New Digital Media: Audiovisual, Games and Music
Author :
Publisher : Editora E-papers
Page : 161 pages
File Size : 16,65 MB
Release :
Category :
ISBN : 8576501813
Author :
Publisher : Editora E-papers
Page : 161 pages
File Size : 16,65 MB
Release :
Category :
ISBN : 8576501813
Author : Carol Vernallis
Publisher : Oxford University Press, USA
Page : 366 pages
File Size : 43,90 MB
Release : 2013-11
Category : Business & Economics
ISBN : 0199767009
Unruly Media is the first book to account for the current audiovisual landscape across media and platform. It includes new theoretical models and close readings of current media as well as the oeuvre of popular and influential directors.
Author : Carol Vernallis
Publisher : Oxford University Press
Page : 365 pages
File Size : 40,95 MB
Release : 2013-11
Category : Business & Economics
ISBN : 0199766991
Unruly Media argues that we are the crest of a new international style in which sonic and visual parameters become heightened and accelerated. This audiovisual turn calls for new forms of attention. Post-classical cinema, with its multi-plot narratives and flashy style, fragments under the influence of audiovisual numbers and music-video-like sync. Music video becomes more than a way of selling songs. YouTube's brief, low-res clips encompass many forms and foreground reiteration, graphic values and affective intensity. These three media are riven by one another: a trajectory from YouTube through music video to the new digital cinema reveals commonalities, especially in the realms of rhythm, texture and form. This is the first book to account for the current audiovisual landscape across medium and platform, and it demonstrates that attending equally to soundtrack and image reveals how these media work and how they both mirror and shape our experience.
Author : Carol Vernallis
Publisher : Oxford University Press
Page : 833 pages
File Size : 36,6 MB
Release : 2015
Category : Art
ISBN : 0190258179
This collection surveys the contemporary landscape of audiovisual media. Contributors from image and sound studies explore the history and the future of moving-image media across a range of formats including blockbuster films, video games, music videos, social media, experimental film, documentaries, video art, pornography, theater, and electronic music.
Author : John Richardson
Publisher : Oxford University Press
Page : 749 pages
File Size : 10,60 MB
Release : 2013-08-20
Category : Music
ISBN : 0199985103
This handbook provides powerful ways to understand changes in the current media landscape. Media forms and genres are proliferating as never before, from movies, computer games and iPods to video games and wireless phones. This essay collection by recognized scholars, practitioners and non-academic writers opens discussion in exciting new directions.
Author : Janet Salmons
Publisher : SAGE Publications
Page : 401 pages
File Size : 47,81 MB
Release : 2011-11-08
Category : Social Science
ISBN : 1452230277
In an era of constrained research budgets, online interviewing opens up immense possibilities: a researcher can literally conduct a global study without ever leaving home. But more than a decade after these technologies started to become available, there are still few studies on how to utilize online interviews in research. This book provides 10 cases of research conducted using online interviews, with data collected through text-based, videoconferencing, multichannel meetings, and immersive 3-D environments. Each case is followed by two commentaries: one from another expert contributor, the second from Janet Salmons, as editor.
Author : Janet E. Salmons
Publisher : SAGE
Page : 241 pages
File Size : 42,68 MB
Release : 2015-12-26
Category : Social Science
ISBN : 1473934192
Qualitative researchers can now connect with participants online to collect deep, rich data and generate new understandings of contemporary research phenomena. Doing Qualitative Research Online gives students and researchers the practical and scholarly foundations needed to gain digital research literacies essential for designing and conducting studies based on qualitative data collected online. The book will take a broad view of methodologies, methods and ethics, covering: Ethical issues in research design and ethical relationships with participants Designing online qualitative studies Collecting qualitative data online through interviews, observations, participatory and arts-based research and a wide range of posts and documents. Analyzing data and reporting findings Written by a scholar-practitioner in e-learning and online academia with 15 years’ experience, this book will help all those new to online research by providing a range of examples and illustrations from published research. The text and accompanying materials will offer discussion and assignment ideas for ease of adoption.
Author : Mack Enns
Publisher : CRC Press
Page : 187 pages
File Size : 46,82 MB
Release : 2021-11-21
Category : Computers
ISBN : 1000473643
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
Author : Panconesi, Gianni
Publisher : IGI Global
Page : 811 pages
File Size : 37,81 MB
Release : 2021-02-19
Category : Education
ISBN : 179987639X
The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.
Author : Anna Peachey
Publisher : Springer Science & Business Media
Page : 222 pages
File Size : 45,39 MB
Release : 2010-02-05
Category : Computers
ISBN : 184996047X
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.