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Digital Media Revisited
  • Language: en
  • Pages: 584

Digital Media Revisited

  • Type: Book
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  • Published: 2004-09-17
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  • Publisher: MIT Press

Interdisciplinary essays on the relationship between practice and theory in new media. Arguing that "first encounters" have already applied traditional theoretical and conceptual frameworks to digital media, the contributors to this book call for "second encounters," or a revisiting. Digital media are not only objects of analysis but also instruments for the development of innovative perspectives on both media and culture. Drawing on insights from literary theory, semiotics, philosophy, aesthetics, ethics, media studies, sociology, and education, the contributors construct new positions from which to observe digital media in fresh and meaningful ways. Throughout they explore to what extent i...

Hypertext semiotics in the commercialized Internet
  • Language: en
  • Pages: 239

Hypertext semiotics in the commercialized Internet

  • Type: Book
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  • Published: 2003-04-15
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  • Publisher: diplom.de

Inhaltsangabe:Abstract: Building on approaches that have succeeded in applying semiotic principles and methodology to computer science, such as computer semiotics, computational semiotics, and semiotic interface engineering, this dissertation establishes a systematic account for those researchers who are ready to look at hypertext from a semiotic point of view. Rather than a new hypertext model, this work presents the prolegomena of a theory of hypertext semiotics, interlacing the existing models with the findings of semiotic research, on all levels of the textual, aural, visual, tactile and olfactory channels. A short history of hypertext, from its prehistory to today's state of the art sys...

The Video Game Theory Reader 2
  • Language: en
  • Pages: 705

The Video Game Theory Reader 2

  • Type: Book
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  • Published: 2008-11-19
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  • Publisher: Routledge

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Human-dimensions of Human-computer Interaction
  • Language: en
  • Pages: 284

The Human-dimensions of Human-computer Interaction

  • Type: Book
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  • Published: 2008
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  • Publisher: IOS Press

"This book uses a narrative style; simplifying jargon for the non-technical reader. It is a techno-journey commencing with the background history of computing to contrast with HCI in today's techno-world; filling the gap in the literature that only sparsely covers the vast number of human-dimensions (or social context) of computer usage. The target audience includes: IT professionals, postgraduate information systems' students, corporate trainers, general computer users, educational technology researchers, academics at universities and other types of community-based learning Institutions."--BOOK JACKET.

The Computer Culture Reader
  • Language: en
  • Pages: 310

The Computer Culture Reader

The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social ...

Disconnected
  • Language: en
  • Pages: 199

Disconnected

  • Type: Book
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  • Published: 2016-09-02
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  • Publisher: MIT Press

How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities. Fresh from a party, a teen posts a photo on Facebook of a friend drinking a beer. A college student repurposes an article from Wikipedia for a paper. A group of players in a multiplayer online game routinely cheat new players by selling them worthless virtual accessories for high prices. In Disconnected, Carrie James examines how young people and the adults in their lives think about these sorts of online dilemmas, describing ethical blind spots and disconnects. Drawing on extensive interviews with young people between the ages of 10 and 25,...

Writing and Editing for Digital Media
  • Language: en
  • Pages: 327

Writing and Editing for Digital Media

Writing and Editing for Digital Media teaches students how to write effectively for digital spaces—whether writing for an app, crafting a story for a website, blogging, or using social media to expand the conversation. The lessons and exercises in each chapter help students build a solid understanding of the ways that digital communication has introduced opportunities for dynamic storytelling and multi-directional communication. With this accessible guide and accompanying website, students learn not only to create content, but also to become careful, creative managers of that content. Updated with contemporary examples and pedagogy, including examples from the 2016 presidential election, a...

Concepts on the Move
  • Language: en
  • Pages: 212

Concepts on the Move

  • Categories: Art
  • Type: Book
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  • Published: 2002
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  • Publisher: Rodopi

In order to give an impetus to the production of an apparatus of aesthetic concepts, in line with Deleuze and Guattari's claim to create new concepts for a changing world, this volume publishes statements and discussions of ten Concept on the Move workshops, as well as texts and discussions of the concluding Concept on the Move symposium. The integral outcome of the workshops, the symposium and the discussions does not, however, present some sort of blueprint for the future of visual art and aesthetics. If one wished to designate the Concepts on the Move publication in one notion at all that definitively could only be TOOLKIT. A TOOKIT in the sense of a great collection of ideas, topics, issues, notions, and concepts emerging in the 21st-century world of visual art and theory. They indeed could serve as an impetus for the construction and production of a body of theoretical work fit to understand today's technological, theoretical, and artistic developments in the art world. Are concepts on the move? Yes, they are, and they always will be on the great journey visual art takes them.

Geological Survey Professional Paper
  • Language: en
  • Pages: 116

Geological Survey Professional Paper

  • Type: Book
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  • Published: 1979
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  • Publisher: Unknown

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U.S. Geological Survey Professional Paper
  • Language: en
  • Pages: 420

U.S. Geological Survey Professional Paper

  • Type: Book
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  • Published: 1972
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  • Publisher: Unknown

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