3D Game-based Filmmaking

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Publisher :
ISBN 13 :
Total Pages : 502 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis 3D Game-based Filmmaking by : Paul Marino

Download or read book 3D Game-based Filmmaking written by Paul Marino and published by . This book was released on 2004 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Machinima approach to creating movies promises to revolutionize the computer animation industry and this book will serve as the industry bible for emerging filmmakers. It expertly covers the very latest technology in filmmaking, from the history of Machinima, who the major players are, and where the Machinima movement is going. Conventional filmmakers are quickly adopting this medium as a much easier and economical way to produce animation films. This book contains a wealth of tips, tricks, and solid techniques to creating your own Machinima films from some of the best creative minds in the industry. Numerous hands-on projects are provided to show readers how to expertly create, edit, and view their own films. Some of the hot topics covered include developing actors, preparing sets, incorporating audio, adding special audio and visual effects, using the best post production techniques, using the best game engines, and much more.

3d Animation And Film Making Using Game Engines: The Art Of Machimina

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Author :
Publisher : Dreamtech Press
ISBN 13 : 9788177225396
Total Pages : 492 pages
Book Rating : 4.2/5 (253 download)

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Book Synopsis 3d Animation And Film Making Using Game Engines: The Art Of Machimina by : Paul Marino

Download or read book 3d Animation And Film Making Using Game Engines: The Art Of Machimina written by Paul Marino and published by Dreamtech Press. This book was released on with total page 492 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Machinima approach to creating movies promises to revolutionize the computer animation industry and this book will serve as the industry bible for emerging filmmakers. It expertly covers the very latest technology in filmmaking, from the history of Machinima, who the major players are, and where the Machinima movement is going. Conventional filmmakers are quickly adopting this medium as a much easier and economical way to produce animation films. This book contains a wealth of tips, tricks, and solid techniques to creating your own Machinima films from some of the best creative minds in the industry. Numerous hands-on projects are provided to show readers how to expertly create, edit, and view their own films. Some of the hot topics covered include developing actors, preparing sets, incorporating audio, adding special audio and visual effects, using the best post production techniques, using the best game engines, and much more.

3D Storytelling

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Publisher : Taylor & Francis
ISBN 13 : 1136038817
Total Pages : 258 pages
Book Rating : 4.1/5 (36 download)

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Book Synopsis 3D Storytelling by : Bruce Block

Download or read book 3D Storytelling written by Bruce Block and published by Taylor & Francis. This book was released on 2013-07-04 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: 3D Storytelling is the ultimate guide for directors, cinematographers, producers, and designers of stereoscopic 3D movies and videos. With an emphasis on the aesthetic over the technical, this book is an essential foundation for showing you how to use 3D creatively to tell a story. Hollywood producer Bruce Block and Dreamworks stereoscopic supervisor Philip Captain 3D McNally blend their vast real-world experience and teaching skills to help you learn how to: * Think in 3D * Integrate 3D design into your script or story * Direct and design the 3D depth of your shots * Use stereoscopic windows * Work with the depth cues in 3D * Create a comfortable viewing experience for the audience * Plan editing and directorial considerations for 3D * Understand closed, open, and unstable 3D space Brimming with practical information that can be immediately applied to your 3D production, the book also features interviews with some of the industry’s leading stereographers, as well as 3D diagrams and photographs that illustrate how 3D works, how it can be controlled in production, and how 3D can be used to tell a story.

Animation: A World History

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Publisher : CRC Press
ISBN 13 : 1317519884
Total Pages : 416 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis Animation: A World History by : Giannalberto Bendazzi

Download or read book Animation: A World History written by Giannalberto Bendazzi and published by CRC Press. This book was released on 2015-11-06 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: A continuation of 1994’s groundbreaking Cartoons, Giannalberto Bendazzi’s Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume III catches you up to speed on the state of animation from 1991 to present. Although characterized by such trends as economic globalization, the expansion of television series, emerging markets in countries like China and India, and the consolidation of elitist auteur animation, the story of contemporary animation is still open to interpretation. With an abundance of first-hand research and topics ranging from Nickelodeon and Pixar to modern Estonian animation, this book is the most complete record of modern animation on the market and is essential reading for all serious students of animation history.

