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

Introduction to Visual Effects - A Computational Approach (Hardcover): Luiz Velho, Bruno Madeira Introduction to Visual Effects - A Computational Approach (Hardcover)
Luiz Velho, Bruno Madeira
R2,202 Discovery Miles 22 020 Ships in 12 - 17 working days

Key features include: Introduction to Projective Geometry, Image Based Lighting (IBL), Global Illumination solved by the Monte Carlo Method (Pathtracing), an explanation of a set of Optimization Methods, and the techniques used for Calibrating One, Two, and Many cameras, including how to use the RANSAC algorithm in order to make the process robust, and providing code to be implemented using the Gnu Scientific Library. C/C++ code using the OpenCV library, to be used in the process of tracking points on a movie (an important step for the matchmove process), and in the construction of Modeling Tools for Visual Effects. A simple model of the Bidirectional Reflectance Distribution Function (BRDF) of surfaces and the Differential Rendering Method, allowing the reader to generate consistent shadows, supported by a code that can be used in combination with a software like Luminance HDR.

A Moving Subject (Paperback): Giannalberto Bendazzi A Moving Subject (Paperback)
Giannalberto Bendazzi
R1,637 Discovery Miles 16 370 Ships in 12 - 17 working days

Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.

A Moving Subject (Hardcover): Giannalberto Bendazzi A Moving Subject (Hardcover)
Giannalberto Bendazzi
R3,833 Discovery Miles 38 330 Ships in 12 - 17 working days

Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.

Michael Dudok de Wit - A Life in Animation (Hardcover): Andrijana Ruzic Michael Dudok de Wit - A Life in Animation (Hardcover)
Andrijana Ruzic
R3,828 Discovery Miles 38 280 Ships in 12 - 17 working days

This unique survey of the career of Michael Dudok de Wit discusses all of his works and offers a glimpse into his private life. The biography of this European master of 2D animation, born in the Netherlands and based in London, is the first complete overview of the well-defined and canonic opus of this humble genius. Visually and thematically, Dudok de Wit's poetic and singular style of animation differs from the rest of contemporary independent animation production. This book reveals what still challenges and thrills Dudok de Wit in the art of animation and why he persistently continues to believe in the beauty of hand-drawn animation. Key Features The complete animation production of Michael Dudok de Wit, never-before reviewed in one volume An all-embracing approach regarding this auteur, unavailable elsewhere in one place (his biography, his peculiar method of work, his extracurricular activities) An ad hoc glossary of animation written by Michael Dudok de Wit and a critical reception of his body of work with a wide contribution of his colleagues and collaborators Filmography and bibliography Author Andrijana Ruzic graduated in History and Criticism of Art at the Universita degli Studi in Milan, Italy, where she fell in love with the medium of animation. She specialised in the History of Animated Film under Giannalberto Bendazzi's mentorship. For the past six years, she has curated the section dedicated to animated films at the International Comics Festival in Belgrade, Serbia. She is a member of the Selection Board of Animafest Scanner, the symposium for Contemporary Animation Studies at the World Festival of Animated Film held annually in Zagreb, Croatia. She writes about animation and art for the Belgrade weekly magazine Vreme.

The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Hardcover):... The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Hardcover)
Alison N Novak
R1,560 Discovery Miles 15 600 Ships in 12 - 17 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.

Understanding Virtual Reality - Challenging Perspectives for Media Literacy and Education (Hardcover): Sarah Jones, Steve... Understanding Virtual Reality - Challenging Perspectives for Media Literacy and Education (Hardcover)
Sarah Jones, Steve Dawkins, Julian McDougall
R3,840 Discovery Miles 38 400 Ships in 12 - 17 working days

This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.

