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  • 1
    Online Resource
    Online Resource
    Baltimore : The Johns Hopkins University Press
    ISBN: 9781421412238 , 9781421412245 , 1421412233 , 1421412241 , 9781421412252 (Sekundärausgabe) , 142141225X (Sekundärausgabe)
    Language: English
    Edition: Online-Ausg. Online-Ressource UPCC book collections on Project MUSE ISBN 9781421412252
    Edition: ISBN 142141225X
    Edition: [Online-Ausg.]
    DDC: 302.23/1
    RVK:
    RVK:
    Keywords: Neue Medien ; Medienwissenschaft
    Note: Online-Ausg.:
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  • 2
    ISBN: 9781421412252 , 142141225X
    Language: English
    Pages: Online Ressource
    Edition: Online-Ausg.
    Parallel Title: Print version Johns Hopkins guide to digital media
    DDC: 302.231
    Keywords: Mass media Technological innovations ; Social aspects ; Digital media ; Mass media Technological innovations ; Social aspects ; Digital media ; Mass media Technological innovations ; Social aspects ; PSYCHOLOGY ; Social Psychology ; Digital media ; Electronic books
    Abstract: Algorithm / Bethany Nowviskie -- Alternate reality gaming / Nicole Labitzke -- Analog versus digital / Jake Buckley -- Animated poetry / Philippe Bootz -- Animation/kineticism / Brian Kim Stefans -- Archive / Katherine Harris -- Artificial intelligence / David Elson -- Artificial life / Simon Penny -- Augmented reality / Jay David Bolter -- Authoring systems / Judy Malloy -- Avatars / Bjarke Liboriussen -- Biopoetry / Eduardo Kac -- Blogs / Ruth Page -- Book to e-text / Kirstyn Leuner -- Cave / John Cayley -- Cell phone novel / Larissa Hjorth -- Characteristics of digital media / David Golumbia -- Chatterbots / Ragnhild Tronstad -- Cheats / Julian Kücklich -- Code / Mark C. Marino -- Code aesthetics / David M. Berry -- Cognitive implications of new media / Anne Mangen and Jean-Luc Velay -- Collaborative narrative / Scott Rettberg -- Collective intelligence / John Duda -- Combinatory and automatic text generation / Philippe Bootz and Christopher Funkhouser -- Computational linguistics / Inderjeet Mani -- Conceptual writing / Darren Wershler -- Copyright / Benjamin J. Robertson -- Critical editions in the digital age / Claire Clivaz and David Hamidović -- Critical theory / David Golumbia -- Crowdsourcing / Klaus-Peter Speidel -- Cyberfeminism / Kate Mondloch -- Cybernetics / Bernard Geoghegan and Benjamin Peters -- Cyberpunk / Lisa Swanstrom -- Cyberspace / Marie-Laure Ryan -- Cyborg and posthuman / Raine Koskimaa -- Data / Matthew Fuller -- Database / Christine Paul -- Dialogue systems / Jichen Zhu -- Digital and net art / Roberto Simanowski -- Digital fiction / Maria Engberg -- Digital humanities / Mathew K. Gold -- Digital installation art / Kate Mondloch -- Digital poetry / Leonardo Flores -- Early digital art and writing (pre-1990) / Christopher Funkhouser -- Easter eggs / Laine Nooney -- E-books / Johanna Drucker -- Electronic literature / Scott Rettberg -- Electronic literature organization / Marjorie Luesebrink n-- E-mail novel / Jill Walker Rettberg -- Emergence / Ragnhild Tronstad -- Ethics in digital media / Charles Ess -- Fan fiction / Karen Hellekson -- Film and digital media / Jens Eder -- Flarf / Darren Wershler -- Flash/director / Brian Kim Stefans -- Free and open-source software / Luis Felipe Rosado Murillo -- Game genres / Andreas Rauscher -- Game history / Henry Lowood -- Game theory / Travis L. Ross -- Gameplay / Jesper Juul -- Games and education / Brian Magerko -- Games as art/literature / David Ciccoricco -- Games as stories / David Ciccoricco -- Gender and media use / Ruth Page -- Gender representation / Kim Knight -- Glitch aesthetics / Lori Emerson -- Graph theory / Marie Laure Ryan -- Graphic realism / Rune Klevjer -- Hacker / E. Gabriella Coleman -- History of computers / Jussi Parikka -- Hoaxes / Jill Walker Rettberg -- Holopoetry / Eduard Kac -- Hypertextuality / Astrid Ensslin -- Identity / Steven Edward Doran -- Immersion / Jan-Noël Thon -- Independent and art games / Celia Pearce -- Interactive cinema / Glorianna Davenport -- Interactive documentary / Sandra Gaudenzi -- Interactive drama / Brian Magerko -- Interactive fiction / Emily Short.
