The books in the LRC are arranged by topic using Library of Congress classification system. Here are a few call number ranges to explore:
Multimedia Arts
NC1-1940 Drawing. Design. Illustration
NC845-915 Graphic art materials
NC950-(996) Illustration
NC997-1003 Commercial art. Advertising art
NC1280-1284 Printed ephemera. Imagerie populaire
ND1470-1625 Technique and materials
NE1-3002 Print media
NE3000-3002 Copying art. Copying machine art
NX1-820 Arts in general
NX420-430 Exhibitions
NX440-632 History of the arts
NX650-694 Special subjects, characters, persons, religious arts, etc.
NX700-750 Patronage of the arts
NX760-770 Administration of the arts
NX798-820 Arts centers and facilities
QA75.5-76.95 Electronic computers.
QA76.75-76.765 Computer software
TK5101-6720 Telecommunication
TK7800-8360 Electronics
TR1-1050 Photography
TR250-265 Cameras
TR287-500 Photographic processing. Darkroom technique
TR550-581 Studio and laboratory
TR590-620 Lighting
TR845-899 Cinematography. Motion pictures
For Subject searches using the Worldcat Discovery, try:
To do Keyword searches, you can either use add terms or use phrases.
Searching for Personnel Management?
Test out Personnel AND Management as searches and see what you can find.
The Multimedia Arts degree program combines core skills such as communications, programming and graphic design with evolving areas such as digital media and the Internet. Students harness the power of the latest digital media technology. This degree is also recommended for those who are interested in broadcasting, journalism, communication arts, new media design and communications, and other fields using digital technologies. (CURRICULUM 2012)
Critical thinking and innovation are at the heart of the student-centered Multimedia Arts (MMA) curriculum, which seeks to hone creative and innovative multimedia practitioners, proficient in the necessary digital arts skills and confident in the practice of innovation. Provided with the most useful and practical lessons for a future in the digital creative industries, students are prepared to build digital arts projects holistically, starting from the task of conceptualization to actual execution and exhibition. With faculty members who are also industry practitioners, students gain real-world advice and functional skills towards using their multimedia work for the needs of the bigger society, highlighting the value of creative work that is contemporary and relevant. (CURRICULUM 2018)
This subject guide gathers in one place carefully evaluated and selected resources on multimedia arts available and accessible at the CLR and its subscribed databases. Books (both print and electronic) are categorized per course; while journals, online databases, and industry report are recommended for the entire Multimedia Arts program.
QUICK LINKS
The course presents a survey of the influential and significant portions in the Western art and design history. The course intends to develop students’ skill in identifying the stylistic developments of forms according to their concepts and functions. In addition, it allows the students to understand the meanings and significance of various art works in response to the conditions of the period, artists’ statements, and the reception of the public. At the end of the course, they are expected to trace the sources and influences of highly significant art works and designs in modern and contemporary periods.
The course presents a survey of the influential and significant portions in the Western art and design history. The course intends to develop students’ skill in identifying the stylistic developments of forms according to their concepts and functions. In addition, it allows the students to understand the meanings and significance of various art works in response to the conditions of the period, artists’ statements, and the reception of the public. At the end of the course, they are expected to trace the sources and influences of highly significant art works and designs in modern and contemporary periods.
Art beyond Borders : Artistic Exchange in Communist Europe (1945-1989) by
Images of the Canton Factories 1760–1822 : Reading History in Art by
The Legacies of Bernard Smith : Essays on Australian Art, History and Cultural Politics by
Moving pictures and Renaissance art history by The course presents a survey of the influential and significant portions in Asian art and design history. As the students chart the development of forms and styles in Asia in relation to the milieu, artists/producers, and the publics, they are expected to understand the common threads that link the local art and design to the region. In this manner, the concept of art making and art production in Asia will be understood as they examine the context of the works in relation to the region’s environment, socio-economic and political conditions, religion, and the like.
The course presents a survey of the influential and significant portions in Asian art and design history. As the students chart the development of forms and styles in Asia in relation to the milieu, artists/producers, and the publics, they are expected to understand the common threads that link the local art and design to the region. In this manner, the concept of art making and art production in Asia will be understood as they examine the context of the works in relation to the region’s environment, socio-economic and political conditions, religion, and the like.
Art beyond Borders : Artistic Exchange in Communist Europe (1945-1989) by
Images of the Canton Factories 1760–1822 : Reading History in Art by
The Legacies of Bernard Smith : Essays on Australian Art, History and Cultural Politics by Drawing 1: Basic Form and Shape
The main intention is to develop the students’ fundamental skills basic drawing. The course enables the student to refine drawing techniques through its emphasis on form, texture, and depth. Students will be trained to handle well the drawing materials specially the dry medium based on the requirements of the assignment by introducing to the students ranges of forms and step by step example of different approaches of techniques and media.
Drawing 1: Basic Form and Shape
The main intention is to develop the students’ fundamental skills basic drawing. The course enables the student to refine drawing techniques through its emphasis on form, texture, and depth. Students will be trained to handle well the drawing materials specially the dry medium based on the requirements of the assignment by introducing to the students ranges of forms and step by step example of different approaches of techniques and media.
Basics Freehand Drawing by
The importance of freehand drawing for educating architects is often underestimated. However, this craft is essential for any designer. The act of drawing shows you how to see and observe. It helps develop spatial imagination. A design idea can be quickly and easily clarified and displayed in only a few strokes. The sketch in perspective is vital in design presentations whether at the design academy or in meetings with contractors - every architect needs to master this craft. Basics Freehand Drawing explains step-by-step how to develop a perspective drawing from the initial structure of the image to various drawing techniques and use of color. It also shows in numerous color illustrations different drawing techniques and examples of presenting perspective drawings of buildings, interiors, and details.
Basics Technical Drawing by
Technical Drawing deals with the representation of plans throughout all phases of a project. For students, the primary focus is on the development and methodical construction of a technical drawing. Themes: Types of plan (from site plan and preliminary drawings to design and detail plans) Components of the plan (floor plan, section, elevation, detail) Line width, dimensioning, hatching, use of text, symbols Plan presentation and compilation
With strong emphasis on Figure Drawing and Human Anatomy Drawing, the course intends to provide the students with intense training in drawing human bodies. Employing the Classical Greek training and aesthetics in rendering human figures - balance, proportion and symmetry will be used as the basic standards for completing the requirements.
With strong emphasis on Figure Drawing and Human Anatomy Drawing, the course intends to provide the students with intense training in drawing human bodies. Employing the Classical Greek training and aesthetics in rendering human figures - balance, proportion and symmetry will be used as the basic standards for completing the requirements.
Modern and contemporary art/design theories will be studied with reference to the significant works in the local and international setting. Thematic in approach, issues and controversies in society, environment/ecology, identity, religion, to name a few, will be examined using art and design as the take-off point in the students’ exploration and interrogation. Furthermore, the production of art, reception and consumption will be highlighted with emphasis on the construction of value in art/design within the context of culture, society and history.
Modern and contemporary art/design theories will be studied with reference to the significant works in the local and international setting. Thematic in approach, issues and controversies in society, environment/ecology, identity, religion, to name a few, will be examined using art and design as the take-off point in the students’ exploration and interrogation. Furthermore, the production of art, reception and consumption will be highlighted with emphasis on the construction of value in art/design within the context of culture, society and history.
Facing forward : art & theory from a future perspective by The course intends to explore the various 3-dimensional forms and as they interact with the space. The nature of these forms will be studied and rendered utilizing materials that can be molded, shaped and manipulated according to the theme or context of the project. The course tackles the tangible/tactile exploration of media from traditional to modern periods. An introduction to materials, techniques, and ideas that comprise the 3 dimensional expressions, the students are encouraged to explore man-made and natural forms and elements. The process of observation, examination and exploration of materials from line, plane, mass and space are tackled in order to create 3-dimensional compositions.
The course intends to explore the various 3-dimensional forms and as they interact with the space. The nature of these forms will be studied and rendered utilizing materials that can be molded, shaped and manipulated according to the theme or context of the project. The course tackles the tangible/tactile exploration of media from traditional to modern periods. An introduction to materials, techniques, and ideas that comprise the 3 dimensional expressions, the students are encouraged to explore man-made and natural forms and elements. The process of observation, examination and exploration of materials from line, plane, mass and space are tackled in order to create 3-dimensional compositions.
The Drama of Space : Spatial Sequences and Compositions in Architecture by
The experience of architectural spaces is formed by the way they are staged. The Drama of Space examines the composition and articulation of architectural spaces in terms of spatial dramaturgy, as a repertoire of means and strategies for shaping spatial experience. This fundamental approach to architectural design is presented in four parts: Archetypal principles of spatial composition are traced from the study of three assembly buildings of the early modern period in Venice. Theatre, film, music, and theory provide background knowledge on dramaturgy. Detailed analyses of 18 international case studies offer new perspectives on contemporary architecture. The book ends with a systematic presentation of the dramaturgy of space, its parameters and tools, in architectural design.
Forms of Aid : architectures of humanitarian space by
For some time now, the subject of cooperation in the context of development aid has featured in the education of architects. However, up to now there have hardly been any attempts to critically place the work of architects and urban designers in this context. The book highlights the architectural consequences of humanitarian actions on the basis of three case studies - in Port-au-Prince, the West Bank, and Nairobi. The authors analyze twelve projects in terms of typology and construction and establish a differentiated position in the discourse on short-term housing for emergency situations. They investigate the far-reaching effects of such architectural aid and supply architects, town planners, and NGOs with useful advice for future planning and design.
Space - Time - Matter : Analytic and Geometric Structures by
This monograph describes some of the most interesting results obtained by the mathematicians and physicists collaborating in the CRC 647 "Space - Time - Matter", in the years 2005 - 2016. The work presented concerns the mathematical and physical foundations of string and quantum field theory as well as cosmology. Important topics are the spaces and metrics modelling the geometry of matter, and the evolution of these geometries. The partial differential equations governing such structures and their singularities, special solutions and stability properties are discussed in detail. Contents Introduction Algebraic K-theory, assembly maps, controlled algebra, and trace methods Lorentzian manifolds with special holonomy - Constructions and global properties Contributions to the spectral geometry of locally homogeneous spaces On conformally covariant differential operators and spectral theory of the holographic Laplacian Moduli and deformations Vector bundles in algebraic geometry and mathematical physics Dyson-Schwinger equations: Fix-point equations for quantum fields Hidden structure in the form factors ofN = 4 SYM On regulating the AdS superstring Constraints on CFT observables from the bootstrap program Simplifying amplitudes in Maxwell-Einstein and Yang-Mills-Einstein supergravities Yangian symmetry in maximally supersymmetric Yang-Mills theory Wave and Dirac equations on manifolds Geometric analysis on singular spaces Singularities and long-time behavior in nonlinear evolution equations and general relativity
Studio 2 : Studies on Light and Color
The course intends to allow the students to explore and know the basic language in the arts, with emphasis on the relevant art and design elements, their meanings and functions. It highlights nature observation to acquire the material characteristics, sensations, emotional and psychological value of each element. The meaning-conveying potential of the elements of art and design will be studied with emphasis on color theory, color relationships which affect optical, emotional, sensory, intellectual concepts and psychological dynamics. Techniques in rendering colors and design in various traditional media (watercolour, acrylic, pencils, markers) will be explored.
Studio 2 : Studies on Light and Color
The course intends to allow the students to explore and know the basic language in the arts, with emphasis on the relevant art and design elements, their meanings and functions. It highlights nature observation to acquire the material characteristics, sensations, emotional and psychological value of each element. The meaning-conveying potential of the elements of art and design will be studied with emphasis on color theory, color relationships which affect optical, emotional, sensory, intellectual concepts and psychological dynamics. Techniques in rendering colors and design in various traditional media (watercolour, acrylic, pencils, markers) will be explored.
M2DANIM is a computer laboratory course, which aims to teach the students the digital side of 2D animation. This course will focus on the process of digital ink and paint, as well as background painting. Other post – production processes, such as compositing, rendering, editing and publishing will also be covered in this course.
M2DANIM is a course that enables students to familiarize themselves with the use of 2D animation software such as Adobe Flash and Photoshop. It will be an advantage to Multimedia Arts students if they know the basics of animation postproduction.
Animation plays a major role in the field of the Multimedia Arts. Almost all multimedia applications like: website design and web animation; graphical corporate presentations; educational cd-roms; video games; complex animation for advertisements, TV series, video and feature films, all use 2D and 3D animation.
M2DANIM is a computer laboratory course, which aims to teach the students the digital side of 2D animation. This course will focus on the process of digital ink and paint, as well as background painting. Other post – production processes, such as compositing, rendering, editing and publishing will also be covered in this course.
M2DANIM is a course that enables students to familiarize themselves with the use of 2D animation software such as Adobe Flash and Photoshop. It will be an advantage to Multimedia Arts students if they know the basics of animation postproduction.
Animation plays a major role in the field of the Multimedia Arts. Almost all multimedia applications like: website design and web animation; graphical corporate presentations; educational cd-roms; video games; complex animation for advertisements, TV series, video and feature films, all use 2D and 3D animation.
Adobe master class advanced compositing in Adobe Adobe Photoshop CC : bringing the impossible to reality
Adobe Photoshop Elements 2018 classroom in a book : the official training workbook from Adobe by
The Adobe Photoshop Lightroom classic CC book : plus an introduction to the new Adobe Photoshop Lightroom CC across desktop, web, and mobile by
Adobe Photoshop Lightroom Classic classroom in a book 2020 release : the official training workbook from Adobe by This course is an introduction to 3D modeling and animation production. It aims to train students to create dynamic presentation-like images focused on modeling, texturing, lighting, and animation. In this course, students will be taught how to create a 3D demo reel presentation that can be used for object/product/logo animation or as part of opening billboards production (OBB).
This course is an introduction to 3D modeling and animation production. It aims to train students to create dynamic presentation-like images focused on modeling, texturing, lighting, and animation. In this course, students will be taught how to create a 3D demo reel presentation that can be used for object/product/logo animation or as part of opening billboards production (OBB).
Real-time 3D graphics with WebGL 2 : build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0) by Basics of Audio and Video for Multimedia
Basics of Audio and Video for Multimedia will introduce the learner to the basics of audio and video. It will tackle the basic principles of audio and video composition, equipment handling and basic production. The course is designed to help the learner understand the intermediate and advanced concepts that will be learned in MMAUDIO and MDVIDEO.
Basics of Audio and Video for Multimedia
Basics of Audio and Video for Multimedia will introduce the learner to the basics of audio and video. It will tackle the basic principles of audio and video composition, equipment handling and basic production. The course is designed to help the learner understand the intermediate and advanced concepts that will be learned in MMAUDIO and MDVIDEO.
Advanced Video Communications over Wireless Networks by
Wireless video communications encompass a broad range of issues and opportunities that serve as the catalyst for technical innovations. To disseminate the most recent advances in this challenging yet exciting field, Advanced Video Communications over Wireless Networks provides an in-depth look at the fundamentals, recent technical achievements, challenges, and emerging trends in mobile and wireless video communications. The editors have carefully selected a panel of researchers with expertise in diverse aspects of wireless video communication to cover a wide spectrum of topics, including the underlying theoretical fundamentals associated with wireless video communications, the transmission schemes tailored to mobile and wireless networks, quality metrics, the architectures of practical systems, as well as some novel directions. They address future directions, including Quality-of-Experience in wireless video communications, video communications over future networks, and 3D video communications. The book presents a collection of tutorials, surveys, and original contributions, providing an up-to-date, accessible reference for further development of research and applications in mobile and wireless video communication systems. The range of coverage and depth of expertise make this book the go-to resource for facing current and future challenges in this field.
Digital Audio for Multimedia Applications
MDAUDIO is a course that enables the student to professionally record sound, edit and mix audio. Fundamentals of sound and audio are learned, along with proper selection and usage of microphones, digital recording concepts and techniques, usage of dynamic and delay related effects, clear multi-track mixing and effective vocal delivery. Sound Design plays an essential role in effectively communicating the sales message, complementing visuals produced as learned by the student in other subjects of the curriculum. This helps to achieve the objectives of the program by providing knowledge and skills to the student in becoming a resourceful and creative multimedia producer. This is valuable to the student in spawning, establishing and maintaining a prosperous career in multimedia. The student spawns creativity and develops problem solving skills with lab work that accompanies lecture and discussion.
Digital Audio for Multimedia Applications
MDAUDIO is a course that enables the student to professionally record sound, edit and mix audio. Fundamentals of sound and audio are learned, along with proper selection and usage of microphones, digital recording concepts and techniques, usage of dynamic and delay related effects, clear multi-track mixing and effective vocal delivery. Sound Design plays an essential role in effectively communicating the sales message, complementing visuals produced as learned by the student in other subjects of the curriculum. This helps to achieve the objectives of the program by providing knowledge and skills to the student in becoming a resourceful and creative multimedia producer. This is valuable to the student in spawning, establishing and maintaining a prosperous career in multimedia. The student spawns creativity and develops problem solving skills with lab work that accompanies lecture and discussion.
