Author: Jose Manuel Losada
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832549668
Category : Music
Languages : es
Pages : 226
Book Description
Our aim is to understand if myth has been directly affected by the digital revolution and to what extent it has retained its original essence or whether it has mutated to new forms. These articles tackle films and television series that devote a considerable part to the impact of transcendence in our lives. They show that myth continues to be a particularly suitable tool for the knowledge of our society and of ourselves.
Myth and Audiovisual Creation
Author: Jose Manuel Losada
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832549668
Category : Music
Languages : es
Pages : 226
Book Description
Our aim is to understand if myth has been directly affected by the digital revolution and to what extent it has retained its original essence or whether it has mutated to new forms. These articles tackle films and television series that devote a considerable part to the impact of transcendence in our lives. They show that myth continues to be a particularly suitable tool for the knowledge of our society and of ourselves.
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832549668
Category : Music
Languages : es
Pages : 226
Book Description
Our aim is to understand if myth has been directly affected by the digital revolution and to what extent it has retained its original essence or whether it has mutated to new forms. These articles tackle films and television series that devote a considerable part to the impact of transcendence in our lives. They show that myth continues to be a particularly suitable tool for the knowledge of our society and of ourselves.
What AI Can Do
Author: Manuel Cebral-Loureda
Publisher: CRC Press
ISBN: 1000908992
Category : Computers
Languages : en
Pages : 459
Book Description
The philosopher Spinoza once asserted that no one knows what a body can do, conceiving an intrinsic bodily power with unknown limits. Similarly, we can ask ourselves about Artificial Intelligence (AI): To what extent is the development of intelligence limited by its technical and material substrate? In other words, what can AI do? The answer is analogous to Spinoza’s: Nobody knows the limit of AI. Critically considering this issue from philosophical, interdisciplinary, and engineering perspectives, respectively, this book assesses the scope and pertinence of AI technology and explores how it could bring about both a better and more unpredictable future. What AI Can Do highlights, at both the theoretical and practical levels, the cross-cutting relevance that AI is having on society, appealing to students of engineering, computer science, and philosophy, as well as all who hold a practical interest in the technology.
Publisher: CRC Press
ISBN: 1000908992
Category : Computers
Languages : en
Pages : 459
Book Description
The philosopher Spinoza once asserted that no one knows what a body can do, conceiving an intrinsic bodily power with unknown limits. Similarly, we can ask ourselves about Artificial Intelligence (AI): To what extent is the development of intelligence limited by its technical and material substrate? In other words, what can AI do? The answer is analogous to Spinoza’s: Nobody knows the limit of AI. Critically considering this issue from philosophical, interdisciplinary, and engineering perspectives, respectively, this book assesses the scope and pertinence of AI technology and explores how it could bring about both a better and more unpredictable future. What AI Can Do highlights, at both the theoretical and practical levels, the cross-cutting relevance that AI is having on society, appealing to students of engineering, computer science, and philosophy, as well as all who hold a practical interest in the technology.
Author:
Publisher: Food & Agriculture Org.
ISBN: 9251390444
Category :
Languages : en
Pages : 80
Book Description
Publisher: Food & Agriculture Org.
ISBN: 9251390444
Category :
Languages : en
Pages : 80
Book Description
La educación mediática y los profesionales de la comunicación
Author: Alejandro Buitrago, Eva Navarro y Agustín García Matilla
Publisher: Editorial GEDISA
ISBN: 8416572011
Category : Language Arts & Disciplines
Languages : en
Pages : 192
Book Description
Este libro recoge los testimonios de los profesionales de la comunicación sobre un asunto de máxima actualidad y da algunas respuestas a preguntas tales sobre: ¿Cómo enfocar las múltiples alfabetizaciones necesarias para reforzar la formación de una ciudadanía más educada? ¿En qué competencias deberíamos formar a los ciudadanos? ¿Cuáles son los principales contenidos que los profesionales de la comunicación deberían conocer? ¿Cómo renovar unas metodologías docentes obsoletas que no se corresponden con las exigencias del actual universo transmedia?
Publisher: Editorial GEDISA
ISBN: 8416572011
Category : Language Arts & Disciplines
Languages : en
Pages : 192
Book Description
Este libro recoge los testimonios de los profesionales de la comunicación sobre un asunto de máxima actualidad y da algunas respuestas a preguntas tales sobre: ¿Cómo enfocar las múltiples alfabetizaciones necesarias para reforzar la formación de una ciudadanía más educada? ¿En qué competencias deberíamos formar a los ciudadanos? ¿Cuáles son los principales contenidos que los profesionales de la comunicación deberían conocer? ¿Cómo renovar unas metodologías docentes obsoletas que no se corresponden con las exigencias del actual universo transmedia?
