New Communication in the Post-Pandemic Era: Media, Education, and Information
(Sprache: Englisch)
The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction, and various computer simulations. The Computer Graphics section deals with 3D modeling, procedural...
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The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction, and various computer simulations. The Computer Graphics section deals with 3D modeling, procedural content generation, visualization, and interaction techniques.
Klappentext zu „New Communication in the Post-Pandemic Era: Media, Education, and Information “
New Communication in the Post-Pandemic Era: Media, Education, and Information is a collection of contemporary post-positivist research and cultural/interpretative studies that explores new areas, redefines old concepts, and proposes rare discourses over communication theories, and portrays a new scene upon the edge of the global crisis by COVID-19 pandemic, which might lead to an ultimate paradigm shift pushing the post-industrial societies to a new complex of multi-layered structural regressions. Covering a broad range of multidisciplinary topics, -including consumer behavior, advertising strategies, public relations, blockchain technologies, new education channels, labor economics, disaster politics, health engagement, corporate communication, information systems, streaming services, music reception, reality television, animation, filmmaking, new personality models, and brand-new aesthetic styles- this manuscript of selected essays and articles is optimally designed for academics, researchers, educators, media professionals, entrepreneurs, executives, organizers, scientists, artists, public relations specialists, and students who intend to enhance their understanding of how the structures of 'New Communication' resist, accept, or repurpose the new historical conditions of the global crisis through media, education, and information.
Inhaltsverzeichnis zu „New Communication in the Post-Pandemic Era: Media, Education, and Information “
Computer games - Computer graphics - Simulation - Virtual reality - Game design - Game experience - User experience - Human computer interaction - 3D modeling - Rendering - Visualization - Animation
Autoren-Porträt
Hasan Kemal Suher is a member of the Advertising Department at Bahçesehir University. He is theDean of the Communication Faculty and the head of the Department of Advertising. He received
his Ph.D. in Advertising and Public Relations from Anadolu University, Turkey. He is currently
teaching several undergraduate courses on media planning, research in advertising, advertising
campaign, and graduate courses on historical and social research, mass communication theories
and research. He has edited many inter/national books. His research interests include creative
industries, new trends in communication education, and data analysis with SPSS. He continues his
research at national and international levels.
Tuna Tetik is a member of the Film and Television Department at Bahçesehir University. He received
his doctoral degree at Bahçes¸ ehir University, Cinema and Media Research program, and directed
short fi lms and a documentary that received international awards. His research interests are
superheroes, comics, transmedia, fi lm genres, video-on-demand services, and video games. He is
the co-editor of Multidisciplinary Perspectives on Narrative Aesthetics in Video Games (2021). He is
currently lecturing several undergraduate courses on digital editing and film production.
Deniz Denizel is a research assistant in the Cartoon and Animation Department and a graduate
student in Game Design at Bahçes¸ ehir University. After receiving his B.F.A. in Photography from
Dokuz Eylül University, he exhibited in and curated solo and group exhibitions; published, edited,
and reviewed various types of articles; and lectured on photography, fi lm, and video games. His
research interests gather around narrative theory, intertextuality, fi lm criticism, and postmodern
theories. He is also the co-editor of Multidisciplinary Perspectives on Narrative Aesthetics in Video
Games (2021).
Bibliographische Angaben
- 2021, Neuausgabe, 248 Seiten, 27 Abbildungen, Maße: 14,8 x 21 cm, Kartoniert (TB), Englisch
- Herausgegeben: Hasan Kemal Süher, Deniz Denizel, Tuna Tetik
- Verlag: Peter Lang Ltd. International Academic Publishers
- ISBN-10: 3631855656
- ISBN-13: 9783631855652
Sprache:
Englisch
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