Recording Studio Design by
Recording Studio Design, Fourth Edition explains the key principles of successful studio design and construction using straightforward language and the use of practical examples appreciated by readers of previous editions. Updated to reflect new industry standards, this fourth edition addresses improvements in cinema sound, with specific attention paid to B-chain electroacoustic response and calibration. Using over 50 years' experience, author Philip Newell provides detail on the practical aspects of recording in various environments, not only exploring the complex issues relating to the acoustics but also providing real-world solutions. While the book contains detailed discussions about performing rooms, control rooms, and mobile studios, concepts of the infrastructures are also discussed, because no studio can perform optimally unless the technical and human requirements are adequately provided for. In this new edition, sound for cinema provides a platform for highlighting many, wider electroacoustic topics in a way that is relatively easy to visualise. The way in which sound and vision interact is an important aspect of many modern multimedia formats. The new edition includes: A new Chapter 22 that will thoroughly reflect recently published SMPTE investigations which will drastically impact standards for cinema sound; The inclusion of new academic research and its practical applications; An entire new illustrated chapter on room construction principles; and The consolidation of ideas which were only emerging when the earlier editions were published.
Basic Digital Photography for Multimedia Applications
MDPHOTO introduces the concepts and body of knowledge that forms the foundation for the professional practice of photography. This course lays the groundwork for the study and conceptualization of designs in photo-imaging, specifically in the field of multimedia arts. This course is designed for students who have acquired some skills in basic photography, but need to learn the intricacies of lighting set-ups so as to support their photo design concepts. The course will focus mainly on the technical aspect of photographic lighting and its strong and direct relationship to the photo concept and design. In the same manner, the creation of design concepts for photography will help the students in many of their succeeding subjects, as most of their subjects require the use of photographic images.
Basic Digital Photography for Multimedia Applications
MDPHOTO introduces the concepts and body of knowledge that forms the foundation for the professional practice of photography. This course lays the groundwork for the study and conceptualization of designs in photo-imaging, specifically in the field of multimedia arts. This course is designed for students who have acquired some skills in basic photography, but need to learn the intricacies of lighting set-ups so as to support their photo design concepts. The course will focus mainly on the technical aspect of photographic lighting and its strong and direct relationship to the photo concept and design. In the same manner, the creation of design concepts for photography will help the students in many of their succeeding subjects, as most of their subjects require the use of photographic images.
The Digital Photography Book by
The digital photography book. Photo recipes. Part 5 : the step-by-step secrets for how to make your photos look like the pro's by
Mastering Adobe Photoshop Elements : Excel in Digital Photography and Image Editing for Print and Web Using Photoshop Elements 2019 by Digital Video for Multimedia Applications
MDVIDEO is a digital video production course that seeks to train the students in the basics of video production and post production – shot size and composition, continuity, basic lighting, basic editing, basic motion graphics and compositing. These fundamentals will be covered within the trimester through a series of lectures, workshops, demonstrations, and projects. Through this course, a student will be equipped and trained to effectively translate and convey messages via the use of motion picture and its accompanying elements.
How Video Works : from broadcast to the cloud Front cover image for How video works : from broadcast to the cloud by
How Video Works raises the curtain on how video is created, scanned, transmitted, stored, compressed, encoded, delivered and streamed to its multitude of destinations. In today's digital world, every content creator--individual as well as network or corporation--must understand the process of how video works in order to deliver not only the best quality video, but a digital video file with the most appropriate specifications for each particular use. This complete guide covers key stages of video development, from image capture to the final stages of delivery and archiving, as well as workflows and new technologies, including Ultra High Definition, metadata, signal monitoring, streaming and managing video files - all presented in an easy to understand way. Whether you are a professional or new video technician discovering the ins and outs of digital distribution, this book has the information you need to succeed. The updated third edition contains: * New sections on image capture as well as streaming and video workflows * A hands-on approach to using digital scopes and monitoring the video signal * Thorough explanations of managing video files, including codecs and wrappers * In-depth coverage of compression, encoding, and metadata * A complete explanation of video and audio standards, including Ultra HD * An overview of video recording and storage formats * A complete glossary of terms for video, audio and broadcast
Digital Video for Multimedia Applications
MDVIDEO is a digital video production course that seeks to train the students in the basics of video production and post production – shot size and composition, continuity, basic lighting, basic editing, basic motion graphics and compositing. These fundamentals will be covered within the trimester through a series of lectures, workshops, demonstrations, and projects. Through this course, a student will be equipped and trained to effectively translate and convey messages via the use of motion picture and its accompanying elements.
Corporate Video Production : beyond the board room (and out of the bored room) by
In this updated edition of Corporate Video Production, Stuart Sweetow teaches aspiring and seasoned videographers how to make imaginative corporate videos with eye-catching designs, rhythmic editing tricks, and essential scriptwriting and interview techniques. Readers will learn how to shoot on location or in a studio, work with employees-turned-actors, find new clients, and produce online videos and podcasts for corporations, government agencies, and non-profit organizations. Additionally, this new edition has been updated to include discussion questions, chapter summaries, and professional tips, and to cover live webcasting, mobile devices, shooting in 4K, micro-videos, micro-cameras, and storytelling techniques for corporate social responsibility programs. A companion website features downloadable forms and further resources.
Video Production Handbook by
This new edition of the Video Production Handbook walks students through the full video production process, from inception of idea to final distribution. Concentrating on the techniques and concepts behind the latest equipment, this book demonstrates the fundamental principles needed to create good video content on any kind of budget. Ideal for students, the new edition features a new chapter on directing and updated information on the latest DSLR and cinema cameras, LED lighting and much more. A companion website with additional resources for professors rounds out this full-color, highly visual text to meet all of your video production learning needs.
Introduction to Graphic Design and Multimedia
This course serves as the foundation course for all graphic design and design focused multimedia subjects.
The course introduces the student to the practice of graphic design in the contemporary world; its beginnings in the early 20th century as a field of creative practice in its own right as opposed to advertising; the future it faces in the age of technological and digital advancements; and how these advancements and other social factors have affected the practice of graphic design well beyond how it was intended by its early practitioners. This course also serves as an overview to the various directions that a graphic design practitioner can choose to go to after graduation.
The laboratory component of the course introduces the students to the basic softwares used in the industry, and is taught the importance of the use of the proper software for various design project. An understanding of the differences between these softwares, and more importantly, their application, is shown through hands-on projects that go beyond mere creation but discusses the final output and the consequences of important choices made at the beginning. The student will be taught terms and practices used in the graphic design industry and its various media to prepare him for the higher graphic design subjects.
Introduction to Graphic Design and Multimedia
This course serves as the foundation course for all graphic design and design focused multimedia subjects.
The course introduces the student to the practice of graphic design in the contemporary world; its beginnings in the early 20th century as a field of creative practice in its own right as opposed to advertising; the future it faces in the age of technological and digital advancements; and how these advancements and other social factors have affected the practice of graphic design well beyond how it was intended by its early practitioners. This course also serves as an overview to the various directions that a graphic design practitioner can choose to go to after graduation.
The laboratory component of the course introduces the students to the basic softwares used in the industry, and is taught the importance of the use of the proper software for various design project. An understanding of the differences between these softwares, and more importantly, their application, is shown through hands-on projects that go beyond mere creation but discusses the final output and the consequences of important choices made at the beginning. The student will be taught terms and practices used in the graphic design industry and its various media to prepare him for the higher graphic design subjects.
Learn Adobe Illustrator CC for graphic design and illustration : Adobe Certified Associate exam preparation by Typography, Image and Visual Communication
This course introduces the student to the importance of typography and images in visual communication. Type history, important typefaces and creators, and how type creates and affects meaning will be discussed in the first part of the course. The second part deals with how combining images with type affects meaning, including iconography and symbolism in visual design.
The student is introduced to the design and communication process, the importance of the audience in communication, and specific communication theories (semiotics, polysemy, Marxist theory in visual communication, and the role of the “author” in communication) that affect the practice of graphic design.
The laboratory component of the course will reinforce these ideas through various visualization exercises and projects. These exercises and projects are treated and presented as purely formal problems that will focus on visual representation and expressions in visual communication. Experimentation with various media used in the Foundation Studies courses is highly encouraged, not limiting the projects to just computer-generated works to emphasize the idea that content and meaning creation and its corresponding interpretation is not determined by software but by the effectiveness of the idea.
Typography, Image and Visual Communication
This course introduces the student to the importance of typography and images in visual communication. Type history, important typefaces and creators, and how type creates and affects meaning will be discussed in the first part of the course. The second part deals with how combining images with type affects meaning, including iconography and symbolism in visual design.
The student is introduced to the design and communication process, the importance of the audience in communication, and specific communication theories (semiotics, polysemy, Marxist theory in visual communication, and the role of the “author” in communication) that affect the practice of graphic design.
The laboratory component of the course will reinforce these ideas through various visualization exercises and projects. These exercises and projects are treated and presented as purely formal problems that will focus on visual representation and expressions in visual communication. Experimentation with various media used in the Foundation Studies courses is highly encouraged, not limiting the projects to just computer-generated works to emphasize the idea that content and meaning creation and its corresponding interpretation is not determined by software but by the effectiveness of the idea.
The Aesthetics of Global Protest Visual Culture and Communication by
The Art of Type and Typography : explorations in use and practice by
The Art of Type and Typography is an introduction to the art and rules of typography. Incorporating the industry standard--InDesign--for typesetting from the outset, this book serves as a guide for beginning students to learn to set type properly through tutorials, activities, and examples of student work. Encompassing the history of typography from ancient times to widespread modern use, The Art of Type and Typography provides context and fosters creativity while developing key concepts, including: The history of type; Terminology; Classification; Measurement; Spacing; Alignment; Legibility; Hierarchy; Layout and Grids; Page Elements; InDesign tools and style sheets. Writing clearly and to the point, Mary Jo Krysinski brings over 30 years of design experience to this essential guide. With a glossary, sample class activities, additional online resources and a beautiful clean design, this book is the perfect introduction for a beginning typography student, and a handy reference for those needing a refresher.
InDesign type : professional typography with Adobe InDesign Front cover image for InDesign type : professional typography with Adobe InDesign by
Studying Visual Communication by
"Worth had courage and originality enough not to take pictures for granted, but thought and struggled with some of the most difficult problems that cinematographers (and researchers in visual media) are faced with."--Edward T. Hall One of the central figures in the development of the study of visual communication, Sol Worth (1922-1977) was a filmmaker and painter before he turned to academic pursuits. He began with the question of how film could be understood and studied as a medium of communication and from there he moved on to the larger and more profound questions about the nature of visual media in general and the role that visual images play in shaping and constructing reality. Worth's pioneering work with Navajo filmmakers broadened our understanding of visual perception and communication even as it presented anthropologists with a means to achieve one of their most cherished goals: somehow to see the world through the eyes of their informants. The papers in this volume trace the development of Worth's thinking and research as he outlined the problems and issues that must be faced in the study of visual communication. He went further than anyone else in setting the intellectual agenda for the field, drawing upon such diverse disciplines as anthropology, sociology, psychology, linguistics, and semiotics. His broader interests are reflected in several papers that apply to problems and concerns of a more practical nature. Among them is Worth's innovative paper on the use of film in education. Worth's contributions to the serious task of understanding the role and potential of visual media and visual communication extend far beyond the intellectual realms of theory and speculation. Indeed, they speak clearly to issues facing all of us in a world that is so much shaped by visual communication.
Graphic Communication and Digital Media
This course builds on the different ideas introduced in MGRAPH2, and focuses on various design problems that the graphic designer faces in the world today. Formation of meaning and the importance of research, coming up with a solution and its expression through visual design is discussed and investigated through problems that range from branding, including identity creation and its application and various iterations; meaning-creation through type and image, and applied to specific print media like the poster or book cover; and the element of time and space added to type and image in multimedia projects that combine all of these to add layers of meaning and experience. Importance is given on original creations, from images, text, and other content included in the projects; to original ideas and solutions for existing design problems. Stylistic graphic expression throughout the decades will also be discussed, starting from the pre-modernist period, modernist, and post-modernist schools of thought, as well as contemporary graphic styles that shape and influence the practice.
The laboratory component of the course will focus on the various media that graphic designers use nowadays in visual expression. Emphasis will be given on the multi-media/vari-media approach on the application of an idea, investigating the strengths and weaknesses of each medium and using each to the fullest. The students will learn to work together as a team in coming up with solutions to the given design problems.
Graphic Communication and Digital Media
This course builds on the different ideas introduced in MGRAPH2, and focuses on various design problems that the graphic designer faces in the world today. Formation of meaning and the importance of research, coming up with a solution and its expression through visual design is discussed and investigated through problems that range from branding, including identity creation and its application and various iterations; meaning-creation through type and image, and applied to specific print media like the poster or book cover; and the element of time and space added to type and image in multimedia projects that combine all of these to add layers of meaning and experience. Importance is given on original creations, from images, text, and other content included in the projects; to original ideas and solutions for existing design problems. Stylistic graphic expression throughout the decades will also be discussed, starting from the pre-modernist period, modernist, and post-modernist schools of thought, as well as contemporary graphic styles that shape and influence the practice.
The laboratory component of the course will focus on the various media that graphic designers use nowadays in visual expression. Emphasis will be given on the multi-media/vari-media approach on the application of an idea, investigating the strengths and weaknesses of each medium and using each to the fullest. The students will learn to work together as a team in coming up with solutions to the given design problems.
White Space Is Not Your Enemy : a beginner's guide to communicating visually through graphic, web & multimedia design by
White Space Is Not Your Enemy is a practical graphic design and layout guide that introduces concepts and practices necessary for producing effective visual communication across a variety of formats--from web to print. Sections on Gestalt theory, color theory, and WET layout are expanded to offer more in-depth content on those topics. This new edition features new covering current trends in web design--Mobile-first, UI/UX design, and web typography--and how they affect a designer's approach to a project. The entire book will receive an update using new examples and images that show a more diverse set of graphics that go beyond print and web and focus on tablet, mobile and advertising designs.
Interface Design for Multimedia Applications
Many technological innovations rely upon User Interface Design to elevate their technical complexity to a usable product. Technology alone may not win user acceptance and subsequent marketability. The User Experience, or how the user experiences the end product, is the key to acceptance. And that is where User Interface Design enters the design process.
Thus, MINTER1 class is designed to harness the full potential of the multimedia designer’s ability to pool together design principles learned in the previous subjects and conceptualization skills to produce an effective user interface that will make their websites and interactive digital media visually appealing but also user acceptable.
Interface Design for Multimedia Applications
Many technological innovations rely upon User Interface Design to elevate their technical complexity to a usable product. Technology alone may not win user acceptance and subsequent marketability. The User Experience, or how the user experiences the end product, is the key to acceptance. And that is where User Interface Design enters the design process.
Thus, MINTER1 class is designed to harness the full potential of the multimedia designer’s ability to pool together design principles learned in the previous subjects and conceptualization skills to produce an effective user interface that will make their websites and interactive digital media visually appealing but also user acceptable.
Introduction to Multimedia Programming
Introduction to Multimedia Programming is a course that aims to enable multimedia arts students to develop solutions/algorithms for problems related to multimedia programming. Solutions to be developed will be in the form of flowcharts, pseudo-codes, and scripts. The course prepares students for MMA courses like interactive authoring, web development, and other elective courses that involve programming/scripting.
The problems and cases to be given shall enable students to learn the basic programming constructs and know how to use and organize them into simple and yet, structured solutions. Discussions and activities will always tackle objects and how to manipulate their properties (OOP). The deliverables of this course include flowcharts, structured-English codes, and an interactive project (navigation menu) using any or combination of lingo, and java.
Introduction to Multimedia Programming
Introduction to Multimedia Programming is a course that aims to enable multimedia arts students to develop solutions/algorithms for problems related to multimedia programming. Solutions to be developed will be in the form of flowcharts, pseudo-codes, and scripts. The course prepares students for MMA courses like interactive authoring, web development, and other elective courses that involve programming/scripting.
The problems and cases to be given shall enable students to learn the basic programming constructs and know how to use and organize them into simple and yet, structured solutions. Discussions and activities will always tackle objects and how to manipulate their properties (OOP). The deliverables of this course include flowcharts, structured-English codes, and an interactive project (navigation menu) using any or combination of lingo, and java.
JavaScript and Open Data by
This book will teach you how to take advantage of the JavaScript language to process data provided on the Internet. Much attention is given to the main JavaScript backbone: prototype based objects, and functional capabilities, while common features (loops, etc.) are summarized in a few cheat-sheets. Only operational features are detailed through the coding of several applications -the second and largest part of the book-, on free-access datasets (e.g. World Bank). It includes: cartography (SVG or API's based), data-sheets access (via Ajax or Jsonp), video data and post-synchronization, and animation examples.
Python : an Introduction to Programming by
This book is an introduction to programming concepts that uses Python 3 as the target language. It follows a practical just-in-time presentation - material is given to the student when it is needed. Many examples will be based on games, because Python has become the language of choice for basic game development. Designed as a Year One textbook for introduction to programming classes or for the hobbyist who wants to learn the fundamentals of programming, the text assumes no programming experience. Features: * Introduces programming concepts that use Python 3 * Includes many examples based on video game development * 4-color throughout with game demos on the companion files
Ubuntu Linux Unleashed 2021 Edition, 14th Edition by Interactive Applications for Online Media 1
Interactive Applications for Online Media 1 lays the foundation of developing HTML websites using industry standards for development and ease of editing content. Client side script enhancements to create movement within the website are also part of this course. The course will also cover the configuring of forms to be used with available server side scripts to create simple online interactivity.
The course extensively uses lab work, homework, PBLs, and a project to create the necessary hands-on experience required to acquire the skills. This course will prepare the design and core skills required for the succeeding web track courses.
Interactive Applications for Online Media 1
Interactive Applications for Online Media 1 lays the foundation of developing HTML websites using industry standards for development and ease of editing content. Client side script enhancements to create movement within the website are also part of this course. The course will also cover the configuring of forms to be used with available server side scripts to create simple online interactivity.