    Abstract: Interactive narrative / Marie-Laure Ryan -- Interactive television / Jens Jensen -- Interactivity / Peter Mechant and Jan Van Looy -- Interface / Carl Therrien -- Language use in online and mobile communication / Naomi S. Baron -- LIfe history / Ruth Page -- Linking strategies / Susana Pajares Tosca -- Location-based narrative / Scott Ruston -- Ludus and Paidia / Marie Laure Ryan -- Machinima / Michael Nitsche -- Markup languages / Kirstyn Leuner -- Mashup / Benjamin J. Robertson -- Materiality / Anna Munster -- Media ecology / Michael Goddard -- Mediality / Jan-Noël Thon -- Mobile games / Anastasia Salter -- MUDs and MOOs / Torill Mortensen -- Music / Aden Evens -- Narrativity / Jan-Noël Thon -- Networking / Mark Nunes -- N-gram / John Cayley -- Nonlinear writing / Astrid Ensslin -- NPC (nonplayer character) / Ragnhild Tronstad -- Old media/new media / Jessica Pressman -- Online game communities / Celia Pearce -- Online worlds / Lisbeth Klastrup -- Ontology (in games) / Jose Zagal -- Participatory culture / Melissa Brough -- Performance / Ragnhild Tronstad -- Platform / Nick Montfort and Ian Bogost -- Plot types and interactivity / Marie-Laure Ryan -- Politics and new media / Joss Hands -- Preservation / Matthew Kirschenbaum -- Procedural / Jonathan Lessard -- Quest narrative / Ragnhild Tronstad -- Race and ethnicity / Kim Knight -- Randomness / Marie-Laure Ryan -- Reading strategies / Adalaide Morris -- Relations between media / Philipp Schweighauser -- Remediation / Jay David Bolter -- Remix / Aaron Angello -- Role-playing games / Olivier Caïra and Susana Pajares Tosca -- Sampling / Benjamin J. Robertson -- Search / Yuk Hui -- Searle's Chinese Room / Inderjeet Mani -- Self-reflexivity in electronic art / Winfried Nöth -- Semantic web / Axel-Cyrille Ngonga Ngomo -- Simulation / Gonzalo Frasca -- Social Network Sites (SNSs) / Olga Goriunova and Chiara Bernardi -- Software studies / Matthew Fuller -- Sound / Aaron Angello -- Spatiality of digital media / Marie-Laure Ryan -- Story generation / Pablo Gervás -- Storyspace / Anja Rau -- Subversion (creative destruction) / Davin Heckman -- Temporality of digital works / John David Zuern -- Transmedial fiction / Christy Dena -- Turing test / Ragnhild Tronstad -- Twitter, Tumblr, and Microblogging / Brian Croxall -- Video / Patrick Vonderau -- Viral aesthetics / Jussi Parikka -- Virtual bodies / Marco Caracciolo -- Virtual economics / Edward Castronova and Travis L. Ross -- Virtual reality / Ken Hillis -- Virtuality / Michael Heim -- Walkthrough / Frederik De Grove and Jan Van Looy -- Web comics / Karin Kukkonen -- Wiki writing / Seth Perlow -- Windows / Jay David Bolter -- Word-image / Maria Engberg -- Worlds and maps / Bjarke Liboriussen -- Writing under constraint / Anastasia Salter.
