Digital Entertainment PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Digital Entertainment PDF full book. Access full book title Digital Entertainment.

Digital Entertainment

Digital Entertainment
Author: Subhankar Das
Publisher: Springer Nature
Total Pages: 265
Release: 2021-02-06
Genre: Business & Economics
ISBN: 9811597243

Download Digital Entertainment Book in PDF, ePub and Kindle

This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).


Digital Entertainment as Next Evolution in Service Sector

Digital Entertainment as Next Evolution in Service Sector
Author: Subhankar Das
Publisher: Springer Nature
Total Pages: 213
Release: 2023-02-20
Genre: Business & Economics
ISBN: 9811981213

Download Digital Entertainment as Next Evolution in Service Sector Book in PDF, ePub and Kindle

The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.


Digital Entertainment Superguide

Digital Entertainment Superguide
Author:
Publisher: TechHive Editors
Total Pages: 89
Release:
Genre:
ISBN: 1937821277

Download Digital Entertainment Superguide Book in PDF, ePub and Kindle

Audio and video content is all around us. And these days much of it comes not from TV cables, satellite dishes, and radio antennas, but from our digital devices around the house, streaming over the Internet and local networks. And that’s why we created the Digital Entertainment Superguide, a primer with everything you need to know to get started. This book walks you through how to set up your home network and choose the right hardware—set-top boxes, smart TVs, media center computers, streaming speakers, remote controls, and more—for your needs. Like to watch TV shows and movies but not sure where to find what? We’ve got you covered with a guide to streaming video sources for your TV or mobile devices.We don’t leave music lovers out either, as we help you choose the best streaming audio service. Do you want Mog, Rdio, Rhapsody, Slacker, or Spotify? How much does each service cost? Which sounds best? We answer all those questions and more in the pages that follow. Finally, if you’re wondering how to move audio and video around the house—stream music wirelessly from an iPhone to an AirPlay speaker in the living room or send video from a computer to your beautiful wall-mounted HDTV—you’ve come to the right place. We’ll even show you how to use your smartphone or tablet to control it all. So read on, and let the fun begin!


Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment
Author: Zhigeng Pan
Publisher: Springer
Total Pages: 1420
Release: 2006-03-22
Genre: Computers
ISBN: 3540334246

Download Technologies for E-Learning and Digital Entertainment Book in PDF, ePub and Kindle

This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.


Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment
Author: Kin-chuen Hui
Publisher: Springer
Total Pages: 974
Release: 2007-07-17
Genre: Computers
ISBN: 3540730117

Download Technologies for E-Learning and Digital Entertainment Book in PDF, ePub and Kindle

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.


Handbook of Multimedia for Digital Entertainment and Arts

Handbook of Multimedia for Digital Entertainment and Arts
Author: Borko Furht
Publisher: Springer Science & Business Media
Total Pages: 764
Release: 2010-03-10
Genre: Computers
ISBN: 0387890246

Download Handbook of Multimedia for Digital Entertainment and Arts Book in PDF, ePub and Kindle

The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.


The Digital Glocalization of Entertainment

The Digital Glocalization of Entertainment
Author: Paolo Sigismondi
Publisher: Springer Science & Business Media
Total Pages: 142
Release: 2011-08-31
Genre: Business & Economics
ISBN: 146140908X

Download The Digital Glocalization of Entertainment Book in PDF, ePub and Kindle

In this volume, Paolo Sigismondi explores the dynamics of global media and entertainment, specifically analyzing the implications of the global rise of non-scripted entertainment (as reality TV programs) and the impact and consequences of the Information and Communication Technology (ICT) revolution on the content, delivery platforms, and overall business models of the media and entertainment landscape. This work aims at bridging the gap between media theories and industry practices in a rapidly evolving global mediascape, building on scholarship in the field and enriched by case studies and insights from business practice. This work demonstrates that the paradigms of the landscape are shifting, introducing the digital “glocalization” of entertainment, through which successful media crossing national and cultural borders incorporate both global and local features. Key questions raised include: Is the ICT revolution an example of disruptive technology for the global media and entertainment industry? Is the existing status quo challenged, and in, particular Hollywood’s global leadership? What are the global entities emerging as Hollywood’s main competitors in this technologically evolving landscape? Sigismondi argues that as new players are entering the field, new threats to Hollywood’s dominance are emerging. The global leaders in non-scripted entertainment, for example, are European-based global entities operating outside the Hollywood system. Meanwhile, the ICT revolution is modifying the contours and boundaries of the global mediascape. Sigismondi’s approach provides unique insight into how the forces of technology and globalization are transforming television, cinema, and online entertainment.


The Digital Media Handbook

The Digital Media Handbook
Author: Andrew Dewdney
Publisher: Routledge
Total Pages: 466
Release: 2013-10-30
Genre: Language Arts & Disciplines
ISBN: 1135077150

Download The Digital Media Handbook Book in PDF, ePub and Kindle

The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media, emphasising cultural continuity alongside technological change, and highlighting the emergence of new forms of communication in contemporary networked culture. Andrew Dewdney and Peter Ride present detailed critical commentary and descriptive historical accounts, as well as a series of interviews from a range of digital media practitioners, including producers, developers, curators and artists. The Digital Media Handbook highlights key concerns of today’s practitioners, analysing how they develop projects, interact and solve problems within the context of networked communication. The Digital Media Handbook includes: Essays on the history and theory of digital media Essays on contemporary issues and debates Interviews with digital media professionals A glossary of technical acronyms and key terms.


Digital Media Effects

Digital Media Effects
Author: W. James Potter
Publisher: Rowman & Littlefield
Total Pages: 265
Release: 2021-01-20
Genre: Social Science
ISBN: 1538140020

Download Digital Media Effects Book in PDF, ePub and Kindle

People have always depended on the mass media for information and entertainment. With mobile devices and easy access to the internet, people are now in constant connection with an ever growing source of information and entertainment and they contribute their own content to those sources through social media. As their media usage shifts towards digital media with their immediacy, interactivity, and intrusiveness, the way media affects people has fundamentally changed. Digital Media Effects focuses on those changes in media effects. While the author acknowledges the findings from the very large literature of effects from exposure to traditional media. Expanding from traditional media effects studies, this book focuses attention on the kinds of effects that have arisen in the new digital age.


Digital Storytelling

Digital Storytelling
Author: Carolyn Handler Miller
Publisher: CRC Press
Total Pages: 569
Release: 2014-06-27
Genre: Art
ISBN: 1135044457

Download Digital Storytelling Book in PDF, ePub and Kindle

Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.