الصفحة 1
الصفحة 1
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Wie ticken Jugendliche 2016? : Lebenswelten von Jugendlichen im Alter von 14 bis 17 Jahren in Deutschland = How do young people tick in 2016? : Living environments of young people aged 14 to 17 in Germany

How do young people live and experience their everyday life? How do you perceive the historical and current conditions in Germany and in the world? What makes sense to them? What life plans do they pursue? What role do mobility, sustainability and digital media play in your life? The SINUS Youth Study 2016 empirically investigates these and other questions and depicts the variety of perspectives of young people's living environments. She succeeds in doing this particularly vividly by allowing 14 to 17-year-olds to have their say in the form of numerous quotes and creative self-testimonies. It is also unique that young people provide photographic insights into their living environments and, for the first time, have asked their questions themselves as interviewers. The SINUS youth study thus gives the young generation a public voice that needs to be heard carefully. Because looking at young people is always a look at the future of a country.

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Understanding Digital Marketing : A Complete Guide to Engaging Customers and Implementing Successful Digital Campaigns

A practical, no-nonsense guide to digital marketing, giving readers all the information they need to feel confident engaging consumers online and implementing digital campaigns.

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Trade Unions on YouTube : Online Revitalization in Sweden

Trade Unions on YouTube provides a much-needed assessment of how old social movement actors employ new social media platforms to promote themselves and their activities today. A must-read for trade unions scholars and activists alike, this book illustrates how, in the age of digital media, there is more than one pattern towards trade union revitalization and each of them implies different communicative challenges.This book investigates how trade unions representing different social classes use YouTube videos for renewal purposes. Information and communication technology has undoubtedly offered new opportunities for social movements, but while research suggests that these new means of communication can be used for trade union revitalization, few studies have examined what unions actually do on social media.

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The Narrative Subject : Storytelling in the age of the Internet

This book considers the stories of adolescents and young adults from different regions of the world who use digital media as instruments and stages for storytelling, or who make themselves the subject of storytelling.

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The Multimedia Internet

This text is a light technical introduction to the three technical foundations for multimedia applications across the Internet: communications (principles, technologies and networking), compressive encoding of digital media, and Internet protocol and services.

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The Hackable City : Digital Media and Collaborative City-Making in the Network Society

This book presents a number of the latest academic insights into new collaborative modes of city making that are firmly rooted in empirical findings about the actual practices of citizens, designers and policy makers. It explores the affordances of new media technologies for empowering citizens in the process of city making, relating examples of bottom-up or participatory practices to reflections about the changing roles of professional practitioners in the processes, as well as issues of governance and institutional policymaking.

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The Graphics of Communication : Exploring the Graphic Arts and Design

How are things designed and printed or produced as digital media? What are the processes and techniques one needs to know about to produce quality and effective design? The focus of this book provides a comprehensive overview of the technical and artistic skills and knowledge one uses in the graphic communications profession to produce communication through whatever media or form it may take. This book is the result of nearly 20 years in the graphic arts field and 30 years of teaching the craft and art of creating design and layouts. Chapters include: History of the Graphic Communications, Printing Methods, Color, Typography, Communication, Design Process, Paper, Finishing and Binding, and What's Next?

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Technologies for E-Learning and Digital Entertainment: Third International Conference, Edutainment 2008 Nanjing, China, June 25-27, 2008 Proceedings

Includes e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

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Semantic Multimedia ; 3rd International Conference on Semantic and Digital Media Technologies, SAMT 2008, Koblenz, Germany, December 3-5, 2008. Proceedings

The book cover topics such as semantic analysis and multimedia, semantic retrieval and multimedia, semantic metadata management of multimedia, semantic user interfaces for multimedia, semantics in visualization and computer graphics, as well as applications of semantic multimedia.

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Semantic Multimedia ; 2nd International Conference on Semantic and Digital Media Technologies, SAMT 2007, Genoa, Italy, December 5-7, 2007, Proceedings

This book constitutes the refereed proceedings of the Second International Conference on Semantics and Digital Media Technologies, SAMT 2007, held in Genoa, Italy, in December 2007.