The course extensively uses lab work, homework, PBLs, and a project to create the necessary hands-on experience required to acquire the skills. This course will prepare the design and core skills required for the succeeding web track courses.
Interactive Applications for Offline Digital Media
MINTER4 is an introduction to the interactive applications for offline digital media that trains the students in proper conceptualization for new media technology. Students will be made familiar with the scripting language of Adobe Flash Action Script 3 and its potentials to creating effective interactive applications. It aims to enable multimedia arts students to create an effective and fully functional Activity Based Instructional Media for users to experience, interact and learn from. Research is a key component in this class, which goes hand in hand with learning tools such as scripting and interactive software in developing such experiences.
This class is designed to harness the full potential of the multimedia designer’s ability to pool together design/material elements from different media. The students will be exposed to different concepts of interaction both on human and machine level. By way of example, the students will feel and think their way around this new alley for creativity, which would prepare them for higher concepts such as sharing knowledge with others.
Interactive Applications for Offline Digital Media
MINTER4 is an introduction to the interactive applications for offline digital media that trains the students in proper conceptualization for new media technology. Students will be made familiar with the scripting language of Adobe Flash Action Script 3 and its potentials to creating effective interactive applications. It aims to enable multimedia arts students to create an effective and fully functional Activity Based Instructional Media for users to experience, interact and learn from. Research is a key component in this class, which goes hand in hand with learning tools such as scripting and interactive software in developing such experiences.
This class is designed to harness the full potential of the multimedia designer’s ability to pool together design/material elements from different media. The students will be exposed to different concepts of interaction both on human and machine level. By way of example, the students will feel and think their way around this new alley for creativity, which would prepare them for higher concepts such as sharing knowledge with others.
Digital Media, Projection Design, and Technology for Theatre by
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer's workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
Going offline by Interactive Applications for Online Media 2
MINTER5 is the second web subject that teaches the students to create animated websites. Students will understand the difference between static and dynamic website, and techniques in creating the latter. Furthermore, students will be tasked to determine and generate some of its contents based on the user’s needs.
Interactive Applications for Online Media 2
MINTER5 is the second web subject that teaches the students to create animated websites. Students will understand the difference between static and dynamic website, and techniques in creating the latter. Furthermore, students will be tasked to determine and generate some of its contents based on the user’s needs.
Interactive Applications for Mobile Media
MINTER6 is the sixth web subject that teaches the students how to develop interactive applications for mobile devices. Students will learn how to build web sites for mobile phones and other handheld devices. They will learn design principles, usability standards and best practices for mobile web development.
Interactive Applications for Mobile Media
MINTER6 is the sixth web subject that teaches the students how to develop interactive applications for mobile devices. Students will learn how to build web sites for mobile phones and other handheld devices. They will learn design principles, usability standards and best practices for mobile web development.
Beginning PowerApps : the non-developers guide to building business mobile applications by
Mobile app analytics : optimize your apps with user experience monitoring by Multimedia Portfolio and Branding
Multimedia Portfolio (MMAPORT) is a course focused on helping the students prepare for their OJT and the industry by directing them from branding themselves to promotion as distinct multimedia artists/designers.
Students will be guided throughout the whole course: from assessing themselves as to how they would like to brand themselves distinctively, to creating their own portfolio (from conceptualization, choosing quality of works and producing it), to pitching what they can do to a panel, and finally, to publicly exhibit their works.
Multimedia Portfolio and Branding
Multimedia Portfolio (MMAPORT) is a course focused on helping the students prepare for their OJT and the industry by directing them from branding themselves to promotion as distinct multimedia artists/designers.
Students will be guided throughout the whole course: from assessing themselves as to how they would like to brand themselves distinctively, to creating their own portfolio (from conceptualization, choosing quality of works and producing it), to pitching what they can do to a panel, and finally, to publicly exhibit their works.
Brand Zero : the complete branding guide for start-ups by
If you are thinking of starting up a business OCo whether online or in a pushcart or a small caf(r) OCo you need to look into your branding. (how does it work, anyway?), brace yourself...According to Jacky Tai, you should start your branding exercise as early as possible. Brand Zero distils the authorOCOs wealth of experience in grappling with branding strategies in the real world into a practical and easy-to-understand guide anyone."
Recruitment advertising as an instrument of employer branding : a linguistic perspective by Multimedia Project 2 - Design and Production
MMAPRJ2 is the second course in a series of three designed to enable the student to produce a culminating Multimedia project. It guides the student in executing his/her proposed topic and content into a viable Multimedia project. The course includes the design of the project, the production of a substantial portion of the project depending on the format, and the preparation of the design document under the guidance of the student’s preferred adviser. This course covers the actual production of the project elements, which is guided and monitored to ensure the feasibility of project completion and the viability of the product itself.
The Multimedia Arts student is envisioned to be proficient in content development and adept in the technical skills required to integrate various multimedia disciplines to produce a worthwhile and substantive Multimedia Arts project. As such, MMAPRJ2 is designed to enable the student to produce both the content and form of his/her project.
Multimedia Project 2 - Design and Production
MMAPRJ2 is the second course in a series of three designed to enable the student to produce a culminating Multimedia project. It guides the student in executing his/her proposed topic and content into a viable Multimedia project. The course includes the design of the project, the production of a substantial portion of the project depending on the format, and the preparation of the design document under the guidance of the student’s preferred adviser. This course covers the actual production of the project elements, which is guided and monitored to ensure the feasibility of project completion and the viability of the product itself.
The Multimedia Arts student is envisioned to be proficient in content development and adept in the technical skills required to integrate various multimedia disciplines to produce a worthwhile and substantive Multimedia Arts project. As such, MMAPRJ2 is designed to enable the student to produce both the content and form of his/her project.
Media Design and Technology for Live Entertainment by
Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.
Recording Studio Design by
Recording Studio Design, Fourth Edition explains the key principles of successful studio design and construction using straightforward language and the use of practical examples appreciated by readers of previous editions. Updated to reflect new industry standards, this fourth edition addresses improvements in cinema sound, with specific attention paid to B-chain electroacoustic response and calibration. Using over 50 years' experience, author Philip Newell provides detail on the practical aspects of recording in various environments, not only exploring the complex issues relating to the acoustics but also providing real-world solutions. While the book contains detailed discussions about performing rooms, control rooms, and mobile studios, concepts of the infrastructures are also discussed, because no studio can perform optimally unless the technical and human requirements are adequately provided for. In this new edition, sound for cinema provides a platform for highlighting many, wider electroacoustic topics in a way that is relatively easy to visualise. The way in which sound and vision interact is an important aspect of many modern multimedia formats. The new edition includes: A new Chapter 22 that will thoroughly reflect recently published SMPTE investigations which will drastically impact standards for cinema sound; The inclusion of new academic research and its practical applications; An entire new illustrated chapter on room construction principles; and The consolidation of ideas which were only emerging when the earlier editions were published.
Sound Systems: Design and Optimization : modern techniques and tools for sound system design and alignment by
Sound Systems: Design and Optimization provides an accessible and unique perspective on the behavior of sound systems in the practical world. The third edition reflects current trends in the audio field thereby providing readers with the newest methodologies and techniques. In this greatly expanded new edition, you'll find clearer explanations, a more streamlined organization, increased coverage of current technologies and comprehensive case studies of the author's award-winning work in the field. As the only book devoted exclusively to modern tools and techniques in this emerging field, Sound Systems: Design and Optimization provides the specialized guidance needed to perfect your design skills. This book helps you: Improve your design and optimization decisions by understanding how audiences perceive reinforced sound Use modern analyzers and prediction programs to select speaker placement, equalization, delay and level settings based on how loudspeakers interact in the space Define speaker array configurations and design strategies that maximize the potential for spatial uniformity Gain a comprehensive understanding of the tools and techniques required to generate a design that will create a successful transmission/reception model
Multimedia Project 3 - Post Production and Marketing
MMAPRJ3 is designed to enable the student to produce and create a marketing plan for the student’s culminating Multimedia project (in coordination with MMBUSI2). It is expected that the student has already mastered the basic production courses needed to complete his/her chosen project. As such, this course is designed as a consultation venue between student and adviser in the area of project viability as well as monitoring the effectiveness of production management. The adviser also assists in the post-production phase of the project, the completion of documentation papers, the development of a suitable marketing plan and the preparation for an External Defense before a panel composed of practitioners in the field/s relevant to the project.
Multimedia Project 3 - Post Production and Marketing
MMAPRJ3 is designed to enable the student to produce and create a marketing plan for the student’s culminating Multimedia project (in coordination with MMBUSI2). It is expected that the student has already mastered the basic production courses needed to complete his/her chosen project. As such, this course is designed as a consultation venue between student and adviser in the area of project viability as well as monitoring the effectiveness of production management. The adviser also assists in the post-production phase of the project, the completion of documentation papers, the development of a suitable marketing plan and the preparation for an External Defense before a panel composed of practitioners in the field/s relevant to the project.
Media Design and Technology for Live Entertainment by
Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.
Media Design and Technology for Live Entertainment by
Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.
Recording Studio Design by
Recording Studio Design, Fourth Edition explains the key principles of successful studio design and construction using straightforward language and the use of practical examples appreciated by readers of previous editions. Updated to reflect new industry standards, this fourth edition addresses improvements in cinema sound, with specific attention paid to B-chain electroacoustic response and calibration. Using over 50 years' experience, author Philip Newell provides detail on the practical aspects of recording in various environments, not only exploring the complex issues relating to the acoustics but also providing real-world solutions. While the book contains detailed discussions about performing rooms, control rooms, and mobile studios, concepts of the infrastructures are also discussed, because no studio can perform optimally unless the technical and human requirements are adequately provided for. In this new edition, sound for cinema provides a platform for highlighting many, wider electroacoustic topics in a way that is relatively easy to visualise. The way in which sound and vision interact is an important aspect of many modern multimedia formats. The new edition includes: A new Chapter 22 that will thoroughly reflect recently published SMPTE investigations which will drastically impact standards for cinema sound; The inclusion of new academic research and its practical applications; An entire new illustrated chapter on room construction principles; and The consolidation of ideas which were only emerging when the earlier editions were published.
Multimedia Strategic Marketing and Positioning for Multimedia
Strategic Marketing & Positioning (MMSTRAM) involves the development of a vision for the markets of interest to the organization. Specifically, it covers the development of cognitive skills in selecting target market strategies, setting objectives, developing, implementing, and managing marketing programs. The course aims to develop multimedia students’ critical thinking and a set of skills important to strategizing and positioning in the market place.
Multimedia Strategic Marketing and Positioning for Multimedia
Strategic Marketing & Positioning (MMSTRAM) involves the development of a vision for the markets of interest to the organization. Specifically, it covers the development of cognitive skills in selecting target market strategies, setting objectives, developing, implementing, and managing marketing programs. The course aims to develop multimedia students’ critical thinking and a set of skills important to strategizing and positioning in the market place.
Strategic Marketing for High Technology Products by
In order for High Technology (HT) companies to tackle contemporary demanding market challenges, they frequently deploy time-reduction strategies with respect to product launch. Marketing of technology related products - and especially cutting edge ones - involves a complex and multidimensional bundle of specific and unique characteristics, such as the complexity of products, the intensity of the competition, confusion and/ or fear of adoption among consumers, fast pacing changes in the external environment. The very nature of the interrelations that evolve as part of the dynamic process of strategy formulation contributes further to the formulation of a very challenging environment which is described as tumultuous, volatile and turbulent. These specific features, qualities and characteristics constitute the core of the innate need for an integrated approach that requires and depends on the cooperation and coordination of specific functional competencies. This book employs a systemic approach that accommodates the integration of specialized departmental capabilities as a fundamental prerequisite and a cornerstone for the successful navigation of high-tech organizations in their extremely competitive environments. It provides a solid and extant context of compact and consistent cognitive background that is specific to the HT strategic marketing field, and a strategic tool that utilizes, relies and is built on the turbulent environment of HT rather than just overlooking, avoiding or ignoring it, and that assumes a proactive point of view, capitalizing on characteristics specific to this field, through the provision of a strategic managerial and marketing model that is overlaid onto a reliably assessed foundation of dynamic qualities, with a long-term orientation and scope, albeit one that would be easy to apply and which will generate immediate results.
Multimedia Communication Theory
MMCOMTH is an introductory course on the theories of communication as it lends itself to a better understanding of the communication process relevant to the study of multimedia arts. Communication theories shed light on how individuals, in particular, and societies, in general, receive messages, react to it, and affect others consequently.
Looseleaf for a First Look at Communication Theory by
The tenth edition of A First Look at Communication Theory justifies again the program's enduring popularity. Em Griffin, now joined by colleagues Andrew Ledbetter and Glenn Sparks, encourages students who are encountering the field for the first time to tackle theories without fear. The text's conversational style and relevant examples keep complex theories within the grasp of first-time theory students. The authors introduce 32 diverse theories that are a mix of foundational and recent scholarship and, with the benefit of numerous examples and connections to pop culture, help students apply them to their own lives. The discrete presentation of the theories ensures a well-rounded understanding of each while promoting integrative thinking and facilitating the ability of instructors to skip or rearrange their presentation. The broad selection of theories-from the classics to the cutting edge-ensures that students have a solid foundation with which to begin understanding the relationships between theories. New to This Edition ●Responding to instructors' desire to offer students more than one social media theory, a new chapter highlights Caroline Hawthornthwaite's media multiplexity theory. ●A new chapter features Marc Orbe's co-cultural theory, which is based on extensive phenomenological research among the LGBTQ community, people with physical disabilities, and African American men. ●The discussion of relational dialectics theory has been fully updated to center on Baxter's second version of the theory, which draws heavily on the thinking of Mikhail Bahktin. ●Updated examples will appeal to current students, including the illustration of social judgment theory with the issue of gun control rather than airline safety. ●A revised critique of social information processing theory cites MIT professor Sherry Turkle's challenge to Walther's basic claim that anything we do face-to-face can be done just as well or better online. ●Cultural studies now includes Larry Frey's appeal for communicative activism for social justice. This is the only ethical reflection in the book highlighting an ethicist currently active in the field of communication. ●Based on updated research, the presentation of face-negotiation theory has been simplified. ●End-of-chapter Critique sections are sharpened.
Multimedia Communication Theory
MMCOMTH is an introductory course on the theories of communication as it lends itself to a better understanding of the communication process relevant to the study of multimedia arts. Communication theories shed light on how individuals, in particular, and societies, in general, receive messages, react to it, and affect others consequently.
Beyond the Word : reconstructing sense in the Joyce era of technology, culture, and communication by
Beyond the Word provides an implicit critique of postmodernism, redefining it as a further radical stage of modernism.
Communication and Media Ethics by
Ethics in communication and media has arguably reached a pivotal stage of maturity in the last decade, moving from disparate lines of inquiry to a theory-driven, interdisciplinary field presenting normative frameworks and philosophical explications for communicative practices. The intent of this volume is to present this maturation, to reflect the vibrant state of ethics theorizing and to illuminate promising pathways for future research.
Critical theory of communication : new readings of Lukács, Adorno, Marcuse, Honneth and Habermas in the age of the internet by
The W.R. Bion tradition : lines of development : evolution of theory and practice over the decades by Communication Research Methods
Multimedia Communication Research presents frameworks by which communication research is designed, conducted, interpreted, critically evaluated and applied. This course introduces a variety of research methodologies based on the three general paradigms in the field of communication; social-scientific, interpretive, and rhetorical/critical. Students will be taught to select and apply the correct method to generate valid data to create their intended communication content relevant to the practice of multimedia arts.
Communication Research : asking questions, finding answers by Communication Research Methods
Multimedia Communication Research presents frameworks by which communication research is designed, conducted, interpreted, critically evaluated and applied. This course introduces a variety of research methodologies based on the three general paradigms in the field of communication; social-scientific, interpretive, and rhetorical/critical. Students will be taught to select and apply the correct method to generate valid data to create their intended communication content relevant to the practice of multimedia arts.
Insights from practices in community-based research : from theory to practice around the globe by
Mixed-Methods Communication Research : Combining Qualitative and Quantitative Approaches in the Study of Online Journalism by Interactive Content for Multimedia
MMICONT is a course for interactive media (web, offline digital and mobile). It prepares the student for interactive content by making them understand the content gathering and organizing process, as well as content preparation which includes writing. At the end of the course, the student should be able to plan, gather/create content for interactive applications. The course extensively uses creative skills in creating content, as well as logical skills in organizing the content. Since content is not writing alone, it would be beneficial for the student to have experience in graphic software and photography. The final project of the students should be good enough to be developed in their integration subjects (MINTER3 & 5 – web applications, MINTER 4 & 6 – author & mobile).
Interactive Content for Multimedia
MMICONT is a course for interactive media (web, offline digital and mobile). It prepares the student for interactive content by making them understand the content gathering and organizing process, as well as content preparation which includes writing. At the end of the course, the student should be able to plan, gather/create content for interactive applications. The course extensively uses creative skills in creating content, as well as logical skills in organizing the content. Since content is not writing alone, it would be beneficial for the student to have experience in graphic software and photography. The final project of the students should be good enough to be developed in their integration subjects (MINTER3 & 5 – web applications, MINTER 4 & 6 – author & mobile).
