Pioneers Of Digital
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Author | : Mel Carson |
Publisher | : Kogan Page Publishers |
Total Pages | : 232 |
Release | : 2012-10-03 |
Genre | : Business & Economics |
ISBN | : 0749466057 |
Pioneers of Digital showcases the stories behind key people who have fundamentally influenced the way advertising, marketing, search and social media have evolved during the internet era. Springer and Carson have tracked down and documented behind-the-scenes insight, decisions and opinions that inspired digital phenomena such as Virtual Reality, Dove's "Real Beauty" campaign, Obama's 2008 presidential campaign, celebrity take-up of Twitter and Artists Without a Label, a free digital music distribution service for independent artists. The 20 digital entrepreneurs profiled span the globe; some performed their ground-breaking work in environments like Google, Facebook, Microsoft, Victors & Spoils, OgilvyOne, R/GA, AKQA, Sapient Nitro and Apple, while others performed digital miracles all on their own. Together these stories expose the secrets of success from pioneers that everyone can learn from. Packed full of unique insight, Pioneers of Digital provides advice and inspiration for readers interested in twenty-first century commercial online thinking. More at www.PioneersOfDigital.com The pioneers: Thomas Gensemer MyBO and Obama's 2008 Presidential Campaign June Cohen Hotwired and TED.com Denzyl Feigelson iTunes Advisor and Artists Without A Label Vanessa Fox Google and Nine By Blue Gurbaksh Chahal ClickAgents and BlueLithium Jaron Lanier Virtual reality and Microsoft Research Angel Chen OgilvyOne China John Winsor Victors & Spoils Danny Sullivan Search Engine Land Alex Bogusky, Bob Cianfrone Burger King's Subservient Chicken Avinash Kaushik Digital marketing evangelist, Google Carolyn Everson MTV Networks and Facebook Malcolm Poynton Dove Campaign for Real Beauty Qi Lu Yahoo!, Microsoft and Bing Ajaz Ahmed AKQA Martha Lane Fox Lastminute.com and the UK government's digital champion Kyle MacDonald One Red Paperclip Jess Greenwood Contagious Magazine and R/GA Zhang Minhui Sohu.com.cn Stephen Fry
Author | : Steve Dixon |
Publisher | : MIT Press |
Total Pages | : 1027 |
Release | : 2007-02-23 |
Genre | : Performing Arts |
ISBN | : 0262303329 |
The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
Author | : Johnny Ryan |
Publisher | : Reaktion Books |
Total Pages | : 250 |
Release | : 2010-09-15 |
Genre | : Computers |
ISBN | : 1861898355 |
A History of the Internet and the Digital Future tells the story of the development of the Internet from the 1950s to the present and examines how the balance of power has shifted between the individual and the state in the areas of censorship, copyright infringement, intellectual freedom, and terrorism and warfare. Johnny Ryan explains how the Internet has revolutionized political campaigns; how the development of the World Wide Web enfranchised a new online population of assertive, niche consumers; and how the dot-com bust taught smarter firms to capitalize on the power of digital artisans. From the government-controlled systems of the Cold War to today’s move towards cloud computing, user-driven content, and the new global commons, this book reveals the trends that are shaping the businesses, politics, and media of the digital future.
Author | : Andrew Williams |
Publisher | : CRC Press |
Total Pages | : 273 |
Release | : 2017-03-16 |
Genre | : Computers |
ISBN | : 1317503813 |
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Author | : Andrew Maynard |
Publisher | : Mango Media Inc. |
Total Pages | : 246 |
Release | : 2018-11-15 |
Genre | : Performing Arts |
ISBN | : 1633539067 |
“Deftly shows how a seemingly frivolous film genre can guide us in shaping tomorrow’s world.” —Seth Shostak, senior astronomer, SETI Institute Artificial intelligence, gene manipulation, cloning, and interplanetary travel are all ideas that seemed like fairy tales but a few years ago. And now their possibilities are very much here. But are we ready to handle these advances? This book, by a physicist and expert on responsible technology development, reveals how science fiction movies can help us think about and prepare for the social consequences of technologies we don’t yet have, but that are coming faster than we imagine. Films from the Future looks at twelve movies that take us on a journey through the worlds of biological and genetic manipulation, human enhancement, cyber technologies, and nanotechnology. Readers will gain a broader understanding of the complex relationship between science and society. The movies mix old and new, and the familiar and unfamiliar, to provide a unique, entertaining, and ultimately transformative take on the power of emerging technologies, and the responsibilities they come with.
