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

Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover): Sidney Homan Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover)
Sidney Homan
R4,493 Discovery Miles 44 930 Ships in 18 - 22 working days

This is a timely and relevant volume, considering the many manipulations and enhancements upon our ideas of reality in the 21st century The book explores how and why we deny, manipulate, convert, or enhance reality The book argues that examining the many ways in which we manipulate, deny, convert or enhance our realities can give us an idea of how to deal with reality, which in turn can provide us with a blueprint for how to live responsibly The book brings together an international team of contributors to discuss contemporary issues such as fake news, propaganda, virtual reality, theatre as real life and reality TV This book draws on examples from vast fields such as film studies, sociology, the social sciences and medicine This volume will appeal to scholars and upper-level students in the areas of communication and media studies, comparative literature, film studies, economics, English, international affairs, journalism, philosophy, psychology, sociology, and theatre

Media Analytics - Understanding Media, Audiences, and Consumers in the 21st Century (Hardcover): Ann Hollifield, Amy Jo Coffey Media Analytics - Understanding Media, Audiences, and Consumers in the 21st Century (Hardcover)
Ann Hollifield, Amy Jo Coffey
R4,215 Discovery Miles 42 150 Ships in 10 - 15 working days

This textbook takes a case study approach to media and audience analytics. Realizing the best way to understand analytics in the digital age is to practice it, the authors have created a collection of cases using data sets that present real and hypothetical scenarios for students to work through. Media Analytics introduces the key principles of media economics and management. It outlines how to interpret and present results, the principles of data visualization and storytelling and the basics of research design and sampling. Although shifting technology makes measurement and analytics a dynamic space, this book takes an evergreen, conceptual approach, reminding students to focus on the principles and foundations that will remain constant. Aimed at upper-level students in the fast-growing area of media analytics in a cross-platform world, students using this text will learn how to find the stories in the data and to present those stories in an engaging way to others. Instructor and Student Resources include an Instructor's Manual, discussion questions, short exercises and links to additional resources. They are available online at www.routledge.com/cw/hollifield.

Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Hardcover): Deepankar Maitra Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Hardcover)
Deepankar Maitra
R4,002 Discovery Miles 40 020 Ships in 18 - 22 working days

Do you have creative ideas that you wish you could transform into code? Do you want to boost your problem solving and logic skills? Do you want to enhance your career by adopting an algorithmic mindset? In our increasingly digital world, coding is an essential skill. Communicating an algorithm to a machine to perform a set of tasks is vital. Beginner's Guide to Code Algorithms: Experiments to Enhance Productivity and Solve Problems written by Deepankar Maitra teaches you how to think like a programmer. The author unravels the secret behind writing code - building a good algorithm. Algorithmic thinking leads to asking the right question and enables a shift from issue resolution to value creation. Having this mindset will make you more marketable to employers. This book takes you on a problem-solving journey to expand your mind and increase your willingness to experiment with code. You will: Learn the art of building an algorithm through hands-on exercises Understand how to develop code for inspiring productivity concepts Build a mentality of developing algorithms to solve problems Develop, test, review, and improve code through guided experimentation This book is designed to develop a culture of logical thinking through intellectual stimulation. It will benefit students and teachers of programming, business professionals, as well as experienced users of Microsoft Excel who wish to become proficient with macros.

Mapping Deathscapes - Digital Geographies of Racial and Border Violence (Hardcover): Suvendrini Perera, Joseph Pugliese Mapping Deathscapes - Digital Geographies of Racial and Border Violence (Hardcover)
Suvendrini Perera, Joseph Pugliese
R4,505 Discovery Miles 45 050 Ships in 10 - 15 working days

This interdisciplinary volume will be an important resource for scholars, students and activists working in the areas of Cultural Studies, Media and Visual Studies, Indigenous Studies, Refugee Studies and Law An international team of authors take a multidisciplinary approach to questions of race, geographies of state violence and countermaps of resistance across North America, Australia and Europe The book establishes rich lines of dialogic connection between digital and other media by incorporating both traditional scholarly resources and digital archives, databases, social media

Learning Java Through Games (Paperback, New): Lubomir Stanchev Learning Java Through Games (Paperback, New)
Lubomir Stanchev
R2,813 Discovery Miles 28 130 Ships in 10 - 15 working days

Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling-the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain. The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.

