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"Interactive multimedia"
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Mastering Adobe Captivate 2019
by
Bruyndonckx, Damien
,
Jaisingh, Pooja
in
Captivate (Electronic resource)
,
Computer animation
,
COMPUTERS / Computer Science
2019,2024
Adobe Captivate is used to create highly engaging, interactive, and responsive eLearning content. Do you want to produce high quality e-learning content but don't know where to begin? Do you want to implement e-learning in your company but are in need of a fun and interactive way to learn it? If any of these questions ring a bell, then this.
Handbook on Interactive Storytelling
by
Skult, Petter
,
Suovuo, Tomi 'bgt'
,
Smed, Jouni
in
Computer programming, programs, data
,
COMPUTERS
,
Computing and Processing
2021
Discover the latest research on crafting compelling narratives in interactive entertainment Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Systematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds Perfect for game designers, game developers, game and narrative researchers and academics, and undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, Handbook on Interactive Storytelling is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.
The Semiotics of Emoji
2016
Shortlisted for the BAAL Book Prize 2017 Emoji have gone from being virtually unknown to being a central topic in internet communication. What is behind the rise and rise of these winky faces, clinking glasses and smiling poos? Given the sheer variety of verbal communication on the internet and English's still-controversial role as lingua mundi for the web, these icons have emerged as a compensatory universal language. The Semiotics of Emoji looks at what is officially the world's fastest-growing form of communication. Emoji, the colourful symbols and glyphs that represent everything from frowning disapproval to red-faced shame, are fast becoming embedded into digital communication. Controlled by a centralized body and regulated across the web, emoji seems to be a language: but is it? The rapid adoption of emoji in such a short span of time makes it a rich study in exploring the functions of language. Professor Marcel Danesi, an internationally-known expert in semiotics, branding and communication, answers the pertinent questions. Are emoji making us dumber? Can they ultimately replace language? Will people grow up emoji literate as well as digitally native? Can there be such a thing as a Universal Visual Language? Read this book for the answers.
The Interactive Documentary in Canada
2024
Interactive documentary emerged rapidly from a constellation of
changing technologies and practices to much excitement, yet its
history is short and its future uncertain. In the mid-2010s Canada
was a world leader in the creation of i-docs. Less than a decade
later technological obsolescence has rendered many of these
celebrated projects inaccessible, while rapid digital innovation
continues to change the i-doc form and its modes of experience.
The Interactive Documentary in Canada captures this
transitional moment in documentary filmmaking and media production.
Bringing together a range of historical, theoretical, and critical
approaches, this collection examines the past - and the imagined
future - of a nonfiction storytelling phenomenon that has Canadian
institutions, figures, and works at its centre. Embracing a
polyphonic conception of interactive documentary, the volume
includes explorations of web-based, app-based, installation, and
virtual reality works that push the boundaries of what is
understood as documentary cinema. Leading documentary scholars and
makers consider the historical and technological contexts of i-doc
production, innovation, and exhibition; the political and
pedagogical potential of the genre; the ethics of the i‐doc
experience; and the format's future lifespan in the contemporary
media landscape.
The Interactive Documentary in Canada establishes a
place for the i-doc in the history of Canadian film, highlighting
the genre's significant impact on the National Film Board of Canada
and on contemporary global documentary media.