Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications, 1st Edition

  • Published By:
  • ISBN-10: 1466661151
  • ISBN-13: 9781466661158
  • DDC: 006.7
  • Grade Level Range: College Freshman - College Senior
  • 1500 Pages | eBook
  • Original Copyright 2014 | Published/Released April 2016
  • This publication's content originally published in print form: 2014

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About

Overview

In today's interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Other Frontmatter.
List of Contributors.
Table of Contents.
Preface.
Fundamental Concepts and Theories.
1: Digital Rhetoric and Globalization: A Convergence-Continuum Model.
2: A Review of Tools for Overcoming the Challenge of Monitoring of Social Media.
3: Need for Dynamicity in Social Networking Sites: An Overview from Data Mining Perspective.
4: Social Media Activities: Understanding What Consumers Do in Social Media.
5: Building and Maintaining Relationships through Social Media.
6: Like, Share, Recommend: Smartphones as a Self-Broadcast and Self-Promotion Medium of College Students.
7: Putting Me in Media: Communicating and Creating Screen Media with a Purpose.
8: Peer-to-Peer Video Streaming.
9: Digital Rights Management: Open Issues to Support E-Commerce.
10: Copyright and Licensing Essentials for Librarians and Copyright Owners in the Digital Age.
11: Persuasive Games as Social Action Agents: Challenges and Implications in Learning and Society.
12: Articulations and Rearticulations: Antagonisms of Media Reform in Africa.
13: Re-Evaluation of Nepali Media, Social Networking Spaces, and Democratic Practices in Media.
Development and Design Methodologies.
14: Critical Electronic Discourse Analysis: Social and Cultural Research in the Electronic Age.
15: Whose News Can You Trust?: A Framework for Evaluating the Credibility of Online News Sources for Diaspora Populations.
16: Media-Education Convergence: Applying Transmedia Storytelling Edutainment in E-Learning Environments.
17: Integrating Mobile Learning, Digital Storytelling and Social Media in Vocational Learning.
18: Traditional to Hybrid: Social Media's Role in Reshaping Instruction in Higher Education.
19: The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning.
20: Behind the Scenes: Approval Profiles From a Vendor's Perspective.
21: Access Control Models for Online Social Networks.
22: Multichannel Modality in Displaying Information.
23: Third Party Multimedia Streaming Control with Guaranteed Quality of Service in Evolved Packet System.
24: Protocol Interactions among User Agents, Application Servers, and Media Servers: Standardization Efforts and Open Issues.
25: Adoption of Online Social Media Innovation: Who's Inside the Spectrum?.