The Video Watchdog Book


Book Description

Read What You've Been Missing! This profusely illustrated video consumer guide is a must for all fans & collectors of Horror, Science Fiction & Fantasy films on tape & disc. A companion to the popular VIDEO WATCHDOG Magazine, THE VIDEO WATCHDOG BOOK contains witty & informative descriptions of 100s of titles, including out-of-print rarities, alternate versions, foreign language & import releases, continuity errors... even detailed descriptions of missing (& censored) scenes! Written by video authority Tim Lucas, whose work has appeared in numerous books & magazines in the United States & Europe. Also includes an indispensible list of more than 650 retitled videos, a book index, plus a complete index to the first 12 issues of VIDEO WATCHDOG Magazine! Features a Foreword by cult Director Joe Dante (GREMLINS, THE HOWLING), a striking full-color cover by Stephen R. Bissette (SWAMP THING), & spot illustrations by Brian Thomas (TEENAGE MUTANT NINJA TURTLES). Here's what the experts say about VIDEO WATCHDOG: "Fascinating... the best effort of its kind I've seen!"--Vincent Price. "A thorough, accurate, & knowledgeable source that's as good as anything I've read!"--Christopher Lee. "Intriguing, thought-provoking, & marvelously obsessive!--USA TODAY.




The Video Art of Sylvia Safdie


Book Description

The Video Art of Sylvia Safdie brings into focus the complete video oeuvre of a pioneering Canadian artist. Tracing the development of Safdie's work and its implications for the future of media art, this volume provides a stunning perspective on her videos and sets a new standard for the presentation of video art in book form. Safdie's principal video works are presented in the form of more than 200 images, selected and arranged to suggest the content, rhythm, and movement of the videos themselves. Alongside the rich illustrations, the book explores Safdie's video art through a thoughtful introduction to the artist and two insightful critical essays. Eric Lewis relates her videos to her works in other media, considers how she poses key questions in the philosophy of art, and addresses issues concerning Jewish art and identity. He discusses the complex relationship between Safdie's video images and the improvised music she often employs as soundtracks. An essay by music scholar and conductor Eleanor Stubley explores the relationship between the body and mind in Safdie's videos, shedding light on the emotive and sensorial qualities of the breathing body. A vibrant appeal to both the eye and the mind, The Video Art of Sylvia Safdie showcases an artist at the vanguard of video and intermedia art and demonstrates how her work is representative of the next stage in artistic explorations of time, change, corporeality, and our place in nature.




The Video Game Theory Reader


Book Description

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.




Millennials Killed the Video Star


Book Description

Between 1995 and 2000, the number of music videos airing on MTV dropped by 36 percent. As an alternative to the twenty-four-hour video jukebox the channel had offered during its early years, MTV created an original cycle of scripted reality shows, including Laguna Beach, The Hills, The City, Catfish, and Jersey Shore, which were aimed at predominantly white youth audiences. In Millennials Killed the Video Star Amanda Ann Klein examines the historical, cultural, and industrial factors leading to MTV's shift away from music videos to reality programming in the early 2000s and 2010s. Drawing on interviews with industry workers from programs such as The Real World and Teen Mom, Klein demonstrates how MTV generated a coherent discourse on youth and identity by intentionally leveraging stereotypes about race, ethnicity, gender, and class. Klein explores how this production cycle, which showcased a variety of ways of being in the world, has played a role in identity construction in contemporary youth culture—ultimately shaping the ways in which Millennial audiences of the 2000s thought about, talked about, and embraced a variety of identities.




The Video Games Textbook


Book Description

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market




Video and Audio for the Web


Book Description

Learn how to include video and audio on your website. After reading this guide, you will know how to load a media file, how to add subtitles, and how to access the camera and the microphone to include live video in your documents. Table of Contents MEDIA Video Video Formats Audio MEDIA API Video Player Closed Captioning TEXTTRACK API Reading Tracks Reading Cues Adding Tracks STREAM API Capturing Media The MediaStreamTrack object QUICK REFERENCE Video Audio Media Closed Captioning Text Tracks Streaming This guide assumes that you have a basic knowledge of HTML, CSS and JavaScript, and you know how to create files and upload them to a server. If you don't know how to program in HTML, CSS or JavaScript, you can download our guides Introduction to HTML, Introduction to CSS, and Introduction to JavaScript. For a complete course on web development, read our book HTML5 for Masterminds. This guide is a collection of excerpts from the book HTML5 for Masterminds. The information included in this guide will help you understand a particular aspect of web development, but it will not teach you everything you need to know to develop a website or a web application. If you need a complete course on web development, read our book HTML5 for Masterminds. For more information, visit our website at www.formasterminds.com.




The Good Book


Book Description

The Good Book offers a user-friendly guide to the Bible's biggest ideas. A chapter from the Bible accompanies each chapter of the book, which helps readers understand the context and content of the Scripture passages in a way that can open the whole Bible. Designed as a forty-day journey through forty key chapters of the Bible, The Good Book will appeal to those who already love and read the Bible regularly as well as to those who are just beginning their Christian journey. The Good Book is a great evangelism tool for explaining the major themes of Scripture to those who want to know more about God, Jesus, and the core beliefs of Christianity; gives new believers an overview of the Bible and lays a framework to help them understand Scripture passages; helps longtime Christians rediscover the basic themes of Scripture and experience these truths in a new way; and encourages Scriptural literacy as it pushes readers to read both one chapter of the book and one chapter of the Bible each day for forty days. The Good Book is great for individuals, and it can also be used by small groups in an eight-week church-wide program or a forty-week journey that focuses on one Bible chapter each week. The Good Book will help people understand and live by the transformative truths of the Bible.




The Video Studio


Book Description

The recent demise of the independent television companies and the expansion of satellite and cable networks has led to an explosion in small, independent production facilities. In parallel with this development has been a steady increase in media training and a major expansion in corporate video facilities. The Video Studio is written for everyone contemplating setting-up a professional installation, whether studio or location based. The Video Studio shows how to estimate the scale of investment required and, depending on the nature and frequency of use of the facility, the layout of technical areas and the function of the main items of equipment is described in easy to understand language. In short this is a nuts and bolts approach to planning and operating a studio of 150 square metres or less. Completely updated to take account of all the recent technological advances which have taken place, the book now covers: DAT, timecode, digital compression, non-linear editing and all current digital video formats.




The Video Game Debate


Book Description

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.




The Video Privacy Protection Act


Book Description