes employed to undertake this research involved the creation of original texts, the development of frameworks for improvisation, the use of recordings within the process and implementation of techniques drawn from the practices of electroacoustic composition, and the use of ideas borrowed from electronic literature, publishing and game development. The results have helped to shape a compositional style which draws on these processes individually or collectively, drawing on practice often seen in game development, visual scores and composition using techniques found in electroacoustic music. Providing a journey through the landscape of emerging digital media, Sounding Emerging Media envisages a world where the composer/user/listener all become part of a continuum of collective artistry. This book is the ideal guide to the history and creation of audio for innovative digital media formats and represents crucial reading for both students and practitioners, from aspiring composers to experienced professionals.

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