Author | : Jonathan Blaney |
Publisher | : Manchester University Press |
Total Pages | : 157 |
Release | : 2021-05-18 |
Genre | : History |
ISBN | : 1526132699 |
This book is a practical introduction to digital history. It offers advice on the scoping of a project, evaluation of existing digital history resources, a detailed introduction to how to work with large text resources, how to manage digital data and how to approach data visualisation. Doing digital history covers the entire life-cycle of a digital project, from conception to digital outputs. It assumes no prior knowledge of digital techniques and shows you how much you can do without writing any code. It will give you the skills to use common formats such as XML. A key message of the book is that data preparation is a central part of most digital history projects, but that work becomes much easier and faster with a few essential tools.
Author | : Toni Weller |
Publisher | : Routledge |
Total Pages | : 226 |
Release | : 2013 |
Genre | : Computers |
ISBN | : 0415666961 |
This puplication looks at how the digital age is affecting the field of history for both scholars and students. The book does not seek either to applaud or condemn digital technologies, but takes a more conceptual view of how the field of history is being changed by the digital age.
Author | : Hannu Salmi |
Publisher | : John Wiley & Sons |
Total Pages | : 87 |
Release | : 2020-10-22 |
Genre | : History |
ISBN | : 1509537031 |
Digital history is an emerging field that draws on digital technology and computational methods. A global enterprise that invites scholars worldwide to join forces, it presents exciting and novel ways we might explore, understand and represent the past. Hannu Salmi provides the most compelling introduction to digital history to date. Beginning with an examination of the origins of the digital study of history, he goes on to discuss the question of how history exists in a digitized form. He introduces basic concepts and ideas in digital history, including databases and archives, interdisciplinarity and public engagement. Outlining the problems and methods in the study of big data, both textual and visual, particular attention is paid to the born-digital era: the contemporary age that exists primarily in digital form. What is Digital History? is essential reading for students of history and other humanities fields, as well as anyone interested in how digitization and digital cultures are transforming the study of history.
Author | : Gabriele Balbi |
Publisher | : Routledge |
Total Pages | : 197 |
Release | : 2018-04-24 |
Genre | : Social Science |
ISBN | : 1351807234 |
From the punch card calculating machine to the personal computer to the iPhone and more, this in-depth text offers a comprehensive introduction to digital media history for students and scholars across media and communication studies, providing an overview of the main turning points in digital media and highlighting the interactions between political, business, technical, social, and cultural elements throughout history. With a global scope and an intermedia focus, this book enables students and scholars alike to deepen their critical understanding of digital communication, adding an understudied historical layer to the examination of digital media and societies. Discussion questions, a timeline, and previously unpublished tables and maps are included to guide readers as they learn to contextualize and critically analyze the digital technologies we use every day.
Author | : Anna Bentkowska-Kafel |
Publisher | : Intellect Books |
Total Pages | : 142 |
Release | : 2005 |
Genre | : Art |
ISBN | : |
This book looks at the transformation that Art and Art history is undergoing through engagement with the digital revolution. Since its initiation in 1985, CHArt (Computers and the History of Art) has set out to promote interaction between the rapidly developing new Information Technology and the study and practice of Art. It has become increasingly clear in recent years that this interaction has led, not just to the provision of new tools for the carrying out of existing practices, but to the evolution of unprecedented activities and modes of thought. This collection of papers represents the variety, innovation and richness of significant presentations made at the CHArt Conferences of 2001 and 2002. Some show new methods of teaching being employed, making clear in particular the huge advantages that IT can provide for engaging students in learning and interactive discussion. It also shows how much is to be gained from the flexibility of the digital image 'Äì or could be gained if the road block of copyright is finally overcome. Others look at the impact on collections and archives, showing exciting ways of using computers to make available information about collections and archives and to provide new accessibility to archives. The way such material can now be accessed via the internet has revolutionized the search methods of scholars, but it has also made information available to all. However the internet is not only about access. Some papers here show how it also offers the opportunity of exploring the structure of images and dealing with the fascinating possibilities offered by digitisation for visual analysis, searching and reconstruction. Another challenging aspect covered here are the possibilities offered by digital media for new art forms. One point that emerges is that digital art is not some discreet practice, separated from other art forms. It is rather an approach that can involve all manner of association with both other art practices and with other forms of presentation and enquiry, demonstrating that we are witnessing a revolution that affects all our activities and not one that simply leads to the establishment of a new discipline to set alongside others.