Digital Arts and Entertainment

Concepts, Methodologies, Tools, and Applications

Nonfiction, Art & Architecture, General Art, Computers
Cover of the book Digital Arts and Entertainment by , IGI Global
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Author: ISBN: 9781466661165
Publisher: IGI Global Publication: June 30, 2014
Imprint: Information Science Reference Language: English
Author:
ISBN: 9781466661165
Publisher: IGI Global
Publication: June 30, 2014
Imprint: Information Science Reference
Language: English
In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.

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