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In an age where digital technology makes just about anything
possible, Interactive Design for New Media and the Web demonstrates
how to realize that promise through the creation of outstanding
interactive programs. This hands-on, practical book examines the
ever-expanding capabilities of all forms of digital presentation
for increasing interactivity, and the design principles and
interface guidelines needed to deliver the required message or
story with this technology.
Interactive Design for New Media and the Web covers the technology
as well as the tools and practices of interactive design, including
the creation of site maps and flow charts, and the writing of
design documents. It examines the latest interactive features of
DVD, as well as the newest techniques and technologies for other
forms of digital presentation. New design templates, 3D graphics
and animation, polling and use of cookies, distance learning, html,
and intranet learning games are among the topics covered in this
book. Examples and case studies demonstrate the broad range of
applications from websites to CD-ROM games to successful web
commerce sites, including the capacity for user participation in
e-commerce.
The companion Website shows numerous examples discussed in the text
of all types of programs and their applications.
Companion Website provides examples of interactive technologies and
techniques
Hands-on practical guide that uses numerous examples and case
studies to demonstrate a broad range of applications
Includes sections on new interactive applications and tools such as
Inspiration; MacroMedia Director, Microsoft FrontPage, and more
How to create a simulation where participants have a sense of
freedom and personal control while still maintaining the structure
necessary for an effective story is a difficult task indeed. This
book examines how to create an engaging, effective story (necessary
to teach participants), while relating practical considerations of
building a simulation. It also looks at stories as classic ways of
teaching and gathering knowledge and considers other theories of
interactive narrative design such as synthetic story creation and
management and participant-generated story experiences. It also
discusses enabling technologies in artificial intelligence,
synthetic characters design and development, speech recognition
technology, 3D modelling, and the future of story-driven games.
Story Driven Simulations reviews the existing efforts in this field
as well as focusing on the recent efforts of Paramount Pictures and
The Institute for Creative Technologies at the University of
Southern California, where this expert author team created
successful simulations for the U.S. Army, Department of Defense, as
well as other educational simulations.
You're part of a new venture, an independent gaming company, and
you are about to undertake your first development project. The
client wants a serious game, one with instructional goals and
assessment metrics. Or you may be in a position to green light such
a project yourself, believing that it can advance your
organization's mission and goals. This book provides a proven
process to take an independent game project from start to finish.
In order to build a successful game, you need to wear many hats.
There are graphic artists, software engineers, designers,
producers, marketers - all take part in the process at various
(coordinated) stages, and the end result is hopefully a successful
game. Veteran game producers and writers (Iuppa and Borst) cover
all of these areas for you, with step by step instructions and
checklists to get the work done. The final section of the book
offers a series of case studies from REAL indy games that have been
developed and launched succesfully, and show exactly how the
principles outlined in the book can be applied to real world
products. The book's associated author web site offers ancillary
materials & references as well as serious game demos and
presentations.
How to create a simulation where participants have a sense of
freedom and personal control while still maintaining the structure
necessary for an effective story is a difficult task indeed. This
book examines how to create an engaging, effective story (necessary
to teach participants), while relating practical considerations of
building a simulation. It also looks at stories as classic ways of
teaching and gathering knowledge and considers other theories of
interactive narrative design such as synthetic story creation and
management and participant-generated story experiences. It also
discusses enabling technologies in artificial intelligence,
synthetic characters design and development, speech recognition
technology, 3D modelling, and the future of story-driven games.
Story Driven Simulations reviews the existing efforts in this field
as well as focusing on the recent efforts of Paramount Pictures and
The Institute for Creative Technologies at the University of
Southern California, where this expert author team created
successful simulations for the U.S. Army, Department of Defense, as
well as other educational simulations.
*Learn to create a new kind of gaming experience that will broaden
the audience for entertainment games and simulations by engaging
game users at an emotional rather than a purely visceral level.
*Learn to engage players in more memorable, effective experiences
that can deal with far more complex and demanding skills such as
management, leadership and crisis decision-making.
*Features a unique mix of theory and application providing
practical advice using real-world examples from recent military
research and development projects
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Alicia's Sin (Paperback)
John Pesquiera, Nick Iuppa
bundle available
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R359
Discovery Miles 3 590
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Ships in 10 - 15 working days
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