The Complete Idiot's Guide to Direct Marketing


Book Description

Offers advice on starting a direct marketing campaign, including tips on doubling response rates, writing creative copy, and evaluating mailing lists.




New Serial Titles


Book Description

A union list of serials commencing publication after Dec. 31, 1949.







Distributed Interactive Media


Book Description

Networked computer games, distributed virtual reality systems and shared whiteboard presentations are prominent examples of distributed interactive media - they allow a group of users to interact with the medium itself. This book investigates the distributed interactive media class in detail. Topics include: abstract media model, how to ensure consistency, an application-level protocol and how to develop reusable functionality such as support for late-comers and session-recording. The main intention of this book is to demonstrate that distinct distributed interactive media have many problems in common and to show how to solve these problems in a generic and reusable fashion for the whole media.




JavaScript Sourcebook


Book Description

The JavaScript SourceBook is a complete tutorial and reference for using JavaScript, teaching developers how to create JavaScripts and integrate them into HTML pages. With up-to-the-minute tips on creating JavaScript applications that take full advantage of new features in NetScape 3.0, the book explores JavaScript basics and features extensive discussions of advanced techniques, including JavaScript workarounds and Java applet construction for JavaScript. Includes CD-ROM with... A library of ready to use JavaScript Applications and routines, plus a selection of reusable Java Components that readers can build into their JavaScript programs. JavaScript allows programmers to build Web sites nearly as sophisticated as a Java Web site without having to do the actual programming. This will enable non-programmers to create Web sites with animation, 3D graphics, and more.




Sourcebook for Political Communication Research


Book Description

The Sourcebook for Political Communication Research will offer scholars, students, researchers, and other interested readers a comprehensive source for state-of-the-art/field research methods, measures, and analytical techniques in the field of political communication. The need for this Sourcebook stems from recent innovations in political communication involving the use of advanced statistical techniques, innovative conceptual frameworks, the rise of digital media as both a means by which to disseminate and study political communication, and methods recently adapted from other disciplines, particularly psychology, sociology, and neuroscience. Chapters will have a social-scientific orientation and will explain new methodologies and measures applicable to questions regarding media, politics, and civic life. The Sourcebook covers the major analytical techniques used in political communication research, including surveys (both original data collections and secondary analyses), experiments, content analysis, discourse analysis (focus groups and textual analysis), network and deliberation analysis, comparative study designs, statistical analysis, and measurement issues.




Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds


Book Description

Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.




The Complete Home Learning Sourcebook


Book Description

Lists all the resources needed to create a balanced curriculum for homeschooling--from preschool to high school level.




Interactive Multimedia


Book Description

Multimedia is the common name for media that combine more than one type of individual medium to create a single unit. Interactive media are the means of communication in which the outputs depend on the inputs made by the user. This book contains 11 chapters that are divided into two sections: Interactive Multimedia and Education and Interactive Multimedia and Medicine. The authors of the chapters deal with different topics within these disciplines, such as the importance of cloud storage, development of play tools for children, use of gaming on multimedia devices designed for the elderly, development of a reading, writing, and spelling program based on Luria's theories, as well as development of mobile applications called BloodHero dedicated to the increase in blood donors, etc.