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No detailed description available for "Social Media Entertainment".
Economics --- Internet entertainment industry --- Internet entertainment --- Social media --- E-books
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In situations where quality, shorter time to market and staying within budget are basic project requirements, you cannot afford to overlook digital asset management (DAM). Anyone who has felt the pain of a poorly organized production, knows that a great DAM system isn't just desirable, it's critical. Learn how the top CG film, computer game and web development companies have saved significant time and money on their projects by optimizing a digital asset management systems and streamlining production processes. Success stories of Sony Pictures Imageworks, Lionhead and other big players illustrate the way of working in big companies. Success stories of several small but very agile companies show the reader how the techniques are applied when the budget is small. Implementing a Digital Asset Management System teaches you that DAM is more than just technology, and covers all the essentials including workflow, teamwork, testing, quality assurance, demo version production, and versioning. Product neutral, this book is for computer-based media productions large and small, with hardware and software selection and configuration recommendations for a wide variety of project types. * A must read for anyone who wants to run a profitable and successful computer-based media production * Teaches how improve workflow, digital content security, speed-to-market and profit margin for projects large and small * Includes product overview with 28 detailed descriptions of software solutions, including screenshots and prices, as well as a practical assessment of their suitability for different industries & project sizes. * Written by the team that created the DAM system for such hits as Monsters Inc. and the video game Medal of Honor
Digital media. --- Internet entertainment industry. --- Project management.
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Spracklen explores the impact of the internet on leisure and leisure studies, examining the ways in which digital leisure spaces and activities have become part of everyday leisure. Covering a range of issues from social media and file-sharing to romance on the Internet, this book presents new theoretical directions for digital leisure.
Leisure --- Online social networks --- Internet entertainment --- Internet --- Social aspects
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Internet entertainment industry --- Westergren, Timothy, --- Pandora Media, Inc. --- History.
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Digital storytelling. --- Interactive multimedia. --- Internet entertainment industry. --- Marketing --- Psychological aspects. --- Storytelling
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" ... provides an informed and illuminating vision for what happens when TV and entertainment are transformed by the power and intelligence of computers ... explores how our TVs, phones, cars, computers, and all the devices we love are being connected and reshaped into personalized entertainment platforms."--Back cover.
Television --- Entertainment computing --- Internet entertainment --- Technological innovations --- Technological innovations&delete& --- Forecasting --- Social aspects
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This title explores the life and career of James Charles. Learn about James's childhood, family, and career, including how he got his start on YouTube, rose to fame, and became a pop culture influencer. Fun facts about viral videos, popular posts, and subscriber counts enrich the text while dynamic photos give readers a behind-the-screens look at this popular YouTuber. Other features include a table of contents, fun facts, informative sidebars, a timeline, and an index.
Internet personalities --- Cosmetics --- Internet videos --- Video blogs --- Internet entertainment industry --- James Charles, --- YouTube (Firm) --- United States.
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During the past fifteen years, changes in technology have generated an extraordinary array of new ways in which music and movies can be produced and distributed. Both the creators and the consumers of entertainment products stand to benefit enormously from the new systems. Sadly, we have failed thus far to avail ourselves of these opportunities. Instead, much energy has been devoted to interpreting or changing legal rules in hopes of defending older business models against the threats posed by the new technologies. These efforts to plug the multiplying holes in the legal dikes are failing and the entertainment industry has fallen into crisis. This provocative book chronicles how we got into this mess and presents three alternative proposals—each involving a combination of legal reforms and new business models—for how we could get out of it.
Copyright --- Piracy (Copyright) --- Internet entertainment industry --- Droit d'auteur --- Music --- Law and legislation --- Musique --- Entertainment industry, Internet --- Internet industry
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