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Handbook of Research on the Global Impacts and Roles of Immersive Media
  • Language: en
  • Pages: 400

Handbook of Research on the Global Impacts and Roles of Immersive Media

  • Type: Book
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  • Published: 2019-12-06
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  • Publisher: Unknown

""This book explores the global impacts and roles of immersive media"--Provided by publisher"--

Handbook of Research on the Global Impacts and Roles of Immersive Media
  • Language: en
  • Pages: 539

Handbook of Research on the Global Impacts and Roles of Immersive Media

  • Type: Book
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  • Published: 2019-12-06
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  • Publisher: IGI Global

The world is witnessing a media revolution similar to the birth of the film industry from the early 20th Century. New forms of media are expanding the human experience from passive viewership to active participants, surrounding and enveloping us in ways film or television never could. New immersive media forms include virtual reality (VR), augmented reality (AR), mixed reality (XR), fulldome, CAVEs, holographic characters, projection mapping, and mixed experimental combinations of old and new, live, and generated media. With the continued expansion beyond the traditional frame, practitioners are crafting these new media to see how they can influence and shape the world. The Handbook of Resea...

Enhancing Art, Culture, and Design With Technological Integration
  • Language: en
  • Pages: 301

Enhancing Art, Culture, and Design With Technological Integration

  • Categories: Art
  • Type: Book
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  • Published: 2018-04-06
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  • Publisher: IGI Global

As technology becomes an important part of human-computer interaction, improving the various conceptual models and understanding of technological interfaces in design becomes essential. Enhancing Art, Culture, and Design With Technological Integration provides emerging research on the methods and techniques of technology to advance and improve design and art. While highlighting topics such as augmented reality, culture industry, and product development, this publication explores the applications of technology in online creation and learning. This book is an important resource for academics, graphic designers, computer engineers, practitioners, students, and researchers seeking current research on observations in technological advancement for culture and society.

Digital Storytelling
  • Language: en
  • Pages: 569

Digital Storytelling

  • Categories: Art
  • Type: Book
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  • Published: 2014-06-27
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  • Publisher: CRC Press

Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user i...

Using VR in Gaming
  • Language: en
  • Pages: 80

Using VR in Gaming

For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.

New Opportunities for Artistic Practice in Virtual Worlds
  • Language: en
  • Pages: 323

New Opportunities for Artistic Practice in Virtual Worlds

  • Type: Book
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  • Published: 2015-06-26
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  • Publisher: IGI Global

Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Who's Who in Research: Performing Arts
  • Language: en
  • Pages: 318

Who's Who in Research: Performing Arts

Increasingly, academic communities transcend national boundaries. “Collaboration between researchers across space is clearly increasing, as well as being increasingly sought after,” noted the online magazine Inside Higher Ed in a recent article about research in the social sciences and humanities. Even for those scholars who don’t work directly with international colleagues, staying up-to-date and relevant requires keeping up with international currents of thought in one’s field. But when one’s colleagues span the globe, it’s not always easy to keep track of who’s who—or what kind of research they’re conducting. That’s where Intellect’s new series comes in. A set of wor...

Zones of Control
  • Language: en
  • Pages: 845

Zones of Control

  • Type: Book
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  • Published: 2016-04-15
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  • Publisher: MIT Press

Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or ...

Creative and Collaborative Learning through Immersion
  • Language: en
  • Pages: 238

Creative and Collaborative Learning through Immersion

This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.

Virtualpolitik
  • Language: en
  • Pages: 427

Virtualpolitik

  • Type: Book
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  • Published: 2009
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  • Publisher: MIT Press

Government media-making, from official websites to whistleblowers' e-mail, and its sometimes unintended consequences. Today government agencies not only have official Web sites but also sponsor moderated chats, blogs, digital video clips, online tutorials, videogames, and virtual tours of national landmarks. Sophisticated online marketing campaigns target citizens with messages from the government--even as officials make news with digital gaffes involving embarrassing e-mails, instant messages, and videos. In Virtualpolitik, Elizabeth Losh closely examines the government's digital rhetoric in such cases and its dual role as mediamaker and regulator. Looking beyond the usual focus on interfac...