Immersed in Technology

Immersed in Technology

Author: Banff Centre for the Arts

Publisher: MIT Press

Published: 1996

Total Pages: 400

ISBN-13: 9780262133142

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Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.


Book Synopsis Immersed in Technology by : Banff Centre for the Arts

Download or read book Immersed in Technology written by Banff Centre for the Arts and published by MIT Press. This book was released on 1996 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.


Immersed in Media

Immersed in Media

Author: Matthew Lombard

Publisher: Springer

Published: 2015-06-18

Total Pages: 332

ISBN-13: 3319101900

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Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.


Book Synopsis Immersed in Media by : Matthew Lombard

Download or read book Immersed in Media written by Matthew Lombard and published by Springer. This book was released on 2015-06-18 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.


Immersed

Immersed

Author: Jenetta Penner

Publisher: Createspace Independent Publishing Platform

Published: 2017-07-10

Total Pages: 0

ISBN-13: 9781548585303

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"Just when she thought it was safe to step into the light. After a daring escape from Elore, Avlyn finds that the Outerbounds isn't the haven of freedom she's hoped for. Deception and lies run rampant. Avlyn's powerful Immersion ability marks her as dangerous. Dangerous, but highly valuable. Will she find her place in this new world? Or have to die trying?"--Back cover.


Book Synopsis Immersed by : Jenetta Penner

Download or read book Immersed written by Jenetta Penner and published by Createspace Independent Publishing Platform. This book was released on 2017-07-10 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Just when she thought it was safe to step into the light. After a daring escape from Elore, Avlyn finds that the Outerbounds isn't the haven of freedom she's hoped for. Deception and lies run rampant. Avlyn's powerful Immersion ability marks her as dangerous. Dangerous, but highly valuable. Will she find her place in this new world? Or have to die trying?"--Back cover.


Immersed in Media

Immersed in Media

Author: Cheryl Campanella Bracken

Publisher: Routledge

Published: 2010-04-05

Total Pages: 462

ISBN-13: 1135849889

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"Over the next few decades, immersive media could fundamentally change the ways humans engage in entertainment, communication, and social interaction. The current volume takes a step towards understanding this potential paradigm shift, combining insights from pioneers of the field of ‘presence’ with bright young scholars who bring a new perspective." —Jeremy Bailenson, Stanford University, USA "This book provides an indispensable contribution to scholars in communication studies, computer science and psychology interested in the modes of being present in different media, and offers a careful historical and theoretical framework to the state-of-the-art research."—Anna Spagnolli, University of Padova, Italy "Bracken and Skalski have assembled a collection of works from the world’s foremost authorities on telepresence, a topic that has gone understudied for years. Someone has finally assembled a comprehensive volume on the subject. This book is a must not only for those interested in telepresence, but for mass communication scholars of all kinds."—Kenneth A. Lachan, University of Massachusetts, Boston, USA Immersed in Media highlights the increasing significance of telepresence in the media field. With contributions representing diverse disciplines, this volume delves into the topic through considerations of popular media types and their effects on users. Chapters in the work explain how the experience of presence can be affected by media technologies, including television, video games, film, and the Internet. They also discuss how presence experience mediates or moderates commonly studied media effects, such as enjoyment, persuasion, and aggression. These discussions are accompanied by overviews of the current state of presence research and its future. Ultimately, this work establishes the crucial role of telepresence in gaining a complete understanding of the uses and effects of popular media technologies.