Adaptation in the Age of Media Convergence by
This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. The contributions take the most prominent methods within the field to offer reconsiderations of theoretical concepts and practices in participatory culture, transmedia franchises, and new media adaptations. The authors discuss phenomena ranging from mash-ups of novels and YouTube cover songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC's Sherlock or the LEGO franchise) and previously largely ignored phenomena (self-censorship in transnational franchises, mash-up novels, or YouTube cover videos).
Content Area Writing That Rocks (and Works!) by
Engage third through twelfth grade students with creative strategies to develop their writing skills with the help of Content Area Writing That Rocks. This standards-based resource provides teachers with strategies and suggestions to build writing skills based on students' interests in technology, social media, and other contemporary topics. This guide supports overall writing instruction across the content areas.
Regulating Content on Social Media Copyright, Terms of Service and Technological Features by Introduction to Multimedia Arts
MMINTRO gives the incoming Multimedia Arts students an overview of Multimedia Arts as a field. It will cover the definition, history and evolution of Multimedia Arts as well the current and future growth directions of the industry. Different areas of specialization will explained in line with current and future trends. To orient the student with the technical aspects of the course, the definition and functions of multimedia equipment and its application in the creation of multimedia products will be explained, as well as the phases of the multimedia development process and its interactivity. Finally, the two mother theories explaining the evolution of multimedia namely Technological Determinism and Mediamorphosis will also be tackled to provide the student with a theoretical framework as s/he proceeds with the course.
Introduction to Multimedia Arts
MMINTRO gives the incoming Multimedia Arts students an overview of Multimedia Arts as a field. It will cover the definition, history and evolution of Multimedia Arts as well the current and future growth directions of the industry. Different areas of specialization will explained in line with current and future trends. To orient the student with the technical aspects of the course, the definition and functions of multimedia equipment and its application in the creation of multimedia products will be explained, as well as the phases of the multimedia development process and its interactivity. Finally, the two mother theories explaining the evolution of multimedia namely Technological Determinism and Mediamorphosis will also be tackled to provide the student with a theoretical framework as s/he proceeds with the course.
White Space Is Not Your Enemy : a beginner's guide to communicating visually through graphic, web & multimedia design by
White Space Is Not Your Enemy is a practical graphic design and layout guide that introduces concepts and practices necessary for producing effective visual communication across a variety of formats--from web to print. Sections on Gestalt theory, color theory, and WET layout are expanded to offer more in-depth content on those topics. This new edition features new covering current trends in web design--Mobile-first, UI/UX design, and web typography--and how they affect a designer's approach to a project. The entire book will receive an update using new examples and images that show a more diverse set of graphics that go beyond print and web and focus on tablet, mobile and advertising designs.
Project Management for Multimedia
The Project Management (MMPRMAN) course examines project management roles and environments, the project life cycle and various techniques of work planning, resources allocation, cost estimating and budgeting, and control and evaluation to achieve project objectives.
Project Management for Multimedia
The Project Management (MMPRMAN) course examines project management roles and environments, the project life cycle and various techniques of work planning, resources allocation, cost estimating and budgeting, and control and evaluation to achieve project objectives.
Law and Professional Ethics for Multimedia
MMPROFS is a survey of the local and international laws and business management practices that affect the domain of designers, artists, musicians, dancers and other practitioners of the creative industries. The course will focus on the study of significant legal concepts on intellectual property rights, infringement, trademark, piracy, unfair competition and other related laws as well as give an introduction to Entrepreneurship.
Offers a unique learning experience that provides the student with the necessary knowledge and skills to create a service business related to the student's field of interest, which will further be developed in higher business courses.
Law and Professional Ethics for Multimedia
MMPROFS is a survey of the local and international laws and business management practices that affect the domain of designers, artists, musicians, dancers and other practitioners of the creative industries. The course will focus on the study of significant legal concepts on intellectual property rights, infringement, trademark, piracy, unfair competition and other related laws as well as give an introduction to Entrepreneurship.
Offers a unique learning experience that provides the student with the necessary knowledge and skills to create a service business related to the student's field of interest, which will further be developed in higher business courses.
Creativity without law : challenging the assumptions of intellectual property by
Cyberethics : morality and law in cyberspace by
The Sixth Edition of CyberEthics: Morality and Law in Cyberspace provides a comprehensive examination of the social costs and moral issues emerging from the ever-expanding use of the internet and new information technologies. Focusing heavily on content control, free speech, intellectual property, and security, the sixth edition offers a legal and philosophical discussion of these critical issues.
MMWRITE equips the Multimedia Arts student with the technical and narrative writing skills needed to create text content for multimedia projects. This subject will cover technical writing of all non-narrative multimedia content including copywriting, content for web and authored CDs, abstracts, product descriptions and manual-type instructions for the operation of products. It will also tackle the creation of narrative and audio-visual (AV) scripts for video and animation including branching storylines used for hyper-narratives.
MMWRITE equips the Multimedia Arts student with the technical and narrative writing skills needed to create text content for multimedia projects. This subject will cover technical writing of all non-narrative multimedia content including copywriting, content for web and authored CDs, abstracts, product descriptions and manual-type instructions for the operation of products. It will also tackle the creation of narrative and audio-visual (AV) scripts for video and animation including branching storylines used for hyper-narratives.
New Literary Hybrids in the Age of Multimedia Expression by
Begun in 2010 as part of the "Histories of Literatures in European Languages" series sponsored by the International Comparative Literature Association, the current project on New Literary Hybrids in the Age of Multimedia Expression recognizes the global shift toward the visual and the virtual in all areas of textuality: the printed, verbal text is increasingly joined with the visual, often electronic, text. This shift has opened up new domains of human achievement in art and culture. The international roster of 24 contributors to this volume pursue a broad range of issues under four sets of questions that allow a larger conversation to emerge, both inside the volume's sections and between them. The four sections cover, 1) Multimedia Productions in Theoretical and Historical Perspective; 2) Regional and Intercultural Projects; 3) Forms and Genres; and, 4) Readers and Rewriters in Multimedia Environments. The essays included in this volume are examples of the kinds of projects and inquiries that have become possible at the interface between literature and other media, new and old. They emphasize the extent to which hypertextual, multimedia, and virtual reality technologies have enhanced the sociality of reading and writing, enabling more people to interact than ever before. At the same time, however, they warn that, as long as these technologies are used to reinforce old habits of reading/ writing, they will deliver modest results. One of the major tasks pursued by the contributors to this volume is to integrate literature in the global informational environment where it can function as an imaginative partner, teaching its interpretive competencies to other components of the cultural landscape.
Social Design is a course that offers a window to the world. Students are tasked to identify social problems, propose solutions, and create up a visual design project that best answers the identified problem. Graphic Design is continually evolving as a practice and as a discipline, and this course aims to keep the students at par, if not on the vanguard, of the practice. Design authorship and social design will be discussed and explorations of its application by the student encouraged. The role of intuition and improvisation in design will be thoroughly discussed. This course also reinforces knowledge of the various design and communication theories learned by the student in FSTHEOR3, MMINTRO, and MMCOMTH by applying these theories to real-world projects. The course will combine all that the student has learned in the past MGRAPH subjects, as well as other multimedia courses, into a final project that underlines the value of visual communication in the world today.
Social Design is a course that offers a window to the world. Students are tasked to identify social problems, propose solutions, and create up a visual design project that best answers the identified problem. Graphic Design is continually evolving as a practice and as a discipline, and this course aims to keep the students at par, if not on the vanguard, of the practice. Design authorship and social design will be discussed and explorations of its application by the student encouraged. The role of intuition and improvisation in design will be thoroughly discussed. This course also reinforces knowledge of the various design and communication theories learned by the student in FSTHEOR3, MMINTRO, and MMCOMTH by applying these theories to real-world projects. The course will combine all that the student has learned in the past MGRAPH subjects, as well as other multimedia courses, into a final project that underlines the value of visual communication in the world today.
Multimedia Arts: An Introduction
MINTRMA gives you an overview of Multimedia Arts as a field. It aims you to explore and understand the history, principles and evolution of Multimedia Arts. It will also cover an up-to-date and future directions of multimedia arts, local and international laws affecting multimedia practices and orientation with the technical aspects and functions of multimedia equipment and its application. Moreover, it will also discuss the phases of multimedia development process.
In this course, exposes you in the aspect of service-learning. It is where you can identify a problem in a certain community and create a Multimedia project as a solution for final project.
Multimedia Arts: An Introduction
MINTRMA gives you an overview of Multimedia Arts as a field. It aims you to explore and understand the history, principles and evolution of Multimedia Arts. It will also cover an up-to-date and future directions of multimedia arts, local and international laws affecting multimedia practices and orientation with the technical aspects and functions of multimedia equipment and its application. Moreover, it will also discuss the phases of multimedia development process.
In this course, exposes you in the aspect of service-learning. It is where you can identify a problem in a certain community and create a Multimedia project as a solution for final project.
Communication and Media Ethics by
Ethics in communication and media has arguably reached a pivotal stage of maturity in the last decade, moving from disparate lines of inquiry to a theory-driven, interdisciplinary field presenting normative frameworks and philosophical explications for communicative practices. The intent of this volume is to present this maturation, to reflect the vibrant state of ethics theorizing and to illuminate promising pathways for future research.
Intelligent Multimedia Data Analysis by
This volume comprises eight well-versed contributed chapters devoted to report the latest findings on the intelligent approaches to multimedia data analysis. Multimedia data is a combination of different discrete and continuous content forms like text, audio, images, videos, animations and interactional data. At least a single continuous media in the transmitted information generates multimedia information. Due to these different types of varieties, multimedia data present varied degrees of uncertainties and imprecision, which cannot be easy to deal by the conventional computing paradigm. Soft computing technologies are quite efficient to handle the imprecision and uncertainty of the multimedia data and they are flexible enough to process the real-world information. Proper analysis of multimedia data finds wide applications in medical diagnosis, video surveillance, text annotation etc. This volume is intended to be used as a reference by undergraduate and post graduate students of the disciplines of computer science, electronics and telecommunication, information science and electrical engineering. THE SERIES: FRONTIERS IN COMPUTATIONAL INTELLIGENCE The series Frontiers In Computational Intelligence is envisioned to provide comprehensive coverage and understanding of cutting edge research in computational intelligence. It intends to augment the scholarly discourse on all topics relating to the advances in artifi cial life and machine learning in the form of metaheuristics, approximate reasoning, and robotics. Latest research fi ndings are coupled with applications to varied domains of engineering and computer sciences. This field is steadily growing especially with the advent of novel machine learning algorithms being applied to different domains of engineering and technology. The series brings together leading researchers that intend to continue to advance the fi eld and create a broad knowledge about the most recent state of the art.
The Literariness of Media Art by
The beginning of the 20th century saw literary scholars from Russia positing a new definition for the nature of literature. Within the framework of Russian Formalism, the term 'literariness' was coined. The driving force behind this theoretical inquiry was the desire to identify literature--and art in general--as a way of revitalizing human perception, which had been numbed by the automatization of everyday life. The transformative power of 'literariness' is made manifest in many media artworks by renowned artists such as Chantal Akerman, Mona Hatoum, Gary Hill, Jenny Holzer, William Kentridge, Nalini Malani, Bruce Nauman, Martha Rosler, and Lawrence Weiner. The authors use literariness as a tool to analyze the aesthetics of spoken or written language within experimental film, video performance, moving image installations, and other media-based art forms. This volume uses as its foundation the Russian Formalist school of literary theory, with the goal of extending these theories to include contemporary concepts in film and media studies, such as Neoformalism, intermediality, remediation, and postdrama.
Media Design and Technology for Live Entertainment : essential tools for video presentation by
Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.
Drawing 1: Basic Form and Shape
The main intention is to develop the students’ fundamental skills basic drawing. The course enables the student to refine drawing techniques through its emphasis on form, texture, and depth. Students will be trained to handle well the drawing materials specially the dry medium based on the requirements of the assignment by introducing to the students ranges of forms and step by step example of different approaches of techniques and media.
Drawing 1: Basic Form and Shape
The main intention is to develop the students’ fundamental skills basic drawing. The course enables the student to refine drawing techniques through its emphasis on form, texture, and depth. Students will be trained to handle well the drawing materials specially the dry medium based on the requirements of the assignment by introducing to the students ranges of forms and step by step example of different approaches of techniques and media.
Basics Freehand Drawing by
The importance of freehand drawing for educating architects is often underestimated. However, this craft is essential for any designer. The act of drawing shows you how to see and observe. It helps develop spatial imagination. A design idea can be quickly and easily clarified and displayed in only a few strokes. The sketch in perspective is vital in design presentations whether at the design academy or in meetings with contractors - every architect needs to master this craft. Basics Freehand Drawing explains step-by-step how to develop a perspective drawing from the initial structure of the image to various drawing techniques and use of color. It also shows in numerous color illustrations different drawing techniques and examples of presenting perspective drawings of buildings, interiors, and details.
Basics Technical Drawing by
Technical Drawing deals with the representation of plans throughout all phases of a project. For students, the primary focus is on the development and methodical construction of a technical drawing. Themes: Types of plan (from site plan and preliminary drawings to design and detail plans) Components of the plan (floor plan, section, elevation, detail) Line width, dimensioning, hatching, use of text, symbols Plan presentation and compilation
MFDRWG2 puts strong emphasis on figure drawing. The course intends to provide you with intense training in drawing human bodies and animals, in static and moving forms to make realistic representations of classical concepts of proportion, space and volume that have a strong influence on art in our contemporary time. It employs the classical Greek approaches in rendering human figures such as balance, proportion and symmetry which will be used as the basic standards for completing the requirements. At the end of the course, you must have improved your drawing skills especially in figure drawing and should be able to confidently showcase your artworks and artistic skills.
MFDRWG2 puts strong emphasis on figure drawing. The course intends to provide you with intense training in drawing human bodies and animals, in static and moving forms to make realistic representations of classical concepts of proportion, space and volume that have a strong influence on art in our contemporary time. It employs the classical Greek approaches in rendering human figures such as balance, proportion and symmetry which will be used as the basic standards for completing the requirements. At the end of the course, you must have improved your drawing skills especially in figure drawing and should be able to confidently showcase your artworks and artistic skills.
In MHISGRP, we will survey the beginnings, development, current state, and future directions of graphic design. It intends to help you see it as a creative endeavor with a purpose, practiced within the context of visual communication, and shaped by the development of tools and processes. As you study the different eras, movements, and designers, you will develop an understanding of the importance of graphic design throughout the years, following its evolution as advances in both technology and society itself play roles in shaping the practice. Lastly, MHISGRP will also look at the impact that graphic design has had on a global and local scale, how it has shaped visual culture, and how it continues to influence contemporary society through the various forms it has evolved into, from the traditional printed media to the emerging forms of digital media.
In MHISGRP, we will survey the beginnings, development, current state, and future directions of graphic design. It intends to help you see it as a creative endeavor with a purpose, practiced within the context of visual communication, and shaped by the development of tools and processes. As you study the different eras, movements, and designers, you will develop an understanding of the importance of graphic design throughout the years, following its evolution as advances in both technology and society itself play roles in shaping the practice. Lastly, MHISGRP will also look at the impact that graphic design has had on a global and local scale, how it has shaped visual culture, and how it continues to influence contemporary society through the various forms it has evolved into, from the traditional printed media to the emerging forms of digital media.
After Effects for Designers : graphic and interactive design in motion by
After Effects for Designers teaches design students, artists, and web, graphic, and interactive designers how to design, develop, and deploy motion design projects using Adobe After Effects. Author Chris Jackson balances fundamental aspects of time-based design with related techniques, and explores the principles of animation; composition and layout; visual hierarchy; typography; cinematic storytelling; 3D modelling; compositing, and more. Each chapter contains unique, step-by-step project exercises that offer timesaving practical tips and hands-on design techniques, teaching readers how to effectively use the tools at their disposal in order to conceptualize and visualize creative solutions to their own motion design work. Readers will build professional-world examples in every chapter and, as a result, learn how to both design effectively using After Effects and practically apply these skills in client-based work. An accompanying companion website includes complete project files for the book's chapter exercises, and additional video tutorials.
Learn Adobe Illustrator CC for graphic design and illustration : Adobe Certified Associate exam preparation by Elements & Principles of Design in Multimedia
MELPRIN is a core course that will help you understand how each element in the visual composition plays an important role in communicating the appropriate message to the intended audience. It will explain visual communication theories and demonstrate creative thinking techniques to aid you in creating your ideas translated in multimedia visual design outputs with the target audience in mind. The elements and principles of design will further be applied in graphical user interface for an engaging user experience.
The laboratory component of the course will reinforce these ideas through various visualization exercises and projects. These exercises and projects are treated and presented as purely formal problems that will focus on visual representation and expressions in visual communication as applied in multimedia.
Elements & Principles of Design in Multimedia
MELPRIN is a core course that will help you understand how each element in the visual composition plays an important role in communicating the appropriate message to the intended audience. It will explain visual communication theories and demonstrate creative thinking techniques to aid you in creating your ideas translated in multimedia visual design outputs with the target audience in mind. The elements and principles of design will further be applied in graphical user interface for an engaging user experience.
The laboratory component of the course will reinforce these ideas through various visualization exercises and projects. These exercises and projects are treated and presented as purely formal problems that will focus on visual representation and expressions in visual communication as applied in multimedia.
Writing for New Media is a course wherein you, as a Multimedia Arts student, are taught how to communicate through various multimedia platforms by means of technical and narrative writing skills; this course is designed to provide you knowledge in writing for both traditional and digital styles. Through Writing for New Media, all the writing disciplines practiced in the industry will be covered, ranging from Basic News and Feature writing, Copywriting, Web Content, Narratives and Scripts.
