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Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user's action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users' action and perception.
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"Experimental game designer Pippin Barr explores the "stuff" videogames are made of by offering a conceptual discussion of the fundamentals of game design grounded in eight case studies of his own games"--
Video games --- Design. --- Design --- GAMES & ACTIVITIES / Video & Mobile --- DESIGN / History & Criticism --- ART / Digital
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Au fil des vingt et quelques chapitres que compte cet ouvrage, les auteurs explorent le passé, le présent et l'avenir de la recherche, de l'enseignement et de l'expérimentation en sciences humaines numériques au Canada. Ce recueil, qui rassemble les travaux de chercheuses et de chercheurs établis et émergents, présente des initiatives contemporaines dans le domaine des sciences humaines numériques. Celles-ci sont conjuguées à un réexamen de l'héritage légué par ce domaine jusqu'à ce jour et à des discussions sur son potentiel. Future Horizons jette aussi un regard historique sur des projets numériques d'envergure, quoique largement méconnus, qui ont été réalisés au Canada. Future Horizons fait plonger le lecteur dans des projets qui mettent à contribution une vaste gamme d'approches - des jeux numériques aux laboratoires ouverts, des archives sonores à la poésie numérique, des arts visuels à l'analyse textuelle numérique - et qui puisent dans des matériaux canadiens tant historiques que contemporains. Dans leurs essais, les auteurs font voir comment une telle diversité d'approches remet en cause la connaissance en permettant aux chercheurs de poser de nouvelles questions.Ce recueil remet en question l'idée selon laquelle il n'existerait qu'une seule définition des sciences humaines numériques ou une seule identité collective nationale. En observant les interactions du numérique avec la race, l'autochtonie, le genre et la sexualité - sans oublier l'histoire, la poésie et le concept de nation -, Future Horizons propose une vue élargie du travail à l'intersection des sciences humaines numériques et des sciences humaines traditionnelles dans le Canada d'aujourd'hui. Ce livre est publié en anglais.Formats disponibles : couverture souple, PDF accessible et ePub accessible.
ART / Digital. --- Archives. --- Canadian Digital Humanities. --- Canadian Literature. --- Digital Humanities. --- Digital Poetics. --- Digital Projects. --- Humanities Computing.
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Since the very first days of cinema, audiences have marveled at the special effects imagery presented on movie screens. While long relegated to the margins of film studies, special effects have recently become the object of a burgeoning field of scholarship. With the emergence of a digital cinema, and the development of computerized visual effects, film theorists and historians have been reconsidering the traditional accounts of cinematic representation, recognising the important role of special effects. Understood as a constituent part of the cinema, special effects are a major technical but also aesthetic component of filmmaking and an important part of the experience for the audience. In this volume, new directions are charted for the exploration of this indispensable aspect of the cinematic experience. Each of the essays in this collection offers new insight into the theoretical and historical study of special effects. The contributors address the many aspects of special effects, from a variety of perspectives, considering them as a conceptual problem, recounting the history of specific special effects techniques, and analysing notable effects films.
Cinematography --- ART / Digital. --- Photography --- Chronophotography --- Special effects --- History. --- Animated pictures --- Motion pictures --- Special effects, film theory, film history, film-philosophy.
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"In Poetic Operations artist and theorist micha cárdenas considers contemporary digital media, artwork, and poetry in order to articulate trans of color strategies of safety and survival. Drawing on decolonial theory, women of color feminism, media theory, and queer of color critique, cárdenas develops a method she calls algorithmic analysis. Understanding algorithms as sets of instructions designed to perform specific tasks (like a recipe), she breaks them into their component parts, called operations. By focusing on these operations, cárdenas identifies how trans and gender nonconforming artists, especially artists of color, rewrite algorithms to counter violence and develop strategies for liberation. In her analyses of Giuseppe Campuzano's holographic art, Esdras Parra's and Kai Cheng Thom's poetry, Mattie Brice's digital games, Janelle Monáe's music videos, and her own artistic practice, cárdenas shows how algorithmic analysis provides new modes of understanding the complex processes of identity and oppression and the intersection of gender, sexuality, and race"--
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This volume is a response to the growing need for new methodological approaches to the rapidly changing landscape of new forms of performative practices. The authors address a host of contemporary phenomena situated at the crossroads between science and fiction which employ various media and merge live participation with mediated hybrid experiences at both affective and cognitive level. All essays collected here move across disciplinary divisions in order to provide an account of these new tendencies, thus providing food for thought for a wide readership ranging from performative studies to the social sciences, philosophy and cultural studies.
Performance; Media; Science; Culture; Art; Theatre; Theatre Studies; Media Art; Digital Media; Technology --- Art. --- Culture. --- Digital Media. --- Media Art. --- Media. --- Science. --- Technology. --- Theatre Studies. --- Theatre.
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"A critical history of the visionary art and technology group Mobile Image, whose work with mediated bodies, hybrid identities, and local communities in the 1970s and 80s modeled new--and ever more relevant--approaches to techno-social progress"--
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When media translate the world to the world: twentieth-century utopian projects including Edward Steichen's “Family of Man,” Jacques Cousteau's underwater films, and Buckminster Fuller's geoscope.
ART / Digital. --- Mass media --- PSYCHOLOGY / Social Psychology. --- Social aspects. --- Technological innovations. --- Cinéma --- Social aspects --- Technological innovations --- DIGITAL HUMANITIES & NEW MEDIA/General --- Mass media - Social aspects --- Mass media - Technological innovations --- Sociologie de la culture
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"The first rigorous and systematic theory of Do-It-Yourself (DIY) electronic culture"--
Art and electronics. --- Maker movement. --- Arts --- Technology --- Experimental methods. --- Social aspects. --- ART / Digital --- TECHNOLOGY & ENGINEERING / Electronics / General --- SOCIAL SCIENCE / Media Studies --- Electronics and art --- Electronics --- Experimental methods in the arts --- Avant-garde (Aesthetics) --- Social movements
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Digital Storytelling shows you how to create immersive, interactive narratives across a bevy of platforms, devices, and media. From age-old, storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of entertainment like social media, transmedia, games, 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 reader interact with the story, letting the reader shape the story themselves. This book features case studies that cover a multitude of platforms and different story types. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and messaging: advertising, education, and interactive cinema. Digital Storytelling features interviews with some of the industry's biggest names, showing you how they build and tell their stories New to this edition : - Coverage of new augmented reality programs and motion-based devices like Google Glass and Kinect. - Creating stories that use 'gamification.' - Stories told through mobile games. - Developing stories focused on a whole new generation of audiences.
Interactive multimedia. --- Storytelling --- Digital storytelling. --- 791 --- digitalisering --- nieuwe media --- filmtechnieken --- filmscenario's --- entertainment --- Story-telling --- Telling of stories --- Oral interpretation --- Children's stories --- Folklore --- Oral interpretation of fiction --- Hypermedia systems --- Interactive media --- Computer software --- Data processing. --- filmkunst --- Performance --- ART / Digital. --- Interactive multimedia --- Digital storytelling --- Data processing
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