Book Synopsis Immersed in Media by : Cheryl Campanella Bracken

Download or read book Immersed in Media written by Cheryl Campanella Bracken and published by Routledge. This book was released on 2010-04-05 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Over the next few decades, immersive media could fundamentally change the ways humans engage in entertainment, communication, and social interaction. The current volume takes a step towards understanding this potential paradigm shift, combining insights from pioneers of the field of ‘presence’ with bright young scholars who bring a new perspective." —Jeremy Bailenson, Stanford University, USA "This book provides an indispensable contribution to scholars in communication studies, computer science and psychology interested in the modes of being present in different media, and offers a careful historical and theoretical framework to the state-of-the-art research."—Anna Spagnolli, University of Padova, Italy "Bracken and Skalski have assembled a collection of works from the world’s foremost authorities on telepresence, a topic that has gone understudied for years. Someone has finally assembled a comprehensive volume on the subject. This book is a must not only for those interested in telepresence, but for mass communication scholars of all kinds."—Kenneth A. Lachan, University of Massachusetts, Boston, USA Immersed in Media highlights the increasing significance of telepresence in the media field. With contributions representing diverse disciplines, this volume delves into the topic through considerations of popular media types and their effects on users. Chapters in the work explain how the experience of presence can be affected by media technologies, including television, video games, film, and the Internet. They also discuss how presence experience mediates or moderates commonly studied media effects, such as enjoyment, persuasion, and aggression. These discussions are accompanied by overviews of the current state of presence research and its future. Ultimately, this work establishes the crucial role of telepresence in gaining a complete understanding of the uses and effects of popular media technologies.


Technology, Media Literacy, and the Human Subject

Technology, Media Literacy, and the Human Subject

Author: Richard S. Lewis

Publisher: Open Book Publishers

Published: 2021-06-03

Total Pages: 218

ISBN-13: 1800641850

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Media literacy is often focused on evaluating the message rather than reflecting on the medium. Bringing together postphenomenology, media ecology, posthumanism, and complexity theory, Richard Lewis’s book offers a method for such a reflection and shows how our everyday media environments constitute us as (post)human subjects: one that is becoming and constitutes through relations – also with our media technologies. An original interdisciplinary effort – including for example the term 'intrasubjective mediation' – and a must-read book for everyone interested in how we become with and through technologies. Prof Mark Coeckelbergh, University of Vienna Technology, Media Literacy, and the Human Subject is a clearly and concisely written book that employs a fruitful transdisciplinary approach. It at once offers an excellent grounding in the literature, whilst simultaneously developing a useful tool for students to reflect deeply and critically upon their own engagement with media. Thoroughly recommended. Alexander Thomas, University of East London What does it mean to be media literate in today’s world? How are we transformed by the many media infrastructures around us? We are immersed in a world mediated by information and communication technologies (ICTs). From hardware like smartphones, smartwatches, and home assistants to software like Facebook, Instagram, Twitter, and Snapchat, our lives have become a complex, interconnected network of relations. Scholarship on media literacy has tended to focus on developing the skills to access, analyze, evaluate, and create media messages without considering or weighing the impact of the technological medium—how it enables and constrains both messages and media users. Additionally, there is often little attention paid to the broader context of interrelations which affect our engagement with media technologies. This book addresses these issues by providing a transdisciplinary method that allows for both practical and theoretical analyses of media investigations. Informed by postphenomenology, media ecology, philosophical posthumanism, and complexity theory the author proposes both a framework and a pragmatic instrument for understanding the multiplicity of relations that all contribute to how we affect—and are affected by—our relations with media technology. The author argues persuasively that the increased awareness provided by this posthuman approach affords us a greater chance for reclaiming some of our agency and provides a sound foundation upon which we can then judge our media relations. This book will be an indispensable tool for educators in media literacy and media studies, as well as academics in philosophy of technology, media and communication studies, and the post-humanities.


Book Synopsis Technology, Media Literacy, and the Human Subject by : Richard S. Lewis

