Digital Entertainment

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Digital Entertainment

Author : Subhankar Das,Saikat Gochhait
Publisher : Springer Nature
Page : 265 pages
File Size : 48,8 Mb
Release : 2021-02-06
Category : Business & Economics
ISBN : 9789811597244

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Digital Entertainment by Subhankar Das,Saikat Gochhait Pdf

This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).

Handbook of Multimedia for Digital Entertainment and Arts

Author : Borko Furht
Publisher : Springer Science & Business Media
Page : 764 pages
File Size : 46,9 Mb
Release : 2010-03-10
Category : Computers
ISBN : 9780387890241

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Handbook of Multimedia for Digital Entertainment and Arts by Borko Furht Pdf

The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.

Digital Entertainment as Next Evolution in Service Sector

Author : Subhankar Das,Saikat Gochhait
Publisher : Springer Nature
Page : 213 pages
File Size : 45,5 Mb
Release : 2023-02-20
Category : Business & Economics
ISBN : 9789811981210

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Digital Entertainment as Next Evolution in Service Sector by Subhankar Das,Saikat Gochhait Pdf

The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.

Technologies for E-Learning and Digital Entertainment

Author : Zhigeng Pan,Ruth Aylett,Holger Diener,Xiaogang Jin,Stefan Göbel,Li Li
Publisher : Springer
Page : 1420 pages
File Size : 40,5 Mb
Release : 2006-03-22
Category : Computers
ISBN : 9783540334248

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Technologies for E-Learning and Digital Entertainment by Zhigeng Pan,Ruth Aylett,Holger Diener,Xiaogang Jin,Stefan Göbel,Li Li Pdf

This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.

My Digital Entertainment for Seniors (Covers movies, TV, music, books and more on your smartphone, tablet, or computer)

Author : Jason R. Rich
Publisher : Que Publishing
Page : 826 pages
File Size : 41,9 Mb
Release : 2016-02-26
Category : Computers
ISBN : 9780134428765

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My Digital Entertainment for Seniors (Covers movies, TV, music, books and more on your smartphone, tablet, or computer) by Jason R. Rich Pdf

Learn On-Demand TV, DVRs, Music, Games, Books, and More! With My Digital Entertainment for Seniors, you’ll discover easy ways to access and experience entertainment using today’s technology, without getting confused or bogged down with techno-babble—and without spending a fortune. This easy-to-follow guide covers all aspects of entertainment—movies, TV shows, radio, music, newspapers and magazines, books, and more—whether you’re using a computer, mobile device, or other technology. Specifically, you'll: Get acquainted with all forms of digital entertainment that are available in everyday life, including on-demand TV shows, movies, music and radio programming, podcasts, eBooks and audiobooks, digital editions of newspapers and magazines, YouTube videos, and interactive games.Discover the difference between streaming and downloading content from the Internet to your computer or mobile device. Learn what equipment you’ll need and how to use this equipment, no matter how tech-savvy you are—or aren’t. Find out how to watch, listen to, and read what you want, when you want it, on your TV, desktop computer, notebook computer, smartphone, tablet, eBook reader, or gaming console. Learn what types of entertainment are available to use on eBook readers, digital video recorders, digital music players, high-definition television sets, cable/satellite TV service providers, what types of entertainment are readily available via the Internet, and how to use your computer, smartphone or tablet as an entertainment device. Find ways to stay safe and protect yourself from identity theft or online crime when surfing the Internet, shopping online, playing games, doing online banking, and handling other Internet-related tasks.

Technologies for E-Learning and Digital Entertainment

Author : Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li
Publisher : Springer
Page : 974 pages
File Size : 47,8 Mb
Release : 2007-07-17
Category : Computers
ISBN : 9783540730118

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Technologies for E-Learning and Digital Entertainment by Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li Pdf

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.

The Digital Media Handbook

Author : Andrew Dewdney,Peter Ride
Publisher : Routledge
Page : 466 pages
File Size : 42,9 Mb
Release : 2013-10-30
Category : Language Arts & Disciplines
ISBN : 9781135077150

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The Digital Media Handbook by Andrew Dewdney,Peter Ride Pdf

The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media, emphasising cultural continuity alongside technological change, and highlighting the emergence of new forms of communication in contemporary networked culture. Andrew Dewdney and Peter Ride present detailed critical commentary and descriptive historical accounts, as well as a series of interviews from a range of digital media practitioners, including producers, developers, curators and artists. The Digital Media Handbook highlights key concerns of today’s practitioners, analysing how they develop projects, interact and solve problems within the context of networked communication. The Digital Media Handbook includes: Essays on the history and theory of digital media Essays on contemporary issues and debates Interviews with digital media professionals A glossary of technical acronyms and key terms.