Writing for New Media is a course wherein you, as a Multimedia Arts student, are taught how to communicate through various multimedia platforms by means of technical and narrative writing skills; this course is designed to provide you knowledge in writing for both traditional and digital styles. Through Writing for New Media, all the writing disciplines practiced in the industry will be covered, ranging from Basic News and Feature writing, Copywriting, Web Content, Narratives and Scripts.
Ancient manuscripts in digital culture : visualisation, data mining, communication by
The Textbook and the Lecture: education in the age of new media Front cover image for The textbook & the lecture : education in the age of new media by
Why are the fundamentals of education apparently so little changed in our era of digital technology? Is their obstinate persistence evidence of resilience or obsolescence? Such questions can best be answered not by imagining an uncertain high-tech future, but by examining a well-documented past--a history of instruction and media that extends from Gilgamesh to Google. Norm Friesen looks to the combination and reconfiguration of oral, textual, and more recent media forms to understand the longevity of so many educational arrangements and practices. Friesen examines the interrelationship of reading, writing, and pedagogy in the case of the lecture and the textbook--from their premodern to their postmodern incarnations. Over hundreds of years, these two forms have integrated textual, oral, and (more recently) digital media and connected them with changing pedagogical and cultural priorities. The Textbook and the Lecture opens new possibilities for understanding not only mediated pedagogical practices and their reform but also gradual changes in our conceptions of the knowing subject and of knowledge itself. Drawing on wide-ranging scholarship in fields as diverse as media ecology and German-language media studies, Foucauldian historiography, and even archaeological research, The Textbook and the Lecture is a fascinating investigation of educational media.
Writing in College: from competence to excellence by
Writing in College is designed for students who have largely mastered high-school level conventions of formal academic writing and are now moving beyond the five-paragraph essay to more advanced engagement with text. It is well suited to composition courses or first-year seminars, and valuable as a supplemental or recommended text in other writing-intensive classes. It provides a friendly, down-to-earth introduction to professors' goals and expectations, demystifying the norms of the academy and how they shape college writing assignments. Each of the nine chapters could be read separately, and each includes suggested exercises to bring the main messages to life.Students will find in Writing in College a warm invitation to join the academic community as novice scholars and to approach writing as a meaningful medium of communication. With concise discussions, clear multidisciplinary examples, and empathy for the challenges of student life, Guptill conveys a welcoming tone. In addition, each chapter includes Student Voices: peer-to-peer wisdom from real SUNY Brockport students about their strategies for and experiences with college writing. While there are many affordable writing guides available, most focus only on sentence-level issues or, conversely, a broad introduction to making the transition. Writing In College, in contrast, provides both a coherent frame for approaching writing assignments and indispensable advice for effective organization and expression.
MCOLORT will familiarize you with color theory and allow you to know the meanings and functions of colors. Students are expected to acquire material characteristics, sensations, emotional and psychological value through nature observation. The meaning-conveying potential of colors will be studied as well as the effects of optical, emotional, sensory, intellectual concepts and psychological dynamics.
MCOLORT will familiarize you with color theory and allow you to know the meanings and functions of colors. Students are expected to acquire material characteristics, sensations, emotional and psychological value through nature observation. The meaning-conveying potential of colors will be studied as well as the effects of optical, emotional, sensory, intellectual concepts and psychological dynamics.
Theories and Methods of Research
MTHEOME is a course that presents the relationship between theory, research, and conceptualization in the field of multimedia arts. The course teaches you the process by which research is designed, conducted, interpreted and critically evaluated, through theoretical lenses. This course introduces you to a variety of communication theories, research methodologies, data-gathering techniques, and methods of analysis based on the social-scientific, humanistic, and interpretive paradigms, relevant to the field of multimedia arts. The course also deals with the application of the research results to the creation of a concept for a multimedia project.
Theories and Methods of Research
MTHEOME is a course that presents the relationship between theory, research, and conceptualization in the field of multimedia arts. The course teaches you the process by which research is designed, conducted, interpreted and critically evaluated, through theoretical lenses. This course introduces you to a variety of communication theories, research methodologies, data-gathering techniques, and methods of analysis based on the social-scientific, humanistic, and interpretive paradigms, relevant to the field of multimedia arts. The course also deals with the application of the research results to the creation of a concept for a multimedia project.
MMPHOTO presents you with the aesthetic and technical principles employed in digital photography with an aim of developing the necessary skills to produce quality images using the pixel-based medium. The course lays the groundwork for further studies in the field of photography and other fields in the multimedia arts. Students are required to produce photographs demonstrating their understanding of the lessons, principles, and ideas they learned. The images you will produce may be used for future school activities or for your personal portfolios.
MMPHOTO presents you with the aesthetic and technical principles employed in digital photography with an aim of developing the necessary skills to produce quality images using the pixel-based medium. The course lays the groundwork for further studies in the field of photography and other fields in the multimedia arts. Students are required to produce photographs demonstrating their understanding of the lessons, principles, and ideas they learned. The images you will produce may be used for future school activities or for your personal portfolios.
The Adobe Photoshop CC book for digital photographers : 2017 release by
David Busch's Sony Alpha a6500/ILCE-6500 Guide to Digital Photography by
Digital Ultraviolet and Infrared Photography by
Digital Ultraviolet and Infrared Photography discusses the growing number of applications of ultraviolet and infrared photography. Scientific and technical photographers, such as those engaged in scientific, medical, forensic, and landscape and wildlife photography routinely use ultraviolet and infrared techniques, and these techniques are growing in use in creative photography. This is the first book to address the application and potential for both ultraviolet and infrared photography in both science and art. The author, Adrian Davies, discusses the how-to of ultraviolet and infrared digital recording with a dissection of techniques, camera requirements and camera conversion, a useful appendix of resources and equipment currently available and inspirational image examples throughout. Digital Ultraviolet and Infrared Photography is an essential read for photographers using these tools either professionally or creatively.
Mastering Adobe Photoshop Elements : Excel in Digital Photography and Image Editing for Print and Web Using Photoshop Elements 2019 by MMTYPOG sets out to build in you a strong foundation of graphic design by teaching two important visual design skills -- typography and layout. In this course, you will be discovering the importance of typography in visual design: its history, structure, classifications, and more importantly, its use in visual design and how it has influenced the formation and understanding of messages in society. The similarities and differences of type usage for existing (and possible future) applications in print and screen projects will also be discussed and explored in various projects.
MMTYPOG sets out to build in you a strong foundation of graphic design by teaching two important visual design skills -- typography and layout. In this course, you will be discovering the importance of typography in visual design: its history, structure, classifications, and more importantly, its use in visual design and how it has influenced the formation and understanding of messages in society. The similarities and differences of type usage for existing (and possible future) applications in print and screen projects will also be discussed and explored in various projects.
The Art of Type and Typography : explorations in use and practice by
The Art of Type and Typography is an introduction to the art and rules of typography. Incorporating the industry standard--InDesign--for typesetting from the outset, this book serves as a guide for beginning students to learn to set type properly through tutorials, activities, and examples of student work. Encompassing the history of typography from ancient times to widespread modern use, The Art of Type and Typography provides context and fosters creativity while developing key concepts, including: The history of type; Terminology; Classification; Measurement; Spacing; Alignment; Legibility; Hierarchy; Layout and Grids; Page Elements; InDesign tools and style sheets. Writing clearly and to the point, Mary Jo Krysinski brings over 30 years of design experience to this essential guide. With a glossary, sample class activities, additional online resources and a beautiful clean design, this book is the perfect introduction for a beginning typography student, and a handy reference for those needing a refresher.
Design school : type : a practical guide for students and designers by
InDesign type : professional typography with Adobe InDesign by
Layout essentials : 100 design principles for using grids by
Semiotics and Title Sequences : compositing text and image in motion graphics by
Title sequences are the most obvious place where photography and typography combine on-screen, yet they are also a commonly neglected part of film studies. Semiotics and Title Sequences presents the first theoretical model and historical consideration of how text and image combine to create meaning in title sequences for film and television, before extending its analysis to include subtitles, intertitles, and the narrative role for typography. Detailed close readings of classic films starting with The Cabinet of Dr. Caligari, and including To Kill A Mockingbird, Dr. Strangelove, and The Good, the Bad and the Ugly, along with designs from television programs such as Magnum P.I., Castle, and Vikings present a critical assessment of title sequences as both an independent art form and an introduction to the film that follows.
Type Project Book Typographic projects to sharpen your creative skills & diversify your portfolio by MMFFVID will train you in the fundamentals of video pre-production, production and post-production such as, but not limited to framing and composition, continuity, design principles for the visual narrative, lighting, editing, and basic motion graphics and compositing. These fundamentals will be covered through a series of lectures, discussions, video/film screenings, workshops, demonstrations and individual and group projects. Through this course, you will be equipped and trained to effectively translate and convey messages through the use of motion pictures and its accompanying elements.
MMFFVID will train you in the fundamentals of video pre-production, production and post-production such as, but not limited to framing and composition, continuity, design principles for the visual narrative, lighting, editing, and basic motion graphics and compositing. These fundamentals will be covered through a series of lectures, discussions, video/film screenings, workshops, demonstrations and individual and group projects. Through this course, you will be equipped and trained to effectively translate and convey messages through the use of motion pictures and its accompanying elements.
Film and Video Editing Theory : how editing creates meaning by
Film and Video Editing Theory offers an accessible, introductory guide to the practices used to create meaning through editing. In this book, Michael Frierson synthesizes the theories of the most prominent film editors and scholars, from Herbert Zettl, Sergei Eisenstein, and Noël Burch to the work of landmark Hollywood editors like Walter Murch and Edward Dmytryk. In so doing, he maps out a set of craft principles for readers, whether one is debating if a flashback reveals too much, if a certain cut clarifies or obscures the space of a scene, or if a shot needs to be trimmed. The book is grounded in the unity of theory and practice, looking beyond technical proficiency in a specific software to explain to readers how and why certain cuts work or don't work.
Nonfiction Sound and Story for Film and Video : a practical guide for filmmakers and digital content creators by
This book guides nonfiction storytellers in the art of creatively and strategically using sound to engage their audience and bring stories to life. Sound is half of film and video storytelling, and yet its importance is often overlooked until a post-production emergency arises. Written by two experienced creators--one a seasoned nonfiction producer/director with a background in music, and one a sound designer who owns a well-regarded mix studio--this book teaches nonfiction producers, filmmakers, and branded content creators how to reimagine their storytelling by improving sound workflow from field to post. In addition to real-world examples from the authors' own experiences, interviews with and examples from industry professionals across many genres of nonfiction production are included throughout. Written in a conversational style, the book pinpoints practical topics and considerations like 360 video and viewer accessibility. As such, it is a vital point of reference for all nonfiction filmmakers, directors, and producers, or anyone wanting to learn how to improve their storytelling. An accompanying Companion Website offers listening exercises, production sound layout diagrams, templates, and other resources.
Video Production Handbook by
This new edition of the Video Production Handbook walks students through the full video production process, from inception of idea to final distribution. Concentrating on the techniques and concepts behind the latest equipment, this book demonstrates the fundamental principles needed to create good video content on any kind of budget. Ideal for students, the new edition features a new chapter on directing and updated information on the latest DSLR and cinema cameras, LED lighting and much more. A companion website with additional resources for professors rounds out this full-color, highly visual text to meet all of your video production learning needs.
MMAUDPR is a 14-session outcome-based course on audio production that aims to give you a comprehensive understanding and application of the pre-production, production and post-production processes involved in delivering industry-standard audio materials for various multimedia platforms. The course will walk you through processes that would enable you to learn principles not limited to content development, audio signal chain, various types of microphones and applications, dialogue production, audio software operation and studio and field recording. Lecture, demonstration, workshop and studio work will be utilized to ensure effective learning paths which will then be translated into projects and activities that will be subjected to peer-evaluation and critiquing.
MMAUDPR is a 14-session outcome-based course on audio production that aims to give you a comprehensive understanding and application of the pre-production, production and post-production processes involved in delivering industry-standard audio materials for various multimedia platforms. The course will walk you through processes that would enable you to learn principles not limited to content development, audio signal chain, various types of microphones and applications, dialogue production, audio software operation and studio and field recording. Lecture, demonstration, workshop and studio work will be utilized to ensure effective learning paths which will then be translated into projects and activities that will be subjected to peer-evaluation and critiquing.
MMPOSTT intends for you to gain an advanced level of technical and operational knowledge in post-production. MMPOSTT requires basic knowledge of an updated digital non-linear editing system and a digital visual effects, advance motion graphics, and compositing application which were covered in MMFFVID. The course will demonstrate advanced editing techniques as well as post-production management skills in completing the final output. The course content will be covered throughout the trimester through a series of lectures, demonstrations, workshops, film viewings, hands-on exercises and projects.
MMPOSTT intends for you to gain an advanced level of technical and operational knowledge in post-production. MMPOSTT requires basic knowledge of an updated digital non-linear editing system and a digital visual effects, advance motion graphics, and compositing application which were covered in MMFFVID. The course will demonstrate advanced editing techniques as well as post-production management skills in completing the final output. The course content will be covered throughout the trimester through a series of lectures, demonstrations, workshops, film viewings, hands-on exercises and projects.
The Complete Guide to Film and Digital Production : the people and the process by
This expanded, updated, and revised third edition of Lorene Wales' The Complete Guide to Film and Digital Production offers a comprehensive introduction to the positions/roles, procedures, and logistics of the film and digital video production process, from development and pre-production all the way to marketing and distribution. Lorene Wales offers a hands-on approach suitable for projects of any budget and scale, explaining every stage and key role/position in the life of a film and providing a wealth of sample checklists, schedules, accounting paperwork, and downloadable forms and templates for practical use. Other topics include a description of the latest mobile apps used in production, tax incentives, the DIT, set safety, and an expanded chapter on copyright, fair use and other legal matters. A companion website includes video tutorials, a personnel hierarchy, a guide to mobile apps useful during production, PowerPoints for instructor use, and a complete set of sample production forms and templates for download, including schedules, accounting paperwork, releases, and production checklists.
The Corporate Media Toolkit : advanced techniques for producers, writers and directors by
This book offers corporate writers, producers and directors an accessibly-written, hands-on guide to practical techniques important in producing high-quality, nuanced work in a corporate environment. Exploring each phase of media development--project inception, client interactions, scriptwriting, preproduction, casting, auditions, production and postproduction--author Ray DiZazzo teaches readers how to "know what works" in corporate media, as well as an ability to focus on the nuance and subtleties that elevate typical media to a higher quality standard, whether it's crafting an intelligent script, framing and lighting a shot correctly, or knowing what transition to use in the editing suite. The book also features case studies illustrating real-life scenarios from the author and other corporate professionals, demonstrating these crucial techniques in practice. The Corporate Media Toolkit is a must-read for professionals and newcomers alike to bring their corporate media skills to the next level.
Introduction to Video Production : studio, field, and beyond by
Written in a clear, non-technical manner, Introduction to Video Production focuses on the fundamental principles and aesthetics of video production and the technologies used in both studio and field environments. Ronald J. Compesi and Jaime S. Gomez cover each aspect of the process step by step, from preproduction to lighting, sound, directing, editing, graphics, and distribution. Taking into account the changes in workflow and production planning and distribution brought on by the advent of digital media, this second edition has been updated throughout to account for the increasing popularity of DSLR cameras, online distribution, the rise of portable cameras and mobile video, and much more. Key features include: a thorough overview of video production in studio and field environments without being overly technical, allowing students to get the "big picture" of production; coverage of new digital production, recording, and editing technologies; over 300 photos and line art illustrating aesthetic elements, technical issues, and production planning; key words identified in boldface throughout the text and reinforced in a comprehensive glossary of terms.
Virtual Reality Filmmaking : techniques & best practices for VR filmmakers by
Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance's New Frontier, and more.
MM2DANI is a computer laboratory course, which aims to teach you the digital side of 2D animation. This course will focus on the process of creating your own story, character design, background design, animation, clean up, digital ink and paint, as well as background painting. Other post-production processes, such as compositing, rendering, editing and publishing will also be covered in this course.
MM2DANI is a computer laboratory course, which aims to teach you the digital side of 2D animation. This course will focus on the process of creating your own story, character design, background design, animation, clean up, digital ink and paint, as well as background painting. Other post-production processes, such as compositing, rendering, editing and publishing will also be covered in this course.
Animated storytelling : simple steps for creating animation & motion graphics by
Jquery 2. 0 Animation Techniques Beginner's Guide by
This book is a guide to help you create attractive web page animations using jQuery. Written in a friendly and engaging approach this book is designed to be placed alongside your computer as a mentor.If you are a web designer or a frontend developer or if you want to learn how to animate the user interface of your web applications with jQuery, this book is for you. Experience with jQuery or Javascript would be helpful but solid knowledge base of HTML and CSS is assumed.
