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Production Methods: Behind the Scenes of Virtual Inhabited 3D Worlds

Editat de Kim H. Madsen, Lars Qvortrup
en Limba Engleză Paperback – 25 oct 2012
Kim Halskov Madsen Up until a few decades ago, business administration and science were the primary areas in which computers were applied, but terms like pervasive computing reflect that interactive computing power is becoming an embedded part of people's every­ day environment, not only office buildings and private homes but also art and cul­ At one of the frontiers of multimedia applications computers are used as tural events. part of experimental theatre, puppet theatre, musical performances, museums, entertainment, and learning. In some of these domains, people interact with the computers using a mouse, keyboard and a 17-inch monitor, but present-day inter­ faces take a variety of forms, including motion-capture technology and displays of up to several metres in height and width. The trend of applying computer technologies in the domain of art and culture has been one of the pivots of a Danish research project, Staging of Virtual Inhabited 3D Spaces. The results of the project are presented in a series of four volumes, of which this book is the last one. The three other publications are: Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds; Virtual Space: The Spatiality of Virtual Inhabited 3D Worlds; and 3D Applications: Applications with Virtual Inhabited 3D Worlds.
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Specificații

ISBN-13: 9781447111153
ISBN-10: 144711115X
Pagini: 284
Ilustrații: VIII, 271 p.
Dimensiuni: 155 x 235 x 15 mm
Greutate: 0.4 kg
Ediția:Softcover reprint of the original 1st ed. 2003
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom

Public țintă

Research

Cuprins

1 Introduction.- 2 Evaluating Software Engineering Modelling Concepts for Interactive Narratives Design.- 3 Interaction Styles in Development Tools for Virtual Reality Applications.- 4 In the Mists of Prehistory: Scriptwriting for Interactive 3D Documentaries on the Nordic Bronze Age.- 5 From Music to 3D Scenography and Back Again.- 6 The Making of a Pedagogical Tool for Picture Analysis and Picture Construction.- 7 From Archaeological Findings over Scale Models and Pencil Drawings to Digital Images.- 8 Dramaturgy in Building Multimedia Performances: Devising and Analysing.- 9 The Family Factory: Developing New Methods for Live 3D Animation.- 10 The Evolution of Computer Bugs: An Interdisciplinary Team Work.- 11 Artists in the Virtual Studio.- 12 Morgana: From Vision to Visualisation.- Author Index.

Caracteristici

Each chapter is case orientated, bringing together a wealth of knowledge and specific advice for the practitioner and student Includes CD-ROM containing additional picture and video material from the production cases presented in the book Includes 8 page colour section Includes supplementary material: sn.pub/extras