Videogames and Agency (Hardcover): Bettina Bodi Videogames and Agency (Hardcover)
Bettina Bodi
R3,844 Discovery Miles 38 440 Ships in 12 - 17 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Visualizations of Urban Space - Digital Age, Aesthetics, and Politics (Hardcover): Christiane Wagner Visualizations of Urban Space - Digital Age, Aesthetics, and Politics (Hardcover)
Christiane Wagner
R3,844 Discovery Miles 38 440 Ships in 12 - 17 working days

This book explores environments where art, imagination, and creative practice meet urban spaces at the point where they connect to the digital world. It investigates relationships between urban visualizations, aesthetics, and politics in the context of new technologies, and social and urban challenges toward the Sustainable Development Goals. Responding to questions stemming from critical theory, the book focuses on an interdisciplinary actualization of technological developments and social challenges. It demonstrates how art, architecture, and design can transform culture, society, and nature through artistic and cultural achievements, integration, and new developments. The book begins with the theoretical framework of social aesthetics theories before discussing global contemporary visual culture and technological evolution. Across the 12 chapters, it looks at how architecture and design play significant roles in causing and solving complex environmental transformations in the digital turn. By fostering transdisciplinary encounters between architecture, design, visual arts, and cinematography, this book presents different theoretical approaches to how the arts' interplay with the environment responds to the logic of the constructions of reality. This book will appeal to scholars, researchers, and upper-level students in aesthetics, philosophy, visual cultural studies, communication studies, and media studies with a particular interest in sociopolitical and environmental discussions.

20th Century Media and the American Psyche - A Strange Love (Hardcover): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Hardcover)
Charisse L'Pree Corsbie-Massay
R4,130 Discovery Miles 41 300 Ships in 12 - 17 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

20th Century Media and the American Psyche - A Strange Love (Paperback): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Paperback)
Charisse L'Pree Corsbie-Massay
R1,198 Discovery Miles 11 980 Ships in 12 - 17 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

Digital Icons - Memes, Martyrs and Avatars (Hardcover): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Hardcover)
Yasmin Ibrahim
R4,134 Discovery Miles 41 340 Ships in 12 - 17 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.

Women Comedians in the Digital Age - Media Work and Critical Reputations After Trump (Hardcover): Alex Symons Women Comedians in the Digital Age - Media Work and Critical Reputations After Trump (Hardcover)
Alex Symons
R3,843 Discovery Miles 38 430 Ships in 12 - 17 working days

This book offers a thorough examination of digital work by women comedians in the US, exploring their use of digital media to perform jokes, engage with fans, remake their reputations, and become political activists This book argues that despite its many adverse effects, digital work is changing comedy, empowering women to create new comic forms and negotiate the contentious political climate incited by former President Donald. J. Trump Chapters are focused on video-podcasting, TikTok, Twitter, Instagram, YouTube, and the streaming platform Netflix - each containing informative case studies on significant women comedians who use them, including Sarah Silverman, Amy Schumer, Leslie Jones, Mindy Kaling, Colleen Ballinger, Lilly Singh, Ms. Pat, Whitney Cummings, Issa Rae, and others To understand their strategies, this book examines the popularity of their digital content, their career-outcomes in television and film, as well as the ups and downs of their critical reputations in magazines, newspapers, the trade press, and with their participatory audiences online This insightful and timely work will appeal to scholars researching and teaching in the areas of media studies, digital communication, gender studies and performance

Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Paperback): Alayna Cole, Jessica Zammit Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Paperback)
Alayna Cole, Jessica Zammit
R1,151 Discovery Miles 11 510 Ships in 12 - 17 working days

Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features * Explores the history of diversity in games * Provides important information around what it is like to be a marginalized person in the industry * Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.

Gaming Culture(s) in India - Digital Play in Everyday Life (Hardcover): Aditya Deshbandhu Gaming Culture(s) in India - Digital Play in Everyday Life (Hardcover)
Aditya Deshbandhu
R4,141 Discovery Miles 41 410 Ships in 12 - 17 working days

This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player's perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products' many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants' gaming habits, practices and contexts from a cultural perspective and analyzes the participants' responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Motion Design Toolkit - Principles, Practice, and Techniques (Hardcover): Austin Shaw, John Colette Motion Design Toolkit - Principles, Practice, and Techniques (Hardcover)
Austin Shaw, John Colette
R3,853 Discovery Miles 38 530 Ships in 12 - 17 working days

* 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.

Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Hardcover): Alayna Cole, Jessica Zammit Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Hardcover)
Alayna Cole, Jessica Zammit
R3,828 Discovery Miles 38 280 Ships in 12 - 17 working days

Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features * Explores the history of diversity in games * Provides important information around what it is like to be a marginalized person in the industry * Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.

Against Automation Mythologies - Business Science Fiction and the Ruse of the Robots (Hardcover): J. Jesse Ramirez Against Automation Mythologies - Business Science Fiction and the Ruse of the Robots (Hardcover)
J. Jesse Ramirez
R1,585 Discovery Miles 15 850 Ships in 12 - 17 working days

Inspired by Roland Barthes's practice of "semioclasm" in Mythologies, this book offers a "technoclasm"; a cultural critique of US narratives, discourses, images, and objects that have transformed the politics of automation into statements of fact about the "rise of the robots". Treating automation as an ensemble of technologies and science fictions, this book foregrounds automation's ideologies, exaggerations, failures, and mystifications of the social value of human labor in order to question accepted and prolific automation mythologies. Jesse Ramirez offers a study of automation that recognizes automation as a technosocial project, that uses the tools of cultural studies and history to investigate the narratives and ideologies that often implicitly frame the automation debate, and that concretely and soberly assesses the technologies that have made the headlines. The case studies featured include some of the most widely cited and celebrated automatic technologies, such as the Baxter industrial robot, the self-driving car, and the Watson AI system. An ideal resource for anyone interested in or studying emerging technology and society, automation, Marxist cultural theory, cultural studies, science fiction studies, and the cultural history of technology.

Spotification of Popular Culture in the Field of Popular Communication (Hardcover): Patrick Burkart Spotification of Popular Culture in the Field of Popular Communication (Hardcover)
Patrick Burkart
R3,982 Discovery Miles 39 820 Ships in 12 - 17 working days

This edited collection considers various meanings of the "Spotification" of music and other media. Specifically, it replies to the editor's call to address the changes in media cultures and industries accompanying the transition to streaming media and media services. Streaming media services have become part of daily life all over the world, with Spotify, in particular, inheriting and reconfiguring characteristics of older ways of publishing, distributing, and consuming media. The contributors look to the broader community of music, media, and cultural researchers to spell out some of the implications of the Spotification of music and popular culture. These include changes in personal media consumption and production, educational processes, and the work of media industries. Interdisciplinary scholarship on commercial digital distribution is needed more than ever to illuminate the qualitative changes to production, distribution, and consumption accompanying streaming music and television. This book represents the latest research and theory on the conversion of mass markets for recorded music to streaming services.

Information Visualization in The Era of Innovative Journalism (Hardcover): Carlos Toural-Bran, Angel Vizoso, Sara Perez-Seijo,... Information Visualization in The Era of Innovative Journalism (Hardcover)
Carlos Toural-Bran, Angel Vizoso, Sara Perez-Seijo, Marta Rodriguez-Castro, Maria-Cruz Negreira-Rey
R3,831 Discovery Miles 38 310 Ships in 12 - 17 working days

Information Visualization in the Era of Innovative Journalism brings together over 30 authors from countries around the world to synthesize how recent technological innovations have impacted the development, practice and consumption of contemporary journalism. As technology rapidly progresses, shifts, and innovates, there have been immense changes in the way we communicate. This book collects research from around the world that takes an in-depth look at the primary transformations related to journalistic innovation in recent times. High-profile contributors provide cutting-edge scholarship on innovation in journalism as it relates to emergent topics such as virtual reality, podcasting, multimedia infographics, social media, mobile storytelling and others. The book pays special attention to the development of information visualization and the ability of recent innovations to meet audience needs and desires. Students and scholars studying contemporary journalism history and practice will find this a vital and up-to-date resource, as well as those studying communication technology as it relates to marketing, PR or mass media broadly.

