The Out Of Home Immersive Entertainment Frontier Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of The Out Of Home Immersive Entertainment Frontier book. This book definitely worth reading, it is an incredibly well-written.
The Out-of-Home Immersive Entertainment Frontier by Kevin Williams,Michael Mascioni Pdf
Digital Out of Home Entertainment is rather an arcane description for one of the fastest growing technology-sectors. These forms of interactive technology, often established on a 'pay per use' basis are transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. Kevin Williams and Michael Mascioni's The Out-of-Home Immersive Entertainment Frontier provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them. The authors interviewed nearly 70 leading executives from many familiar organisations in every facet of the digital out-of-home entertainments industry. The result is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
Computer Games and Immersive Entertainment by Chrissie Scelsi,Ross A. Dannenberg Pdf
The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.
From the renowned author of Possession, The Children’s Book is the absorbing story of the close of what has been called the Edwardian summer: the deceptively languid, blissful period that ended with the cataclysmic destruction of World War I. In this compelling novel, A.S. Byatt summons up a whole era, revealing that beneath its golden surface lay tensions that would explode into war, revolution and unbelievable change — for the generation that came of age before 1914 and, most of all, for their children. The novel centres around Olive Wellwood, a fairy tale writer, and her circle, which includes the brilliant, erratic craftsman Benedict Fludd and his apprentice Phillip Warren, a runaway from the poverty of the Potteries; Prosper Cain, the soldier who directs what will become the Victoria and Albert Museum; Olive’s brother-in-law Basil Wellwood, an officer of the Bank of England; and many others from every layer of society. A.S. Byatt traces their lives in intimate detail and moves between generations, following the children who must choose whether to follow the roles expected of them or stand up to their parents’ “porcelain socialism.” Olive’s daughter Dorothy wishes to become a doctor, while her other daughter, Hedda, wants to fight for votes for women. Her son Tom, sent to an upper-class school, wants nothing more than to spend time in the woods, tracking birds and foxes. Her nephew Charles becomes embroiled with German-influenced revolutionaries. Their portraits connect the political issues at the heart of nascent feminism and socialism with grave personal dilemmas, interlacing until The Children’s Book becomes a perfect depiction of an entire world. Olive is a fairy tale writer in the era of Peter Pan and Kenneth Grahame’s The Wind In the Willows, not long after Alice’s Adventures in Wonderland. At a time when children in England suffered deprivation by the millions, the concept of childhood was being refined and elaborated in ways that still influence us today. For each of her children, Olive writes a special, private book, bound in a different colour and placed on a shelf; when these same children are ferried off into the unremitting destruction of the Great War, the reader is left to wonder who the real children in this novel are. The Children’s Book is an astonishing novel. It is an historical feat that brings to life an era that helped shape our own as well as a gripping, personal novel about parents and children, life’s most painful struggles and its richest pleasures. No other writer could have imagined it or created it.
The Experience Economy by B. Joseph Pine,James H. Gilmore Pdf
This text seeks to raise the curtain on competitive pricing strategies and asserts that businesses often miss their best opportunity for providing consumers with what they want - an experience. It presents a strategy for companies to script and stage the experiences provided by their products.
Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.
Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies involving industry leaders. By looking at practical examples from the field of handheld AR breakthroughs, virtual reality (VR) success stories and experimental interaction concept of pioneering XR platforms, you'll see how it's possible to map out a framework of user experience (UX) guidelines to close in on opportunities and challenges that lay ahead. This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context. UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding. What You'll Learn Explore the challenges and opportunities of designing for XR See how spatial interaction is revolutionizing human computer interaction Examine sensory input and interaction beyond the screen Work with 3D Interaction Design and build a strong 3D UX Understand VR and augmented reality essentials for emotion-rich user experiences Apply UX research techniques for the XR space Who This Book Is For This book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals
The Old West was coming to an end. Two legendary outlaws refused to go with it. As leaders of the Wild Bunch, Butch Cassidy and the Sundance Kid executed the most daring bank and train robberies of their day. For several years at the end of the 1890s, the two friends, along with a revolving band of thieves, eluded law enforcement while stealing from the rich bankers and Eastern railroad corporations who exploited Western land…until they rode headlong into the twentieth century. In The Last Outlaws, Thom Hatch brings these memorable characters to life like never before. From their early holdup attempts to that fateful day in Bolivia, Hatch draws on a wealth of fresh research to go beyond the myth and provide a compelling new look at these legends of the Wild West. Includes Photographs
Digital and Social Media Marketing by Nripendra P. Rana,Emma L. Slade,Ganesh P. Sahu,Hatice Kizgin,Nitish Singh,Bidit Dey,Anabel Gutierrez,Yogesh K. Dwivedi Pdf
This book examines issues and implications of digital and social media marketing for emerging markets. These markets necessitate substantial adaptations of developed theories and approaches employed in the Western world. The book investigates problems specific to emerging markets, while identifying new theoretical constructs and practical applications of digital marketing. It addresses topics such as electronic word of mouth (eWOM), demographic differences in digital marketing, mobile marketing, search engine advertising, among others. A radical increase in both temporal and geographical reach is empowering consumers to exert influence on brands, products, and services. Information and Communication Technologies (ICTs) and digital media are having a significant impact on the way people communicate and fulfil their socio-economic, emotional and material needs. These technologies are also being harnessed by businesses for various purposes including distribution and selling of goods, retailing of consumer services, customer relationship management, and influencing consumer behaviour by employing digital marketing practices. This book considers this, as it examines the practice and research related to digital and social media marketing.