Digital Media Effects

Author : W. James Potter
Publisher : Rowman & Littlefield
Page : 265 pages
File Size : 48,6 Mb
Release : 2021-01-20
Category : Social Science
ISBN : 9781538140024

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Digital Media Effects by W. James Potter Pdf

People have always depended on the mass media for information and entertainment. With mobile devices and easy access to the internet, people are now in constant connection with an ever growing source of information and entertainment and they contribute their own content to those sources through social media. As their media usage shifts towards digital media with their immediacy, interactivity, and intrusiveness, the way media affects people has fundamentally changed. Digital Media Effects focuses on those changes in media effects. While the author acknowledges the findings from the very large literature of effects from exposure to traditional media. Expanding from traditional media effects studies, this book focuses attention on the kinds of effects that have arisen in the new digital age.

The Digital Glocalization of Entertainment

Author : Paolo Sigismondi
Publisher : Springer Science & Business Media
Page : 142 pages
File Size : 42,7 Mb
Release : 2011-08-31
Category : Business & Economics
ISBN : 9781461409083

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The Digital Glocalization of Entertainment by Paolo Sigismondi Pdf

In this volume, Paolo Sigismondi explores the dynamics of global media and entertainment, specifically analyzing the implications of the global rise of non-scripted entertainment (as reality TV programs) and the impact and consequences of the Information and Communication Technology (ICT) revolution on the content, delivery platforms, and overall business models of the media and entertainment landscape. This work aims at bridging the gap between media theories and industry practices in a rapidly evolving global mediascape, building on scholarship in the field and enriched by case studies and insights from business practice. This work demonstrates that the paradigms of the landscape are shifting, introducing the digital “glocalization” of entertainment, through which successful media crossing national and cultural borders incorporate both global and local features. Key questions raised include: Is the ICT revolution an example of disruptive technology for the global media and entertainment industry? Is the existing status quo challenged, and in, particular Hollywood’s global leadership? What are the global entities emerging as Hollywood’s main competitors in this technologically evolving landscape? Sigismondi argues that as new players are entering the field, new threats to Hollywood’s dominance are emerging. The global leaders in non-scripted entertainment, for example, are European-based global entities operating outside the Hollywood system. Meanwhile, the ICT revolution is modifying the contours and boundaries of the global mediascape. Sigismondi’s approach provides unique insight into how the forces of technology and globalization are transforming television, cinema, and online entertainment.

Animation, Embodiment, and Digital Media

Author : K. Chow
Publisher : Springer
Page : 283 pages
File Size : 53,6 Mb
Release : 2013-09-20
Category : Computers
ISBN : 9781137283085

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Animation, Embodiment, and Digital Media by K. Chow Pdf

Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.

Identity and Play in Interactive Digital Media

Author : Sara M. Cole
Publisher : Routledge
Page : 158 pages
File Size : 42,9 Mb
Release : 2017-03-16
Category : Social Science
ISBN : 9781315390765

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Identity and Play in Interactive Digital Media by Sara M. Cole Pdf

Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.

Audience Genre Expectations in the Age of Digital Media

Author : Leo W. Jeffres,David J. Atkin,Kimberly A. Neuendorf
Publisher : Taylor & Francis
Page : 214 pages
File Size : 46,6 Mb
Release : 2022-12-05
Category : Social Science
ISBN : 9781000771329

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Audience Genre Expectations in the Age of Digital Media by Leo W. Jeffres,David J. Atkin,Kimberly A. Neuendorf Pdf

This volume bridges the divide between film and media studies scholarship by exploring audience expectations of film and TV genre in the age of digital streaming, using qualitative thematic and quantitative data-driven analyses. Through four ground-breaking surveys of audience members and content creators, the authors have empirically determined what audiences expect of various genres, the extent to which these definitions match those of scholars and critics, and the overall variation and complexity of audience expectations in the age of media abundance. They also examine audience habits and preferences, drawing from both theory and original empirical analyses, with a view toward the implications for the moving image in a rapidly changing media environment. The book draws from the data to develop a number of new concepts, including genre repertoire, genre hybridity, audience interest maximization, and variety seeking, and a new stage of genre development, genre bending. It is an ideal resource for students and scholars interested in the symbiotic relationship between audiences and the moving image products they consume, as well as the way the current digital media environment has impacted our understanding of film and TV genres.

Digital Media Distribution

Author : Paul McDonald,Courtney Brannon Donoghue,Timothy Havens
Publisher : NYU Press
Page : 387 pages
File Size : 45,7 Mb
Release : 2021-09-07
Category : Business & Economics
ISBN : 9781479806775

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Digital Media Distribution by Paul McDonald,Courtney Brannon Donoghue,Timothy Havens Pdf

"This book examines the current state of global media distribution today, including legacy and born-digital media industries, and the social, cultural, and economic impact of the digital distribution ecosystem"--

Handbook of Digital Games and Entertainment Technologies

Author : Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarini
Publisher : Springer
Page : 0 pages
File Size : 54,7 Mb
Release : 2017-02-15
Category : Computers
ISBN : 9814560499

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Handbook of Digital Games and Entertainment Technologies by Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarini Pdf

The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1693 pages
File Size : 46,8 Mb
Release : 2014-06-30
Category : Art
ISBN : 9781466661158

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Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.