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Books > Computing & IT > Computer software packages > Multimedia

Jim Blinn's Corner: Dixty Pixels (Paperback): Jim Blinn Jim Blinn's Corner: Dixty Pixels (Paperback)
Jim Blinn
R910 Discovery Miles 9 100 Ships in 10 - 15 working days

"All problems in computer graphics can be solved with a matrix inversion." Jim Blinn
Jim Blinn is Back
Dirty Pixels is Jim's second compendium of articles selected from his award-winning column, "Jim Blinn's Corner," in "IEEE Computer Graphics and Applications." Here he addresses topics in image processing and pixel arithmetic and shares the tricks he's uncovered through years of experimentation.
Writing in the inimitable, engaging style for which he's famous, Jim's easy-to-understadn explanations and solutions make abstract concepts accessible to a broad audience. Dirty Pixels is an invaluable resource for anyone in the computer graphics field.
Teapots and More
Jim's contributions to computer graphics include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; "The Mechanical Universe," a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series "Cosmos." Jim developed many graphics techniques now in widespread use, among them bump mapping, environment mapping, and blobby modeling."

Image and Video Compression for Multimedia Engineering - Fundamentals, Algorithms, and Standards, Third Edition (Paperback, 3rd... Image and Video Compression for Multimedia Engineering - Fundamentals, Algorithms, and Standards, Third Edition (Paperback, 3rd edition)
Yun Qing Shi, Huifang Sun; Series edited by Philip A. Laplante
R1,759 Discovery Miles 17 590 Ships in 10 - 15 working days

The latest edition provides a comprehensive foundation for image and video compression. It covers HEVC/H.265 and future video coding activities, in addition to Internet Video Coding. The book features updated chapters and content, along with several new chapters and sections. It adheres to the current international standards, including the JPEG standard.

Changing Cultures in Higher Education - Moving Ahead to Future Learning (Hardcover, 2010 ed.): Ulf-Daniel Ehlers, Dirk... Changing Cultures in Higher Education - Moving Ahead to Future Learning (Hardcover, 2010 ed.)
Ulf-Daniel Ehlers, Dirk Schneckenberg
R2,758 Discovery Miles 27 580 Ships in 18 - 22 working days

More and more educational scenarios and learning landscapes are developed using blogs, wikis, podcasts and e-portfolios. Web 2.0 tools give learners more control, by allowing them to easily create, share or reuse their own learning materials, and these tools also enable social learning networks that bridge the border between formal and informal learning. However, practices of strategic innovation of universities, faculty development, assessment, evaluation and quality assurance have not fully accommodated these changes in technology and teaching.

Ehlers and Schneckenberg present strategic approaches for innovation in universities. The contributions explore new models for developing and engaging faculty in technology-enhanced education, and they detail underlying reasons for why quality assessment and evaluation in new - and often informal - learning scenarios have to change. Their book is a practical guide for educators, aimed at answering these questions. It describes what E-learning 2.0 is, which basic elements of Web 2.0 it builds on, and how E-learning 2.0 differs from Learning 1.0. The book also details a number of quality methods and examples, such as self-assessment, peer-review, social recommendation, and peer-learning, using illustrative cases and giving practical recommendations. Overall, it offers a step-by-step guide for educators so that they can choose their own quality assurance or assessment methods, or develop their own evaluation methodology for specific learning scenarios.

The book addresses everyone involved in higher education - university leaders, chief information officers, change and quality assurance managers, and faculty developers. Pedagogical advisers and consultants will find new insights and practices for the integration and management of novel learning technologies in higher education. The volume fosters in lecturers and teachers a sound understanding of the need and strategy for change, and it provides them with practical recommendations on competence and quality methodologies.

The Aesthetics of Virtual Reality (Hardcover): Grant Tavinor The Aesthetics of Virtual Reality (Hardcover)
Grant Tavinor
R4,481 Discovery Miles 44 810 Ships in 10 - 15 working days

This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

"Suffering Sappho!" - Lesbian Content and Queer Female Characters in Comics (Hardcover): Karly Marie Grice, Christine N.... "Suffering Sappho!" - Lesbian Content and Queer Female Characters in Comics (Hardcover)
Karly Marie Grice, Christine N. Stamper, Michelle Ann Abate
R4,484 Discovery Miles 44 840 Ships in 10 - 15 working days

