Gør som tusindvis af andre bogelskere
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.Du kan altid afmelde dig igen.
This book delves into the notion of intimacy as a defining feature of podcasting, examining the concept of intimacy itself and how the public sphere explores the relationships created and maintained through podcasts.
Develop creative animation and multimedia using Adobe AnimateAdobe Animate Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from ...
Learn video compositing, motion graphics design, and animation using Adobe After EffectsAdobe After Effects Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to:Create, manipulate, and optimize motion graphics for film, video, the web, and mobile devicesAnimate text and images, customize a wide range of effects, track and sync content, rotoscope, manipulate timing, correct color, and remove unwanted objectsCustomize cameras and lighting to create compelling 3D contentDesign Motion Graphics templates for editing in Adobe Premiere ProDeform and animate objects and video using robust Puppet toolsClassroom in a Book®, the best-selling series of hands-on software training workbooks, offers what no other book or training program doesan official training series from Adobe, developed with the support of Adobe product experts.Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to:Downloadable lesson files you need to work through the projects in the bookWeb Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by stepWhat you need to use this book: Adobe After Effects (2023 release) software, for either Windows or macOS. (Software not included.)Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe After Effects software.
This book investigates theories and practices shaped by a performance's relationship to the archive. The essays in the volume examine how the changing nature of performance practices has made it imperative to understand how the archive and archival practices could add to the performance work.
Conservation of Time-based Media Art is the first book to take stock of the current practices and conceptual frameworks that define the emerging field of time-based media conservation, which focuses on contemporary artworks that contain video, audio, film, slides or software components.Written and compiled by a diverse group of time-based media practitioners around the world, including conservators, curators, registrars and technicians among others, this volume offers a comprehensive survey of specialized practices that have developed around the collection, preservation and display of time-based media art. Divided into 23 chapters with contributions from 36 authors and 85 additional voices, the narrative of this book provides both an overview and detailed guidance on critical topics, including the acquisition, examination, documentation and installation of time-based media art; cross-medium and medium-specific treatment approaches and methods; the registration, storage, and management of digital and physical artwork components; collection surveys and project advocacy; lab infrastructures, staffing and the institutional implementation of time-based media conservation.Conservation of Time-based Media Art serves as a critical resource for conservation students and for a diverse professional audience who engage with time-based media art, including conservation practitioners and other collection caretakers, curators, art historians, collectors, gallerists, artists, scholars and academics.
This book provides a detailed insight into the current state of journalism and its future challenges. Offering new insights into this fast-developing area, this volume will be an engaging and vital resource for media professionals and researchers in journalism and communication studies.
Photojournalism Disrupted addresses the unprecedented disruptions in photojournalism over the last decade, with a particular focus on the Australian news media context.Using a mixed methods approach, the book assesses the situation facing press photographers and their employers in the supply of professional imagery for news storytelling. Detailed qualitative case studies looking at special events and crisis reporting complement a longitudinal study of sourcing practices around everyday events. Additionally, interviews with industry professionals offer insights into how news organizations are managing significant structural change. Ultimately, the book argues that photojournalism is being reshaped in line with wider industrial disruptions that have led to the emergence of a highly casualized workforce.As a comprehensive study of contemporary photojournalism practices, Photojournalism Disrupted is ideal for scholars and students internationally, as well as (photo)journalists and media professionals.
This handbook showcases how educators and practitioners around the world adapted their routine media pedagogies to meet the challenges of the COVID-19 pandemic, which often led to significant social, economic, and cultural hardships.Combining an innovative mix of traditional chapters, autoethnography, case studies, and dialogue within an intercultural framework, the handbook focuses on the future of media education and provides a deeper understanding of the challenges and affordances of media education as we move forward. Topics range from fighting disinformation, how vulnerable communities coped with disadvantages using media, transforming educational TV or YouTube to reach larger audiences, supporting students' wellbeing through various online strategies, examining early childhood, parents, and media mentoring using digital tools, reflecting on educators' intersectionality on video platforms, youth-produced media to fight injustice, teaching remotely and providing low-tech solutions to address the digital divide, search for solutions collaboratively using social media, and many more.Offering a unique and broad multicultural perspective on how we can learn from the challenges of addressing varied pedagogical issues that have arisen in the context of the pandemic, this handbook will allow researchers, educators, practitioners, institution leaders, and graduate students to explore how media education evolved during 2020 and 2021, and how these experiences can shape the future direction of media education.
By delivering the mindful writings from our selected authors, this book portrays one big idea: a new Human-Centered society that balances economics to resolve problems, especially in the use of an integrated area in cyberspace, physical space, and how it impacts the creative industries. Through The 8th Bandung Creative Movement, scholars from 15 Universities around the Asian and European countries have discussed this issue where Human-Centered society became the main consideration in the development.Three topics are presented to the readers. Firstly, "Sustainable Cities and Communities" explores the sub-fields that construct a more sustainable environment for society post-pandemic era, such as technologies, transportation, interior design, architecture, urban planning, etc. While "Art and Design: Recontextualization of Nusantara Tradition and Indigenous Culture" concerned the novel perspectives on recognizing cultural aspects that shape the face of creative industry, from cultural identity, visual and performing arts, pop culture to language and media. The last topic, "Changes and Dynamics in The Creative Industries," reviews the creative approach toward the industry's current trends, including marketplace, destination branding, or digital culture ecosystem.This book will enrich the mind of everybody who is an enthusiast of innovative research on creative industries, human-centered technologies, environmental design, and excellent society 5.0 post-pandemic era.