Lighting for Animation : the art of visual storytelling by
Lighting for Animation is designed with one goal in mind - to make you a better artist. Over the course of the book, Jasmine Katatikarn and Michael Tanzillo (Senior Lighting TDs, Blue Sky Studios) will train your eye to analyze your work more critically, and teach you approaches and techniques to improve your craft. Focusing on the main philosophies and core concepts utilized by industry professionals, this book builds the foundation for a successful career as a lighting artist in visual effects and computer animation. Inside you'll find in-depth instruction on:   * Creating mood and storytelling through lighting * Using light to create visual shaping * Directing the viewer's eye with light and color * Gathering and utilizing reference images * Successfully lighting and rendering workflows * Render layers and how they can be used most effectively * Specific lighting scenarios, including character lighting, environment lighting, and lighting an animated sequence * Material properties and their work with lighting * Compositing techniques essential for a lighter * A guide on how to start your career and achieve success as a lighting artist   This book is not designed to teach software packages--there are websites, instructional manuals, online demos, and traditional courses available to teach you how to operate specific computer programs.  That type of training will teach you how to create an ℑ this book will teach you the technical skills you need to make that image beautiful.  Key Features Stunning examples from a variety of films serve to inspire and inform your creative choices. Unique approach focuses on using lighting as a storytelling tool, rather than just telling you which buttons to press. Comprehensive companion website contains lighting exercises, assets, challenges, and further resources to help you expand your skillset.
The course introduces you to the creative phase of modeling 3D objects/assets in virtual space using a 3D software application. You will be taught to acquire skillsets in producing simple to complex objects using varied 3D techniques and sculpting. The subject will expose you to the rigors of modeling 3D objects which in turn will be integral to the production of your final output.
The course introduces you to the creative phase of modeling 3D objects/assets in virtual space using a 3D software application. You will be taught to acquire skillsets in producing simple to complex objects using varied 3D techniques and sculpting. The subject will expose you to the rigors of modeling 3D objects which in turn will be integral to the production of your final output.
Essential skills for 3D modeling, rendering, and animation by Expose yourself to the basics of 3D-Animation and explore your creativity in creating and animating in virtual space. This course allows you to experience the different phases in 3D animation production, ranging from modeling, texturing, lighting, animating and rendering using current 3D application or software. You can create your own textured model assets, animate, and render them to merge with other media projects.
Expose yourself to the basics of 3D-Animation and explore your creativity in creating and animating in virtual space. This course allows you to experience the different phases in 3D animation production, ranging from modeling, texturing, lighting, animating and rendering using current 3D application or software. You can create your own textured model assets, animate, and render them to merge with other media projects.
Aesthetic 3D Lighting : history, theory, and application by
Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation. In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and its ability to communicate information to the viewer. Lee examines the history of lighting as applied to the fine arts, film, photography, and 3D animation. He discusses the use of light color, light location and direction, and light shadow types to recreate specific locations and to generate moods. He includes guides for successful lighting in 3D animation. Software-agnostic examples lead you through useful 3D lighting set-ups. Chapter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompanying eResource (www.routledge.com/9781138737570) features 3D model files, scene files, and texture bitmaps, allowing you to practice the discussed techniques in Autodesk Maya and many other 3D programs. The lighting techniques covered in this book include: History of lighting as used in the fine arts The scientific mechanisms of light Light types and light application in 3D programs Light qualities including shadows variations Basic and advanced 3D lighting approaches 1-, 2-, 3-point, naturalistic, and stylistic lighting techniques Replication of real-world lighting scenarios and locations Overview of advanced 3D lighting and rendering systems
Animated storytelling : simple steps for creating animation & motion graphics by
Blender quick start guide : 3D modeling, animation, and render with Eevee in Blender 2. 8 by
The Complete Guide to Blender Graphics : computer modeling & animation by
Blender is a free and open source graphics program for computer modeling and animation incorporating Photorealstic Rendering, Realistic Materials, Character Rigging, Sculpting, UV Unwrapping, Compositing, Simulation, Camera and Object Tracking, Game Creation and Video Editing. The program is comprehensive. The interface is extensive. The creative experience is fantastic. The Complete Guide to Blender Graphics: Computer Modeling and Animation is a unified learning manual for beginners and a reference for advanced users. The manual introduces the basic components of the Blender program with reference to the interface using written instruction in conjunction with illustrations and examples. In this fourth edition of The Complete Guide to Blender Graphics the author has included changes to the program which eventuate as Blender is developed and improved. New subject matter has been added with examples. Key Features: Contents are structured in a building-block fashion, using content covered in early chapters to explain more complex content in later chapters. Describes the basic operations of the interface and the majority of its functions with visual references and practical examples Significantly expands discussion of advanced features providing the reader with a guide to the full potential of the program. > Key Features: Contents are structured in a building-block fashion, using content covered in early chapters to explain more complex content in later chapters. Describes the basic operations of the interface and the majority of its functions with visual references and practical examples Significantly expands discussion of advanced features providing the reader with a guide to the full potential of the program.
Hands-On Motion Graphics with Adobe After Effects CC by
Lighting for Animation : the art of visual storytelling by
Lighting for Animation is designed with one goal in mind - to make you a better artist. Over the course of the book, Jasmine Katatikarn and Michael Tanzillo (Senior Lighting TDs, Blue Sky Studios) will train your eye to analyze your work more critically, and teach you approaches and techniques to improve your craft. Focusing on the main philosophies and core concepts utilized by industry professionals, this book builds the foundation for a successful career as a lighting artist in visual effects and computer animation. Inside you'll find in-depth instruction on:   * Creating mood and storytelling through lighting * Using light to create visual shaping * Directing the viewer's eye with light and color * Gathering and utilizing reference images * Successfully lighting and rendering workflows * Render layers and how they can be used most effectively * Specific lighting scenarios, including character lighting, environment lighting, and lighting an animated sequence * Material properties and their work with lighting * Compositing techniques essential for a lighter * A guide on how to start your career and achieve success as a lighting artist   This book is not designed to teach software packages--there are websites, instructional manuals, online demos, and traditional courses available to teach you how to operate specific computer programs.  That type of training will teach you how to create an ℑ this book will teach you the technical skills you need to make that image beautiful.  Key Features Stunning examples from a variety of films serve to inspire and inform your creative choices. Unique approach focuses on using lighting as a storytelling tool, rather than just telling you which buttons to press. Comprehensive companion website contains lighting exercises, assets, challenges, and further resources to help you expand your skillset.
In this course, you will learn how to apply the knowledge and skills you learned in earlier subjects to come up with communication materials that are effective, relevant, and contextualized. You will recall and develop your skills in typography, layout, color, writing, photography, and other relevant knowledge through focused design exercises and projects.
This course also has a service-learning component where you will create multimedia solutions for a certain community in order to help solve some of their previously identified problems.
In this course, you will learn how to apply the knowledge and skills you learned in earlier subjects to come up with communication materials that are effective, relevant, and contextualized. You will recall and develop your skills in typography, layout, color, writing, photography, and other relevant knowledge through focused design exercises and projects.
This course also has a service-learning component where you will create multimedia solutions for a certain community in order to help solve some of their previously identified problems.
After Effects for Designers : graphic and interactive design in motion by
After Effects for Designers teaches design students, artists, and web, graphic, and interactive designers how to design, develop, and deploy motion design projects using Adobe After Effects. Author Chris Jackson balances fundamental aspects of time-based design with related techniques, and explores the principles of animation; composition and layout; visual hierarchy; typography; cinematic storytelling; 3D modelling; compositing, and more. Each chapter contains unique, step-by-step project exercises that offer timesaving practical tips and hands-on design techniques, teaching readers how to effectively use the tools at their disposal in order to conceptualize and visualize creative solutions to their own motion design work. Readers will build professional-world examples in every chapter and, as a result, learn how to both design effectively using After Effects and practically apply these skills in client-based work. An accompanying companion website includes complete project files for the book's chapter exercises, and additional video tutorials.
Fusion 360 for makers : design your own digital models for 3D printing and CNC fabrication by
Media Design and Technology for Live Entertainment : essential tools for video presentation by
Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.
Rapid media development for trainers : creating videos, podcasts, and presentations on a budget by
White Space Is Not Your Enemy : a beginner's guide to communicating visually through graphic, web & multimedia design by
White Space Is Not Your Enemy is a practical graphic design and layout guide that introduces concepts and practices necessary for producing effective visual communication across a variety of formats--from web to print. Sections on Gestalt theory, color theory, and WET layout are expanded to offer more in-depth content on those topics. This new edition features new covering current trends in web design--Mobile-first, UI/UX design, and web typography--and how they affect a designer's approach to a project. The entire book will receive an update using new examples and images that show a more diverse set of graphics that go beyond print and web and focus on tablet, mobile and advertising designs.
MMINTDS will harness your full potential as a multimedia designer. It will also give you the ability to pool together design principles and conceptualization skills learned in your previous subjects. In addition, you will produce an effective user design interface (UI) that will make your websites and interactive digital media not just visually pleasing but also user friendly (UX). This course will also enable you to develop solutions/algorithms for problems related to multimedia programming as you will be introduced with scripting languages and their potentials in creating effective interactive applications.
MMINTDS will harness your full potential as a multimedia designer. It will also give you the ability to pool together design principles and conceptualization skills learned in your previous subjects. In addition, you will produce an effective user design interface (UI) that will make your websites and interactive digital media not just visually pleasing but also user friendly (UX). This course will also enable you to develop solutions/algorithms for problems related to multimedia programming as you will be introduced with scripting languages and their potentials in creating effective interactive applications.
Conversational design by
Interactive Narratives and Transmedia Storytelling : creating immersive stories across new media platforms by
Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative new media projects across a variety of platforms. Synthesizing ideas from a range of theorists and practitioners across visual, audio, and interactive media, Kelly McErlean offers a practical reference guide and toolkit to best practices, techniques, key historical and theoretical concepts, and terminology that media storytellers and creatives need to create compelling interactive and transmedia narratives. McErlean takes a broad lens, exploring traditional narrative, virtual reality and augmented reality, audience interpretation, sound design, montage, the business of transmedia storytelling, and much more. Written for both experienced media practitioners and those looking for a reference to help bolster their creative toolkit or learn how to better craft multiplatform stories, Interactive Narratives and Transmedia Storytelling serves as a guide to navigating this evolving world.
Media Design and Technology for Live Entertainment : essential tools for video presentation by
Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.
Traceable Human Experiment Design Research : theoretical model and practical guide by
The aim of this book is to describe the methodology of conducting the THEDRE research "Traceable Human Experiment Design Research". It applies to Research in Human Centered Informatics (RICH). These are areas of computer research that integrate users to build scientific knowledge and supporting tools for this research. As an example, we can mention the relevant fields such as Information Systems (IS), Human Machine Interfaces (HMI) Engineering, and Human Information Systems (HIA). The construction of this language and method is based on experiments conducted since 2008 in the field of RICH.
Visualizing streaming data : interactive analysis beyond static limits by Business Ventures in Multimedia
In this course, exposes you to the world of business and entrepreneurship in the field of multimedia arts. It aims you to explore and consider multimedia arts not just as a career option but rather a potentially profitable business venture.
This course will cover the basics of spotting an opportunity, ideation, writing a business plan, and building a viable business model. It also introduces key project management and leadership skills (project coordination, time and resource management, fostering creative collaboration, monitoring progress, and evaluation) involved in business ventures.
Business Ventures in Multimedia
In this course, exposes you to the world of business and entrepreneurship in the field of multimedia arts. It aims you to explore and consider multimedia arts not just as a career option but rather a potentially profitable business venture.
This course will cover the basics of spotting an opportunity, ideation, writing a business plan, and building a viable business model. It also introduces key project management and leadership skills (project coordination, time and resource management, fostering creative collaboration, monitoring progress, and evaluation) involved in business ventures.
MMINTER introduces you to a comprehensive overview of web design and development. You will have an improved understanding of web development process and integration methods and be able to conceptualize and build websites that are mobile ready, accessible and usable to a broad spectrum of users using standard-compliant markups, frameworks and content management systems.
Apart from this, you will also learn how to set-up and implement user-centered static and dynamic web projects with strong foundations which are accessible in various browsing situations from mobile devices and netbooks, to desktops and screen-readers.
MMINTER introduces you to a comprehensive overview of web design and development. You will have an improved understanding of web development process and integration methods and be able to conceptualize and build websites that are mobile ready, accessible and usable to a broad spectrum of users using standard-compliant markups, frameworks and content management systems.
Apart from this, you will also learn how to set-up and implement user-centered static and dynamic web projects with strong foundations which are accessible in various browsing situations from mobile devices and netbooks, to desktops and screen-readers.
Jump start responsive web design by
Learning Web design : a beginner's guide to HTML, CSS, JavaScript, and web graphics by
Learning Web design : a beginner's guide to HTML, CSS, JavaScript, and web graphics by
Web Design Playground by MMARKET is an intensive course that introduces you to the discipline and art of marketing actual products and multimedia works using both traditional and digital tools. The course covers basic marketing principles, market analysis and marketing strategies. The main approach of the course is the use of case studies to show the integration of tools and strategies towards accomplishing goals and objectives such as branding, promotion or motivating desired behaviors.
MMARKET is an intensive course that introduces you to the discipline and art of marketing actual products and multimedia works using both traditional and digital tools. The course covers basic marketing principles, market analysis and marketing strategies. The main approach of the course is the use of case studies to show the integration of tools and strategies towards accomplishing goals and objectives such as branding, promotion or motivating desired behaviors.
Marketing, Rhetoric and Control : the magical foundations of marketing theory by
Marketing, Rhetoric and Control investigates the tensions that surround the place of persuasion (and, more broadly, control) in marketing. Persuasion has variously been seen as an embarrassment to the discipline, a target for anti-marketing sentiment, the source of marketing's value in the modern organisation, a mysterious black box inside the otherwise rational and logical endeavour of enterprise, and a rather insignificant part of the marketing programme. This book argues that this multifarious reputation for persuasion within marketing stems from the influence of two quite oppositional paradigms - the scientific and the magico-rhetorical - that ebb and flow across the discourses of its discipline and practice. Constructing an interface between original, challenging close readings of texts from the beginnings of the Western rhetorical tradition and an examination of the ways in which marketing has set about describing itself, this text argues for a Sophistic interpretation of marketing. From this perspective, marketing is understood as providing intermediary services to facilitate the continuing exchange of attention and regard between firm/client and stakeholders. It seeks to manage and direct this exchange through an appreciation of the changing rational and irrational motivations of the firm and stakeholders, using these as resources for the construction of both planned and improvised persuasive interactions in agonistic (or competitive) environments. This book is aimed primarily at researchers and academics working in the fields of marketing, marketing communications, and the related disciplines of marketing theory, critical marketing, and digital marketing. It will also be of value to marketing academics in business schools, including those working in the areas of media and communication studies who have an interest in commercial and corporate communication, brand use of interactive media, and communication theory.
Promotional Marketing by
In today's connected world, promotion is fundamental to everything we do to drive business. This is a new edition of an established book, updated with the latest research on the shopper/buyer and how to reach their 'tipping point' when the decision to buy is made, now covering mobile, online and bricks-and-mortar sales and marketing. This book clarifies why a focus on the customer is key, and how to communicate with them from even before they discover a want or need, to the point of purchase and after. The author of this important book explains how and when to use suppliers (agencies, printers, insurers, etc.) for promotions of all types, including advertising (outdoor, on websites and in print), experiential marketing (road and trade shows, exhibitions, merchandising) and sales promotions (in-store/web and mobile promotion offers). Processes describe and explain how to implement promotional marketing to achieve business objectives. Promotional Marketing is a practitioner guide to sales and marketing for agencies, entrepreneurs and small businesses and those seeking a career in retail. It is packed with real-life and award-winning case studies and practical briefs (NatWest, Diageo, Sainsbury's, Shell and Radisson, for example) as a starter for when the client needs a creative answer yesterday! It is also tuned to those studying, providing a chapter on how marketing and sales fit into business.
MMNMTEC introduces you to virtual, augmented, and mixed reality development. The course will tackle advanced programming concepts to tacked gamification strategies in order to achieve personalized engagement leveraging the user’s desire for fulfillment and collaboration to attain market retention. This course also helps you to appreciate how the real world mixed with computer generated imagery can be used in storytelling.
MMNMTEC introduces you to virtual, augmented, and mixed reality development. The course will tackle advanced programming concepts to tacked gamification strategies in order to achieve personalized engagement leveraging the user’s desire for fulfillment and collaboration to attain market retention. This course also helps you to appreciate how the real world mixed with computer generated imagery can be used in storytelling.
Reading Matters : Narrative in the New Media Ecology by
The convergence of twentieth-century narrative and technology is one of the most important developments in current literary study. Roughly a decade after the founding of the Society for Literature and Science, and after the appearance of such influential books as Kathleen Woodward's Culture of Information and William Paulson's Noise of Culture, Joseph Tabbi and Michael Wutz have edited a landmark volume that seeks to summarize this still-emerging field. Through the essays and the wide-ranging overview provided by the editors' introduction, Reading Matters shows how these theoretical concerns can contribute to the practical study of narrative, and it helps to make the field far more accessible to students and other serious readers of fiction. The twelve original essays, published here for the first time, are the work of distinguished scholar-critics on both sides of the Atlantic. They cover the range of contemporary literature, from the canonical novels of high modernism and postmodernism through subjects only recently put on the academic agenda, such as cyberpunk and hypertext fiction. In an age that has proclaimed the death of the novel many times over, the editors and contributors argue persuasively for the continued vitality of literary narrative. By responding in ingenious ways to the capabilities of other media, they assert, the novel has enlarged and redefined its territory of representation and its range of techniques and play, while maintaining its viability in the new media assemblage.
Portfolio Preparation and Exhibit Design
MMPPEXD is a production course that aims to assist you in creating your multimedia portfolio. You may create a portfolio highlighting your multimedia area of expertise (print, interactive, video, audio and animation) though it must also include works from the other areas. MMPPEXD also aims to help you develop curatorial skills for assessing works that are static, dynamic, and in motion. In this course, you will learn and experience the process of mounting an exhibit. This exhibit will feature the works of your class and will be open to the public.