Download or read book Technology, Media Literacy, and the Human Subject written by Richard S. Lewis and published by Open Book Publishers. This book was released on 2021-06-03 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media literacy is often focused on evaluating the message rather than reflecting on the medium. Bringing together postphenomenology, media ecology, posthumanism, and complexity theory, Richard Lewis’s book offers a method for such a reflection and shows how our everyday media environments constitute us as (post)human subjects: one that is becoming and constitutes through relations – also with our media technologies. An original interdisciplinary effort – including for example the term 'intrasubjective mediation' – and a must-read book for everyone interested in how we become with and through technologies. Prof Mark Coeckelbergh, University of Vienna Technology, Media Literacy, and the Human Subject is a clearly and concisely written book that employs a fruitful transdisciplinary approach. It at once offers an excellent grounding in the literature, whilst simultaneously developing a useful tool for students to reflect deeply and critically upon their own engagement with media. Thoroughly recommended. Alexander Thomas, University of East London What does it mean to be media literate in today’s world? How are we transformed by the many media infrastructures around us? We are immersed in a world mediated by information and communication technologies (ICTs). From hardware like smartphones, smartwatches, and home assistants to software like Facebook, Instagram, Twitter, and Snapchat, our lives have become a complex, interconnected network of relations. Scholarship on media literacy has tended to focus on developing the skills to access, analyze, evaluate, and create media messages without considering or weighing the impact of the technological medium—how it enables and constrains both messages and media users. Additionally, there is often little attention paid to the broader context of interrelations which affect our engagement with media technologies. This book addresses these issues by providing a transdisciplinary method that allows for both practical and theoretical analyses of media investigations. Informed by postphenomenology, media ecology, philosophical posthumanism, and complexity theory the author proposes both a framework and a pragmatic instrument for understanding the multiplicity of relations that all contribute to how we affect—and are affected by—our relations with media technology. The author argues persuasively that the increased awareness provided by this posthuman approach affords us a greater chance for reclaiming some of our agency and provides a sound foundation upon which we can then judge our media relations. This book will be an indispensable tool for educators in media literacy and media studies, as well as academics in philosophy of technology, media and communication studies, and the post-humanities.


Configured

Configured

Author: Jenetta Penner

Publisher: Createspace Independent Publishing Platform

Published: 2016-10-20

Total Pages: 0

ISBN-13: 9781548114305

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There will come a day... when love will mark you as a traitor.In a society where emotions are nothing and function is everything, Avlyn Lark is just trying to blend in.She's lucky to be alive, unlike her twin brother Ben who died when they were four. And she's lucky to have been taken from her biological parents and assigned to a Level Two family. But mastering her emotions? That's a problem, especially when a rebel bomb blows up a building right in front of her. Then on Configuration Day, Avlyn's official transition to adulthood, she starts seeing strange visions. And instead of being placed with a low-level tech company where she could hide away, she's hired by Genesis Technologies, the government firm that monitors every citizen. Now, instead of blending in, Avlyn fears she'll be exposed for what she really is.If Gen Tech finds out how deeply she feels, it will ruin her life. And if they find out about her secret meetings with a mysterious but handsome member of the rebel forces, her life will be more than ruined.It will be over.Fans of dystopian novels like Divergent, Matched, and the Maze Runner will love this world of dark secrets, intrigue and thirst for a better tomorrow.


Book Synopsis Configured by : Jenetta Penner

Download or read book Configured written by Jenetta Penner and published by Createspace Independent Publishing Platform. This book was released on 2016-10-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: There will come a day... when love will mark you as a traitor.In a society where emotions are nothing and function is everything, Avlyn Lark is just trying to blend in.She's lucky to be alive, unlike her twin brother Ben who died when they were four. And she's lucky to have been taken from her biological parents and assigned to a Level Two family. But mastering her emotions? That's a problem, especially when a rebel bomb blows up a building right in front of her. Then on Configuration Day, Avlyn's official transition to adulthood, she starts seeing strange visions. And instead of being placed with a low-level tech company where she could hide away, she's hired by Genesis Technologies, the government firm that monitors every citizen. Now, instead of blending in, Avlyn fears she'll be exposed for what she really is.If Gen Tech finds out how deeply she feels, it will ruin her life. And if they find out about her secret meetings with a mysterious but handsome member of the rebel forces, her life will be more than ruined.It will be over.Fans of dystopian novels like Divergent, Matched, and the Maze Runner will love this world of dark secrets, intrigue and thirst for a better tomorrow.


Smarter Than You Think

Smarter Than You Think

Author: Clive Thompson

Publisher: Penguin

Published: 2013-09-12

Total Pages: 352

ISBN-13: 1101638710

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A revelatory and timely look at how technology boosts our cognitive abilities—making us smarter, more productive, and more creative than ever It’s undeniable—technology is changing the way we think. But is it for the better? Amid a chorus of doomsayers, Clive Thompson delivers a resounding “yes.” In Smarter Than You Think, Thompson shows that every technological innovation—from the written word to the printing press to the telegraph—has provoked the very same anxieties that plague us today. We panic that life will never be the same, that our attentions are eroding, that culture is being trivialized. But, as in the past, we adapt—learning to use the new and retaining what is good of the old. Smarter Than You Think embraces and extols this transformation, presenting an exciting vision of the present and the future.