Quando si pensa all'espressione "cartone animato" la s'immagina quasi sempre in un contesto prettamente infantile, e si racchiudono in questa definizione anche forme di animazione che non sono propriamente definibili come cartoni animati e dunque disegni animati. Ma tale forma artistica è per l'appunto un'arte a tutti gli effetti che nulla ha da invidiare alle arti popolarmente associate ad un pubblico adulto, ed è molto spesso anch'essa rivolta a spettatori che non siano bambini. Vedremo come diversi cartoni animati dall'estetica vivace ed "infantile" abbiano trame complesse, messaggi intricati e contenuti destinati ad un pubblico adulto.Cominceremo marcando la differenza fra cartone animato per bambini e cartone animato per adulti, e analizzeremo anche i prodotti che sfuggono a questa categorizzazione e che acquisiscono significati e risvolti diversi a seconda del pubblico ai quali li si presenta. Approfondiremo la psicologia alla base della produzione per bambini, e le fondamentali differenze percettive che bisogna considerare quando si realizza un cartoon.Tratteremo inoltre alcuni fra i più rilevanti prodotti d'animazione italiani.Partiremo dai capisaldi dell'animazione, passando per capolavori anni Novanta, soffermandoci sui prodotti d'animazione giapponese. Andremo ad esaminare le dinamiche delle varie produzioni, i messaggi talvolta sorprendenti che gli animatori intendevano esprimere e l'impatto sociologico che suddette opere ebbero - e tutt'ora hanno - nei vari contesti in cui furono trasmesse.
Inspired by MPEG-I and JPEG-PLENO standardization activities, this book is for readers who want to understand 3D representations and multi-camera video processing for novel immersive media applications. The authors address new challenges that arise beyond compression-only, such as depth acquisition and 3D rendering.
Activate Learning with WeVideo!Instead of assigning boring worksheets and tedious tasks or practice problems, teachers today can design active and fun learning experiences that build on students' strengths and interests by using exciting edtech tools-like WeVideo.In this easy-to-follow guide, educator and WeVideo expert Nathan Lang-Raad provides 40 strategies using WeVideo to create engaging content that encourages students to practice real-life problem-solving skills. Using a student-centered learning approach, you can employ this powerful platform to ... Create an environment where students feel safe and empowered. Clearly communicate goals in a fun and engaging way. See learning in action. Provide a structure for students to share their voice with their peers, the community, and the world. Engage students at deeper learning through critical thinking and creativity.Take learning further with WeVideo!"For video to really impact learning and outcomes, active use should be the goal. What is even more important is how learners are empowered to use their own devices to capture video as a means to showcase what they have learned. Dr. Nathan Lang-Raad addresses these critical components and more in a practical guide that will pave the way to unleash the true power of video in the classroom." -Eric Sheninger, ICLE senior fellow, award-winning principal, and best-selling author of Digital Leadership"As educators, how do we encourage, support, and promote creativity in the classroom? Students naturally crave ways to express themselves creatively, and this book gives practical ways for teachers to help students do just that." -Jennie Magiera, chief program officer at EdTechTeam and president of The Student Voice Foundation"This book provides helpful strategies to support student growth and learning by giving learners a place to play, discover, wonder, be heard, solve problems, and create. Thank you for writing this, Dr. Nathan Lang-Raad!" -Alice Keeler, educator, speaker, and author of 50 Things You Can Do with Google Classroom
Introduces such redstone components as dust and power sources, and provides directions for building a mob farm trap, automatic firework display, and armor swapper.
Creating Flash Widgets with Flash CS4 and ActionScript 3.0 is an introduction to developing widgets for the Internet using the features of Flash CS4 and ActionScript 3.0.
Flash has long been one of the most approachable, user-friendly tools for creating web-based animations, games, and applications. This has contributed to making it one of the most widely used programs for creating interactive web content. With each new version of Flash, ActionScript, its built-in scripting language, has become more powerful and a little more complex, too. ActionScript, now at version 3.0, has significantly matured as a programming language, bringing power and speed only previously dreamed about to Flash-based animation, going far beyond traditionally used keyframes and tweens.The material inside this book covers everything you need to know to harness the power of ActionScript 3.0. First, all the basics of script-based animation and setting up an ActionScript 3.0 project are covered. An introduction to object-oriented programming follows, with the new syntax, events, and rendering techniques of ActionScript 3.0 explained, giving you the confidence to use the language, whether starting from scratch or moving up from ActionScript 2.0.The book goes on to provide information on all the relevant trigonometry you will need, before moving on to physics concepts such as acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. In no time at all, you'll both understand the concepts of scripted animation and have the ability to create all manner of exciting animations and games.
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.