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    Digital Media: Human-Technology Connection examines what it is like to be alive in today’s technologically textured world and showcases specific digital media technologies that makes this kind of world possible.So much of human experience occurs through digital media that it is time to pause and consider the process and proliferation of digital consumption and humanity’s role in it through an interdisciplinary array of sources from philosophy, media studies, film studies, media ecology and philosophy of technology.When placed in the interpretive lens of artifact, instrument, and tool, digital media can be studied in a uniquely different way, as a kind of technology that pushes the boundaries on production, distribution and communication and alters the way humans and technology connect with each other and the world.The book is divided into two sections to provide overarching definitions and case study specifics.Section one, Raw Materials, examines pertinent concepts like digital media, philosophy of technology, phenomenology and postphenomenology by author Stacey O Irwin.In Section Two, Feeling the Weave, Irwin uses conversations with digital media users and other written materials along with the postphenomenological framework to explore nine empirical cases that focus on deep analysis of screens, sound, photo manipulation, data-mining, aggregate news and self-tracking.Postphenomenological concepts like multistability, variational theory, microperception, macroperception, embodiment, technological mediation, and culture figure prominently in the investigation.The aim of the book is to recognize that digital media technologies and the content it creates and proliferates are not neutral.They texture the world in multiple and varied ways that transform human abilities, augment experience and pattern the world in significant and comprehensive ways.

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    Online SEO & Digital Media Marketing Diploma Course

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    Digital Media Law : A Practical Guide for the Media and Entertainment Industries

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  • Media & Entertainment Law
    Media & Entertainment Law

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    Digital media can have both positive and negative impacts on education. While digital media can provide access to a wealth of information and resources, it can also be a distraction for students and lead to decreased attention spans. Additionally, the constant use of digital media can contribute to a sedentary lifestyle and have negative effects on physical and mental health. It is important for educators and students to find a balance in using digital media for educational purposes while also being mindful of its potential drawbacks.

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  • Emotions Online : Feelings and Affordances of Digital Media
    Emotions Online : Feelings and Affordances of Digital Media

    Digital media have become deeply immersed in our lives, heightening both hopes and fears of their affordances.While the internet, mobile phones, and social media offer their users many options, they also engender concerns about their manipulations and intrusions.Emotions Online explores the visions that shape responses to media and the emotional regimes that govern people’s engagements with them. This book critically examines evidence on the role of digital media in emotional life.Offering a sociological perspective and using ideas from science and technology studies and media studies, it explores:• The dimensions and operations of the online emotional economy• Growing concerns about online harms and abuse, especially to children• ‘Deepfakes’ and other forms of image-based abuse• The role of hope in shaping online behaviours• ‘Digital well-being’ and its market• COVID-19’s impacts on perceptions of digital media and Big Tech• Growing challenges to centralised control of the internet, and the implications for future emotional lifeThe book breaks new ground in the sociological study of digital media and the emotions.It reveals the dynamics of online emotional regimes showing how deceptive designs and algorithm-driven technologies serve to attract and engage users.As it argues, digital media rely on the emotional labours of many people, including social media inf luencers and content moderators who make the internet seem smart.The book provides an invaluable overview of the evidence and debates on the role of digital media in emotional life and guidance for future research, policy, and action.

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    Digital Media, Projection Design, and Technology for Theatre

    Digital Media, Projection Design, & Technology for Theatre, Second Edition comprehensively details the integration of digital media and projections in theatre and live performance, providing foundational skills, best practices, and real-world applications and considerations. The book provides readers with an overview of the professional field, including current industry standards and workflows for digital media/projection design, its related aesthetics, techniques, and technologies.A practical taxonomy of digital media and how we create meaning through its use on the theatrical stage along with the essential tools and techniques for creating and executing digital content are covered.Readers are introduced to the fundamentals of creating and executing digital content, including photography and still images, generative AI, video, animation, real-time effects, generative art, data, and interactive digital media.The book also details the types and use of industry-standard equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, and more.It guides readers through technical tasks, such as programming media servers; converging and blending projectors; projection mapping; calculating surface brightness/luminance, screen size, and throw distance; and more, making this a complete guide to digital media and projection design today.The second edition is updated with new content throughout and two new chapters addressing the latest technologies and trends in virtual performance, motion capture, generative AI, and VR/AR.Ten new case studies from diverse practitioners have been added, and the book is restructured with shorter chapters for easier navigation and reference. This book serves well as a main or supplemental textbook for courses in projection design, theatre, and digital media design.It is also useful for emerging practitioners. Sample assets and interviews with leading projection designers are available for download at www.routledge.com/9781032302157.

