|
Showing 1 - 5 of
5 matches in All Departments
This edited book discusses the exciting field of Digital
Creativity. Through exploring the current state of the creative
industries, the authors show how technologies are reshaping our
creative processes and how they are affecting the innovative
creation of new products. Readers will discover how creative
production processes are dominated by digital data transmission
which makes the connection between people, ideas and creative
processes easy to achieve within collaborative and co-creative
environments. Since we rely on our senses to understand our world,
perhaps of more significance is that technologies through 3D
printing are returning from the digital to the physical world.
Written by an interdisciplinary group of researchers this thought
provoking book will appeal to academics and students from a wide
range of backgrounds working or interested in the technologies that
are shaping our experiences of the future.
|
Videogame Sciences and Arts - 11th International Conference, VJ 2019, Aveiro, Portugal, November 27-29, 2019, Proceedings (Paperback, 1st ed. 2019)
Nelson Zagalo, Ana Isabel Veloso, Liliana Costa, Oscar Mealha
|
R1,557
Discovery Miles 15 570
|
Ships in 10 - 15 working days
|
This book constitutes the refereed proceedings of the 11th
International Conference on Videogame Sciences and Arts, VJ 2019,
held in Aveiro, Portugal, in November 2019. The 20 full papers
presented were carefully reviewed and selected from 50 submissions.
They were organized in topical sections named: Games and Theories;
Table Boards; eSports; Uses and Methodologies; Game Criticism.
This edited book discusses the exciting field of Digital
Creativity. Through exploring the current state of the creative
industries, the authors show how technologies are reshaping our
creative processes and how they are affecting the innovative
creation of new products. Readers will discover how creative
production processes are dominated by digital data transmission
which makes the connection between people, ideas and creative
processes easy to achieve within collaborative and co-creative
environments. Since we rely on our senses to understand our world,
perhaps of more significance is that technologies through 3D
printing are returning from the digital to the physical world.
Written by an interdisciplinary group of researchers this thought
provoking book will appeal to academics and students from a wide
range of backgrounds working or interested in the technologies that
are shaping our experiences of the future.
|
Interactive Storytelling - Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimaraes, Portugal, December 9-11, 2009, Proceedings (Paperback, 2009 ed.)
Ido A. Iurgel, Nelson Zagalo, Paolo Petta
|
R1,584
Discovery Miles 15 840
|
Ships in 10 - 15 working days
|
The rich programme of ICIDS 2009, comprising invited talks,
technical pres- tations and posters, demonstrations, and co-located
post-conference workshops clearly underscores the event's status as
premier international meeting in the domain. It thereby con?rms the
decision taken by the Constituting Committee of the conference
series to take the step forward: out of the national cocoons of its
precursors, ICVS and TIDSE, and towards an itinerant platform
re?ecting its global constituency. This move re?ects the desire and
the will to take on the challenge to stay on the lookout,
critically re?ect upon and integrate views and
ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,while
ensuring overall coherence and maintaining a sense of direction.
This is a signi?cant enterprise: The challenges sought are
multifarious and must be addressed consistently at all levels. The
desire to involve all research
communitiesandstakeholdersmustbematchedbyacknowledgingthedi?erences
in established practises and by providing suitable means of
guidance and int- duction, exposition and direct interaction at the
event itself and of lasting (and increasingly:living)
documentation, of which the present proceedings are but an
important part.
While metaverse platforms are no longer a novel topic, they still
pose challenges for the adaption of conventional research
methodologies and communication practices. Virtual Worlds and
Metaverse Platforms: New Communication and Identity Paradigms
presents foundational research, models, case studies and research
results that researchers and scholars can port to their own
environments to evolve their own research processes and studies.
The chapters cover scenarios of intellectual disciplines and
technological endeavors in which metaverse platforms are currently
being used and will be used, including: computation, human-computer
interaction, design, media and communication, anthropology,
sociology, psychology, education, philosophy, theology, arts, and
aesthetics.
|
You may like...
Barbie
Margot Robbie, Ryan Gosling
Blu-ray disc
R266
Discovery Miles 2 660
|