Portfolio Preparation and Exhibit Design
MMPPEXD is a production course that aims to assist you in creating your multimedia portfolio. You may create a portfolio highlighting your multimedia area of expertise (print, interactive, video, audio and animation) though it must also include works from the other areas. MMPPEXD also aims to help you develop curatorial skills for assessing works that are static, dynamic, and in motion. In this course, you will learn and experience the process of mounting an exhibit. This exhibit will feature the works of your class and will be open to the public.
Breakthrough project portfolio management : achieving the next level of capability and optimization by
Investing demystified : how to create the best investment portfolio whatever your risk level by MMESFXD is a production class that focuses on the creation of designed sound effects. Sound design is often employed for creative ambient soundscapes for alien or fantasy worlds, creatures, robots, rayguns and magical spells. The class will learn the principles and techniques used by professionals to create wonderful soundscapes.
MMESFXD is a production class that focuses on the creation of designed sound effects. Sound design is often employed for creative ambient soundscapes for alien or fantasy worlds, creatures, robots, rayguns and magical spells. The class will learn the principles and techniques used by professionals to create wonderful soundscapes.
Music As a Chariot : the evolutionary origins of theatre in time, sound, and music by
Music as a Chariot offers a multidisciplinary perspective whose primary proposition is that theatre is a type of music. Understanding how music enables the theatre experience helps to shape our entire approach to the performing arts. Beginning with a discussion on the origin and nature of time, the author takes us on an evolutionary journey to discover how music, language and mimesis co-evolved, eventually coming together to produce the complex way we experience theatre. The book integrates the evolutionary neuroscience of the human brain into this journey, offering practical implications and applications for the auditory expression of this concept--namely the fundamental techniques artists use to create sound scores for theatre. With contributions from directors, playwrights, actors and designers, Music as a Chariot explores the use of music to carry ideas into the human soul--a concept that extends beyond the theatrical to include film, video gaming, dance, or anywhere art is manipulated in time.
The Prop Effects Guidebook : lights, motion, sound, and magic by
In The Prop Building Guidebook, author Eric Hart demonstrated how to cut, glue, sculpt, and bend raw materials to build props. Now in The Prop Effects Guidebook, he shows us how to connect and assemble components and parts to make those props light up, explode, make noise, and bleed. It delves into the world of electricity, pneumatics, liquids, and mechanical effects to teach you how to make your props perform magic in front of a live audience. The book is complemented by a companion website featuring videos of how to create individual prop special effects: www.propeffectsguidebook.com.
Recording Studio Design by
Recording Studio Design, Fourth Edition explains the key principles of successful studio design and construction using straightforward language and the use of practical examples appreciated by readers of previous editions. Updated to reflect new industry standards, this fourth edition addresses improvements in cinema sound, with specific attention paid to B-chain electroacoustic response and calibration. Using over 50 years' experience, author Philip Newell provides detail on the practical aspects of recording in various environments, not only exploring the complex issues relating to the acoustics but also providing real-world solutions. While the book contains detailed discussions about performing rooms, control rooms, and mobile studios, concepts of the infrastructures are also discussed, because no studio can perform optimally unless the technical and human requirements are adequately provided for. In this new edition, sound for cinema provides a platform for highlighting many, wider electroacoustic topics in a way that is relatively easy to visualise. The way in which sound and vision interact is an important aspect of many modern multimedia formats. The new edition includes: A new Chapter 22 that will thoroughly reflect recently published SMPTE investigations which will drastically impact standards for cinema sound; The inclusion of new academic research and its practical applications; An entire new illustrated chapter on room construction principles; and The consolidation of ideas which were only emerging when the earlier editions were published.
Voice Acting for Multimedia equips the Multimedia Arts student with skills and knowledge for appropriate voice character creation and world-class voice acting skills needed for various multimedia projects. The subject will cover various voice acting considerations including type of media, conversational flow of thought, simplified language, purpose and exaggeration. It will also tackle voiceover specific operation of studio microphones and pro tools sessions.
Voice Acting for Multimedia equips the Multimedia Arts student with skills and knowledge for appropriate voice character creation and world-class voice acting skills needed for various multimedia projects. The subject will cover various voice acting considerations including type of media, conversational flow of thought, simplified language, purpose and exaggeration. It will also tackle voiceover specific operation of studio microphones and pro tools sessions.
Video Production for Corporate and Organizational Communication
MMECORP is production-intensive workshop course focusing in the evaluation, conceptualization, production, and post-production of videos for corporations and organizations. These will be covered through a series of lectures, screening of video case studies, demonstrations, and group projects. Through this course, you will be equipped and trained to address the communication objectives of corporations and organizations using video as a medium.
How Video Works : from broadcast to the cloud Front cover image for How video works : from broadcast to the cloud by
How Video Works raises the curtain on how video is created, scanned, transmitted, stored, compressed, encoded, delivered and streamed to its multitude of destinations. In today's digital world, every content creator--individual as well as network or corporation--must understand the process of how video works in order to deliver not only the best quality video, but a digital video file with the most appropriate specifications for each particular use. This complete guide covers key stages of video development, from image capture to the final stages of delivery and archiving, as well as workflows and new technologies, including Ultra High Definition, metadata, signal monitoring, streaming and managing video files - all presented in an easy to understand way. Whether you are a professional or new video technician discovering the ins and outs of digital distribution, this book has the information you need to succeed. The updated third edition contains: * New sections on image capture as well as streaming and video workflows * A hands-on approach to using digital scopes and monitoring the video signal * Thorough explanations of managing video files, including codecs and wrappers * In-depth coverage of compression, encoding, and metadata * A complete explanation of video and audio standards, including Ultra HD * An overview of video recording and storage formats * A complete glossary of terms for video, audio and broadcast
Video Production for Corporate and Organizational Communication
MMECORP is production-intensive workshop course focusing in the evaluation, conceptualization, production, and post-production of videos for corporations and organizations. These will be covered through a series of lectures, screening of video case studies, demonstrations, and group projects. Through this course, you will be equipped and trained to address the communication objectives of corporations and organizations using video as a medium.
Corporate Video Production : beyond the board room (and out of the bored room) by
In this updated edition of Corporate Video Production, Stuart Sweetow teaches aspiring and seasoned videographers how to make imaginative corporate videos with eye-catching designs, rhythmic editing tricks, and essential scriptwriting and interview techniques. Readers will learn how to shoot on location or in a studio, work with employees-turned-actors, find new clients, and produce online videos and podcasts for corporations, government agencies, and non-profit organizations. Additionally, this new edition has been updated to include discussion questions, chapter summaries, and professional tips, and to cover live webcasting, mobile devices, shooting in 4K, micro-videos, micro-cameras, and storytelling techniques for corporate social responsibility programs. A companion website features downloadable forms and further resources.
Video Production Handbook by
This new edition of the Video Production Handbook walks students through the full video production process, from inception of idea to final distribution. Concentrating on the techniques and concepts behind the latest equipment, this book demonstrates the fundamental principles needed to create good video content on any kind of budget. Ideal for students, the new edition features a new chapter on directing and updated information on the latest DSLR and cinema cameras, LED lighting and much more. A companion website with additional resources for professors rounds out this full-color, highly visual text to meet all of your video production learning needs.
Hypernarratives for Multimedia
Hypernarratives for Multimedia familiarizes the students with hypernarratives and how they can enhance the storytelling experience through interactivity by giving the user the power to decide and affect the outcomes of the stories. Students are expected to utilize the skills and tools previously learned to enable him/her to develop a hypernarrative multimedia project.
Hypernarratives for Multimedia
Hypernarratives for Multimedia familiarizes the students with hypernarratives and how they can enhance the storytelling experience through interactivity by giving the user the power to decide and affect the outcomes of the stories. Students are expected to utilize the skills and tools previously learned to enable him/her to develop a hypernarrative multimedia project.
Interactive Narratives and Transmedia Storytelling : creating immersive stories across new media platforms by
Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative new media projects across a variety of platforms. Synthesizing ideas from a range of theorists and practitioners across visual, audio, and interactive media, Kelly McErlean offers a practical reference guide and toolkit to best practices, techniques, key historical and theoretical concepts, and terminology that media storytellers and creatives need to create compelling interactive and transmedia narratives. McErlean takes a broad lens, exploring traditional narrative, virtual reality and augmented reality, audience interpretation, sound design, montage, the business of transmedia storytelling, and much more. Written for both experienced media practitioners and those looking for a reference to help bolster their creative toolkit or learn how to better craft multiplatform stories, Interactive Narratives and Transmedia Storytelling serves as a guide to navigating this evolving world.
Learn to use narrative analysis to analyze written narratives by
Storytelling for Virtual Reality : methods and principles for crafting immersive narratives by
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com
In this course, you will learn to create a computer game which one or more players can play through the control of game objects and resources. The knowledge obtained by creating game idea, design document, and graphics will then become the basis for producing a good programming codes for a game. Emphasis is placed on understanding the codes underlying the game development concepts and models. In addition, you will learn to publish and deploy a computer game for personal computer and mobile devices.
Holistic Game Development with Unity an All-In-One Guide to Implementing Game Mechanics, Art, Design and Programming by
Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity 5. Bursting with images and tutorials, Penny de Byl's Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development includes new coverage on Augmented Reality, Networking and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forms and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl's second edition for Unity game development. Key Features Art and programming in unison-the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity 5 game engine. New coverage of Augmented Reality, Networking, and Virtual Reality. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying web site, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.
In this course, you will learn to create a computer game which one or more players can play through the control of game objects and resources. The knowledge obtained by creating game idea, design document, and graphics will then become the basis for producing a good programming codes for a game. Emphasis is placed on understanding the codes underlying the game development concepts and models. In addition, you will learn to publish and deploy a computer game for personal computer and mobile devices.
3D game programming for kids : create interactive worlds with JavaScript by In this course, you will learn how to build on the different ideas introduced in MGRAPH2 and focus on various design problems that graphic designers face in the world today. You will be participating in discussing topics like: the importance of research in the formation of meaning; understanding the role of the audience in designing communication; coming up with a solution and its expression through visual design; and creating a cohesive message that spans various media. These discussions will focus on how to resolve design problems that range from branding and identity creation, its application and various iterations; meaning-creation through type and image, and applied to specific media like print ads, posters, or packaging design; and the element of time and space added to communication design projects that combine all of these to add layers of meaning and experience. You will be working on creating a campaign for a product, an organization or corporation, and will apply the campaign to specific projects. Importance is given on original content creations (images, text, and other possible content) for the projects.
In the laboratory component of the course, you will focus on the various media that graphic designers use nowadays in visual expression. Emphasis will be given on the multimedia/vari-media approach on the application of an idea, investigating the strengths and weaknesses of the each medium and using each to the fullest. The students will also learn to work together as a team in coming up with solutions to the given communication design problems.
In this course, you will learn how to build on the different ideas introduced in MGRAPH2 and focus on various design problems that graphic designers face in the world today. You will be participating in discussing topics like: the importance of research in the formation of meaning; understanding the role of the audience in designing communication; coming up with a solution and its expression through visual design; and creating a cohesive message that spans various media. These discussions will focus on how to resolve design problems that range from branding and identity creation, its application and various iterations; meaning-creation through type and image, and applied to specific media like print ads, posters, or packaging design; and the element of time and space added to communication design projects that combine all of these to add layers of meaning and experience. You will be working on creating a campaign for a product, an organization or corporation, and will apply the campaign to specific projects. Importance is given on original content creations (images, text, and other possible content) for the projects.
In the laboratory component of the course, you will focus on the various media that graphic designers use nowadays in visual expression. Emphasis will be given on the multimedia/vari-media approach on the application of an idea, investigating the strengths and weaknesses of the each medium and using each to the fullest. The students will also learn to work together as a team in coming up with solutions to the given communication design problems.
Interviewing media practitioners on their ethical perceptions of native advertising by
The New Icons? : the Art of Television Advertising by
Tracing commercials from the late 1940s, when they made their first appearance, to the early 1990s, Rutherford focuses on the shape and character of actual commercials as well as on what we do with them.
Regulating Content on Social Media Copyright, Terms of Service and Technological Features by Social Design is a major course that will introduce to design practice focus on social issues, needs and challenges. Students will be task with identifying challenges, researching, proposing solutions, and coming up with the design project and prototype that best answers the identified problem. The students will be working together as teams and are encouraged to make use of various media.
Leading from Within : conscious social change and mindfulness for social innovation by
A roadmap for integrating mindfulness into every aspect of social change- how to lead transformation with compassion for the needs and perspectives of all people.Gretchen Steidle knows first-hand the personal transformation that mindfulness practice can bring. But she doesn't believe that transformation stops at personal wellbeing. In Leading from Within, Steidle describes the ways that personal investment in self-awareness shapes leaders who are able to inspire change in others, build stronger relationships, and design innovative and more sustainable solutions. Steidle argues that both personal and societal transformation are essential for a just society, and with this book she offers a roadmap for integrating mindfulness into every aspect of social change. Conventional methods attempt to compel people to change through incentives or punitive measures. Conscious social change calls for leading with a deeper human understanding of change and compassion for the needs and perspectives of all stakeholders. Steidle offers mindfulness practices for individuals and groups, presents the neuroscientific evidence for its benefits, and argues for its relevance to social change. She describes five capacities of conscious social change, devoting a chapter to each. She writes about her own experiences, including her work helping women to found their own grassroots social ventures in post-conflict Africa. She describes the success of a group of rural, uneducated women in Rwanda, for example, who now provide 9,000 villagers with clean water, ending the sexual exploitation of disabled women unable to collect water on their own. Steidle also draws from the work of change agents in the United States to showcase applications of conscious social changeto timely issues like immigration, racism, policing, and urban violence. Through personal stories and practical guidance, Steidle delivers both the inspiration and tools of this innovative approach to social transformation. About Global Grassroots- In post-conflict Africa, Global Grassroots equips emerging women leaders, including war survivors, subsistence farmers, and the undereducated, with the tools and resources to create conscious social change. Our core program is our Academy for Conscious Change, a social entrepreneurship and mindfulness-based leadership program that helps vulnerable women design their own non-profit solutions to address priority social issues. In our first decade of operations we have trained over 650 change agents who have designed 150 civil society organizations benefiting over 150,000 people.
Social Design is a major course that will introduce to design practice focus on social issues, needs and challenges. Students will be task with identifying challenges, researching, proposing solutions, and coming up with the design project and prototype that best answers the identified problem. The students will be working together as teams and are encouraged to make use of various media.
Multidisciplinarity : projects for social change in art and culture by
In Manifesto for an Independent Revolutionary Art André Breton and Diego Rivera, under the effects of German fascism and Russian Stalinism in society, argued that art can only impact society and be revolutionary if it becomes independent of any social constructs. Almost six decades later, in the rise of what became known as "relational aesthetics", the field of multidisciplinarity is expanding and many artistic projects for social change claim to be multidisciplinarity. However, such projects show that we are still far from a broad discourse of multidisciplinarity. Multidisciplinarity takes a step towards a down-to-earth discussion of the relation between disciplinary discourses and grand narratives in three different projects, focusing mainly on its artistic, cultural and management aspects. Indeed, drawing from the eclectic construction of these three multidisciplinary projects, this volume serves to bridge the gap between the theoretical debates of disciplinary discourses and the harshness of everyday life in communities where projects for social change are being implemented. Presenting a panoptical view that places academic research side by side with daily life, Multidisciplinarity unveils the bigger picture of both projects and interdisciplinary discourses. This insightful volume will appeal to students and researchers interested in fields such as Project Management, Multidisciplinarity, Culture Studies and Organisational Studies.
MPRNTPR is a two-fold elective course. On one hand, it will deal with technical aspects of commercial press and printing, looking at past, present, and even to future production techniques and methods. On the other, it will delve into businesses and professions involved in printing, paying close attention to practices and standards that define the industry.
MPRNTPR is a two-fold elective course. On one hand, it will deal with technical aspects of commercial press and printing, looking at past, present, and even to future production techniques and methods. On the other, it will delve into businesses and professions involved in printing, paying close attention to practices and standards that define the industry.
Fine art inkjet printing : the craft and art of the fine digital print by MME3DWT allows you to specialize on the creation of visualization pieces in 3D for any multimedia content. You may create (but not necessarily confined to make architectural) interior designs, exhibit space and produce/process a 3D walkthrough animation that can be combined with other modern multimedia medium. The task is to create a 30-45 second walkthrough animation of a gallery or studio of works exhibition and designs in 3D space and allow your audience to view and interact with the produced output.
This is a multimedia elective course which is pre-req of MM3DANI and MM3DMOD courses. Competencies such as basic of modelling, texturing and motion production are non-negotiable skills prior to this course.
MME3DWT allows you to specialize on the creation of visualization pieces in 3D for any multimedia content. You may create (but not necessarily confined to make architectural) interior designs, exhibit space and produce/process a 3D walkthrough animation that can be combined with other modern multimedia medium. The task is to create a 30-45 second walkthrough animation of a gallery or studio of works exhibition and designs in 3D space and allow your audience to view and interact with the produced output.
This is a multimedia elective course which is pre-req of MM3DANI and MM3DMOD courses. Competencies such as basic of modelling, texturing and motion production are non-negotiable skills prior to this course.