Creating Digitally

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Publisher : Springer Nature
ISBN 13 : 3031313607
Total Pages : 562 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Creating Digitally by : Anthony L. Brooks

Download or read book Creating Digitally written by Anthony L. Brooks and published by Springer Nature. This book was released on 2024-01-08 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book of 21 chapters shares endeavors associated to the human trait of creative expression within, across, and between digital media in wide-ranging contexts making the contents perfect as a course study book uptake within related educations. Globally located chapter authors share their comprehensive artisan perspectives from works associated with regional cultures, diversities of interpretations, and widespread scopes of meanings. Contents illustrate contemporary works reflecting thought-provoking comprehensions, functions, and purposes, posit as contributing toward shifting of boundaries within the field. Original to this approach is the reflective offerings on creating digitally beyond typical psychological analysis/rapportage. The book's general scope and key uses are thus to contribute to scholarly discussions toward informing future projects by having an intended wide readership including from within educations, to artisans, and wider interested public. Chapter 7 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Encyclopedia of Video Games [2 volumes]

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 0313379378
Total Pages : 788 pages
Book Rating : 4.3/5 (133 download)

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Book Synopsis Encyclopedia of Video Games [2 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [2 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2012-08-16 with total page 788 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

The Future of Digital Communication

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Publisher : CRC Press
ISBN 13 : 1000926036
Total Pages : 157 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis The Future of Digital Communication by : Raquel V. Benítez Rojas

Download or read book The Future of Digital Communication written by Raquel V. Benítez Rojas and published by CRC Press. This book was released on 2023-08-25 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays explores the present and future of digital communication through a range of interdisciplinary approaches, all of which focus on the so-called metaverse. The metaverse is a combination of multiple elements of technology – including virtual reality, augmented reality, and video – where users "live" within a digital universe. The vision for this new universe is that its users can work, play, and stay connected with friends through everything. Such a vision is hinted at in existing phenomena such as online game universes.

How to Play Video Games

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Publisher : NYU Press
ISBN 13 : 1479827983
Total Pages : 376 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis How to Play Video Games by : Nina Huntemann

Download or read book How to Play Video Games written by Nina Huntemann and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Video Game Spaces

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Publisher : MIT Press
ISBN 13 : 0262293013
Total Pages : 315 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Video Game Spaces by : Michael Nitsche

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Fan Fiction and Fan Communities in the Age of the Internet

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Publisher : McFarland
ISBN 13 : 0786454962
Total Pages : 296 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Fan Fiction and Fan Communities in the Age of the Internet by : Kristina Busse

Download or read book Fan Fiction and Fan Communities in the Age of the Internet written by Kristina Busse and published by McFarland. This book was released on 2014-09-17 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fans have been responding to literary works since the days of Homer's Odyssey and Euripedes' Medea. More recently, a number of science fiction, fantasy, media, and game works have found devoted fan followings. The advent of the Internet has brought these groups from relatively limited, face-to-face enterprises to easily accessible global communities, within which fan texts proliferate and are widely read and even more widely commented upon. New interactions between readers and writers of fan texts are possible in these new virtual communities. From Star Trek to Harry Potter, the essays in this volume explore the world of fan fiction--its purposes, how it is created, how the fan experiences it. Grouped by subject matter, essays cover topics such as genre intersection, sexual relationships between characters, character construction through narrative, and the role of the beta reader in online communities. The work also discusses the terminology used by creators of fan artifacts and comments on the effects of technological advancements on fan communities. Instructors considering this book for use in a course may request an examination copy here.

