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Developer's Digital Media Reference

Developer's Digital Media Reference PDF Author: Curtis Poole
Publisher: Taylor & Francis
ISBN: 1136042733
Category : Performing Arts
Languages : en
Pages : 618

Book Description
Designed for media professionals working across a broad range of formats, Developer's Digital Media Reference is an excellent reference guide for those keeping pace with this dynamic industry. As "convergence" between the World Wide Web, multimedia, and television production communities continues, there is an increased demand for professionals to familiarize themselves with the many new delivery contexts, including hybrid DVD (where digital video content and computer data live on the same disc), interactive TV, and streaming media. Developer's Digital Media Reference covers essential technologies such as SVG (scalable vector graphics), SMIL (Synchronized Multimedia Integration Language, a markup language for creating animations on the web), MPEG-4 (compression standard for streaming audio/video), and Dynamic Web Applications. In addition to serving as a quick-look-up guide, this text is organized to explain today's major media: server-based architectures, disc-based architectures, distribution architectures, and merging/shared architectures. Each topic is discussed in terms of the technological background-evolution, current tools, and production tips and techniques.

Developer's Digital Media Reference

Developer's Digital Media Reference PDF Author: Curtis Poole
Publisher: Taylor & Francis
ISBN: 1136042733
Category : Performing Arts
Languages : en
Pages : 618

Book Description
Designed for media professionals working across a broad range of formats, Developer's Digital Media Reference is an excellent reference guide for those keeping pace with this dynamic industry. As "convergence" between the World Wide Web, multimedia, and television production communities continues, there is an increased demand for professionals to familiarize themselves with the many new delivery contexts, including hybrid DVD (where digital video content and computer data live on the same disc), interactive TV, and streaming media. Developer's Digital Media Reference covers essential technologies such as SVG (scalable vector graphics), SMIL (Synchronized Multimedia Integration Language, a markup language for creating animations on the web), MPEG-4 (compression standard for streaming audio/video), and Dynamic Web Applications. In addition to serving as a quick-look-up guide, this text is organized to explain today's major media: server-based architectures, disc-based architectures, distribution architectures, and merging/shared architectures. Each topic is discussed in terms of the technological background-evolution, current tools, and production tips and techniques.

Developer's Digital Media Reference

Developer's Digital Media Reference PDF Author: Curtis Poole
Publisher: Taylor & Francis
ISBN: 1136042741
Category : Computers
Languages : en
Pages : 617

Book Description
Designed for media professionals working across a broad range of formats, Developer's Digital Media Reference is an excellent reference guide for those keeping pace with this dynamic industry. As "convergence" between the World Wide Web, multimedia, and television production communities continues, there is an increased demand for professionals to familiarize themselves with the many new delivery contexts, including hybrid DVD (where digital video content and computer data live on the same disc), interactive TV, and streaming media. Developer's Digital Media Reference covers essential technologies such as SVG (scalable vector graphics), SMIL (Synchronized Multimedia Integration Language, a markup language for creating animations on the web), MPEG-4 (compression standard for streaming audio/video), and Dynamic Web Applications. In addition to serving as a quick-look-up guide, this text is organized to explain today's major media: server-based architectures, disc-based architectures, distribution architectures, and merging/shared architectures. Each topic is discussed in terms of the technological background-evolution, current tools, and production tips and techniques.

Handbook of Research on the Societal Impact of Digital Media

Handbook of Research on the Societal Impact of Digital Media PDF Author: Guzzetti, Barbara
Publisher: IGI Global
ISBN: 1466683112
Category : Computers
Languages : en
Pages : 789

Book Description
The evolution of digital media has enhanced global perspectives in all facets of communication, greatly increasing the range, scope, and accessibility of shared information. Due to the tremendously broad-reaching influence of digital media, its impact on learning, behavior, and social interaction has become a widely discussed topic of study, synthesizing the research of academic scholars, community educators, and developers of civic programs. The Handbook of Research on the Societal Impact of Digital Media is an authoritative reference source for recent developments in the dynamic field of digital media. This timely publication provides an overview of technological developments in digital media and their myriad applications to literacy, education, and social settings. With its extensive coverage of issues related to digital media use, this handbook is an essential aid for students, instructors, school administrators, and education policymakers who hope to increase and optimize classroom incorporation of digital media. This innovative publication features current empirical studies and theoretical frameworks addressing a variety of topics including chapters on instant messaging, podcasts, video sharing, cell phone and tablet applications, e-discussion lists, e-zines, e-books, e-textiles, virtual worlds, social networking, cyberbullying, and the ethical issues associated with these new technologies.

Inventing the Medium

Inventing the Medium PDF Author: Janet H. Murray
Publisher: MIT Press
ISBN: 0262016141
Category : Design
Languages : en
Pages : 499

Book Description
A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts. Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field. Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

Digital Media Revisited

Digital Media Revisited PDF Author: Gunnar Liestol
Publisher: MIT Press
ISBN: 9780262621922
Category : Computers
Languages : en
Pages : 584

Book Description
Interdisciplinary essays on the relationship between practice and theory in new media. Arguing that "first encounters" have already applied traditional theoretical and conceptual frameworks to digital media, the contributors to this book call for "second encounters," or a revisiting. Digital media are not only objects of analysis but also instruments for the development of innovative perspectives on both media and culture. Drawing on insights from literary theory, semiotics, philosophy, aesthetics, ethics, media studies, sociology, and education, the contributors construct new positions from which to observe digital media in fresh and meaningful ways. Throughout they explore to what extent interpretation of and experimentation with digital media can inform theory. It also asks how our understanding of digital media can contribute to our understanding of social and cultural change. The book is organized in four sections: Education and Interdisciplinarity, Design and Aesthetics, Rhetoric and Interpretation, and Social Theory and Ethics. The topics include the effects on reading of the multimodal and multisensory aspects of the digital environment, the impact of practice on the medium of theory, how digital media are dissolving the boundaries between leisure and work, and the impact of cyberspace on established ethical principles.

