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Showing 1 - 4 of 4 matches in All Departments
approaches "the brand new normal" as the digitalization itself. The collection of research and studies explores and questions contemporary novelties in media and art related to the transformative effects of the digitalization. Featuring a broad range of topics, covering creative industries, video-on-demand services and film industry, representation of reality television in quality television,adaptations from theater to digital platforms, transformation of gender representations indigital, VR (Virtual Reality), digital festivals, player experience and engagement in video games, NFT (Non-Fungible Token), social media and crisis communication, digital self-presentation, digitalization of theater stage, new music trends in digital era, and audience development in classical music, this book is designed for scholars, researchers, intellectuals, media professionals, and artists.
New Communication in the Post-Pandemic Era: Media, Education, and Information is a collection of contemporary post-positivist research and cultural/interpretative studies that explores new areas, redefines old concepts, and proposes rare discourses over communication theories, and portrays a new scene upon the edge of the global crisis by COVID-19 pandemic, which might lead to an ultimate paradigm shift pushing the post-industrial societies to a new complex of multi-layered structural regressions. Covering a broad range of multidisciplinary topics, -including consumer behavior, advertising strategies, public relations, blockchain technologies, new education channels, labor economics, disaster politics, health engagement, corporate communication, information systems, streaming services, music reception, reality television, animation, filmmaking, new personality models, and brand-new aesthetic styles- this manuscript of selected essays and articles is optimally designed for academics, researchers, educators, media professionals, entrepreneurs, executives, organizers, scientists, artists, public relations specialists, and students who intend to enhance their understanding of how the structures of 'New Communication' resist, accept, or repurpose the new historical conditions of the global crisis through media, education, and information.
This book proposes to define different aspects of the creative industry in Turkey , which have created surplus value with the contribution of innovative initiatives and technological developments in recent years. It concentrates on video games, cinema, animation, and creative activities that have gained economic and cultural importance in recent years. Also, it focuses on the unique cases of the core creative industries, such as new media. In more detail, it provides a critical and alternative approach to the production, distribution, and use of creative industry content beyond the overview of these industries.
This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games. The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.
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