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  • Cyberbullying: Helping Children Navigate Digital Technology and Social Media
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    Cyberbullying: Helping Children Navigate Digital Technology and Social Media is a practical resource for addressing bullying and aggressive behaviors online.Authored by school psychologists, this book offers a balanced perspective on keeping kids safe online in ways that promote positive development. Finding accurate guidance for helping children navigate their digital world can be challenging.This resource counters misinformation and media-fueled negativity by presenting a thoughtful account of the dangers and benefits of digital technology and social media.Key features include: Research-informed insights into youth social-emotional development including peer relationships, aggression, and bullyingEvidence-based information and strategies to guide children on how to use technology responsibly and positively and communicate openly about cyberbullyingLegal implications and international considerations for cyberbullying and related online aggressive behavior This book's practical approach will be invaluable to families, educators, and anyone working with children who care about their well-being.

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  • Work in the Digital Media and Entertainment Industries : A Critical Introduction
    Work in the Digital Media and Entertainment Industries : A Critical Introduction

    This book is a first-of-its-kind critical interdisciplinary introduction to the economic, political, cultural, and technological dimensions of work in the rapidly growing digital media and entertainment industries (DMEI). Tanner Mirrlees presents a comprehensive guide to understanding the key contexts, theories, methods, debates, and struggles surrounding work in the DMEI.Packed with current examples and accessible research findings, the book highlights the changing conditions and experiences of work in the DMEI.It surveys the DMEI’s key sectors and occupations and considers the complex intersections between labor and social power relations of class, gender, and race, as well as tensions between creativity and commerce, freedom and control, meritocracy and hierarchy, and precarity and equity, diversity, and inclusivity.Chapters also explore how work in the DMEI is being reshaped by capitalism and corporations, government and policies, management, globalization, platforms, A.I., and worker collectives such as unions and cooperatives.This book is a critical introduction to this growing area of research, teaching, learning, life, labor, and organizing, with an eye to understanding work in the DMEI and changing it, for the better. Offering a broad overview of the field, this textbook is an indispensable resource for instructors, undergraduates, postgraduates, and scholars.

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  • What is the average salary for a media designer specializing in digital and print design and technology?

    The average salary for a media designer specializing in digital and print design and technology can vary depending on factors such as location, experience, and the specific industry. However, on average, a media designer in this specialization can expect to earn around $50,000 to $70,000 per year. Salaries may be higher in larger cities or for those with more experience or specialized skills.

  • What are analog and digital media?

    Analog media refers to traditional forms of media that store information in a physical format, such as vinyl records, cassette tapes, and printed photographs. These media rely on physical properties to capture and reproduce sound or images. On the other hand, digital media refers to media that store and transmit information in a digital format, such as MP3 files, digital photographs, and online videos. Digital media uses binary code to represent and transmit information, allowing for easy storage, manipulation, and transmission of data. Overall, analog media relies on physical properties to capture and reproduce information, while digital media uses binary code and electronic devices to store and transmit data.

  • How can I send an online audition to YG Entertainment or Jellyfish Entertainment?

    To send an online audition to YG Entertainment or Jellyfish Entertainment, you can visit their official websites and look for information on audition submissions. Typically, both agencies have specific guidelines and requirements for online auditions, such as submitting a video showcasing your talent and filling out an application form. Make sure to follow the instructions carefully and present your skills and personality in the best possible way to increase your chances of being noticed by the talent scouts at these agencies.

  • Is the truth table in digital technology correct?

    Yes, truth tables in digital technology are correct and reliable tools for analyzing the behavior of logic gates and circuits. They provide a systematic way to determine the output of a logic gate based on all possible input combinations. By using truth tables, engineers can ensure the accuracy and predictability of digital systems, making them an essential component in the design and verification process.

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