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Media in the ubiquitous area is undergoing a tremendous change.
Social media and Web 2.0 are applied in ever more diverse practices
both in private and public communities and digital games and play
are currently undergoing many transformations. Traditional
communication and expression modalities are challenged and totally
new practices are constructed in the collaborative, interactive
media space. Media in the Ubiquitous Era: Ambient, Social and
Gaming Media focuses on the definition of ambient and ubiquitous
media from a cross-disciplinary viewpoint. This book is unique in
the sense that it does not only cover the field of commerce, but
also science, research, and citizens. Through a set of
contributions to the MindTrek, a non-profit umbrella organization
for societies working in the fields of digital media and
information society, this book is a must have for anyone interested
in the future of this area.
The Media Convergence Handbook sheds new light on the complexity of
media convergence and the related business challenges. Approaching
the topic from a managerial, technological as well as end-consumer
perspective, it acts as a reference book and educational resource
in the field. Media convergence at business level may imply
transforming business models and using multiplatform content
production and distribution tools. However, it is shown that the
implementation of convergence strategies can only succeed when
expectations and aspirations of every actor involved are taken into
account. Media consumers, content producers and managers face
different challenges in the process of media convergence. Volume II
of the Media Convergence Handbook tackles these challenges by
discussing media business models, production, and users' experience
and perspectives from a technological convergence viewpoint.
The Media Convergence Handbook sheds new light on the complexity of
media convergence and the related business challenges. Approaching
the topic from a managerial, technological as well as end-consumer
perspective, it acts as a reference book and educational resource
in the field. Media convergence at business level may imply
transforming business models and using multiplatform content
production and distribution tools. However, it is shown that the
implementation of convergence strategies can only succeed when
expectations and aspirations of every actor involved are taken into
account. Media consumers, content producers and managers face
different challenges in the process of media convergence. Volume I
of the Media Convergence Handbook encourages an active discourse on
media convergence by introducing the concept through general
perspective articles and addressing the real-world challenges of
conversion in the publishing, broadcasting and social media
sectors.
This book defines an agenda for research in information management
and systems for media and entertainment industries. It highlights
their particular needs in production, distribution, and
consumption. Chapters are written by practitioners and researchers
from around the world, who examine business information management
and systems in the larger context of media and entertainment
industries. Human, management, technological, and content creation
aspects are covered in order to provide a unique viewpoint. With
great interdisciplinary scope, the book provides a roadmap of
research challenges and a structured approach for future
development across areas such as social media, eCommerce, and
eBusiness. Chapters address the tremendous challenges in
organization, leadership, customer behavior, and technology that
face the entertainment and media industries every day, including
the transformation of the analog media world into its digital
counterpart. Professionals or researchers involved with IT systems
management, information policies, technology development or content
creation will find this book an essential resource. It is also a
valuable tool for academics or advanced-level students studying
digital media or information systems.
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Entertainment Computing - ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17-20, 2018, Proceedings (Paperback, 1st ed. 2018)
Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi
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R1,599
Discovery Miles 15 990
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 17th
International Conference on Entertainment Computing, ICEC 2018,
held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan,
Poland, in September 2018. The 15 full papers, 13 short papers, and
23 poster, demostration, and workshop papers presented were
carefully reviewed and selected from 65 submissions. They cover a
large range of topics in the following thematic areas: digital
games and interactive entertainment; design, human-computer
interaction, and analysis of entertainment systems; interactive
art, performance and cultural computing; entertainment devices,
platforms and systems; theoratical foundations and ethical issues;
entertainment for purpose and persuasion; computational
methodologies for entertainment; and media studies, communication,
business, and information systems.
The Media Convergence Handbook sheds new light on the complexity of
media convergence and the related business challenges. Approaching
the topic from a managerial, technological as well as end-consumer
perspective, it acts as a reference book and educational resource
in the field. Media convergence at business level may imply
transforming business models and using multiplatform content
production and distribution tools. However, it is shown that the
implementation of convergence strategies can only succeed when
expectations and aspirations of every actor involved are taken into
account. Media consumers, content producers and managers face
different challenges in the process of media convergence. Volume II
of the Media Convergence Handbook tackles these challenges by
discussing media business models, production, and users' experience
and perspectives from a technological convergence viewpoint.
This book defines an agenda for research in information management
and systems for media and entertainment industries. It highlights
their particular needs in production, distribution, and
consumption. Chapters are written by practitioners and researchers
from around the world, who examine business information management
and systems in the larger context of media and entertainment
industries. Human, management, technological, and content creation
aspects are covered in order to provide a unique viewpoint. With
great interdisciplinary scope, the book provides a roadmap of
research challenges and a structured approach for future
development across areas such as social media, eCommerce, and
eBusiness. Chapters address the tremendous challenges in
organization, leadership, customer behavior, and technology that
face the entertainment and media industries every day, including
the transformation of the analog media world into its digital
counterpart. Professionals or researchers involved with IT systems
management, information policies, technology development or content
creation will find this book an essential resource. It is also a
valuable tool for academics or advanced-level students studying
digital media or information systems.
The Media Convergence Handbook sheds new light on the complexity of
media convergence and the related business challenges. Approaching
the topic from a managerial, technological as well as end-consumer
perspective, it acts as a reference book and educational resource
in the field. Media convergence at business level may imply
transforming business models and using multiplatform content
production and distribution tools. However, it is shown that the
implementation of convergence strategies can only succeed when
expectations and aspirations of every actor involved are taken into
account. Media consumers, content producers and managers face
different challenges in the process of media convergence. Volume I
of the Media Convergence Handbook encourages an active discourse on
media convergence by introducing the concept through general
perspective articles and addressing the real-world challenges of
conversion in the publishing, broadcasting and social media
sectors.
This book constitutes the proceedings of the 7th International
Workshop on Enterprise Applications and Services in the Finance
Industry, FinanceCom 2014, held in Sydney, Australia, on December
12, 2014. The workshop spans multiple disciplines, including
technical, service, economic, sociological, and behavioral
sciences. It reflects on technologically enabled opportunities,
implications, and changes due to the introduction of new business
models or regulations related to the financial services industry
and the financial markets. The nine papers presented were carefully
reviewed and selected from numerous submissions.
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Entertainment Computing - ICEC 2016 - 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings (Paperback, 1st ed. 2016)
Gunter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, …
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R2,402
Discovery Miles 24 020
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 15th
InternationalConference on Entertainment Computing, ICEC 2016, held
in Vienna, Austria, in September 2016. The 16 full papers, 13 short
papers, and 2 posters presented were carefully reviewed and
selected from 46 submissions. The multidisciplinary nature of
entertainment computing is reflected by the papers. They are
organized in the following topical sections: games for health,
learning, and social change; use and evaluation of digital
entertainment; and entertainment technology.
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