Deep Learning in Gaming and Animations - Principles and Applications (Hardcover): Vikas Chaudhary, Mool Chand Sharma, Prerna... Deep Learning in Gaming and Animations - Principles and Applications (Hardcover)
Vikas Chaudhary, Mool Chand Sharma, Prerna Sharma, Deevyankar Agarwal
R3,564 Discovery Miles 35 640 Ships in 18 - 22 working days

Discusses core concepts and principles of deep learning in gaming and animation with applications. Covers application of neural networks for intelligent video game character. Discusses automated video generation and real time animation. Covers technological advancements in virtual reality (VR), and augmented reality (AR).

The Art of Game Design - A Book of Lenses, Third Edition (Hardcover, 3rd edition): Jesse Schell The Art of Game Design - A Book of Lenses, Third Edition (Hardcover, 3rd edition)
Jesse Schell
R3,640 Discovery Miles 36 400 Ships in 9 - 17 working days

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Collaborative Worldbuilding for Video Games (Hardcover): Kaitlin Tremblay Collaborative Worldbuilding for Video Games (Hardcover)
Kaitlin Tremblay
R2,785 Discovery Miles 27 850 Ships in 10 - 15 working days

This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding

Interactive Documentary - Theory and Debate (Hardcover): Kate Nash Interactive Documentary - Theory and Debate (Hardcover)
Kate Nash
R4,471 Discovery Miles 44 710 Ships in 18 - 22 working days

Tracing continuities in digital and documentary practices, this book is a study of interactive documentary from the perspective of documentary culture. Exploring the dizzying array of new documentary forms that have emerged in the past ten years, the book is grounded in the analysis of multiple recent examples of digital documentary work, drawing out the key issues that the work raises. These issues provide a starting point for theoretical reflection, with each chapter developing concepts and frameworks to facilitate thinking with and through interactive documentary. The book explores questions of polyvocality, participation, and political voice, as well as the sociality and performativity of digital documentary practice. By thinking deeply and critically about interactive documentary practice, the book charts the many and various ways in which interactive documentaries claim the real - contingently, partially, or, in some cases, collectively. Each chapter draws on a range of examples - from digital games to data visualisations, database documentaries to virtual reality - demonstrating how we might engage with these 'unstable' digital texts. The book will be particularly valuable for students and researchers keen to make connections between documentary and digital media scholarship.

Inspiring Walt Disney - The Animation of French Decorative Arts at the Wallace Collection (Paperback): Helen Jacobsen Inspiring Walt Disney - The Animation of French Decorative Arts at the Wallace Collection (Paperback)
Helen Jacobsen
R432 Discovery Miles 4 320 Ships in 10 - 15 working days

Accompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films - including concept art for talking furniture and fairy-tale castles - with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate - silver, porcelain, furniture - so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sevres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.

Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 2: The Walt Stanchfield Lectures (Hardcover, 2nd edition):... Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 2: The Walt Stanchfield Lectures (Hardcover, 2nd edition)
Walt Stanchfield; Edited by Don Hahn
R3,860 Discovery Miles 38 600 Ships in 18 - 22 working days

Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.

V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Paperback, 2nd edition): Jamie Cardoso V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Paperback, 2nd edition)
Jamie Cardoso
R1,860 Discovery Miles 18 600 Ships in 10 - 15 working days

Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.

Game Audio Fundamentals - An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games (Hardcover):... Game Audio Fundamentals - An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games (Hardcover)
Keith Zizza
R4,213 Discovery Miles 42 130 Ships in 10 - 15 working days

Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.

