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Digital Media : Human–Technology Connection
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
Learn the basics of marketing with the Online SEO and Digital Media Marketing Diploma Course Includes modules on email marketing, SEO and social media (including Facebook and Twitter) Teaches you all you need to excel in the world of online marketing as a professional or beginner Focus on data analytics, SEO keywords, website monetisation and plugin installation Taught through video tutorials, online materials, recommended reading and assessments Includes 35 hours of guided learning hours made up of real-time contact and guidance Get a professional qualification endorsed by TQUK and Ofqual Awarding Organisation Accredited by CPD and awards 40 CPD points upon completion See Full Details for product specifications Save on the Online SEO and Digital Media Marketing Diploma Course - now only 7.99 pounds
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Learn the basics of marketing with the Online SEO and Digital Media Marketing Diploma Course Includes modules on email marketing, SEO and social media (including Facebook and Twitter) Teaches you all you need to excel in the world of online marketing as a professional or beginner Focus on data analytics, SEO keywords, website monetisation and plugin installation Taught through video tutorials, online materials, recommended reading and assessments Includes 35 hours of guided learning hours made up of real-time contact and guidance Get a professional qualification endorsed by TQUK and Ofqual Awarding Organisation Accredited by CPD and awards 40 CPD points upon completion See Full Details for product specifications Save on the Online SEO and Digital Media Marketing Diploma Course - now only 7.99 pounds
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Digital Media Law : A Practical Guide for the Media and Entertainment Industries
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Is the Media Room 24 trustworthy?
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What entertainment media and entertainment electronics are available?
There is a wide range of entertainment media and electronics available, including streaming services like Netflix, Hulu, and Amazon Prime for watching movies and TV shows. Additionally, there are gaming consoles such as PlayStation, Xbox, and Nintendo Switch for playing video games. Other entertainment electronics include smart TVs, sound systems, and virtual reality headsets for an immersive experience. Furthermore, there are also e-readers and audiobook services for those who enjoy reading and listening to books.
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What is Digital Technology 2?
Digital Technology 2 is a course that builds upon the foundational concepts introduced in Digital Technology 1. It delves deeper into topics such as programming, web development, data analysis, and cybersecurity. Students will further develop their skills in using digital tools and technologies to solve real-world problems and gain a more advanced understanding of how technology impacts society. The course aims to prepare students for a career in the rapidly evolving field of digital technology.
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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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Media & Entertainment Law
Now in its fifth edition, this textbook combines comprehensive coverage with rigorous analysis of a key area of the law.The author illuminates how the courts strive to strike a balance between the freedoms and responsibilities of the press on the one hand and an individual’s right to privacy on the other. Maintaining its coverage of the law across the UK (including Scotland and Northern Ireland) and the EU, the new edition has been brought up to date with expert insights into significant developments and judgments, including: the impact of changes in intellectual property law, data protection, GDPR and copyright law post Brexit – including the cases of Schrems II and Ed Sheeran; analysis of new case law and developments in privacy and freedom of the media – including Duchess of Sussex (Meghan Markle) v The Mail on Sunday and ZXC v Bloomberg; the introduction of new Scottish defamation laws and the importance of defamatory meaning; the response to disinformation, fake news and social media – including tweeting jurors and contempt. With a variety of pedagogical features to encourage critical thinking, this unique textbook is essential reading for media and entertainment law courses at undergraduate and postgraduate levels and an insightful resource for students and reflective practitioners of journalism, public relations and media studies.
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Digital Media, Projection Design, and Technology for Theatre
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre.The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques.The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases.From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design.Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed.The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media.Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today.An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
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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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How can I create a digital 3D model of my room?
To create a digital 3D model of your room, you can use various software and tools such as SketchUp, AutoCAD, or RoomSketcher. Start by measuring the dimensions of your room and then inputting these measurements into the software. Use the software's tools to create a 3D representation of your room, including walls, windows, doors, and furniture. You can also add textures and colors to make the model more realistic. Finally, you can explore the model from different angles and perspectives to get a complete view of your room in 3D.
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How can I watch Escape Room 2 online?
You can watch Escape Room 2 online by streaming it on various platforms such as Amazon Prime Video, Google Play Movies & TV, YouTube, and Vudu. These platforms offer the movie for rental or purchase, allowing you to watch it from the comfort of your own home. Additionally, you can check if the movie is available on popular streaming services like Netflix, Hulu, or HBO Max, as their content libraries are frequently updated.
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Do digital media harm education?
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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Does it mean room or living room?
The word "room" can refer to any enclosed space within a building, while "living room" specifically refers to a room in a house used for relaxing and socializing. So, "room" is a more general term that can encompass any type of space, while "living room" is a specific type of room within a house.
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