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The Business of Streaming and Digital Media"...provides a number of very useful hints on how to make streaming successful (rather than merely profitable)." EBU Technical Review
"This book offers a useful guide for building and managing a streaming and digital media business ... successfully." EBU Book Review
This book answers the... | | Focal Easy Guide to DVD Studio Pro 3: For new users and professionalsSince the beginning of time, men and women have worked to reproduce and record their surrounding environment. From cave paintings to stone carvings, papyrus, wood, paper, canvas, wax, and chemicals… every substance imaginable has been used for both artistic expression and the documentation of history and culture. Regardless of whether one... | | A Practical Guide to Video and Audio CompressionThe last few years have been an extraordinary time for the digital video industry. Not long before the turn of the millennium, digital video editing systems were expensive capital items of equipment that only major broadcasters and production companies could afford. To think that now the same capability is available in a laptop that you can buy off... |
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Film Production ManagementFive years have passed since the second edition of this book was published. Technological changes have been dramatic since then, most notably the arrival of digital filmmaking. There is hardly a motion picture nowadays that does not use computer generated or altered images. Whole features have been shot not on film but on High... | | Practical DV Filmmaking, Second EditionSince this book was first published in its first edition in 2002, it appeared to be prepared for the brave new world of the DV revolution. But in the accelerated development of current filmmaking, it later needed much revising to reflect what could be termed the post-revolutionary DV world. Arrivals such as streaming, web film and... | | Flash MX 2004 Games: Art to ActionScriptFlash MX 2004 provides the perfect platform to create fun games for Internet distribution. This book takes the reader through the entire process from creating the art and animation for these games, through to programming them ready for users across the world to enjoy the results. The book is split into five sections. The first... |
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