Aesthetic 3D Lighting : history, theory, and application by
Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation. In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and its ability to communicate information to the viewer. Lee examines the history of lighting as applied to the fine arts, film, photography, and 3D animation. He discusses the use of light color, light location and direction, and light shadow types to recreate specific locations and to generate moods. He includes guides for successful lighting in 3D animation. Software-agnostic examples lead you through useful 3D lighting set-ups. Chapter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompanying eResource (www.routledge.com/9781138737570) features 3D model files, scene files, and texture bitmaps, allowing you to practice the discussed techniques in Autodesk Maya and many other 3D programs. The lighting techniques covered in this book include: History of lighting as used in the fine arts The scientific mechanisms of light Light types and light application in 3D programs Light qualities including shadows variations Basic and advanced 3D lighting approaches 1-, 2-, 3-point, naturalistic, and stylistic lighting techniques Replication of real-world lighting scenarios and locations Overview of advanced 3D lighting and rendering systems
Mixing Secrets for the Small Studio by
Discover how to achieve release-quality mixes even in the smallest studios by applying power-user techniques from the world's most successful producers. Mixing Secrets for the Small Studio is the best-selling primer for small-studio enthusiasts who want chart-ready sonics in a hurry. Drawing on the back-room strategies of more than 160 famous names, this entertaining and down-to-earth guide leads you step-by-step through the entire mixing process. On the way, you'll unravel the mysteries of every type of mix processing, from simple EQ and compression through to advanced spectral dynamics and "fairy dust" effects. User-friendly explanations introduce technical concepts on a strictly need-to-know basis, while chapter summaries and assignments are perfect for school and college use. ▪ Learn the subtle editing, arrangement, and monitoring tactics which give industry insiders their competitive edge, and master the psychological tricks which protect you from all the biggest rookie mistakes. ▪ Find out where you don't need to spend money, as well as how to make a limited budget really count. ▪ Pick up tricks and tips from leading-edge engineers working on today's multi-platinum hits, including Derek "MixedByAli" Ali, Michael Brauer, Dylan "3D" Dresdow, Tom Elmhirst, Serban Ghenea, Jacquire King, the Lord-Alge brothers, Tony Maserati, Manny Marroquin, Noah "50" Shebib, Mark "Spike" Stent, DJ Swivel, Phil Tan, Andy Wallace, Young Guru, and many, many more... Now extensively expanded and updated, including new sections on mix-buss processing, mastering, and the latest advances in plug-in technology.
Project Management for Multimedia
MMEPRMN is an intensive course that introduces the student to the process and skill of project management particularly for multimedia projects. The course covers staffing, sales and marketing, pitching and bidding, production management, client management, user testing, product delivery and financial management. The intention of the course is to equip the student with an understanding of the different aspects of multimedia project management and the skills to manage either individual or company projects.
Project Management for Multimedia
MMEPRMN is an intensive course that introduces the student to the process and skill of project management particularly for multimedia projects. The course covers staffing, sales and marketing, pitching and bidding, production management, client management, user testing, product delivery and financial management. The intention of the course is to equip the student with an understanding of the different aspects of multimedia project management and the skills to manage either individual or company projects.
Foley Sound Effects Production
MMA-Audio Foley production is the third SPEC of the MMA-Audio track which focuses on foley sound effects production. Foley sound effects are important to film, video, games animation and multimedia projects by providing the sounds of footsteps, clothing, prop interactions to name a few, lends realism to a work of fiction. It is also an essential part of storytelling since different sounds can convey a variety of emotions and meanings. By understanding how to use these sounds, ideas and messages can clearly be conveyed or can be used to further support an idea.
The course will tackle the production aspect of Foley sound effects such as microphone techniques for foley production, producing footsteps, clothing, movement, hits and impacts and props and editing foley sound effects and preparing the tracks for mixing. The principles of Foley sound effects will also be discussed. At the end of the course the learner will have a well-rounded understanding of how and why to produce foley sound effects.
Foley Sound Effects Production
MMA-Audio Foley production is the third SPEC of the MMA-Audio track which focuses on foley sound effects production. Foley sound effects are important to film, video, games animation and multimedia projects by providing the sounds of footsteps, clothing, prop interactions to name a few, lends realism to a work of fiction. It is also an essential part of storytelling since different sounds can convey a variety of emotions and meanings. By understanding how to use these sounds, ideas and messages can clearly be conveyed or can be used to further support an idea.
The course will tackle the production aspect of Foley sound effects such as microphone techniques for foley production, producing footsteps, clothing, movement, hits and impacts and props and editing foley sound effects and preparing the tracks for mixing. The principles of Foley sound effects will also be discussed. At the end of the course the learner will have a well-rounded understanding of how and why to produce foley sound effects.
Architectures of Sound by
Architects are used to designing visually. In order to expand their basic design tools, this book explores the interactions between sound, space, hearing, and architecture. To this end, the author uses contemporary and historic buildings and projects, but also fictional, philosophical, and theoretical approaches - the idea is not only to define sound as a source, but also as an instrument of architectural space. By introducing a metatheory of "critical hearing", designers are able to acoustically test their projects and contribute to their design with auditive input, already at the design stage.
The production of consonant clusters : implications for phonology and sound change by
The Prop Effects Guidebook : lights, motion, sound, and magic by
In The Prop Building Guidebook, author Eric Hart demonstrated how to cut, glue, sculpt, and bend raw materials to build props. Now in The Prop Effects Guidebook, he shows us how to connect and assemble components and parts to make those props light up, explode, make noise, and bleed. It delves into the world of electricity, pneumatics, liquids, and mechanical effects to teach you how to make your props perform magic in front of a live audience. The book is complemented by a companion website featuring videos of how to create individual prop special effects: www.propeffectsguidebook.com.
This course is designed to give students the opportunity to enhance and enrich their skills in Web programming. Students will learn to develop Web applications that use three-tier architecture, session management, object-oriented techniques, and advance database interactions. The course will also cover the topics on web administration, FTP, DNS, Webmail and Domain Management.
This course is designed to give students the opportunity to enhance and enrich their skills in Web programming. Students will learn to develop Web applications that use three-tier architecture, session management, object-oriented techniques, and advance database interactions. The course will also cover the topics on web administration, FTP, DNS, Webmail and Domain Management.
Hands-on full stack web development with Aurelia : develop modern and real-time web applications with Aurelia and Node.js by
Mastering the faster web with PHP, MySQL and JavaScript : develop state-of-the-art web applications using the latest web technologies by This course will focus on the different elements used in creating a mobile game application that encourages engagement and interaction amongst its players. This course will tackle in addressing the players' interests and motivations allowing them to enter a game full experience.
This course will focus on the different elements used in creating a mobile game application that encourages engagement and interaction amongst its players. This course will tackle in addressing the players' interests and motivations allowing them to enter a game full experience.
Video Pre-Production is a course where students will be taught how to properly handle a video project from script to screen. The output of the students will be a production book where all details regarding the production will be listed - scripts, character sketches, location site surveys, lighting design, camera blocking, various checklists, directories etc. for smooth pre, prod and post video production.
Video Pre-Production is a course where students will be taught how to properly handle a video project from script to screen. The output of the students will be a production book where all details regarding the production will be listed - scripts, character sketches, location site surveys, lighting design, camera blocking, various checklists, directories etc. for smooth pre, prod and post video production.
Corporate Video Production : beyond the board room (and out of the bored room by
In this updated edition of Corporate Video Production, Stuart Sweetow teaches aspiring and seasoned videographers how to make imaginative corporate videos with eye-catching designs, rhythmic editing tricks, and essential scriptwriting and interview techniques. Readers will learn how to shoot on location or in a studio, work with employees-turned-actors, find new clients, and produce online videos and podcasts for corporations, government agencies, and non-profit organizations. Additionally, this new edition has been updated to include discussion questions, chapter summaries, and professional tips, and to cover live webcasting, mobile devices, shooting in 4K, micro-videos, micro-cameras, and storytelling techniques for corporate social responsibility programs. A companion website features downloadable forms and further resources.
Video Production Handbook by
This new edition of the Video Production Handbook walks students through the full video production process, from inception of idea to final distribution. Concentrating on the techniques and concepts behind the latest equipment, this book demonstrates the fundamental principles needed to create good video content on any kind of budget. Ideal for students, the new edition features a new chapter on directing and updated information on the latest DSLR and cinema cameras, LED lighting and much more. A companion website with additional resources for professors rounds out this full-color, highly visual text to meet all of your video production learning needs.
Branding and Brand Management is an in-depth intensive course that introduces you to the principles, tools, and practices in creating and sustaining brands. The course covers brand identity, strategy, management, positioning and equity, experience, sustainability, architecture design and rebranding. The intention of the course equips you with an understanding of the different aspects of branding and to apply and design brands that speaks the communication of design for the business and to the customer.
Package design index 2018 : branding & packaging by Branding and Brand Management is an in-depth intensive course that introduces you to the principles, tools, and practices in creating and sustaining brands. The course covers brand identity, strategy, management, positioning and equity, experience, sustainability, architecture design and rebranding. The intention of the course equips you with an understanding of the different aspects of branding and to apply and design brands that speaks the communication of design for the business and to the customer.
Advancing Insights on Brand Management by
Branding yourself : how to use social media to invent or reinvent yourself by
The brand strategy canvas : a one-page guide for startups by
Great customer experience starts with product management by
Product management by Introduction to Integrated Marketing Communications
Integrated Marketing Communications (IMC) is an intensive course that introduces you to the principles, tools, and practices done inside the IMC. The course covers IMC foundation, IMC planning process, advertising process, traditional media channels, alternative marketing, public relations and crisis management, sales promotion, direct marketing, and regulations and ethical concerns. The intention of the course equips you with an understanding of the different aspects of Integrated Marketing Communications and to think and act as analytical and socially responsible marketers who influence behavior, advance agendas, challenge the status quo, resolve conflicts, and diversity in the world of Marketing.
Introduction to Integrated Marketing Communications
Integrated Marketing Communications (IMC) is an intensive course that introduces you to the principles, tools, and practices done inside the IMC. The course covers IMC foundation, IMC planning process, advertising process, traditional media channels, alternative marketing, public relations and crisis management, sales promotion, direct marketing, and regulations and ethical concerns. The intention of the course equips you with an understanding of the different aspects of Integrated Marketing Communications and to think and act as analytical and socially responsible marketers who influence behavior, advance agendas, challenge the status quo, resolve conflicts, and diversity in the world of Marketing.
Strategic Marketing for High Technology Products : an integrated approach by
In order for High Technology (HT) companies to tackle contemporary demanding market challenges, they frequently deploy time-reduction strategies with respect to product launch. Marketing of technology related products - and especially cutting edge ones - involves a complex and multidimensional bundle of specific and unique characteristics, such as the complexity of products, the intensity of the competition, confusion and/ or fear of adoption among consumers, fast pacing changes in the external environment. The very nature of the interrelations that evolve as part of the dynamic process of strategy formulation contributes further to the formulation of a very challenging environment which is described as tumultuous, volatile and turbulent. These specific features, qualities and characteristics constitute the core of the innate need for an integrated approach that requires and depends on the cooperation and coordination of specific functional competencies. This book employs a systemic approach that accommodates the integration of specialized departmental capabilities as a fundamental prerequisite and a cornerstone for the successful navigation of high-tech organizations in their extremely competitive environments. It provides a solid and extant context of compact and consistent cognitive background that is specific to the HT strategic marketing field, and a strategic tool that utilizes, relies and is built on the turbulent environment of HT rather than just overlooking, avoiding or ignoring it, and that assumes a proactive point of view, capitalizing on characteristics specific to this field, through the provision of a strategic managerial and marketing model that is overlaid onto a reliably assessed foundation of dynamic qualities, with a long-term orientation and scope, albeit one that would be easy to apply and which will generate immediate results.
The course introduces students to the principles and practice of communication to elicit responses from specific audiences for the purpose of advertising. Integrating creative writing and strategic marketing, copywriting explores the process of writing material for sales and promotion for both traditional and digital media executions. Students will be exposed to effective and diverse copywriting techniques as well as learn to produce material in the context of marketing campaigns and strategies.
The course introduces students to the principles and practice of communication to elicit responses from specific audiences for the purpose of advertising. Integrating creative writing and strategic marketing, copywriting explores the process of writing material for sales and promotion for both traditional and digital media executions. Students will be exposed to effective and diverse copywriting techniques as well as learn to produce material in the context of marketing campaigns and strategies.
Personalized digital advertising : how data and technology are transforming how we market by Experiential Marketing equips you with the necessary information, background, and experience in planning, organizing, and staging a promotional multimedia event from beginning to end. Using a series of lectures, discussions and fieldwork activities, this course exposes students to the different components essential in efficiently producing a successful event.
Experiential Marketing equips you with the necessary information, background, and experience in planning, organizing, and staging a promotional multimedia event from beginning to end. Using a series of lectures, discussions and fieldwork activities, this course exposes students to the different components essential in efficiently producing a successful event.
Promotional Marketing by
In today's connected world, promotion is fundamental to everything we do to drive business. This is a new edition of an established book, updated with the latest research on the shopper/buyer and how to reach their 'tipping point' when the decision to buy is made, now covering mobile, online and bricks-and-mortar sales and marketing. This book clarifies why a focus on the customer is key, and how to communicate with them from even before they discover a want or need, to the point of purchase and after. The author of this important book explains how and when to use suppliers (agencies, printers, insurers, etc.) for promotions of all types, including advertising (outdoor, on websites and in print), experiential marketing (road and trade shows, exhibitions, merchandising) and sales promotions (in-store/web and mobile promotion offers). Processes describe and explain how to implement promotional marketing to achieve business objectives. Promotional Marketing is a practitioner guide to sales and marketing for agencies, entrepreneurs and small businesses and those seeking a career in retail. It is packed with real-life and award-winning case studies and practical briefs (NatWest, Diageo, Sainsbury's, Shell and Radisson, for example) as a starter for when the client needs a creative answer yesterday! It is also tuned to those studying, providing a chapter on how marketing and sales fit into business.
ROI in marketing : the design thinking approach to measure, prove, and improve the value of marketing by
The Roots and Uses of Marketing Knowledge : a Critical Inquiry into the Theory and Practice of Marketing by
Marketing theory is often developed in isolation not collaboration; theoretical perspectives sometimes are ignorant of the diversity of marketing practice. In "The roots and uses of marketing knowledge: a critical inquiry into the theory and practice of marketing", the author engages with the vital conversation about how marketing knowledge is created, disseminated and consumed, looking beyond the traditional reification of practice in theory and verification of theory in practice. The ontology of this work is anchored in subjective individual meaning; the epistemological stance assumes that this meaning is socially constructed. Consequently, rich empirical data, grounded in the context of experiential evidence, is extracted from a comprehensive range of marketing constituencies: academics, practitioners, managers, consultants, authors, lecturers and students. In its examination of the polarities, hybridity and iterative flow of marketing knowledge creation and consumption, this text posits a cohesive argument for a theory/practice bipartite fusion not dichotomy, adding valuable insights into the textual, contextual and pedagogical representations of marketing knowledge. The history and future of marketing knowledge is examined with the aid of instructive illustrations and insightful first-hand experience. Drawing on extensive qualitative research from a broad range of influential producers and vital consumers, Dr. Smith presents a relevant, exciting marketing knowledge framework which will be a vital resource for academics, students and practitioners.
Web Animation is a course that enhances the student’s skill in creating dynamic, well-structured, and interactive websites. It trains the students in using HTML5 focusing on CSS3 Animations to create web-based animations and interactivity.
At the end of the course, the student will have a better understanding of motion design using CSS animation to create more engaging web projects.
Web Animation is a course that enhances the student’s skill in creating dynamic, well-structured, and interactive websites. It trains the students in using HTML5 focusing on CSS3 Animations to create web-based animations and interactivity.
At the end of the course, the student will have a better understanding of motion design using CSS animation to create more engaging web projects.
The Complete Guide to Blender Graphics : computer modeling & animation by
Blender is a free and open source graphics program for computer modeling and animation incorporating Photorealstic Rendering, Realistic Materials, Character Rigging, Sculpting, UV Unwrapping, Compositing, Simulation, Camera and Object Tracking, Game Creation and Video Editing. The program is comprehensive. The interface is extensive. The creative experience is fantastic. The Complete Guide to Blender Graphics: Computer Modeling and Animation is a unified learning manual for beginners and a reference for advanced users. The manual introduces the basic components of the Blender program with reference to the interface using written instruction in conjunction with illustrations and examples. In this fourth edition of The Complete Guide to Blender Graphics the author has included changes to the program which eventuate as Blender is developed and improved. New subject matter has been added with examples. Key Features: Contents are structured in a building-block fashion, using content covered in early chapters to explain more complex content in later chapters. Describes the basic operations of the interface and the majority of its functions with visual references and practical examples Significantly expands discussion of advanced features providing the reader with a guide to the full potential of the program. > Key Features: Contents are structured in a building-block fashion, using content covered in early chapters to explain more complex content in later chapters. Describes the basic operations of the interface and the majority of its functions with visual references and practical examples Significantly expands discussion of advanced features providing the reader with a guide to the full potential of the program.
Learning Three.js : programming 3D animations and visualizations for the web with HTML5 and WebGL by
Learning Web design : a beginner's guide to HTML, CSS, JavaScript, and web graphics by
Mastering SVG : ace web animations, visualizations, and vector graphics with HTML, CSS, and JavaScript by
React design patterns and best practices : design, build and deploy production-ready web applications using standard industry practices by Explore these full text databases dealing with Multimedia Arts to view and download articles/readings for your research: