Products related to Media:
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Dynamic Media Environments : Expanding the Scope of Media Literacy
An accessible introduction to understanding the current media environment and the culture it contains, this book provides an indispensable guide to dynamic media literacy in the digital environment. Katherine G. Fry draws from philosophies of technology and communication, from media ecology, critical cultural theory, and critical pedagogy to explain the dimensions of media environments.Fry introduces an essential dynamic media environment model that can be used as a framework for understanding global social challenges.The model extends media literacy education and practice by de-centering media messages, instead explaining media as environments – as cultures created by and within our dominant form of communication.Exploring progressive education philosophies that advocate inclusion, independence, empathy, and critical thinking toward problem-solving in a rapidly changing world, this book includes media literacy examples, global case studies, exercises, and learning tools to facilitate learning the full scope of the current media environment.This book explores how the digital communication environment operates on many dimensions so that we, as citizens, as players within the shifting digital environment, can act to shape it. Essential reading for students and scholars of media and communication studies, media literacy, and media education, as well as other disciplines where media is used as a lens to examine issues within society.
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Writing for Interactive Media : Social Media, Websites, Applications, e-Learning, Games
This thoroughly revised fourth edition teaches students and professionals how to create interactive content for all types of new media and become successful writers or designers in a variety of fields. This comprehensive guide is grounded in the core principles and skills of interactive media writing, in which writers create text and structure content to guide users through interactive products such as websites or software.The book examines case studies on interactive formats including complex informational websites, computer games, e-learning courses, training programs, and immersive exhibits.These case studies assess real-world products and documentation used by professional writers such as scripts, outlines, screenshots, and flowcharts.The book also provides practical advice on how to use interactive media writing skills to advance careers in the social media, technical, instructional communication, and creative media fields.This edition includes new chapters on UX Writing and Content Design, Social Media Writing, and Writing for Mobile. Writing for Interactive Media prepares students for the writing challenges of today’s technology and media.It can be used as a core textbook for courses in UX Writing, Writing for Digital Media, and Technical and Professional Communication and is a valuable resource for writing professionals at all levels. Supplemental resources include a sample syllabus, class assignments, student exercises, scripts, outlines, flowcharts, and other interactive writing samples.They are available online at www.routledge.com/9781032554242
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Early Modern Media Ecology
The early modern world was as enigmatic as it was dynamic.New epistemologies and technologies, open controversies about the world and afterworld, encounters with various cultures, and numerous forms of entertainment wetted the appetite for ever-new sensational experiences, an emerging visual language, and different social constellations.Thaumaturgy, the art of making wonder, was the historical term under which many of these forms were subsumed: encompassing everything from magic lanterns to puppets to fireworks, and deliberately mingling the spheres of commercial entertainment, art, and religion.But thaumaturgy was not just an idle pastime but a vital field of cultural and intercultural negotiation.This Element introduces this field and suggests a new form of historiography-media ecology-which focuses on connections, formations, and transformations and takes a global perspective.
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Gooey Media : Screen Entertainment and the Graphic User Interface
Explores the influence of the graphic user interface on contemporary screen mediaArgues for a critical reading of screen media which centres the GUI in the production and reception of this mediaOffers an innovatively interdisciplinary exploration of digital screen media, employing film studies, new media studies, videogame studies, urban theory, and morePlaces interfaces, videogames, films, television, apps, VR, and other media on equal footing Analyses a wide variety of case studies from various contemporary mainstream media to show their connections and influencesUpdates ideas of media convergence and remediation for today's overlapping media environmentThe Graphic User Interface, or GUI, is the adhesive centre of today's screen entertainment web.From films and television to apps and videogames, it holds together a multitude of media and shapes the way they are accessed, organised, created, consumed, and manipulated.However, it does not do so without leaving viscous traces, and Gooey Media: Screen Entertainment and the Graphic User Interface examines this residue and its consequences, revealing how the GUI exerts a powerful influence on contemporary media. Focusing on aesthetics and adopting a media agnostic approach, Jones explores cinema, streaming platforms, television, user-generated content, videogames, apps, virtual reality, VFX, design software, and more in order to show how they cross-pollinate with one another and with our desktop interfaces.The result is a new approach for analysing convergent media in the digital era.
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What are interactive and passive media?
Interactive media refers to content that allows the user to actively engage with it, such as through clicking, dragging, or typing. This type of media requires the user to participate and make choices, leading to a more personalized and engaging experience. On the other hand, passive media refers to content that is consumed without any active participation from the user, such as watching a movie or reading a book. Passive media does not require the user to interact with the content in order to consume it.
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How creative should a media designer be?
A media designer should be very creative, as creativity is a key aspect of their role. They are responsible for creating visually appealing and engaging content, so having a strong creative vision is essential. However, they also need to balance their creativity with practicality and the needs of the client or project. It's important for a media designer to be innovative and think outside the box, while also being able to effectively communicate the client's message and meet their objectives.
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Should I study Interactive Media or Communication Design at Augsburg University?
