Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Production Methods -

Production Methods

Behind the Scenes of Virtual Inhabited 3D Worlds

Kim H. Madsen, Lars Qvortrup (Herausgeber)

Buch | Softcover
271 Seiten
2012 | Softcover reprint of the original 1st ed. 2003
Springer London Ltd (Verlag)
978-1-4471-1115-3 (ISBN)
CHF 74,85 inkl. MwSt
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.

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.

Zusatzinfo VIII, 271 p.
Verlagsort England
Sprache englisch
Maße 155 x 235 mm
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Netzwerke
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte ART • Desing • Film production • Game Development • Multimedia Applications • Software engineering • Theatre Production
ISBN-10 1-4471-1115-X / 144711115X
ISBN-13 978-1-4471-1115-3 / 9781447111153
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Aus- und Weiterbildung nach iSAQB-Standard zum Certified Professional …

von Mahbouba Gharbi; Arne Koschel; Andreas Rausch; Gernot Starke

Buch | Hardcover (2023)
dpunkt Verlag
CHF 48,85
Lean UX und Design Thinking: Teambasierte Entwicklung …

von Toni Steimle; Dieter Wallach

Buch | Hardcover (2022)
dpunkt (Verlag)
CHF 48,85
Wissensverarbeitung - Neuronale Netze

von Uwe Lämmel; Jürgen Cleve

Buch | Hardcover (2023)
Carl Hanser (Verlag)
CHF 48,95