Digital Multimedia Perception and Design

Digital Multimedia Perception and Design

Author: Ghinea, Gheorghita

Publisher: IGI Global

Published: 2006-04-30

Total Pages: 318

ISBN-13: 1591408628

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"This book provides a well-rounded synopsis of the state-of-the-art in perceptual-based multimedia design"--Provided by publisher.


Being and the Screen

Being and the Screen

Author: Stephane Vial

Publisher: MIT Press

Published: 2019-11-12

Total Pages: 278

ISBN-13: 0262043165

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How digital technology is profoundly renewing our sense of what is real and how we perceive. Digital technologies are not just tools; they are structures of perception. They determine the way in which the world appears to us. For nearly half a century, technology has provided us with perceptions coming from an unknown world. The digital beings that emerge from our screens and our interfaces disrupt the notion of what we experience as real, thereby leading us to relearn how to perceive. In Being and the Screen, Stéphane Vial provides a philosophical analysis of technology in general, and of digital technologies in particular, that relies on the observation of experience (phenomenology) and the history of technology (epistemology). He explains that technology is no longer separate from ourselves—if it ever was. Rather, we are as much a part of the machine as the machine is part of us. Vial argues that the so-called difference between the real and the virtual does not exist and never has. We are living in a hybrid environment—which is both digital and nondigital, online and offline. With this book, Vial endows philosophical meaning to what we experience daily in our digital age. In A Short Treatise on Design, Vial offers a concise introduction to the discipline of design—not a history book, but a book built of philosophical problems, developing a theory of the effect of design. This book is published with the support of the University of Nîmes, France.


Digital Media, Projection Design, and Technology for Theatre

Digital Media, Projection Design, and Technology for Theatre

Author: Alex Oliszewski

Publisher: Taylor & Francis

Published: 2018-03-19

Total Pages: 441

ISBN-13: 1317356713

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Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.


Screen Design Manual

Screen Design Manual

Author: Frank Thissen

Publisher: Springer Science & Business Media

Published: 2003-09-11

Total Pages: 340

ISBN-13: 9783540439233

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The Screen Design Manual provides designers of interactive media with a practical working guide for preparing and presenting information that is suitable for both their target groups and the media they are using. It highlights background information and relationships, clarifying them with examples, and encourages the further development of the language of digital media. In addition to the basics of perception and learning psychology, ergonomics, communication theory, imagery research, and aesthetics, the book also considers design navigation and orientation elements. Guidelines and checklists, along with the comprehensive design of the book, support the transfer of information into practice. Frank Thissen teaches multimedia didactics and information design at the University of Applied Sciences in Stuttgart. For over 10 years he has been developing computer based training. He has worked for international companies such as Siemens AG and SAP AG. His research project explores the role of emotion in e-learning > www.frank-thissen.de Key Topics: - Interactive media - Text for the screen - Effective use of pictures - Video, animation, and sound - Screen layout - Orientation and navigation - Interaction - Emotions and metamessages - Intercultural communication


Perspectives on Design and Digital Communication II

Perspectives on Design and Digital Communication II

Author: Nuno Martins

Publisher: Springer Nature

Published: 2021-05-29

Total Pages: 447

ISBN-13: 3030758672

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This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design. Chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.


Interactivity by Design

Interactivity by Design

Author: Ray Kristof

Publisher:

Published: 1995

Total Pages: 142

ISBN-13:

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Interactivity By Design presents a clear, focused process for designing interactive products.


Multimedia and Virtual Reality Engineering

Multimedia and Virtual Reality Engineering

Author: Richard Brice

Publisher: Butterworth-Heinemann

Published: 1997-10-17

Total Pages: 328

ISBN-13: 9780750629874

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This is the complete practical introduction to virtual reality and multimedia for those wishing to build systems. It covers the foundations and engineering needed to design and construct projects incorporating video, audio and textural elements and including the use of the latest hardware, to create an artificial world for education, information or entertainment. Production and authoring platforms are described, computer animation and hypertext are covered, but those looking for pages of software listings and computerspeak will be disappointed. This book is about the nuts and bolts: sound and video cards, head mounted displays, CrystalEyes glasses, other 3D glasses for entertainment, audio and video production, and realistic auditory and visual stimulation including stereoscopy. The creation of Cyberspace, and strategies to achieve a complete Cyberatmosphere are presented. Three-dimensional sound generation and video techniques that have never previously been published are revealed. This is the handbook for anyone working in the industry, or hoping to enter it. It also provides a guide for those hoping to 'cross-fertilise' the industry, coming from audio, video, computing or engineering backgrounds. A complete technical guide to MM and VR Includes a Hypertext edition of the book with added audio and graphics on CD Hardware, software, video and never before published 3D audio techniques covered


Handbook of Research on Digital Media and Creative Technologies

Handbook of Research on Digital Media and Creative Technologies

Author: Harrison, Dew

Publisher: IGI Global

Published: 2015-03-31

Total Pages: 547

ISBN-13: 146668206X

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Emerging technologies enable a wide variety of creative expression, from music and video to innovations in visual art. These aesthetics, when properly explored, can enable enhanced communication between all kinds of people and cultures. The Handbook of Research on Digital Media and Creative Technologies considers the latest research in education, communication, and creative social expression using digital technologies. By exploring advances in art and culture across national and sociological borders, this handbook serves to provide artists, theorists, information communication specialists, and researchers with the tools they need to effectively disseminate their ideas across the digital plane.


The Design Student's Handbook

The Design Student's Handbook

Author: Jane Bartholomew

Publisher: Routledge

Published: 2015-07-17

Total Pages: 1085

ISBN-13: 1317341236

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What is design? What are the main design disciplines, and how do they interrelate? How does design theory and context help you improve your studio work? What do you need to know by the end of your course to get a good career? What can you do to become a knowledgeable designer and improve your skills so that you stand out from the crowd? Whether you are already studying design, thinking about choosing a course, or are well on your way to finding your first job, this essential and uniquely comprehensive book will introduce you to the world of design and support you throughout your studies and on into the industry. Key features Develops your core skills and supports you in making the most of your studies. Describes the multi-disciplinary design world by exploring the various design disciplines – graphics, fashion and textiles, three-dimensional design, craft, spatial, interactive media, and theatre, film and television. Contains crucial practical information so you’re ready for your career - placements, working with industry and self-employment, networking, job-seeking and how to succeed in your own business. Covers the key practical, theoretical and cultural fundamentals of design to help you understand and inform your practice - chapters on creativity and innovation, history, culture and context, how to communicate design, colour theory, aesthetics, and how to design with ethical, social and responsible considerations. Comprises chapters written by designers and lecturers, all experts in their fields. Includes stories, career profiles and first-hand quotes by students, established designers and industry specialists exploring what it’s like to study and to work in the design industry today. Identifies important books and websites for further reading. The Design Student’s Handbook will guide you along the road to a successful and fulfilling career and is an essential text for studying any of the design disciplines.