The decision between studying Interactive Media or Communication Design at Augsburg University depends on your interests and career goals. If you are interested in creating digital experiences, user interfaces, and interactive technologies, then Interactive Media may be the better choice for you. On the other hand, if you are more interested in visual communication, branding, and design strategy, then Communication Design may be a better fit. Consider your strengths, interests, and long-term career aspirations to make an informed decision. Additionally, you may want to research the specific curriculum, faculty, and resources available for each program at Augsburg University to help inform your decision.
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Which ten modern storage media are not magnetic storage?
Ten modern storage media that are not magnetic storage include: 1. Solid State Drives (SSD) 2. USB flash drives 3. SD cards 4. Blu-ray discs 5. DVD-RW discs 6. Cloud storage 7. Optical discs 8. NAND flash memory 9. RAM (Random Access Memory) 10. Compact Flash cards
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Fictional Practices of Spirituality I : Interactive Media
»Fictional Practices of Spirituality« provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive.This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices.It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics.The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations.
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Interactive Cinema : The Ambiguous Ethics of Media Participation
Connecting interactive cinema to media ethics and global citizenship Interactive Cinema explores various cinematic practices that work to transform what is often seen as a primarily receptive activity into a participatory, multimedia experience.Surveying a multitude of unorthodox approaches throughout the history of motion pictures, Marina Hassapopoulou offers insight into a range of largely ephemeral and site-specific projects that consciously assimilate viewers into their production. Analyzing examples of early cinema, Hollywood B movies, museum and gallery installations, virtual-reality experiments, and experimental web-based works, Hassapopoulou travels across numerous platforms, highlighting a diverse array of strategies that attempt to unsettle the allegedly passive spectatorship of traditional cinema.Through an exploration of these radically inventive approaches to the medium, many of which emerged out of sociopolitical crises and periods of historical transition, she works to expand notions of interactivity by considering it in both technological and phenomenological terms. Deliberately revising and expanding Eurocentric scholarship to propose a much broader, transnational scope, the book emphasizes the ethical dimensions of interactive media and their links to larger considerations around community building, citizenship, and democracy.By combining cutting-edge theory with updated conventional film studies methodologies, Interactive Cinema presses at the conceptual limits of cinema and offers an essential road map to the rapidly evolving landscape of contemporary media.
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Mixed-Media Collagraph Prints : Creative Techniques
This practical and well-illustrated book gives a full account of how to make bold, dynamic collagraph prints.It explains a range of techniques from drypoint to collagraph, as well as viscosity printing and mixed media.Packed with finished examples, it also celebrates printmaking as an art form in itself, not just as a process for producing multiples, and encourages the artist to find their own distinct style. The book provides inspiration to achieve vibrant textures and exciting surface effects and there are practical tips to encourage you to experiment and play.
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Improving Children's Critical and Creative Thinking Using Media : Through Traditional and Digital Media
This book addresses the most common questions raised by parents regarding the impact of media on children.It offers insights on suitable media choices for children, fostering healthy media usage, determining appropriate age for media consumption, and navigating related technologies.Additionally, practical suggestions are provided on integrating media literacy into everyday situations with children. This book explores theories surrounding the effects of media violence, the importance of teaching online ethics, children's fear toward film characters, shielding children from distressing news, promoting advertisement literacy, exploring media's role in sexual education, and cultivating critical thinking skills to discern media clichés.These topics are thoroughly explored and discussed within the book.By engaging with this book, parents will acquire a practical level of media literacy that empowers them to support their children's growth in critical and creative thinking.It equips parents to navigate the challenges that arise when using both traditional and digital media effectively. Audiences of this book include parents, caregivers of children, educators, and anyone involved in working with children.
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Is my user account user-friendly?
To determine if your user account is user-friendly, consider factors such as ease of navigation, clear instructions, and accessibility features. Evaluate if users can easily find the information they need, if the interface is intuitive, and if there are options for customization. Conduct user testing to gather feedback on the account's usability and make improvements based on the results. Overall, a user-friendly account should prioritize the user experience and make it simple for users to accomplish their tasks efficiently.
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What are mass media and communication media?
Mass media refers to various forms of communication that reach a large audience, such as television, radio, newspapers, and magazines. Communication media, on the other hand, encompasses all the tools and platforms used to transmit information, including social media, email, and websites. Both mass media and communication media play a crucial role in disseminating information, shaping public opinion, and facilitating communication on a global scale.
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How can I change a static IP to a dynamic IP at Unity Media?
To change a static IP to a dynamic IP at Unity Media, you will need to contact their customer service or technical support team. They will be able to assist you in making the necessary changes to your account settings. It's important to provide them with your account details and explain that you want to switch from a static IP to a dynamic IP. They will guide you through the process and ensure that the change is made successfully.
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Should I trust alternative media or mainstream media?
It's important to approach both alternative and mainstream media with a critical mindset. Alternative media can provide different perspectives and voices that may not be represented in mainstream media, but it's important to fact-check and verify the information. Mainstream media, on the other hand, often has more resources for fact-checking and verification, but it's important to be aware of potential biases and agendas. Ultimately, it's best to consume a variety of sources and critically evaluate the information presented.
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