Comics have been an important locus of queer female identity, community, and politics for generations. Whether taking the form of newspaper strips, comic books, or graphic novels and memoirs, the medium has a long history of featuring female same-sex attraction, relationships, and identity. This book explores the past place, current presence, and possible future status of lesbianism in comics. What role has the medium played in the cultural construction, social (and literal) visibility, and political advocacy of same-sex female attraction and identity? Likewise, how have these features changed over time? How have nonheteronormative female characters been raced, classed, and gendered? What is the relationship between lesbian comics and queer comics? What role has the medium played in establishing the distinction between lesbian and queer female identity as well as blurring, reinforcing, or policing it? What roles have queer female comics, characters, and cartoonists played in the origins, history, and evolution of sequential art as a genre? The essays in this book inspire an engagement with these and other questions as well as provide an exploration of possible answers. They provide a compelling examination of a variety of important titles, characters, creators, topics, themes, and issues. The chapters in this book were originally published as a special issue of the Journal of Lesbian Studies.

Software for People - Fundamentals, Trends and Best Practices (Hardcover, 2012 ed.): Alexander Maedche, Achim Botzenhardt,... Software for People - Fundamentals, Trends and Best Practices (Hardcover, 2012 ed.)
Alexander Maedche, Achim Botzenhardt, Ludwig Neer
R1,437 Discovery Miles 14 370 Ships in 18 - 22 working days

The highly competitive and globalized software market is creating pressure on software companies. Given the current boundary conditions, it is critical to continuously increase time-to-market and reduce development costs. In parallel, driven by private life experiences with mobile computing devices, the World Wide Web and software-based services, peoples general expectations with regards to software are growing. They expect software that is simple and joyful to use. In the light of the changes that have taken place in recent years, software companies need to fundamentally reconsider the way they develop and deliver software to their customers.

This book introduces fundamentals, trends and best practices in the software industry from a threefold perspective which equally takes into account design, management, and development of software. It demonstrates how cross-functional integration can be leveraged by software companies to successfully build software for people. Professionals from business and academia give an overview on state-of-the-art knowledge and report on key insights from their real-life experience. They provide guidance and hands-on recommendation on how to create winning products. This combined perspective fosters the transfer of knowledge between research and practice and offers a high practical value for both sides.

The book targets both, practitioners and academics looking for successfully building software in the future. It is directed at Managing Directors of software companies, Software Project Managers, Product Managers and Designers, Software Developers as well as academics and students in the area of Software and Information Systems Engineering, Human Computer Interaction (HCI), and Innovation Management. "

The Era of Interactive Media (Hardcover, 2013 ed.): Jesse S. Jin, Changsheng Xu, Min Xu The Era of Interactive Media (Hardcover, 2013 ed.)
Jesse S. Jin, Changsheng Xu, Min Xu
R7,770 Discovery Miles 77 700 Ships in 18 - 22 working days

Interactive Media is a new research field and a landmark in multimedia development. "The Era of Interactive Media "is an edited volume contributed from world experts working in academia, research institutions and industry.

"The Era of Interactive Media"focuses mainlyon Interactive Media and its various applications. This book also covers multimedia analysis and retrieval; multimedia security rights and management; multimedia compression and optimization; multimedia communication and networking; and multimedia systems and applications.

"The Era of Interactive Media "is designed for a professional audience composed of practitioners and researchers working in the field of multimedia. Advanced-level students in computer science and electrical engineering will also find this book useful as a secondary text or reference. "

Measuring the User Experience - Collecting, Analyzing, and Presenting UX Metrics (Paperback, 3rd edition): Bill Albert, Tom... Measuring the User Experience - Collecting, Analyzing, and Presenting UX Metrics (Paperback, 3rd edition)
Bill Albert, Tom Tullis
R1,235 Discovery Miles 12 350 Ships in 10 - 15 working days

Measuring the User Experience: Collecting, Analyzing, and Presenting UX Metrics, Third Edition provides the quantitative analysis training that students and professionals need. This book presents an update on the first resource that focused on how to quantify user experience. Now in its third edition, the authors have expanded on the area of behavioral and physiological metrics, splitting that chapter into sections that cover eye-tracking and measuring emotion. The book also contains new research and updated examples, several new case studies, and new examples using the most recent version of Excel.

Multimodal Location Estimation of Videos and Images (Hardcover, 2015 ed.): Jae-Young Choi, Gerald Friedland Multimodal Location Estimation of Videos and Images (Hardcover, 2015 ed.)
Jae-Young Choi, Gerald Friedland
R4,126 R3,325 Discovery Miles 33 250 Save R801 (19%) Ships in 10 - 15 working days

This book presents an overview of the field of multimodal location estimation. The authors' aim is to describe the research results in this field in a unified way. The book describes fundamental methods of acoustic, visual, textual, social graph, and metadata processing as well as multimodal integration methods used for location estimation. In addition, the book covers benchmark metrics and explores the limits of the technology based on a human baseline. The book also outlines privacy implications and discusses directions for future research in the area.

