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Unlike traditional animation techniques that use specialized 3D animation software, machinima--a term derived from the words "machine" and "cinema"--records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.
Moving Sounds: A Cultural History of the Car Radio' explores the unique animating symbiosis that develops whenever previously unrelated technologies become intertwined and form a mutually invigorating relationship. When?car? and?radio? became permanently inculcated, it changed how both cars and radio were designed and experienced. 'Moving Sounds' is the first book-length study exploring the relationship between the car and the radio. While much scholarship has been devoted to the general history of radio, radio?s unique relationship with the open road has been largely overlooked. The nascent interconnectivity between the early car and radio developers, and what they did to help each other, is another aspect of cultural history that is explored in Moving Sounds.
Plantations. Slavery. These were the realities thatexisted in Brazil during the introduction of coffeestarting in the 18th century. This book shares the stories of black coffee farmers and how they found their success farming coffee.
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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.
Since World War II, Protestant sermons have been an influential tool for defining American citizenship in the wake of national crises. In the aftermath of national tragedies, Americans often turn to churches for solace. Because even secular citizens attend these services, they are also significant opportunities for the Protestant religious majority to define and redefine national identity and, in the process, to invest the nation-state with divinity. The sermons delivered in the wake of crises become integral to historical and communal memory—it matters greatly who is mourned and who is overlooked. Melissa M. Matthes conceives of these sermons as theo-political texts. In When Sorrow Comes,...
This book is both a retrospective history of the gay community's use of electronic media as a way of networking and creating a sense of community, and an examination of the current situation, an analysis and critical assessment of gay/lesbian electronic media. Keith and Johnson use original interviews and oral history to delineate the place of electronic media in the lives of this increasingly visible and vocal minority in America.
Jerry was recruited by Gonzaga University during the summer of 1951. His thirty-year run as a basketball player, coach, and diversified educator in Washington State began in September of that year. The new coach, Hank Anderson, led the team on a long march to becoming the great nationally recognized basketball program that exists at Gonzaga University today. Jerry's memoirs show his enormous appreciation for Gonzaga University and his pride in being a part of that beginning greatness. Jerry started as a freshman on the first Anderson team. During four years of competition, he amassed an incredible 1,670 rebounds. Sixty years later, that record still stands! Unbelievably, the next-closest pla...
Before the Holocaust, Anne Frank's life was full of parties, tennis, bike riding, beaus and trips to the ice cream shop. Her world turned upside down when she and her family were confined to the Secret Annexe. Being Frank with Anne is a moving reflection on the entries in her diary, helping bring a deeper understanding of her world while hidden from view.
One of the big myths and metaphors of the postmodern age is the Cyborg, which includes a large amount of different meanings. The Cyborg often expresses the transformation and extension of the body and exemplifies a postmodern range of technical determinism and human comprehension. In this perspective the Cyborg is no longer a concept of science fiction, technical apocalypse or cyberpunk, but more a construct that highlights the relation of modern media technologies within our every day culture; as well as the body and mind of spectators and users of these media systems. We are connected with a variety of poly-sensual media systems, and we use its potential for communication, multiplying knowledge, spatial and temporal orientation or aesthetic experience. Therefore we are a kind of Cyborgs, connected to media by complex multimodal interfaces. This volume monitors and discusses the relation of postmodern humans and media technologies and therefore refers to Cyborgs, interfaces and apparatuses within the perspective of an autonomous image science.