    Note: Includes bibliographical references and index. - Description based on print version record
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  • 3
    Online Resource
    Online Resource
    Baltimore : The Johns Hopkins University Press
    ISBN: 9781421412252
    Language: English
    Pages: 1 Online-Ressource (XIII, 538 Seiten)
    Parallel Title: Erscheint auch als Johns Hopkins guide to digital media
    Parallel Title: Erscheint auch als
    DDC: 302.23/1
    RVK:
    Keywords: PSYCHOLOGY / Social Psychology ; Gesellschaft ; Massenmedien ; Digital media ; Mass media Technological innovations ; Social aspects ; Neue Medien ; Medienwissenschaft ; Bibliografie ; Bibliografie ; Neue Medien ; Medienwissenschaft
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  • 4
    ISBN: 1421412233 , 1421412241 , 9781421412238 , 9781421412245
    Language: English
    Pages: XIII, 538 Seiten
    DDC: 302.231
    RVK:
    RVK:
    Keywords: Neue Medien ; Medienwissenschaft ; Bibliografie ; Bibliografie ; Bibliografie
    Note: Literaturangaben
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  • 5
    Online Resource
    Online Resource
    Baltimore, Maryland : Johns Hopkins University Press
    ISBN: 9781421412252
    Language: English
    Pages: 1 Online-Ressource (553 pages)
    Parallel Title: Erscheint auch als The Johns Hopkins guide to digital media
    DDC: 302.23/1
    RVK:
    Keywords: Mass media Technological innovations ; Social aspects ; Digital media ; Electronic books ; Electronic books ; Electronic books ; Neue Medien
    Abstract: The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.
    Abstract: Cover -- Contents -- Preface -- Algorithm -- Alternate Reality Gaming -- Analog versus Digital -- Animated Poetry -- Animation/Kineticism -- Archive -- Artificial Intelligence -- Artificial Life -- Augmented Reality -- Authoring Systems -- Avatars -- Biopoetry -- Blogs -- Book to E-text -- Cave -- Cell Phone Novel -- Characteristics of Digital Media -- Chatterbots -- Cheats -- Code -- Code Aesthetics -- Cognitive Implications of New Media -- Collaborative Narrative -- Collective Intelligence -- Combinatory and Automatic Text Generation -- Computational Linguistics -- Conceptual Writing -- Copyright -- Critical Editions in the Digital Age -- Critical Theory -- Crowdsourcing -- Cut Scenes -- Cyberfeminism -- Cybernetics -- Cyberpunk -- Cyberspace -- Cyborg and Posthuman -- Data -- Database -- Dialogue Systems -- Digital and Net Art -- Digital Fiction -- Digital Humanities -- Digital Installation Art -- Digital Poetry -- Early Digital Art and Writing (Pre-1990) -- Easter Eggs -- E-books -- Electronic Literature -- Electronic Literature Organization -- E-mail Novel -- Emergence -- Ethics in Digital Media -- Fan Fiction -- Film and Digital Media -- Flarf -- Flash/Director -- Free and Open-Source Software -- Game Genres -- Game History -- Game Theory -- Gameplay -- Games and Education -- Games as Art/Literature -- Games as Stories -- Gender and Media Use -- Gender Representation -- Glitch Aesthetics -- Graph Theory -- Graphic Realism -- Hacker -- History of Computers -- Hoaxes -- Holopoetry -- Hypertextuality -- Identity -- Immersion -- Independent and Art Games -- Interactive Cinema -- Interactive Documentary -- Interactive Drama -- Interactive Fiction -- Interactive Narrative -- Interactive Television -- Interactivity -- Interface -- Language Use in Online and Mobile Communication -- Life History -- Linking Strategies -- Location-Based Narrative.