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Semantic Multimedia ; 1st International Conference on Semantic and Digital Media Technologies, SAMT 2006, Athens, Greece, December 6-8, 2006, Proceedings

This book constitutes the refereed proceedings of the First International Conference on Semantics and Digital Media Technologies, SAMT 2006, held in Athens, Greece in December 2006.

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Public relations, branding and authenticity : Brand communications in the digital age

Public Relations, Branding and Authenticity: Brand Communications in the Digital Age explores the role of PR and branding in society by considering the notion of authentic communications within the context of an emerging digital media environment.

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Post-digital, post-internet art and education : The future is all-over

Provides theoretical, practical, and historical perspectives on art and education in a post-digital, post-internet era. Recently, these terms have been attached to artworks, artists, exhibitions, and educational practices that deal with the relationships between online and offline, digital and physical, and material and immaterial. By taking the current socio-technological conditions of the post-digital and the post-internet seriously, contributors challenge fixed narratives and field-specific ownership of these terms, as well as explore their potential and possible shortcomings when discussing art and education. Chapters also recognize historical forebears of digital art and education while critically assessing art, media, and other realms of engagement. This book encourages readers to explore what kind of educational futures might a post-digital, post-internet era engender.

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Perspective sketching : Freehand and digital drawing techniques for artists & designers

This book offers a command of the basic principles of perspective that is essential to creating dynamic, plausible compositions. With a user-friendly approach, this step-by-step guide will help you master the basics like scale drawing, contour line drawing, linear perspective, tone and texture, and more. Freehand skills like intuitive perspective and concept sketching help you to deepen your technique. Artist and designer Jorge Paricio also includes lessons on working with 3-D modeling in SketchUp and painting in Photoshop and provides a full chapter in blending traditional hand skills with digital media.

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Modes of Esports Engagement in Overwatch

This book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences.

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Media resistance : Protest, dislike, abstention

his book is about those who dislike, protest, and try to abstain from media, both new and old. It explains why media resistance persists and answers two questions: What is at stake for resisters and how does media resistance inspire organized action? Yet, despite the interest in media scepticism and dislike, there seems to be no book on the market discussing media resistance as a phenomenon in its own right. This book explores resistance across media, historical periods and national borders, from early mass media to current digital media. Drawing on cases and examples from the US, Britain, Scandinavia and other countries, media resistance is discussed as a diverse phenomenon encompassing political, professional, networked and individual arguments and actions. 

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Information hiding ; 6th International Workshop, IH 2004, Toronto, Canada, May 23-25, 2004, Revised selected papers

All papers were divided into eight sessions: digital media watermarking, steganalysis, digital forensics, steganography, software watermarking, security and privacy, anonymity, and data hiding in unusual content. This year, the workshop included a one-hour rump session that offered an opportunity to the delegates to share their work in progress and other brief but interesting contributions.

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Handbook of Visual Communication : Theory, Methods, and Media

Explores the key theoretical areas and research methods of visual communication. With chapters contributed by many of the best-known and respected scholars in visual communication, this volume brings together significant and influential work in the discipline. Thriteen major theories of communication are defined by the top experts in their fields: perception, cognition, aesthetics, visual rhetoric, semiotics, cultural studies, ethnography, narrative, media aesthetics, digital media, intertextuality, ethics, and visual literacy. Each of these theory chapters is followed by an exemplar study or two in the area, demonstrating the various methods used in visual communication research as well as the research approaches applicable for specific media types.

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Geometry for Computer Graphics : Formulae, Examples and Proofs

Geometry is the cornerstone of computer graphics and computer animation, and provides the framework and tools for solving problems in two and three dimensions. This may be in the form of describing simple shapes such as a circle, ellipse, or parabola, or complex problems such as rotating 3D objects about an arbitrary axis. Geometry for Computer Graphics draws together a wide variety of geometric information that will provide a sourcebook of facts, examples, and proofs for students, academics, researchers, and professional practitioners.

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E-Content: Technologies and Perspectives for the European Market

Technologies develop rapidly and reach hurricane levels of velocity but quality E-Content and innovative applications lag behind. This book addresses the question how content industries change within a digital environment and what role information and communication technologies play in transforming the competitive landscape. The authors argue that post-industrial societies tend to pay substantial amounts for equipment and gadgets but invest far too little in the quality of the content. As a result, much effort is and has to be spent on the enhancement of E-Content.

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