Handbook of Research on Comparative Approaches to the Digital Age Revolution in Europe and the Americas
Author: Passarelli, Brasilina
Publisher: IGI Global
ISBN: 146668741X
Category : Technology & Engineering
Languages : en
Pages : 561
Book Description
The way we talk, work, learn, and think has been greatly shaped by modern technology. These lifestyle changes have made digital literacy the new written literacy, where those who are not able to use computers are unable to function and perform everyday tasks. The Handbook of Research on Comparative Approaches to the Digital Age Revolution in Europe and the Americas explores the new ways that technology is shaping our society and the advances it is bringing, along with potential drawbacks, such as human jobs being replaced by computers. This expansive handbook is an essential reference source for students, academics, and professionals in the fields of communication, information technology, sociology, social policy, and education; it will also prove of interest to policymakers, funding-agencies, and digital inclusion program developers. This handbook features a broad scope of research-based articles on topics including, but not limited to, computational thinking, e-portfolios, e-citizenship, digital inclusion policies, and information literacy as a form of community empowerment.
Publisher: IGI Global
ISBN: 146668741X
Category : Technology & Engineering
Languages : en
Pages : 561
Book Description
The way we talk, work, learn, and think has been greatly shaped by modern technology. These lifestyle changes have made digital literacy the new written literacy, where those who are not able to use computers are unable to function and perform everyday tasks. The Handbook of Research on Comparative Approaches to the Digital Age Revolution in Europe and the Americas explores the new ways that technology is shaping our society and the advances it is bringing, along with potential drawbacks, such as human jobs being replaced by computers. This expansive handbook is an essential reference source for students, academics, and professionals in the fields of communication, information technology, sociology, social policy, and education; it will also prove of interest to policymakers, funding-agencies, and digital inclusion program developers. This handbook features a broad scope of research-based articles on topics including, but not limited to, computational thinking, e-portfolios, e-citizenship, digital inclusion policies, and information literacy as a form of community empowerment.
On-Demand Culture
Author: Chuck Tryon
Publisher: Rutgers University Press
ISBN: 0813567165
Category : Performing Arts
Languages : en
Pages : 214
Book Description
The movie industry is changing rapidly, due in part to the adoption of digital technologies. Distributors now send films to theaters electronically. Consumers can purchase or rent movies instantly online and then watch them on their high-definition televisions, their laptops, or even their cell phones. Meanwhile, social media technologies allow independent filmmakers to raise money and sell their movies directly to the public. All of these changes contribute to an “on-demand culture,” a shift that is radically altering film culture and contributing to a much more personalized viewing experience. Chuck Tryon offers a compelling introduction to a world in which movies have become digital files. He navigates the complexities of digital delivery to show how new modes of access—online streaming services like YouTube or Netflix, digital downloads at iTunes, the popular Redbox DVD kiosks in grocery stores, and movie theaters offering digital projection of such 3-D movies as Avatar—are redefining how audiences obtain and consume motion picture entertainment. Tryon also tracks the reinvention of independent movies and film festivals by enterprising artists who have built their own fundraising and distribution models online. Unique in its focus on the effects of digital technologies on movie distribution, On-Demand Culture offers a corrective to address the rapid changes in the film industry now that movies are available at the click of a button.
Publisher: Rutgers University Press
ISBN: 0813567165
Category : Performing Arts
Languages : en
Pages : 214
Book Description
The movie industry is changing rapidly, due in part to the adoption of digital technologies. Distributors now send films to theaters electronically. Consumers can purchase or rent movies instantly online and then watch them on their high-definition televisions, their laptops, or even their cell phones. Meanwhile, social media technologies allow independent filmmakers to raise money and sell their movies directly to the public. All of these changes contribute to an “on-demand culture,” a shift that is radically altering film culture and contributing to a much more personalized viewing experience. Chuck Tryon offers a compelling introduction to a world in which movies have become digital files. He navigates the complexities of digital delivery to show how new modes of access—online streaming services like YouTube or Netflix, digital downloads at iTunes, the popular Redbox DVD kiosks in grocery stores, and movie theaters offering digital projection of such 3-D movies as Avatar—are redefining how audiences obtain and consume motion picture entertainment. Tryon also tracks the reinvention of independent movies and film festivals by enterprising artists who have built their own fundraising and distribution models online. Unique in its focus on the effects of digital technologies on movie distribution, On-Demand Culture offers a corrective to address the rapid changes in the film industry now that movies are available at the click of a button.
