Books on the topic 'Computer gaming and animation studies'

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1

Schönherr, Maximilian. Exploring Maya 4: 30 studies in 3D. Berkeley, CA: Peachpit Press, 2002.

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2

1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.

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3

Christian, Wallraven, ed. Experimental design: From user studies to psychophysics. Boca Raton, FL: CRC Press, 2011.

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4

Social, casual and mobile games: The changing gaming landscape. New York: Bloomsbury Academic, 2016.

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5

Ash, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

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6

The language of gaming. New York: Palgrave Macmillan, 2012.

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7

Ensslin, Astrid. The language of gaming. New York: Palgrave Macmillan, 2012.

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8

Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press, 2012.

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9

McGurren, Julie Elizabeth. Gender considerations and influence in the digital media and gaming industry. Hershey: Information Science Reference, 2014.

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10

Street, Steve. Flash for the Real World. Upper Saddle River: Pearson Education, 2003.

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11

Peter, Hall. Pause: 59 minutes of motion graphics : broadcast design, music video, animation, and experimental graphics from around the world. New York, NY: Universe, 2000.

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12

Plunkett's games, apps and social media industry almanac 2012: Gaming industry market research, statistics, trends & leading companies. Houston, TX: Plunkett Research, 2011.

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13

B, Kafai Yasmin, ed. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, Mass: MIT Press, 2008.

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14

1965-, Carter David, ed. 3D studio Hollywood & gaming effects. Indianapolis, Ind: New Riders Pub., 1996.

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15

Pilling, Jayne. Reader in Animation Studies. Indiana University Press, 1998.

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16

A Reader in Animation Studies. Indiana University Press, 1999.

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17

Jayne, Pilling, and Society of Animation Studies, eds. A reader in animation studies. London: J. Libbey, 1997.

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18

Secrets of Digital Animation: A Master Class in Innovative Tools and Techniques. Rotovision, 2009.

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19

Schönherr, Maximilian. Exploring Maya 4: 30 Studies in 3D. Pearson Education, 2001.

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20

The players' realm: Studies on the culture of video games and gaming. Jefferson, NC: McFarland & Co., 2007.

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21

(Editor), J. Patrick Williams, and Jonas Heide Smith (Editor), eds. The Players' Realm: Studies on the Culture of Video Games and Gaming. McFarland & Company, Inc., Publishers, 2007.

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22

Wallraven, Christian, and Douglas W. Cunningham. Experimental Design: From User Studies to Psychophysics. CRC Press LLC, 2011.

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23

Leaver, Tama, and Michele Willson. Social, Casual and Mobile Games: The Changing Gaming Landscape. Bloomsbury Publishing Plc, 2017.

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24

Ensslin, Astrid. The Language of Gaming. Red Globe Press, 2011.

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25

Taylor, T. L. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press, 2012.

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26

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press, 2015.

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27

Taylor, T. L. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press, 2012.

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28

Street, Steve. Flash for the Real World: E-Commerce Case Studies. Sams, 2001.

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29

Animation, Embodiment, and Digital Media: Human Experience of Technological Liveliness. Palgrave Macmillan, 2013.

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30

Animation, Embodiment, and Digital Media: Human Experience of Technological Liveliness. Palgrave Macmillan Limited, 2013.

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31

Chow, K. Animation, Embodiment, and Digital Media: Human Experience of Technological Liveliness. Palgrave Macmillan, 2013.

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32

Web 3D. Laurence King Publishing, 2002.

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33

Dredge, Stuart. Web 3D: New Perspectives. Universe Publishing, 2002.

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34

Hall, Peter, Julie Hirschfeld, Stefanie Barth, and Andrea Codrington. Pause :59 Minutes of Motion Graphics. Universe Publishing, 2000.

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35

Century, Michael. Northern Sparks. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/10818.001.0001.

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An “episode of light” in Canada sparked by Expo 67 when new art forms, innovative technologies, and novel institutional and policy frameworks emerged together. Understanding how experimental art catalyzes technological innovation is often prized yet typically reduced to the magic formula of “creativity.” In Northern Sparks, Michael Century emphasizes the role of policy and institutions by showing how novel art forms and media technologies in Canada emerged during a period of political and social reinvention, starting in the 1960s with the energies unleashed by Expo 67. Debunking conventional wisdom, Century reclaims innovation from both its present-day devotees and detractors by revealing how experimental artists critically challenge as well as discover and extend the capacities of new technologies. Century offers a series of detailed cross-media case studies that illustrate the cross-fertilization of art, technology, and policy. These cases span animation, music, sound art and acoustic ecology, cybernetic cinema, interactive installation art, virtual reality, telecommunications art, software applications, and the emergent metadiscipline of human-computer interaction. They include Norman McLaren's “proto-computational” film animations; projects in which the computer itself became an agent, as in computer-aided musical composition and choreography; an ill-fated government foray into interactive networking, the videotext system Telidon; and the beginnings of virtual reality at the Banff Centre. Century shows how Canadian artists approached new media technologies as malleable creative materials, while Canada undertook a political reinvention alongside its centennial celebrations. Northern Sparks offers a uniquely nuanced account of innovation in art and technology illuminated by critical policy analysis.
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