A multifaceted collection of essays that explore the transformational potential of digital media culture, contextualize its media-technical conditions, and reflect on its social consequences.
A resource for existing GNU/Linux users or creatives brand new to open source software interested in image manipulation, illustration, animation, 3-D modeling, audio recording, DJing, mixing and mastering music, video editing, and web content delivery.
Anthology of new media and digital cultural materials, including desktop metaphors, Web 2.0 ecosystems, touch screens, blogging, eLearning, role-playing games, cybergothic music, wireless dreams, and more.
With authors from varied backgrounds in product design, interaction design, service design, game design, architecture, and graphic design, this anthology suggests that digital transformation is not just a technical process, but also a social and learning process that fundamentally changes the way we understand information.
An overview of the history, evolution and impact of interactive media; an analysis of interactive components (graphics, animation, audio, video, typography, color); an introduction to coding languages; a guide to usability; and a discussion of the varied creative, technical, and collaborative skills needed in this emerging field.
This book provides an overview of the basic technology and mechanisms underpinning the operation of Moving Picture Experts Group (MPEG) standards. It serves as a digital media reference tool for MP3, digital television, and online movies; all aspects of signal digitization; new innovations in the pipeline; and associated new business opportunities.
The design and production of artifacts, subjective experiences, life models, and social change is usually seen as a plannable and methodical activity. However, practice shows that there are many uncertainties and forms of not-knowing involved in design, art, and technology.