Technology and Digital Media in the Early Years

Technology and Digital Media in the Early Years PDF Author: Chip Donohue
Publisher: Routledge
ISBN: 1317931106
Category : Education
Languages : en
Pages : 301

Book Description
A Co-Publication of Routledge and NAEYC Technology and Digital Media in the Early Years offers early childhood teacher educators, professional development providers, and early childhood educators in pre-service, in-service, and continuing education settings a thought-provoking guide to effective, appropriate, and intentional use of technology with young children. This book provides strategies, theoretical frameworks, links to research evidence, descriptions of best practice, and resources to develop essential digital literacy knowledge, skills and experiences for early childhood educators in the digital age. Technology and Digital Media in the Early Years puts educators right at the intersections of child development, early learning, developmentally appropriate practice, early childhood teaching practices, children’s media research, teacher education, and professional development practices. The book is based on current research, promising programs and practices, and a set of best practices for teaching with technology in early childhood education that are based on the NAEYC/FRC Position Statement on Technology and Interactive Media and the Fred Rogers Center Framework for Quality in Children’s Digital Media. Pedagogical principles, classroom practices, and teaching strategies are presented in a practical, straightforward way informed by child development theory, developmentally appropriate practice, and research on effective, appropriate, and intentional use of technology in early childhood settings. A companion website (http://teccenter.erikson.edu/tech-in-the-early-years/) provides additional resources and links to further illustrate principles and best practices for teaching and learning in the digital age.

Digital Media, Youth, and Credibility

Digital Media, Youth, and Credibility PDF Author: Miriam J. Metzger
Publisher: MIT Press
ISBN: 0262062739
Category : Business & Economics
Languages : en
Pages : 212

Book Description
The difficulties in determining the quality of information on the Internet--in particular, the implications of wide access and questionable credibility for youth and learning. Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility--the objective and subjective components that make information believable--in the contemporary media environment. The contributors look particularly at youth audiences and experiences, considering the implications of wide access and the questionable credibility of information for youth and learning. They discuss such topics as the credibility of health information online, how to teach credibility assessment, and public policy solutions. Much research has been done on credibility and new media, but little of it focuses on users younger than college students. Digital Media, Youth, and Credibility fills this gap in the literature. Contributors Matthew S. Eastin, Gunther Eysenbach, Brian Hilligoss, Frances Jacobson Harris, R. David Lankes, Soo Young Rieh, S. Shyam Sundar, Fred W. Weingarten

Indie Video Game Development Work

Indie Video Game Development Work PDF Author: Alexander Styhre
Publisher: Springer Nature
ISBN: 3030455459
Category : Business & Economics
Languages : en
Pages : 252

Book Description
This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.

Digital Multimedia

Digital Multimedia PDF Author: Nigel Chapman
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 604

Book Description
A major new textbook "Digital Multimedia" by Nigel and Jenny Chapman provides a fresh contemporary definition of the emergent discipline of multimedia. It is designed to support instructors by providing a rigorous introduction to the technical scope of this subject. With a coherent approach to its multifarious nature, the book covers all of the essential technical ground, with full awareness of the design, cultural and usability aspects of multimedia. This book will inspire students to develop the potential of multimedia for new forms of expression that are enabled by computers and networks. Concepts Covered: Descriptions of the characteristics of individual media provide the essential starting points for understanding how to combine them. Graphics, text and time-based media are introduced in the context of their digital representation and manipulation. The combination of media within the different frameworks of hypermedia and time-based authoring is described. Interactivity through scripting, and the communications technology that supports distributed multimedia are expolored in detail. Hardware, software and networking capabilities are thoroughly detailed with the backup of motivating and illuminating examples. All this and still the excitement of creating multimedia is conveyed, making this as rich and rewarding a book as the subject itself. Support for Practice through Principles and Theory: "Digital Multimedia" makes reference to the common tools and applications used for production and manipulation of media, but a companion text in development, "Digital Media Tools", due in Spring 2001, addresses the effective use of these packages in more detail.

Digital Youth

Digital Youth PDF Author: Kaveri Subrahmanyam
Publisher: Springer Science & Business Media
ISBN: 1441962786
Category : Psychology
Languages : en
Pages : 236

Book Description
Youth around the world are fittingly described as digital natives because of their comfort and skill with technological hardware and content. Recent studies indicate that an overwhelming majority of children and teenagers use the Internet, cell phones, and other mobile devices. Equipped with familiarity and unprecedented access, it is no wonder that adolescents consume, create, and share copious amounts of content. But is there a cost? Digital Youth: The Role of Media in Development recognizes the important role of digital tools in the lives of teenagers and presents both the risks and benefits of these new interactive technologies. From social networking to instant messaging to text messaging, the authors create an informative and relevant guidebook that goes beyond description to include developmental theory and implications. Also woven throughout the book is an international sensitivity and understanding that clarifies how, despite the widespread popularity of digital communication, technology use varies between groups globally. Other specific topics addressed include: Sexuality on the Internet. Online identity and self-presentation. Morality, ethics, and civic engagement. Technology and health. Violence, cyberbullying, and victimization. Excessive Internet use and addictive behavior. This comprehensive volume is a must-have reference for researchers, clinicians, and graduate students across such disciplines as developmental/clinical child/school psychology, social psychology, media psychology, medical and allied health professions, education, and social work.