Book Synopsis Smarter Than You Think by : Clive Thompson

Download or read book Smarter Than You Think written by Clive Thompson and published by Penguin. This book was released on 2013-09-12 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: A revelatory and timely look at how technology boosts our cognitive abilities—making us smarter, more productive, and more creative than ever It’s undeniable—technology is changing the way we think. But is it for the better? Amid a chorus of doomsayers, Clive Thompson delivers a resounding “yes.” In Smarter Than You Think, Thompson shows that every technological innovation—from the written word to the printing press to the telegraph—has provoked the very same anxieties that plague us today. We panic that life will never be the same, that our attentions are eroding, that culture is being trivialized. But, as in the past, we adapt—learning to use the new and retaining what is good of the old. Smarter Than You Think embraces and extols this transformation, presenting an exciting vision of the present and the future.


digitalSTS

digitalSTS

Author: Janet Vertesi

Publisher: Princeton University Press

Published: 2019-05-07

Total Pages: 568

ISBN-13: 0691187088

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Scholars across the humanities, social sciences, and information sciences are grappling with how best to study virtual environments, use computational tools in their research, and engage audiences with their results. Classic work in science and technology studies (STS) has played a central role in how these fields analyze digital technologies, but many of its key examples do not speak to today’s computational realities. This groundbreaking collection brings together a world-class group of contributors to refresh the canon for contemporary digital scholarship. In twenty-five pioneering and incisive essays, this unique digital field guide offers innovative new approaches to digital scholarship, the design of digital tools and objects, and the deployment of critically grounded technologies for analysis and discovery. Contributors cover a broad range of topics, including software development, hackathons, digitized objects, diversity in the tech sector, and distributed scientific collaborations. They discuss methodological considerations of social networks and data analysis, design projects that can translate STS concepts into durable scientific work, and much more. Featuring a concise introduction by Janet Vertesi and David Ribes and accompanied by an interactive microsite, this book provides new perspectives on digital scholarship that will shape the agenda for tomorrow’s generation of STS researchers and practitioners.


Book Synopsis digitalSTS by : Janet Vertesi

Download or read book digitalSTS written by Janet Vertesi and published by Princeton University Press. This book was released on 2019-05-07 with total page 568 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scholars across the humanities, social sciences, and information sciences are grappling with how best to study virtual environments, use computational tools in their research, and engage audiences with their results. Classic work in science and technology studies (STS) has played a central role in how these fields analyze digital technologies, but many of its key examples do not speak to today’s computational realities. This groundbreaking collection brings together a world-class group of contributors to refresh the canon for contemporary digital scholarship. In twenty-five pioneering and incisive essays, this unique digital field guide offers innovative new approaches to digital scholarship, the design of digital tools and objects, and the deployment of critically grounded technologies for analysis and discovery. Contributors cover a broad range of topics, including software development, hackathons, digitized objects, diversity in the tech sector, and distributed scientific collaborations. They discuss methodological considerations of social networks and data analysis, design projects that can translate STS concepts into durable scientific work, and much more. Featuring a concise introduction by Janet Vertesi and David Ribes and accompanied by an interactive microsite, this book provides new perspectives on digital scholarship that will shape the agenda for tomorrow’s generation of STS researchers and practitioners.


Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games

Author: Newton Lee

Publisher: Springer Nature

Published: 2024-01-19

Total Pages: 2150

ISBN-13: 3031231619

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Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA


Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA


The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories

Author: Frank Rose

Publisher: W. W. Norton & Company

Published: 2012-03-05

Total Pages: 385

ISBN-13: 0393341259

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This is a field guide to the visionaries - and the fans - who are reinventing the art of storytelling.


Book Synopsis The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories by : Frank Rose

Download or read book The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories written by Frank Rose and published by W. W. Norton & Company. This book was released on 2012-03-05 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a field guide to the visionaries - and the fans - who are reinventing the art of storytelling.