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This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics - character development, structure and the use of interactivity - and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed…mehr
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics - character development, structure and the use of interactivity - and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry's biggest names.
Key Features:
A large new section covering various forms of immersive media, including VR, AR and Mixed Reality
Breakthroughs in interactive TV and Cinema
The use of VR, AR and mixed reality in gaming
New forms of voice-enabled storytelling and gaming
Stories told via mobile apps and social media
Developing Digital Storytelling for different types of audiences
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Autorenporträt
Carolyn Handler Miller is one of the pioneering writers in the field of digital media, moving into the field after a successful career in TV and feature films. As a writer of New Media content, a profession she calls "digital storytelling," Carolyn's projects include video games, virtual worlds, and Web series; intelligent toy systems; and transmedia entertainment. She was a contributing writer for the classic "Where in the World is Carmen San Diego?" series of games and wrote the interactive version of the original Toy Story movie for Disney and Pixar. She's an international speaker on New Media (Rome, Paris, the UK, South Africa, Malaysia, and Australia) and works as a consultant on digital media projects for a roster of national and international clients.
Inhaltsangabe
Foreword Preface Acknowledgments PART 1 New Technologies, New Creative Opportunities Chapter 1 - Storytelling, Old and New Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment PART 2 Creating Story-Rich Projects Chapter 3 - Interactivity and Its Effects Chapter 4 - Old Tools/New Tools Chapter 5 - Characters, Dialogue, and Emotions Chapter 6 - Structure in Digital Storytelling Chapter 7 - Your Audience Chapter 8 - Social Media and Storytelling Chapter 9 - Guidelines: Creating a New Project PART 3 Harnessing Digital Storytelling for Pragmatic Goals Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform PART 4 Media and Models: Under the Hood Chapter 11 - Video Games Chapter 12 - The Internet Chapter 13 - Mobile Devices and Apps Chapter 14 - Interactive Cinema and Interactive TV Chapter 15 -Smart Toys and Life-Like Robots PART 5 Immersive Media Chapter 16 - What Are Immersive Media? Chapter 17 - VR, AR , and Mixed Reality (XR) Chapter 18 - Immersive Narratives and Immersive Spaces Chapter 19 - Screen-Based Immersion PART 6 Career Considerations Chapter 20 - Working as a Digital Storyteller Project Index Subject Index
Foreword
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Foreword Preface Acknowledgments PART 1 New Technologies, New Creative Opportunities Chapter 1 - Storytelling, Old and New Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment PART 2 Creating Story-Rich Projects Chapter 3 - Interactivity and Its Effects Chapter 4 - Old Tools/New Tools Chapter 5 - Characters, Dialogue, and Emotions Chapter 6 - Structure in Digital Storytelling Chapter 7 - Your Audience Chapter 8 - Social Media and Storytelling Chapter 9 - Guidelines: Creating a New Project PART 3 Harnessing Digital Storytelling for Pragmatic Goals Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform PART 4 Media and Models: Under the Hood Chapter 11 - Video Games Chapter 12 - The Internet Chapter 13 - Mobile Devices and Apps Chapter 14 - Interactive Cinema and Interactive TV Chapter 15 -Smart Toys and Life-Like Robots PART 5 Immersive Media Chapter 16 - What Are Immersive Media? Chapter 17 - VR, AR , and Mixed Reality (XR) Chapter 18 - Immersive Narratives and Immersive Spaces Chapter 19 - Screen-Based Immersion PART 6 Career Considerations Chapter 20 - Working as a Digital Storyteller Project Index Subject Index
Foreword
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
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