    Description / Table of Contents: Cover; Contents; Preface; Algorithm; Alternate Reality Gaming; Analog versus Digital; Animated Poetry; Animation/Kineticism; Archive; Artificial Intelligence; Artificial Life; Augmented Reality; Authoring Systems; Avatars; Biopoetry; Blogs; Book to E-text; Cave; Cell Phone Novel; Characteristics of Digital Media; Chatterbots; Cheats; Code; Code Aesthetics; Cognitive Implications of New Media; Collaborative Narrative; Collective Intelligence; Combinatory and Automatic Text Generation
    Description / Table of Contents: Computational Linguistics; Conceptual Writing; Copyright; Critical Editions in the Digital Age; Critical Theory; Crowdsourcing; Cut Scenes; Cyberfeminism; Cybernetics; Cyberpunk; Cyberspace; Cyborg and Posthuman; Data; Database; Dialogue Systems; Digital and Net Art; Digital Fiction; Digital Humanities; Digital Installation Art; Digital Poetry; Early Digital Art and Writing (Pre-1990); Easter Eggs; E-books; Electronic Literature; Electronic Literature Organization; E-mail Novel; Emergence
    Description / Table of Contents: Ethics in Digital Media; Fan Fiction; Film and Digital Media; Flarf; Flash/Director; Free and Open-Source Software; Game Genres; Game History; Game Theory; Gameplay; Games and Education; Games as Art/Literature; Games as Stories; Gender and Media Use; Gender Representation; Glitch Aesthetics; Graph Theory; Graphic Realism; Hacker; History of Computers; Hoaxes; Holopoetry; Hypertextuality; Identity; Immersion; Independent and Art Games; Interactive Cinema; Interactive Documentary
    Description / Table of Contents: Interactive Drama; Interactive Fiction; Interactive Narrative; Interactive Television; Interactivity; Interface; Language Use in Online and Mobile Communication; Life History; Linking Strategies; Location-Based Narrative; Ludus and Paidia; Machinima; Markup Languages; Mashup; Materiality; Media Ecology; Mediality; Mobile Games; MUDs and MOOs; Music; Narrativity; Networking; N-gram; Nonlinear Writing; NPC (Nonplayer Character); Old Media / New Media; Online Game Communities
    Description / Table of Contents: Online Worlds; Ontology (in Games); Participatory Culture; Performance; Platform; Plot Types and Interactivity; Politics and New Media; Preservation; Procedural; Quest Narrative; Race and Ethnicity; Randomness; Reading Strategies; Relations between Media; Remediation; Remix; Role-Playing Games; Sampling; Search; Searle's Chinese Room; Self-Reflexivity in Electronic Art; Semantic Web; Simulation; Social Network Sites (SNSs); Software Studies; Sound; Spatiality of Digital Media
    Description / Table of Contents: Story Generation
    Note: Includes bibliographical references at the end of each chapters
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (lizenzpflichtig)
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  • 6
    ISBN: 9781517902179 , 9781517902186
    Language: English
    Pages: x, 333 Seiten , Illustrationen
    Parallel Title: Erscheint auch als Wershler-Henry, Darren S. (Darren Sean), 1966- Lab book
    DDC: 302.23072/1
    RVK:
    Keywords: Mass media Case studies Research ; Methodology ; Laboratories Case studies Social aspects ; Group work in research Case studies ; Massenmedien ; Forschungsmethode ; Geschichte
    Abstract: Introduction: Everything is a lab -- Lab space -- Lab apparatus -- Lab infrastructure -- Lab people -- Lab imaginaries -- Lab techniques.
    Abstract: "An important new approach to the study of laboratories, presenting a practical method for understanding labs in all walks of life"--
    Note: Literaturverzeichnis: Seiten 271-302
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