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  • Baltimore, Maryland : Johns Hopkins University Press  (1)
  • Hoboken : Taylor and Francis
  • Mass media Technological innovations  (2)
  • General works  (2)
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  • General works  (2)
  • 1
    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)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Hoboken : Taylor and Francis
    ISBN: 9780415524155
    Language: English
    Pages: Online-Ressource (319 p)
    Series Statement: Routledge Research in Information Technology and Society
    Parallel Title: Print version Frontiers in New Media Research
    Parallel Title: Druckausg. Frontiers in new media research
    DDC: 302.23/1
    RVK:
    Keywords: Internet Social aspects ; Social media ; Digital media ; Mass media Technological innovations ; Social aspects ; Mass media ; Technological innovations ; Social aspects ; Internet ; Social aspects ; Social media ; Digital media ; Electronic books ; Aufsatzsammlung ; Electronic books ; Aufsatzsammlung ; Nachrichtenverkehr ; Politische Kommunikation ; Internet ; Social Media ; World Wide Web 2.0 ; Online-Medien
    Abstract: This volume puts together the works of a group of distinguished scholars and active researchers in the field of media and communication studies to reflect upon the past, present, and future of new media research. The chapters examine the implications of new media technologies on everyday life, existing social institutions, and the society at large at various levels of analysis. Macro-level analyses of changing techno-social formation - such as discussions of the rise of surveillance society and the "fifth estate" - are combined with studies on concrete and specific new media phenomena, such as
    Description / Table of Contents: Cover; Frontiers in New Media Research; Title Page; Copyright Page; Table of Contents; List of Figures; List of Tables; Preface; 1 Introduction: Challenges for New Media Research; PART I Techno-Social Formations; 2 What's the Use of the Public Sphere in the Age of the Internet?; 3 The Internet and Democratic Accountability: The Rise of the Fifth Estate; 4 Surveillance Technologies and Social Transformation: Emerging Challenges of Socio-Technical Change; 5 The Probability Archive: From Essence to Uncertainty in the Mediation of Knowledge; 6 The Internet and Social Mobilization in China
    Description / Table of Contents: PART II Recurring Issues7 Online Social Network Sites and the Concept of Social Capital; 8 A Retrospective on Convergence, Moral Panic, and the Internet; 9 The Emerging Ecology of Online News; 10 Who Would Miss Getting News Online and Why (Not)?; 11 The Influence of Third-Person Effects on Support for Restrictions of Internet Pornography among College Students in Shanghai and Hong Kong; PART III Emerging Media; 12 A Networked Self: Identity Performance and Sociability on Social Network Sites; 13 The Internet in Flux: Twitter and the Interpretative Flexibility of Microblogging
    Description / Table of Contents: 14 Exploring the Pro-Am Interface between Production and Produsage15 Fanatical Labor and Serious Leisure: A Case of Fansubbing in China; 16 From TV to the Internet to Mobile Phones: A National Study of U.S. College Students' Multiplatform Video Use and Satisfaction; Contributors; Index;
    Description / Table of Contents: pt. I. Techno-social formations -- pt. II. Recurring issues -- pt. III. Emerging media.
    Note: Description based upon print version of record
    Library Location Call Number Volume/Issue/Year Availability
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