Information Literacy in Everyday Life
Author: Serap Kurbanoğlu
Publisher: Springer
ISBN: 3030134725
Category : Education
Languages : en
Pages : 630
Book Description
This book constitutes the refereed post-conference proceedings of the 6th European Conference on Information Literacy, ECIL 2018, held in Oulu, Finland, in September 2018. The 58 revised papers included in this volume were carefully reviewed and selected from 241 submissions. The papers cover a wide range of topics in the field of information literacy and focus on information literacy in everyday life. They are organized in the following topical sections: information literacy in different contexts of everyday life; information literacy, active citizenship and community engagement; information literacy, health and well-being; workplace information literacy and employability; information literacy research and information literacy in theoretical context; information seeking and information behavior; information literacy for different groups in different cultures and countries; information literacy for different groups in different cultures and countries; information literacy instruction; information literacy and aspects of education; data literacy and reserach data management; copyright literacy; information literacy and lifelong learning.
Publisher: Springer
ISBN: 3030134725
Category : Education
Languages : en
Pages : 630
Book Description
This book constitutes the refereed post-conference proceedings of the 6th European Conference on Information Literacy, ECIL 2018, held in Oulu, Finland, in September 2018. The 58 revised papers included in this volume were carefully reviewed and selected from 241 submissions. The papers cover a wide range of topics in the field of information literacy and focus on information literacy in everyday life. They are organized in the following topical sections: information literacy in different contexts of everyday life; information literacy, active citizenship and community engagement; information literacy, health and well-being; workplace information literacy and employability; information literacy research and information literacy in theoretical context; information seeking and information behavior; information literacy for different groups in different cultures and countries; information literacy for different groups in different cultures and countries; information literacy instruction; information literacy and aspects of education; data literacy and reserach data management; copyright literacy; information literacy and lifelong learning.
Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Bowker's Complete Video Directory
Author:
Publisher:
ISBN:
Category : Home video systems industry
Languages : en
Pages : 2074
Book Description
Publisher:
ISBN:
Category : Home video systems industry
Languages : en
Pages : 2074
Book Description
Televisión social y transmedia
Author: Lamelo Varela, Carles
Publisher: Editorial UOC
ISBN: 8491163700
Category : Computers
Languages : en
Pages : 124
Book Description
La forma de consumir televisión está cambiando a gran velocidad. Las narrativas transmedia, el consumo en dispositivos móviles, la gamificación, las llamadas «segundas pantallas», la implicación con redes 2.0 y la audiencia social representan un reto, pero también ofrecen enormes posibilidades para los creadores de contenidos audiovisuales. El concepto de televisión basada en el broadcasting cede su protagonismo a los contenidos con implicación en social media y concepción transmedia. Este libro nos acerca a las nuevas rutinas productivas y al diseño de estrategias acordes con este nuevo paradigma comunicativo, y lo hace combinando los referentes académicos con aportaciones directas de la industria de la comunicación y el análisis de casos de éxito para ofrecer a los lectores la posibilidad de comprender en qué medida está cambiando el audiovisual, los espectadores y las dinámicas sociales en torno a la televisión.
Publisher: Editorial UOC
ISBN: 8491163700
Category : Computers
Languages : en
Pages : 124
Book Description
La forma de consumir televisión está cambiando a gran velocidad. Las narrativas transmedia, el consumo en dispositivos móviles, la gamificación, las llamadas «segundas pantallas», la implicación con redes 2.0 y la audiencia social representan un reto, pero también ofrecen enormes posibilidades para los creadores de contenidos audiovisuales. El concepto de televisión basada en el broadcasting cede su protagonismo a los contenidos con implicación en social media y concepción transmedia. Este libro nos acerca a las nuevas rutinas productivas y al diseño de estrategias acordes con este nuevo paradigma comunicativo, y lo hace combinando los referentes académicos con aportaciones directas de la industria de la comunicación y el análisis de casos de éxito para ofrecer a los lectores la posibilidad de comprender en qué medida está cambiando el audiovisual, los espectadores y las dinámicas sociales en torno a la televisión.