Infinite Possibility by B. Joseph Pine,Kim C. Korn Pdf
Discover how to provide experiences for your customers that combine the real with the virtual. Joseph Pine and Jim Gilmore’s classic The Experience Economy identified a seismic shift in the business world: to set yourself apart from your competition, you need to stage experiences—memorable events that engage people in inherently personal ways. But as consumers increasingly experience the world through their digital gadgets, companies still only scratch the surface of technology-infused experiences. So Pine and coauthor Kim Korn show you how to create new value for your customers with offerings that fuse the real and the virtual. Think of the Xbox Kinect, which combines virtual video games with a powerful physical dimension—you play by moving your own body; new apps that, when you point your smartphone camera at a real street, overlay digital information about the scene onto the image; and virtual dashboards that track the real world, moment by moment. Digital technology offers limitless opportunities—you really can create anything you want—but real-world experiences have a richness that virtual ones do not. So how can you use the best of both? How do you make sense of such infinite possibility? What kinds of experiences can you create? Which ones should you offer? Pine and Korn provide a profound new tool geared to exploring and exploiting the digital frontier. They delineate eight different realms of experience encompassing various aspects of Reality and Virtuality and, using scores of examples, show how innovative companies operate within and across each realm to create extraordinary customer value. Follow them out onto the digital frontier to discover the opportunities that abound for your business. “This book will inspire out-of-the-box thinking for anyone looking to do it differently or better. Infinite Possibility is a must-read and a great vision for technology intersecting with our five senses to create experiences consumers will want.” —Gary Shapiro, President and CEO, Consumer Electronics Association “Pine and Korn take you on an amazing journey from Reality to Virtuality and stop at all the best corners along the way. Infinite Possibility provides an extremely robust framework to help you grasp the concepts and gives practical guidance on how any organization can make it happen right now.” —Chris Parker, Senior Vice President and CIO, LeasePlan Corporation
They came on a mission of mercy, but now they’re in a fight for their lives. High schooler Will Peterson and three friends journeyed to Central America to help rebuild a school. In a poor, secluded mountain village, they won the hearts of the local people with their energy and kindness. But in one sudden moment, everything went horribly wrong. A revolution swept the country. Now, guns and terror are everywhere—and Americans are being targeted as the first to die. Will and his friends have got to get out fast. But streets full of killers . . .hills patrolled by armies . . . and a jungle rife with danger stand between them and the border. Their one hope of escape lies with a veteran warrior who has lost his faith and may betray them at any moment. Their one dream is to reach freedom and safety and home. If they can just survive.
As Hollywood shifts towards the digital era, the role of the media franchise has become more prominent. This edited collection, from a range of international scholars, argues that the franchise is now an integral element of American media culture. As such, the collection explores the production, distribution and marketing of franchises as a historical form of media-making - analysing the complex industrial practice of managing franchises across interconnected online platforms. Examining how traditional media incumbents like studios and networks have responded to the rise of new entrants from the technology sector (such as Facebook, Apple, Amazon, Netflix and Google), the authors take a critical look at the way new and old industrial logics collide in an increasingly fragmented and consolidated mediascape.
International Commission on the Futures of Education
Author : International Commission on the Futures of Education Publisher : UNESCO Publishing Page : 185 pages File Size : 44,8 Mb Release : 2021-11-06 Category : Political Science ISBN : 9789231004780
Reimagining our futures together by International Commission on the Futures of Education Pdf
The interwoven futures of humanity and our planet are under threat. Urgent action, taken together, is needed to change course and reimagine our futures.