Minecraft Bite-Size Builds (Hardcover): Mojang AB, The Official Minecraft Team Minecraft Bite-Size Builds (Hardcover)
Mojang AB, The Official Minecraft Team
R375 R310 Discovery Miles 3 100 Save R65 (17%) Ships in 10 - 15 working days
Reimagining Communication: Mediation (Paperback): Michael Filimowicz, Veronika Tzankova Reimagining Communication: Mediation (Paperback)
Michael Filimowicz, Veronika Tzankova
R1,177 Discovery Miles 11 770 Ships in 12 - 17 working days

Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course's traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.

The Persistence of Code in Game Engine Culture (Hardcover): Eric Freedman The Persistence of Code in Game Engine Culture (Hardcover)
Eric Freedman
R4,131 Discovery Miles 41 310 Ships in 12 - 17 working days

With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

Reimagining Communication: Mediation (Hardcover): Michael Filimowicz, Veronika Tzankova Reimagining Communication: Mediation (Hardcover)
Michael Filimowicz, Veronika Tzankova
R3,984 Discovery Miles 39 840 Ships in 12 - 17 working days

Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course's traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.

Planning and Designing the IP Broadcast Facility - A New Puzzle to Solve (Paperback, 2nd edition): Gary Olson Planning and Designing the IP Broadcast Facility - A New Puzzle to Solve (Paperback, 2nd edition)
Gary Olson
R989 Discovery Miles 9 890 Ships in 12 - 17 working days

This book provides a comprehensive understanding of the technology architecture, physical facility changes and - most importantly - the new media management workflows and business processes to support the entire lifecycle of the IP broadcast facility from an engineering and workflow perspective. Fully updated, this second edition covers the technological evolutions and changes in the media broadcast industry, including the new standards and specifications for live IP production, the SMPTE ST2110 suite of standards, the necessity of protecting against cyber threats and the expansion of cloud services in opening new possibilities. It provides users with the necessary information for planning, organizing, producing and distributing media for the modern broadcast facility. Key features of this text include: Strategies to implement a cost-effective live and file-based production and distribution system. A cohesive, big-picture viewpoint that helps you identify how to overcome the challenges of upgrading your plant. The impact live production is having on the evolution to IP. Case studies serve as recommendations and examples of use. New considerations in engineering and maintenance of IP and file-based systems. Those in the fields of TV, cable, IT engineering and broadcast engineering will find this book an invaluable resource, as will students learning how to set up modern broadcast facilities and the workflows of contemporary broadcasting.

Re-Imagining Animation - The Changing Face of the Moving Image (Paperback): Paul Wells, Johnny Hardstaff Re-Imagining Animation - The Changing Face of the Moving Image (Paperback)
Paul Wells, Johnny Hardstaff
R373 Discovery Miles 3 730 Ships in 12 - 17 working days

This book will explore the creative, educational, technical and critical issues at stake in 're-imagining animation'. The moving image pieces will be presented as a range of case studies looking at the production process from the initial choice and selection of the creative stimulus, through the discussion and decision informing the aesthetic and technical facilitation of the work, to the final outcome. These will then be analysed in meaning, purpose, and affect, and as part of a wider engagement with moving image culture. These case studies will represent a detailed evaluation of experimental work as it moves from 'script to screen', simultaneously addressing the interfaces between animation, film, graphic design and art-making in general, and it is this which essentially constitutes the 'advanced' level of the book in not merely foregrounding progressive contemporary work, but stressing innovative approaches to pedagogy and production. This book is suitable for students of animation, established professional animators, and anyone with an interest in animation.

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