New Opportunities for Artistic Practice in Virtual Worlds

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Publisher : IGI Global
ISBN 13 : 1466683856
Total Pages : 323 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis New Opportunities for Artistic Practice in Virtual Worlds by : Doyle, Denise

Download or read book New Opportunities for Artistic Practice in Virtual Worlds written by Doyle, Denise and published by IGI Global. This book was released on 2015-06-26 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Language Teaching with Video-Based Technologies

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Publisher : Routledge
ISBN 13 : 1000172422
Total Pages : 208 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis Language Teaching with Video-Based Technologies by : Michael Thomas

Download or read book Language Teaching with Video-Based Technologies written by Michael Thomas and published by Routledge. This book was released on 2020-07-03 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the implications of technology-mediated project-based language learning for CALL teacher development, focusing on the role of video-based instruction in elucidating challenges and opportunities to promote learner creativity in the language classroom. The volume builds on existing literature on project-based language learning by extending the focus on the affordances of machinima, digital video created by teachers and learners to capture experience in 3D immersive games or virtual worlds. Drawing on data from a large-scale research project featuring case studies that examine different facets of CALL teacher education, the book calls attention to language learning and teaching strategies that encourage both learners and teachers to develop innovative approaches in the language classroom and how such approaches promote the integration of lifelong learning skills alongside traditional linguistic competencies. Offering a dynamic contribution to the growing literature on the interface of language learning and teaching and technology, this book will appeal to students and researchers in applied linguistics and language and education, as well as those interested in the latest developments in CALL.

Building Interactive Worlds in 3D

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Publisher : Taylor & Francis
ISBN 13 : 1136143971
Total Pages : 443 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Building Interactive Worlds in 3D by : Jean-Marc Gauthier

Download or read book Building Interactive Worlds in 3D written by Jean-Marc Gauthier and published by Taylor & Francis. This book was released on 2013-05-02 with total page 443 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.

Creative Technologies for Multidisciplinary Applications

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Publisher : IGI Global
ISBN 13 : 1522500170
Total Pages : 467 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Creative Technologies for Multidisciplinary Applications by : Connor, Andy M.

Download or read book Creative Technologies for Multidisciplinary Applications written by Connor, Andy M. and published by IGI Global. This book was released on 2016-03-29 with total page 467 pages. Available in PDF, EPUB and Kindle. Book excerpt: Given that institutions of higher education have a predisposition to compartmentalize and delineate areas of study, creative technology may seem oxymoronic. On the contrary, the very basis of western thought is found in the idea of transcendent knowledge. The marriage of opposing disciplines therefore acts as a more holistic approach to education. Creative Technologies for Multidisciplinary Applications acts as an inspiration to educators and researchers who wish to participate in the future of such multidisciplinary disciplines. Because creative technology encompasses many applications with the realm of art, gaming, the humanities, and digitization, this book features a diverse collection of relevant research for the modern world. It is a pivotal reference publication for educators, students, and researchers in fields related to sociology, technology, and the humanities.

Open Source Systems: Grounding Research

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Publisher : Springer
ISBN 13 : 3642244181
Total Pages : 402 pages
Book Rating : 4.6/5 (422 download)

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Book Synopsis Open Source Systems: Grounding Research by : Scott Hissam

Download or read book Open Source Systems: Grounding Research written by Scott Hissam and published by Springer. This book was released on 2011-10-12 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th International IFIP WG 2.13 Conference on Open Source Systems, OSS 2010, held in Salvador, Brazil, in October 2011. The 20 revised full papers presented together with 4 industrial full papers and 8 lightning talks were carefully reviewed and selected from 56 submissions. The papers are organized in the following topical sections: OSS quality and reliability, OSS products, review of technologies of and for OSS, knowledge and research building in OSS, OSS reuse, integration, and compliance, OSS value and economics, OSS adoption in industry, and mining OSS repositories.

Handbook of Research on Teaching With Virtual Environments and AI

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Publisher : IGI Global
ISBN 13 : 179987639X
Total Pages : 811 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Teaching With Virtual Environments and AI by : Panconesi, Gianni

Download or read book Handbook of Research on Teaching With Virtual Environments and AI written by Panconesi, Gianni and published by IGI Global. This book was released on 2021-02-19 with total page 811 pages. Available in PDF, EPUB and Kindle. Book excerpt: The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.

Understanding Machinima

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1441149627
Total Pages : 294 pages
Book Rating : 4.4/5 (411 download)

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Book Synopsis Understanding Machinima by : Jenna Ng

Download or read book Understanding Machinima written by Jenna Ng and published by Bloomsbury Publishing USA. This book was released on 2013-07-30 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.