The Out-of-Home Immersive Entertainment Frontier

The Out-of-Home Immersive Entertainment Frontier PDF Author: Kevin Williams
Publisher: Routledge
ISBN: 135188459X
Category : Business & Economics
Languages : en
Pages : 204

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Book Description
Digital Out of Home Entertainment is rather an arcane description for one of the fastest growing technology-sectors. These forms of interactive technology, often established on a 'pay per use' basis are transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. Kevin Williams and Michael Mascioni's The Out-of-Home Immersive Entertainment Frontier provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them. The authors interviewed nearly 70 leading executives from many familiar organisations in every facet of the digital out-of-home entertainments industry. The result is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

The Out-of-Home Immersive Entertainment Frontier

The Out-of-Home Immersive Entertainment Frontier PDF Author: Kevin Williams
Publisher: Routledge
ISBN: 135188459X
Category : Business & Economics
Languages : en
Pages : 204

Get Book

Book Description
Digital Out of Home Entertainment is rather an arcane description for one of the fastest growing technology-sectors. These forms of interactive technology, often established on a 'pay per use' basis are transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. Kevin Williams and Michael Mascioni's The Out-of-Home Immersive Entertainment Frontier provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them. The authors interviewed nearly 70 leading executives from many familiar organisations in every facet of the digital out-of-home entertainments industry. The result is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

The VR Book

The VR Book PDF Author: Jason Jerald
Publisher: Morgan & Claypool
ISBN: 1970001135
Category : Computers
Languages : en
Pages : 523

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Book Description
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.

Computer Games and Immersive Entertainment

Computer Games and Immersive Entertainment PDF Author: Chrissie Scelsi
Publisher:
ISBN: 9781634251198
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.

The Experience Economy

The Experience Economy PDF Author: B. Joseph Pine
Publisher: Harvard Business Press
ISBN: 9780875848198
Category : Business & Economics
Languages : en
Pages : 276

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Book Description
This text seeks to raise the curtain on competitive pricing strategies and asserts that businesses often miss their best opportunity for providing consumers with what they want - an experience. It presents a strategy for companies to script and stage the experiences provided by their products.

Tomorrow, and Tomorrow, and Tomorrow

Tomorrow, and Tomorrow, and Tomorrow PDF Author: Gabrielle Zevin
Publisher: Penguin Group
ISBN: 0735243360
Category : Fiction
Languages : en
Pages : 417

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Book Description
A NEW YORK TIMES BESTSELLER A GLOBE AND MAIL BESTSELLER A JIMMY FALLON BOOK CLUB PICK In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends—often in love, but never lovers—come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. "Utterly brilliant. In this sweeping, gorgeously written novel, Gabrielle Zevin charts the beauty, tenacity, and fragility of human love and creativity. Tomorrow, and Tomorrow, and Tomorrow is one of the best books I've ever read." —John Green On a bitter cold day, in the December of his Junior Year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. They borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo: a game where players can escape the confines of a body and the betrayals of a heart, and where death means nothing more than a chance to restart and play again. This is the story of the perfect worlds Sam and Sadie build, the imperfect world they live in, and of everything that comes after success: Money. Fame. Duplicity. Tragedy. Spanning over thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, games as artform, technology and the human experience, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before.

Alone Out Here

Alone Out Here PDF Author: Riley Redgate
Publisher: Disney Electronic Content
ISBN: 1368065341
Category : Young Adult Fiction
Languages : en
Pages :

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Book Description
What do you stand for,when you're one of the last left standing? The year is 2072. Soon a volcanic eruption will trigger catastrophic devastation, and the only way out is up. While the world's leaders, scientists, and engineers oversee the frantic production of a space fleet meant to save humankind, their children are brought in for a weekend of touring the Lazarus, a high-tech prototype spaceship. But when the apocalypse arrives months ahead of schedule, First Daughter Leigh Chen and a handful of teens from the tour are the only ones to escape the planet. This is the new world: a starship loaded with a catalog of human artifacts, a frozen menagerie of animal DNA, and fifty-three terrified survivors. From the panic arises a coalition of leaders, spearheaded by the pilot's enigmatic daughter, Eli, who takes the wheel in their hunt for a habitable planet. But as isolation presses in, their uneasy peace begins to fracture. The struggle for control will mean the difference between survival and oblivion, and Leigh must decide whether to stand on the side of the mission or of her own humanity. With aching poignancy and tense, heart-in-your-mouth action, this enthralling saga will stay with readers long after the final page.

The Last Samurai

The Last Samurai PDF Author: Warner Brothers
Publisher: Liberty Street
ISBN: 9781931933636
Category : Performing Arts
Languages : en
Pages : 172

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Book Description
Already slated as one of the top movies of 2003, "The Last Samurai," starring Tom Cruise, will be released nationally on December 5, 2003. This book contains parts of the script, exclusive stills from the movie, and interviews from the actors, actresses, and the director.

UX for XR

UX for XR PDF Author: Cornel Hillmann
Publisher: Apress
ISBN: 9781484270196
Category : Architecture
Languages : en
Pages : 255

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Book Description
Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies involving industry leaders. By looking at practical examples from the field of handheld AR breakthroughs, virtual reality (VR) success stories and experimental interaction concept of pioneering XR platforms, you'll see how it's possible to map out a framework of user experience (UX) guidelines to close in on opportunities and challenges that lay ahead. This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context. UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding. What You'll Learn Explore the challenges and opportunities of designing for XR See how spatial interaction is revolutionizing human computer interaction Examine sensory input and interaction beyond the screen Work with 3D Interaction Design and build a strong 3D UX Understand VR and augmented reality essentials for emotion-rich user experiences Apply UX research techniques for the XR space Who This Book Is For This book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals

Ultimate DVD.

Ultimate DVD. PDF Author:
Publisher:
ISBN:
Category : DVD-Video discs
Languages : en
Pages : 452

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Book Description


The View from the Cheap Seats

The View from the Cheap Seats PDF Author: Neil Gaiman
Publisher: HarperCollins
ISBN: 0062262289
Category : Literary Collections
Languages : en
Pages : 544

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Book Description
An enthralling collection of nonfiction essays on a myriad of topics—from art and artists to dreams, myths, and memories—observed in #1 New York Times bestselling author Neil Gaiman’s probing, amusing, and distinctive style. An inquisitive observer, thoughtful commentator, and assiduous craftsman, Neil Gaiman has long been celebrated for the sharp intellect and startling imagination that informs his bestselling fiction. Now, The View from the Cheap Seats brings together for the first time ever more than sixty pieces of his outstanding nonfiction. Analytical yet playful, erudite yet accessible, this cornucopia explores a broad range of interests and topics, including (but not limited to): authors past and present; music; storytelling; comics; bookshops; travel; fairy tales; America; inspiration; libraries; ghosts; and the title piece, at turns touching and self-deprecating, which recounts the author’s experiences at the 2010 Academy Awards in Hollywood. Insightful, incisive, witty, and wise, The View from the Cheap Seats explores the issues and subjects that matter most to Neil Gaiman—offering a glimpse into the head and heart of one of the most acclaimed, beloved, and influential artists of our time.