Infertility Comics and Graphic Medicine (Hardcover): Chinmay Murali, Sathyaraj Venkatesan Infertility Comics and Graphic Medicine (Hardcover)
Chinmay Murali, Sathyaraj Venkatesan
R1,645 Discovery Miles 16 450 Ships in 10 - 15 working days

Infertility Comics and Graphic Medicine examines women's graphic memoirs on infertility, foregrounding the complex interrelationship between women's life writing, infertility studies, and graphic medicine. Through a scholarly examination of the artists' use of visual-verbal codes of the comics medium in narrating their physical ordeals and affective challenges occasioned by infertility, the book seeks to foreground the intricacies of gender identity, embodiment, subjectivity, and illness experience. Providing long-overdue scholarly attention on the perspectives of autobiographical and comics studies, the authors examine the gendered nature of the infertility experience and the notion of motherhood as an ideological force which interpolates socio-cultural discourses, accentuating the potential of graphic medicine as a creative space for the infertile women to voice their hitherto silenced perspectives on childlessness with force and urgency. This interdisciplinary volume will be of interest to scholars and students in comics studies, the health humanities, literature, and women's and gender studies, and will also be suitable for readers in visual studies and narrative medicine.

GPU Pro 2 (Hardcover): Wolfgang Engel GPU Pro 2 (Hardcover)
Wolfgang Engel
R4,172 Discovery Miles 41 720 Ships in 9 - 17 working days

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

The Multiplayer Classroom - Game Plans (Paperback): Lee Sheldon The Multiplayer Classroom - Game Plans (Paperback)
Lee Sheldon
R1,327 Discovery Miles 13 270 Ships in 10 - 15 working days

The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.

The Multiplayer Classroom - Game Plans (Hardcover): Lee Sheldon The Multiplayer Classroom - Game Plans (Hardcover)
Lee Sheldon
R2,609 Discovery Miles 26 090 Ships in 10 - 15 working days

The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.

Future Information Technology - FutureTech 2013 (Hardcover, 2014 ed.): James J (Jong Hyuk) Park, Ivan Stojmenovic, Min Choi,... Future Information Technology - FutureTech 2013 (Hardcover, 2014 ed.)
James J (Jong Hyuk) Park, Ivan Stojmenovic, Min Choi, Fatos Xhafa
R6,953 R6,524 Discovery Miles 65 240 Save R429 (6%) Ships in 10 - 15 working days

Future technology information technology stands for all of continuously evolving and converging information technologies, including digital convergence, multimedia convergence, intelligent applications, embedded systems, mobile and wireless communications, bio-inspired computing, grid and cloud computing, semantic web, user experience and HCI, security and trust computing and so on, for satisfying our ever-changing needs. In past twenty five years or so, Information Technology (IT) influenced and changed every aspect of our lives and our cultures. These proceedings foster the dissemination of state-of-the-art research in all future IT areas, including their models, services, and novel applications associated with their utilization.

Multimedia and Ubiquitous Engineering (Hardcover, 2014 ed.): James J (Jong Hyuk) Park, Shu-Ching Chen, Joon-Min Gil, Neil Y. Yen Multimedia and Ubiquitous Engineering (Hardcover, 2014 ed.)
James J (Jong Hyuk) Park, Shu-Ching Chen, Joon-Min Gil, Neil Y. Yen
R6,975 R6,546 Discovery Miles 65 460 Save R429 (6%) Ships in 10 - 15 working days

The aims of these proceedings are to provide a complete coverage of the areas outlined, and to bring together researchers from academic and industry to share ideas, challenges, and solutions relating to the multifaceted aspects of this field. New multimedia standards (for example, MPEG-21) facilitate the seamless integration of multiple modalities into interoperable multimedia frameworks, transforming the way people work and interact with multimedia data. These key technologies and multimedia solutions interact and collaborate with each other in increasingly effective ways, contributing to the multimedia revolution and having a significant impact across a wide spectrum of consumer, business, healthcare, education, and governmental domains.

Media Environments and Mental Disorder - The Psychology of Information Immersion (Paperback): William Indick Media Environments and Mental Disorder - The Psychology of Information Immersion (Paperback)
William Indick
R1,158 Discovery Miles 11 580 Ships in 10 - 15 working days

The information environments that modern society requires us to master and engage in are based in literacy and digital communication. Mediated information not only passes through our brains, it alters and rewires them. Since our environment, to a large extent, is shaped by the way we perceive, understand, and communicate information, we can even think of mental disorders as symptoms of maladaptation to our media environments. This book uses this "media ecology" model to explore the effects of media on mental disorders. It traces the development of media from the most basic forms--the sights and sounds expressed by the human body--to the most technologically complex media created to date, showing how each medium of communication relates to specific mental disorders such as anxiety, depression, schizophrenia, and autism. As the digital age proceeds to envelop us in an environment of infinite and instantly accessible information, it's crucial to our own mental health to understand how the various forms of media influence and shape our minds and behaviors.

Haptic Interfaces for Accessibility, Health, and Enhanced Quality of Life (Hardcover, 1st ed. 2020): Troy Mcdaniel, Sethuraman... Haptic Interfaces for Accessibility, Health, and Enhanced Quality of Life (Hardcover, 1st ed. 2020)
Troy Mcdaniel, Sethuraman Panchanathan
R3,364 Discovery Miles 33 640 Ships in 18 - 22 working days

This book is the first resource to provide in-depth coverage on topical areas of assistive, rehabilitative, and health-related applications for haptic (touch-based) technologies. Application topics are grouped into thematic areas spanning haptic devices for sensory impairments, health and well-being, and physical impairments which are illustrated in this book. A diverse group of experts in the field were invited to contribute different chapters to provide complementary and multidisciplinary perspectives. Unlike other books on haptics, which focus on human haptic perception, specific modalities of haptics (e.g., realistic haptic rendering), or broadly cover the subfields of haptics, this book takes an application-oriented approach to present a tour of how the field of haptics has been advanced with respect to important, impactful thematic focuses. Under Theme 1 "Sensory Impairments", haptics technologies to support individuals with sensory impairments is presented which includes: Spatial awareness in sensory impairments through touch; Haptically-assisted interfaces for persons with visual impairments; and Enabling learning experiences for visually impaired children by interaction design. Under Theme 2 "Haptics for Health and Well-Being", haptics technologies aimed at supporting exercise and healthy aging will be covered including: Haptics in rehabilitation, exergames and health; Therapeutic haptics for mental health and well-being; and Applications of haptics in medicine. Under Theme 3 "Haptics for Physical Impairments", haptics technologies for enhancing the quality of life for individuals with weakened/impaired limbs or neurological diseases impacting movement is targeted including: Assistive soft exoskeletons with pneumatic artificial muscles; Haptics for accessibility in rehabilitative hardware; and intelligent robotics and immersive displays for enhancing haptic interaction in physical rehabilitation environments. Engineers, scientists, and researchers working in the areas of haptics, multimedia, virtual/augmented/mixed-reality, human-computer interaction, assistive technologies, rehabilitative technologies, healthcare technologies, and/or actuator design will want to purchase this book. Advanced level students and hobbyists interested in haptics will also be interested in this book.

Wharfie Animator - Harry Reade, The Sydney Waterfront, and the Cuban Revolution (Hardcover): Max Bannah Wharfie Animator - Harry Reade, The Sydney Waterfront, and the Cuban Revolution (Hardcover)
Max Bannah
R1,609 Discovery Miles 16 090 Ships in 10 - 15 working days

This book examines the life of the Australian artist Harry Reade (1927-1998) and his largely overlooked contribution to animation. It constitutes a biography of Reade, tracing his life from his birth to his period of involvement with animation between 1956 and 1969. It explores the forces that shaped Reade and chronicles his experiences as a child, his early working life, the influence of left-wing ideology on his creative development, his introduction to animation through the small but radical Waterside Workers' Federation Film Unit (WWFFU), and the influence he had on the development of Cuban animation as an educational tool of the Revolution. Key Features The text offers an alternative framework for considering the political, social, and cultural themes that characterised 1950s Australia and 1960s Cuba. A rare look into the cultural heritage of labor organizations and the populist power of animation to stimulate radical social consciousness. The book also crosses a range of intellectual disciplines, including Animation Studies, Art History, Cinema Studies, and the Social and Political Histories of Australia and Cuba. Max Bannah lives on Queensland's Sunshine Coast. Between 1976 and 2010, he worked in Brisbane as an animator producing television commercials, short films, and cartoon graphics. He also lectured in Animation History and Practice and Drawing for Animation at the Queensland University of Technology where, in 2007, he completed his Masters by Research thesis, "A Cause for Animation: Harry Reade and the Cuban Revolution."

Comics - An Introduction (Paperback): Harriet E. H. Earle Comics - An Introduction (Paperback)
Harriet E. H. Earle
R848 Discovery Miles 8 480 Ships in 10 - 15 working days

Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes. The book uses a variety of examples to show the rich history as well as the current cultural relevance and significance of Comics. Taking a broadly global approach, Harriet Earle discusses the history and development of the form internationally, as well as how to navigate comics as a new way of reading. Earle also pushes beyond the book to lay out the ways that fans engage with their comics of choice - and how this can impact the industry. She also analyses how Comics can work for social change and political comment. Discussing journalism and life writing, she examines how the coming together of word and image gives us new ways to discuss our world and ourselves. A glossary and further reading section help those new to Comics solidify their understanding and further their exploration of this dynamic and growing field.

Comics - An Introduction (Hardcover): Harriet E. H. Earle Comics - An Introduction (Hardcover)
Harriet E. H. Earle
R3,350 Discovery Miles 33 500 Ships in 10 - 15 working days

Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes. The book uses a variety of examples to show the rich history as well as the current cultural relevance and significance of Comics. Taking a broadly global approach, Harriet Earle discusses the history and development of the form internationally, as well as how to navigate comics as a new way of reading. Earle also pushes beyond the book to lay out the ways that fans engage with their comics of choice - and how this can impact the industry. She also analyses how Comics can work for social change and political comment. Discussing journalism and life writing, she examines how the coming together of word and image gives us new ways to discuss our world and ourselves. A glossary and further reading section help those new to Comics solidify their understanding and further their exploration of this dynamic and growing field.

Games as Texts - A Practical Application of Textual Analysis to Games (Hardcover): Alayna Cole, Dakoda Barker Games as Texts - A Practical Application of Textual Analysis to Games (Hardcover)
Alayna Cole, Dakoda Barker
R3,921 Discovery Miles 39 210 Ships in 10 - 15 working days

Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal-including games-and how this impacts narrative and mechanics

Comics and Videogames - From Hybrid Medialities to Transmedia Expansions (Hardcover): Andreas Rauscher, Daniel Stein, Jan-Noel... Comics and Videogames - From Hybrid Medialities to Transmedia Expansions (Hardcover)
Andreas Rauscher, Daniel Stein, Jan-Noel Thon
R4,506 Discovery Miles 45 060 Ships in 10 - 15 working days

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

Prototype Nation - China and the Contested Promise of Innovation (Paperback): Silvia M. Lindtner Prototype Nation - China and the Contested Promise of Innovation (Paperback)
Silvia M. Lindtner
R727 R649 Discovery Miles 6 490 Save R78 (11%) Ships in 10 - 15 working days

A vivid look at China's shifting place in the global political economy of technology production How did China's mass manufacturing and "copycat" production become transformed, in the global tech imagination, from something holding the nation back to one of its key assets? Prototype Nation offers a rich transnational analysis of how the promise of democratized innovation and entrepreneurial life has shaped China's governance and global image. With historical precision and ethnographic detail, Silvia Lindtner reveals how a growing distrust in Western models of progress and development, including Silicon Valley and the tech industry after the financial crisis of 2007-8, shaped the rise of the global maker movement and the vision of China as a "new frontier" of innovation. Lindtner's investigations draw on more than a decade of research in experimental work spaces-makerspaces, coworking spaces, innovation hubs, hackathons, and startup weekends-in China, the United States, Africa, Europe, Taiwan, and Singapore, as well as in key sites of technology investment and industrial production-tech incubators, corporate offices, and factories. She examines how the ideals of the maker movement, to intervene in social and economic structures, served the technopolitical project of prototyping a "new" optimistic, assertive, and global China. In doing so, Lindtner demonstrates that entrepreneurial living influences governance, education, policy, investment, and urban redesign in ways that normalize the persistence of sexism, racism, colonialism, and labor exploitation. Prototype Nation shows that by attending to the bodies and sites that nurture entrepreneurial life, technology can be extricated from the seemingly endless cycle of promise and violence. Cover image: Courtesy of Cao Fei, Vitamin Creative Space and Spru th Magers

Graphic Design in Museum Exhibitions - Display, Identity and Narrative (Paperback): Jona Piehl Graphic Design in Museum Exhibitions - Display, Identity and Narrative (Paperback)
Jona Piehl
R1,275 Discovery Miles 12 750 Ships in 10 - 15 working days

Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.

A Beginner's Guide to Multi-Level Image Thresholding (Paperback): Venkatesan Rajinikanth A Beginner's Guide to Multi-Level Image Thresholding (Paperback)
Venkatesan Rajinikanth; Contributions by Nadaradjane Sri Madhava Raja, Nilanjan Dey
R1,809 Discovery Miles 18 090 Ships in 10 - 15 working days
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