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Cuteness Engineering
Designing Adorable Products and Services
2017
EN
This state of the art monographpresents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, especially in relation to eastern Asia.The authors provide detailed analyses and histories of cuteness in Japan and in China, the rise of ...
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The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
2011
EN
"A broad and deep look at how electronic media are changing storytelling . . . . Completely fascinating." —Booklist, starred reviewNot long ago we were spectators, passive consumers of mass media. Now, on YouTube and blogs and Facebook and Twitter, we are media. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Frank Rose ...
2011
EN
Everyone loves a children's book. And many dream about writing one. But is it actually possible for an unpublished writer—armed with a good story idea and a love of kids—to write, sell, publish, and promote a book? Yes, it is! Veteran children's book publishing executive and author Lisa Rojany Buccieri and author Peter Economy show you how, in their incredibly useful 2005 first edition of Writing Children's Books For Dummies®.Buccieri and Economy begin by ...
Rise of the Videogame Zinesters
How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives,and People Like You Are Taking Back an Art Form
2012
EN
"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture."—Patrick Alexander, Eegra.com"Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games."—Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter"...
Thinking Machines
The Quest for Artificial Intelligence--and Where It's Taking Us Next
2017
EN
Accessible
A fascinating look at Artificial Intelligence, from its humble Cold War beginnings to the dazzling future that is just around the corner.When most of us think about Artificial Intelligence, our minds go straight to cyborgs, robots, and sci-fi thrillers where machines take over the world. But the truth is that Artificial Intelligence is already among us. It exists in our smartphones, fitness trackers, and refrigerators that tell us when the milk will expire. In some...
Magic and Loss
The Internet as Art
2016
EN
Virginia Heffernan “melds the personal with the increasingly universal in a highly informative analysis of what the Internet is—and can be. A thoroughly engrossing examination of the Internet’s past, present, and future” (Kirkus Reviews, starred review) from one of the best living writers of English prose.This book makes a bold claim: The Internet is among mankind’s great masterpieces—a massive work of art. As an idea, it rivals monotheism. But its cultura...
2011
EN
In the past decade, the videogaming industry has grown immensely. The atmosphere for the next generation is notably very different today than it was back then. No longer do people question whether women play, but what they are playing. Gamer shame is dwindling, and the world is changing. This book,a compilation of articles from the WomenGamers.Com site, revels in the evolution of an industry.
Ambient Findability
What We Find Changes Who We Become
2005
EN
How do you find your way in an age of information overload? How can you filter streams of complex information to pull out only what you want? Why does it matter how information is structured when Google seems to magically bring up the right answer to your questions? What does it mean to be "findable" in this day and age? This eye-opening new book examines the convergence of information and connectivity. Written by Peter Morville, author of the groundbreaking Information Architecture fo...
2004
EN
Comedy is serious business—and serious money. In this guide, comedian, writer, and teacher James Mendrinos explains the principles of comedy and how to apply them to forms from stand-up to sitcoms- including fiction, film, speeches, articles, essays, and more. He also includes exercises designed to hone the craft, break through writer’s block, and tailor a piece to its intended audience.In this Complete Idiot’s Guide®, you get:• Foolproof advice for writing scripts,...
Small Pieces Loosely Joined
A Unified Theory Of The Web
2008
EN
The Web has not been hyped enough. That's the startling thesis of this one-of-a-kind book that's sure to become a classic work of social commentary. Just as Marshall McLuhan forever altered our view of broadcast media, Weinberger shows that the new medium of the Web is not only altering social institutions such as business and government but, more important, is transforming bedrock concepts of our culture such as space, time, the public, and even reality itself. Weinberger introduces us to...
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- Electronic Mediations
2015
EN
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like ...
2008
EN
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong...











