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El. knyga: State of the Art in Digital Media and Applications

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This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing. The convergence of IT, telecommunications, and media is bringing about a revolution in the way information is collected, stored, accessed and distributed. Rae Earnshaw"s book explores the principal factors driving this and the ways in which social and cultural contexts are affected by media content.  This is Professor Earnshaw"s fourth book in a series that focuses on digital media and creativity, and through the use of Case Studies; the theoretical, practical and technical aspects of digital media are examined. Readers are informed about how the user as content creator, publisher and broadcaster is changing the traditional roles of news media, publishers and entertainment corporations. Topics such as the evolution of digital imaging and the phenomenon of social media are discusse

d in relation to this. Professor Earnshaw also demonstrates how changes in technology produce shifts in the ways that consumers utilize it, in an increasing variety of application domains such as e-books, digital cameras, Facebook and Twitter.  State of the Art in Digital Media and Applications will be invaluable for readers that want a comprehensive look at how emerging digital media technologies are being used, and how they are transforming how we create, consume, exchange and manipulate media content.

Introduction and Background.- Key Historical Visions for the Future of Computing and Digital Media.- Collaboration on Digital Media.- Digital Imaging,- Digital Libraries.- Applications of Digital Media.- Social Media and Cultural Implications.- The Future. 
1 Introduction and Background
1(8)
1.1 Introduction
2(1)
1.2 Definitions of Media and Digital Media
2(1)
1.3 Origins of Digital Media
3(1)
1.4 Implications of Digital Media
3(2)
1.5 Creating and Using Digital Media
5(1)
1.6 Conclusions
5(4)
Further Reading
6(1)
References
6(3)
2 Key Historical Visions for the Future of Computing and Digital Media
9(12)
2.1 Introduction
9(1)
2.2 What Could a Computer Do?
10(1)
2.3 Higher Level Interfaces to Computers
11(1)
2.4 The Rate of Growth of Computer Power
11(1)
2.5 The Networked Computer
11(1)
2.6 The Interactive Computer
12(1)
2.7 The Personal Computer
12(1)
2.8 The World Wide Web
13(1)
2.9 Digital Content
13(1)
2.10 Summary of the Key Historical Visions
14(1)
2.11 Key Visions Historical and Current Which Are Relevant to Digital Media
14(2)
2.12 Conclusions
16(5)
Further Reading
19(1)
References
19(2)
3 Collaboration on Digital Media
21(8)
3.1 Introduction
21(1)
3.2 Creative Collaboration
22(1)
3.3 Antidisciplinary Research
22(1)
3.4 Advantages and Difficulties of Interdisciplinary Research and Development
23(4)
3.4.1 Advantages
23(2)
3.4.2 Disadvantages
25(2)
3.5 Conclusions
27(2)
Further Reading
27(1)
References
27(2)
4 Digital Imaging
29(16)
4.1 History and Introduction
30(1)
4.2 The Imaging Spectrum
31(1)
4.3 Digital Imaging
31(2)
4.4 The Motion Picture Industry
33(1)
4.5 Archival and Preservation
34(1)
4.6 Special Effects
35(1)
4.7 Special Effects Companies
36(2)
4.7.1 Visual Effects Techniques and Companies
36(1)
4.7.2 Industrial Light and Magic (ILM)
36(1)
4.7.3 Dreamworks
37(1)
4.8 Image Manipulation Software
38(2)
4.8.1 Commercial Versus Public Domain
38(1)
4.8.2 Commercial Image Manipulation Software
39(1)
4.8.3 Public Domain Image Manipulation Software
39(1)
4.9 Video Logs
40(1)
4.10 Digital Photography
40(2)
4.11 Ongoing Considerations with Regard to Digital Imaging
42(3)
Further Reading
42(1)
References
43(2)
5 Digital Libraries
45(8)
5.1 Introduction
45(1)
5.2 Digital Media Considerations
46(1)
5.3 Initial Developments in Digital Libraries
46(2)
5.4 Large Scale Digital Libraries - The Google Digitization Project
48(1)
5.5 Long Term Preservation of Digital Information
49(1)
5.6 Conclusions
50(3)
Further Reading
50(1)
References
51(2)
6 Applications of Digital Media
53(12)
6.1 Introduction
53(1)
6.2 Digital Media Application Areas
54(1)
6.3 Applications Areas at MIT Media Laboratory
54(2)
6.4 Case Studies
56(3)
6.4.1 Digital Michelangelo Project
56(2)
6.4.2 Making a £Million from an Independently Published Digital Novel
58(1)
6.4.3 Virtual Interactive Studio Television Application Using Networked Graphical Supercomputers
58(1)
6.4.4 Video Logs and Short Films -- Casey Neistat
59(1)
6.5 Disruptive Effect of Digital Technology on Traditional Businesses
59(2)
6.6 Conclusions
61(4)
Further Reading
61(1)
References
62(3)
7 Social Media and Cultural Implications
65(10)
7.1 Introduction and Background
66(1)
7.2 Social Media
66(2)
7.3 Creative Industries
68(1)
7.4 Traditional Media and Social Media
69(1)
7.5 Utilization of Facebook, Twitter, YouTube, and Instagram
70(1)
7.6 Challenges of Social Media Environments
70(1)
7.7 Lessons Learned
71(1)
7.8 Conclusions
72(3)
Further Reading
72(1)
References
72(3)
8 The Future
75(8)
8.1 Introduction
75(1)
8.2 Trends in Digital Media
76(1)
8.3 Legal Issues
77(1)
8.4 Digital Rights Management
78(1)
8.5 Preservation of Digital Archives
79(1)
8.6 Digital Media Ethics
79(1)
8.7 Content Delivery Networks
79(1)
8.8 Golden Rules of Interface Design
80(3)
Further Reading
80(1)
Web Sites
81(1)
References
81(2)
Rationale for Bibliographic References 83