Home Movie Systems


Book Description

I hope that you will find the information helpful, useful and profitable. The information in this ebook on home movie systems and related subjects is organised into 17 chapters of about 500-600 words each. It will help you set up a home movie theatre system, and it may even help you venture out into a new career. The least that it will do is save you hundreds on professional advice. As an added bonus, I am granting you permission to use the content on your own website or in your own blogs and newsletter, although it is better if you rewrite them in your own words first. You may also split the book up and resell the articles. In fact, the only right that you do not have is to resell or give away the book as it was delivered to you.




Use Your PC to Build an Incredible Home Theater System


Book Description

Home theater enthusiasts with basic technical PC skills are shown how to set up an HTPC entertainment center.




Home Networking Bible


Book Description

Everything you need to know to set up a home network Is a home network for you? This comprehensive guide coverseverything from deciding what type of network meets your needs tosetting up the hardware and software, connecting differentoperating systems, installing the necessary applications, managingthe network, and even adding home entertainment devices. Fullyupdated with new material on all the latest systems and methods,it's just what you need to set up your network and keep it runningsafely and successfully. Inside, you'll find complete coverage of home networking * Compare the advantages and disadvantages of wired and wirelessnetworks * Understand how to choose between workgroup and client/servernetworking * Learn how to install and set up cables and routers and how toinstall and configure networking software * Share files, printers, and a single Internet connection * Back up files and secure your network * Set up your own home intranet and understand the technologiesinvolved in creating a Web page * Manage your network and learn to use tools for locating andrepairing problems * Expand your home network to include your digital camera, scanner,TV, sound system, and even game consoles * Explore SmartHome technology that allows you to automate varioushousehold functions * Investigate how your network can enable tele-commuting and otherremote access capabilities




Bootlegging the Airwaves


Book Description

How fan passion and technology merged into a new subculture Long before internet archives and the anytime, anywhere convenience of streaming, people collected, traded, and shared radio and television content via informal networks that crisscrossed transnational boundaries. Eleanor Patterson’s fascinating cultural history explores the distribution of radio and TV tapes from the 1960s through the 1980s. Looking at bootlegging against the backdrop of mass media’s formative years, Patterson delves into some of the major subcultures of the era. Old-time radio aficionados felt the impact of inexpensive audio recording equipment and the controversies surrounding programs like Amos ‘n’ Andy. Bootlegging communities devoted to buddy cop TV shows like Starsky and Hutch allowed women to articulate female pleasure and sexuality while Star Trek videos in Australia inspired a grassroots subculture built around community viewings of episodes. Tape trading also had a profound influence on creating an intellectual pro wrestling fandom that aided wrestling’s growth into an international sports entertainment industry.




LIFE


Book Description

LIFE Magazine is the treasured photographic magazine that chronicled the 20th Century. It now lives on at LIFE.com, the largest, most amazing collection of professional photography on the internet. Users can browse, search and view photos of today’s people and events. They have free access to share, print and post images for personal use.




Gaming and video games


Book Description

Why do People Like Gaming? Well, many millions of professionals and worried parents have been asking themselves this very question for at least fifty years. When video gaming started in the Seventies, most people saw it as a bit of fun, but as the craze took hold, even in that decade, intellectuals and educationists began calling it 'a stupid distraction', and the gamers 'dumb'. This continued until fairly recently, and millions of disparaging words were written about video games and gamers. However, the tide is now turning, and 'experts' are pontificating on the positive aspects of gaming on gamers…even on very young ones. All the while this debate swirled around them, gamers just got on with what they liked doing the most - playing video games. Much has been written about why gaming took the youth of the Seventies by storm, and why now, people of all ages love to play. Some like the rôle-playing, others like the virtual risk-taking, and others like to hone skills that they would not ordinarily use. Some even dream of joining the thin ranks of the millionaire élite gamers. Whatever your reason, may you long derive pleasure from your hobby, and may The Force be with you! The information in this ebook on various types of games, video, computer, arcade and related subjects, is organised into 16 chapters of about 500-600 words each. As an added bonus, I am granting you permission to use the content on your own website or in your own blogs and newsletter, although it is better if you rewrite them in your own words first. Translator: Owen Jones PUBLISHER: TEKTIME




The End of Cinema?


Book Description

Is a film watched on a video screen still cinema? Have digital compositing, motion capture, and other advanced technologies remade or obliterated the craft? Rooted in their hypothesis of the "double birth of media," André Gaudreault and Philippe Marion take a positive look at cinema's ongoing digital revolution and reaffirm its central place in a rapidly expanding media landscape. The authors begin with an overview of the extreme positions held by opposing camps in the debate over cinema: the "digitalphobes" who lament the implosion of cinema and the "digitalphiles" who celebrate its new, vital incarnation. Throughout, they remind readers that cinema has never been a static medium but a series of processes and transformations powering a dynamic art. From their perspective, the digital revolution is the eighth major crisis in the history of motion pictures, with more disruptions to come. Brokering a peace among all sides, Gaudreault and Marion emphasize the cultural practice of cinema over rigid claims on its identity, moving toward a common conception of cinema to better understand where it is headed next.










Popular Science


Book Description

Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.