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Transmedia is a technique of delivering a single piece of content in individual parts via different media and communication platforms (books, films, TV shows, games, live performances, etc.). In the book transmedia is considered as a case-in-point for the need to rethink library cataloguing and metadata practices in a new, heterogeneous information environment where the ability to bring together information from various sources into a meaningful whole becomes a critical information skill. Transmedia sheds new light on some of the long-existing questions of bibliographic information organisation (the definition of work, modelling of bibliographic relationships, subject analysis of fiction, etc.) and introduces libraries to new, transient and interactive media forms such as interactive fiction, gaming events, or performances. The book investigates how various theories and practices of bibliographic information organisation can be applied to transmedia, focusing on the solutions provided by the new bibliographic conceptual model IFLA LRM, as well as linked open data models and standards. It strongly advocates collaborative practices and reuse of knowledge that underpin an emerging vision of the library catalogue as a 'mediation tool' that assembles, links and integrates information across a variety of communication contexts. - Explores transmedia from the point-of-view of information organisation - Presents one of the first extensive analyses of the IFLA LRM bibliographic conceptual model - Uses examples of recent publishing practices to assess current bibliographic data models, standards, formats and technologies
This book explores transmedia dynamics in various facets of fiction and nonfiction transmedia studies. Moving beyond the presentation/definition of transmediality as a field of study, the authors examine novel advancements in the theory, methodological development, and strategic planning of transmedia storytelling. Drawing upon a theoretical foundation grounded in Peircean semiotics and reflected in the methodological approaches to fiction and nonfiction transmedia projects, the chapters delve into diverse case studies, such as The Handmaid’s Tale and mega sporting events like the Olympics and FIFA World Cup, that illustrate the applications of our own methods and the implications of the logic behind transmedia dynamics. Expanding upon their own scholarship, the authors tackle the relevant topic of transmedia journalism, and present new approaches to transmedia strategic planning around educational initiatives in developing countries. The book is an important reference for scholars and students of media studies, education, journalism and transmedia, and those interested in comprehending theory, methodological development, and strategic planning of transmediality.
This edited volume on machine learning and big data analytics (Proceedings of ICMLBDA 2022) is intended to be used as a reference book for researchers and professionals to share their research and reports of new technologies and applications in Machine Learning and Big Data Analytics like biometric Recognition Systems, medical diagnosis, industries, telecommunications, AI Petri Nets Model-Based Diagnosis, gaming, stock trading, Intelligent Aerospace Systems, robot control, law, remote sensing and scientific discovery agents and multiagent systems; and natural language and Web intelligence. The intent of this book is to provide awareness of algorithms used for machine learning and big data in the advanced Scientific Technologies, provide a correlation of multidisciplinary areas and become a point of great interest for Data Scientists, systems architects, developers, new researchers and graduate level students. This volume provides cutting-edge research from around the globe on this field. Current status, trends, future directions, opportunities, etc. are discussed, making it friendly for beginners and young researchers.
Transmedia Directors focuses on artist-practitioners who work across media, platforms and disciplines, including film, television, music video, commercials and the internet. Working in the age of media convergence, today's em/impresarios project a distinctive style that points toward a new contemporary aesthetics. The media they engage with enrich their practices – through film and television (with its potential for world-building and sense of the past and future), music video (with its audiovisual aesthetics and rhythm), commercials (with their ability to project a message quickly) and the internet (with its refreshed concepts of audience and participation), to larger forms like restaurants and amusement parks (with their materiality alongside today's digital aesthetics). These directors encourage us to reassess concepts of authorship, assemblage, transmedia, audiovisual aesthetics and world-building. Providing a vital resource for scholars and practitioners, this collection weaves together insights about artist-practitioners' collaborative processes as well as strategies for composition, representation, subversion and resistance.
Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative new media projects across a variety of platforms. Synthesizing ideas from a range of theorists and practitioners across visual, audio, and interactive media, Kelly McErlean offers a practical reference guide and toolkit to best practices, techniques, key historical and theoretical concepts, and terminology that media storytellers and creatives need to create compelling interactive and transmedia narratives. McErlean takes a broad lens, exploring traditional narrative, virtual reality and augmented reality, audience interpretation, sound design, montage, the business of transmedia storytelling, and much more. Written for both experienced media practitioners and those looking for a reference to help bolster their creative toolkit or learn how to better craft multiplatform stories, Interactive Narratives and Transmedia Storytelling serves as a guide to navigating this evolving world.
Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies' projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world's most profitable transmedia franchise.
Thema der 15. Internationalen Konferenz der International Society for Knowledge Organization vom 9. bis 11. Juli 2018 in Porto ist "Challenges and Opportunities for Knowledge Organization in the Digital Age". Der Konferenzband fasst die Vorträge von Wissenschaftlern aus aller Welt zusammen.
The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent. This two-volume encyclopedia explores such issues, focusing on core topics and issues that will retain relevance in the face of perpetually evolving devices, services, and specific techniques. As technology evolves and becomes even more low-cost, easy-to-use, and more accessible, the education sector will evolve alongside it. For instance, issues surrounding reasoning behind how one study has shown students retain information better in traditional print formats are a topic explored within the pages of this new encyclopedia. Features: A collection of 300-350 entries are organized in A-to-Z fashion in 2 volumes available in a choice of print or electronic formats. Entries, authored by key figures in the field, conclude with cross references and further readings. A detailed index, the Reader’s Guide themes, and cross references combine for search-and-browse in the electronic version. This reference encyclopedia is a reliable and precise source on educational technology and a must-have reference for all academic libraries.
A guide to Transmedia Storytelling. It is buzzword for a new generation - a revolutionary technique for telling stories across multiple media platforms and formats - and it's becoming the go-to strategy for businesses. It also shows you how to utilize the marketing tools used by heavy-hitters such as HBO, and Sony Pictures - at a fraction of cost.
Stories, whether they are fact or fiction, popular or not, are a proven method of pedagogy. In the age of media convergence and with the advancement of technology, stories have morphed into new forms; however, their core purpose remains the same, which is to pass on knowledge and information. The internet, with its inherent interactivity, and story, with its inherent capacity to engage, can lead to innovative and transformative learning experiences in media-rich environments. This book focuses on web-based Transmedia Storytelling Edutainment (TmSE) as an andragogical practice in higher education. Story is at the forefront of this investigation because narrative is the basis for developing entertainment media franchise that can be incorporated into pedagogical practice. The propulsion of this analysis consists of practice-based research through narrative inquiry and an e-module case study presented on multimedia storytelling in the classroom. A Transmedia Storytelling Framework is provided for creating screenplays for cross-media projects and for analyzing their appropriateness in education. Additionally, a hypertext screenplay, which allowed students to dig deeper into the story word and to build more knowledge, is evaluated for its use in higher education. Since screenplays are by nature writing for the screen, it is believed that the more visual the input, the more likely it is to be memorized and recalled. A link to The Goddess Within screenplay is available for download on the right hand side of this page.