The Routledge Companion to Video Game Studies (Hardcover, 2nd edition): Mark J.P. Wolf, Bernard Perron The Routledge Companion to Video Game Studies (Hardcover, 2nd edition)
Mark J.P. Wolf, Bernard Perron
R6,786 Discovery Miles 67 860 Ships in 10 - 15 working days

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Digital Ageism - How it Operates and Approaches to Tackling it (Hardcover): Andrea Rosales, Mireia Fernandez-Ardevol, Jakob... Digital Ageism - How it Operates and Approaches to Tackling it (Hardcover)
Andrea Rosales, Mireia Fernandez-Ardevol, Jakob Svensson
R4,479 Discovery Miles 44 790 Ships in 18 - 22 working days

This anthology contributes to creating awareness on how digital ageism operates in relation to the widely spread symbolic representations of old and young age, the (lack of) representation of diverse older individuals in the design, development, and discourses and in the actual algorithms and datasets. It also shows how individuals and institutions deal with digital ageism in everyday life. In the past decades, digital technologies permeated most aspects of everyday life and became ingrained into human existence. With a focus on how age is represented and experienced in relation to digital technologies leading to digital ageism, digitalisation's reinforcement of spirals of exclusion and loss of autonomy of some collectives is explored, when it could be natural for a great part of society and represent a sort of improvement. The book addresses social science students and scholars interested in everyday digital technologies, society and the power struggles about it, providing insights from different parts of the globe. By using different methods and touching upon different aspects of digital ageism and how it plays out in contemporary connected data societies, this volume will raise awareness, challenge power, initiate discussions and spur further research into this field.

Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover): Rob Bridgett Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover)
Rob Bridgett
R4,229 Discovery Miles 42 290 Ships in 18 - 22 working days

Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.

Digital Character Creation for Video Games and Collectibles (Paperback): Samuel King Digital Character Creation for Video Games and Collectibles (Paperback)
Samuel King
R1,573 Discovery Miles 15 730 Ships in 10 - 15 working days

This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables. The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.

The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover): Anna Megill The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover)
Anna Megill
R3,327 Discovery Miles 33 270 Ships in 18 - 22 working days

This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.

The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Hardcover): Marios... The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Hardcover)
Marios Aristopoulos
R4,200 Discovery Miles 42 000 Ships in 10 - 15 working days

The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R1,199 Discovery Miles 11 990 Ships in 10 - 15 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R4,426 Discovery Miles 44 260 Ships in 18 - 22 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

The Intersection of Animation, Video Games, and Music - Making Movement Sing (Hardcover): Lisa Scoggin, Dana Plank The Intersection of Animation, Video Games, and Music - Making Movement Sing (Hardcover)
Lisa Scoggin, Dana Plank
R4,204 Discovery Miles 42 040 Ships in 10 - 15 working days

In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.

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
R4,456 Discovery Miles 44 560 Ships in 18 - 22 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.

Nordic Animation - Balancing the East and the West (Hardcover): Liisa Vhakyla Nordic Animation - Balancing the East and the West (Hardcover)
Liisa Vhakyla
R1,569 Discovery Miles 15 690 Ships in 10 - 15 working days

Nordic Animation examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as the Moomins and Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics that have made their mark on the global animation industry. The book begins with some historical findings before moving to look at the stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios looks at the international success and impact on the global animation industry that has been made by these companies. The book is forward thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry. This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.

The Definitive Guide to Taxes for Indie Game Developers (Hardcover, 2nd edition): Rachel Presser The Definitive Guide to Taxes for Indie Game Developers (Hardcover, 2nd edition)
Rachel Presser
R1,866 Discovery Miles 18 660 Ships in 10 - 15 working days

Indie developers and other people who work on games for a living face all kinds of interesting income tax and small business formation issues that more traditional businesses simply don't: not being geographically bound, relying on alternative funding, long periods of time with no income, and having multiple options for tax treatment of game development costs. The Definitive Guide to Taxes for Indie Game Developers addresses income tax issues that the average indie game developer is most likely to encounter, in the context of the American Internal Revenue Code and types of taxes. Written by a former tax law practitioner turned game developer and industry consultant with a decade of tax and accounting experience, the newly revised Second Edition includes key provisions of the 2018 tax reform such as the new qualified business income deduction, R&D credit expansion, and permanent reduction to corporate income taxes. In-depth explanations and examples are provided along with references to Tax Court and Supreme Court cases relevant to each tax benefit. Key Features: Includes authoritative sources with relevant IRS publications, Revenue Rulings, and Tax Court cases. Features easy to read, accessible and humorous language No legalese! Approaches how business decisions as an indie developer affect personal finances. Readers will gain a thorough understanding of taxation's role in managing a game studio of any size and going indie with any lifestyle. The accompanying companion website is a valuable resource that is annually updated to keep current on any tax reforms.

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