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Advances in Design and Digital Communication III
  • Language: en
  • Pages: 839

Advances in Design and Digital Communication III

This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 6th International Conference on Digital Design and Communication, Digicom 2022, held on November 3–5, 2022, as an hybrid event, from Barcelos, Portugal, and continuing the tradition of the previous book, it describes new design strategies and solutions to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.

Advances in Design and Digital Communication II
  • Language: en
  • Pages: 716

Advances in Design and Digital Communication II

This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 5th International Conference on Digital Design and Communication, Digicom 2021, held on November 4–6, 2021, in Barcelos, Portugal, and continuing the tradition of the previous book, it describes new design strategies and solutions to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.

Advances in Design and Digital Communication
  • Language: en
  • Pages: 624

Advances in Design and Digital Communication

This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas. Gathering the proceedings of the 4th International Conference on Digital Design and Communication, Digicom 2020, held virtually on November 5-6, 2020, the book describes cutting-edge perspectives on and analysis of and solutions to challenges digital communication is currently presenting to society, institutions and brands. It offers a timely guide and a source of inspiration for designers of all kinds, including graphic, digital and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and entrepreneurs, as well as brand or corporate communication managers.

Gamificação na Educação
  • Language: pt-BR
  • Pages: 302

Gamificação na Educação

O termo gamificação compreende a aplicação de elementos de jogos em atividades de não jogos. Assim, embora a palavra tenha sido utilizado pela primeira vez em 2010, a gamificação tem sido aplicada há muito tempo. Na educação, por exemplo, a criança podia ter seu trabalho reconhecido com estrelinhas (recompensa) ou as palavras iam se tornando cada vez mais difíceis de serem soletradas no ditado da professora (níveis adaptados às habilidades dos usuários). Embora esses sejam exemplos simples, é possível que você, leitor, tenha lembrado de uma experiência parecida e, portanto, testemunhado atividades gamificadas. O que mudou foi a compreensão do processo, sua relevância para a educação e, principalmente, a responsabilidade em sua aplicação. Para colaborar com as pesquisas que estão surgindo sobre o tema, este E-book propõe reunir conceitos, indagações, aplicações e respostas sobre a gamificação e a educação.

Our Broad Present
  • Language: en
  • Pages: 109

Our Broad Present

Considering a range of present-day phenomena, from the immediacy effects of literature to the impact of hypercommunication, globalization, and sports, Hans Ulrich Gumbrecht notes an important shift in our relationship to history and the passage of time. Although we continue to use concepts inherited from a "historicist" viewpoint, a notion of time articulated in the eighteenth and nineteenth centuries, the actual construction of time in which we live in today, which shapes our perceptions, experiences, and actions, is no longer historicist. Without fully realizing it, we now inhabit a new, unnamed space in which the "closed future" and "ever-available past" (a past we have not managed to lea...

The Democratization of Communication
  • Language: en
  • Pages: 244

The Democratization of Communication

  • Type: Book
  • -
  • Published: 1995
  • -
  • Publisher: Unknown

This text argues that communication is the foundation on which a society is based and the means by which it maintains political, economic and social relationships with other societies. Issues covered include who "owns" information, and what the cultural implications of the information age will be.

The Textile/apparel Industries
  • Language: en
  • Pages: 72

The Textile/apparel Industries

  • Type: Book
  • -
  • Published: 1987
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  • Publisher: Unknown

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Synesthetic Design
  • Language: en
  • Pages: 472

Synesthetic Design

Synesthetic design strives to develop products that systematically incorporate all five senses. In future, the current wealth of medical technical insights in psychology, physiology, motor functions, and neurology and the development of innovative materials with astonishing new properties will open up almost unlimited opportunities for the designer’s creativity. Haverkamp brings together for the first time precisely those aspects of this fundamental knowledge that are specifically relevant for designers. The result is a book that offers designers of all schools a clear and well-organized practical handbook and a solid foundation for their own designs.

Slay the Dragon
  • Language: en
  • Pages: 225

Slay the Dragon

  • Type: Book
  • -
  • Published: 2015
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  • Publisher: Unknown

Writing for the multibillion-dollar video-game industry is unlike writing for any other medium. Slay the Dragon will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.

Fundamento de Esperanto
  • Language: en
  • Pages: 196

Fundamento de Esperanto

This work has been selected by scholars as being culturally important and is part of the knowledge base of civilization as we know it. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. To ensure a quality reading experience, this work has been proofread and republished using a format that seamlessly blends the original graphical elements with text in an easy-to-read typeface. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.