Syndetics cover image
Image from Syndetics

Digital innovations for mass communications : engaging the user / Paul Martin Lester.

By: Lester, Paul MartinPublisher: New York, NY ; Abingdon, Oxon : Routledge, 2014Description: 1 online resource (295 pages) : illustrationsContent type: text Media type: computer Carrier type: online resource001: 44902ISBN: 9780203071816 (e-book)Subject(s): Mass media -- Technological innovations | Communication -- Technological innovations | Mass media and technologyGenre/Form: Electronic books.Additional physical formats: Print version:: Digital innovations for mass communications : engaging the user.DDC classification: 302.23/1 LOC classification: P96.T42 | D53 2014Online resources: Click to View
Contents:
section I. Essential knowledge -- section II. User-generated content -- section III. Database-generated content -- section IV. Software-driven content -- section V. Immersive experiences.
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
eBooks MAIN LIBRARY Electronic Books ONLINE 302.231 23 (Browse shelf(Opens below)) 1 Available 44902-1001

Enhanced descriptions from Syndetics:

In every field of mass communications--advertising, entertainment studies, journalism, public relations, radio-television-film, tourism, and visual reporting--professionals understand the importance of storytelling. Regardless of whether the finished product is a commercial, an in-depth investigative piece, a public service campaign, an independent documentary, a travelogue, or a collection of photographs, effective storytelling requires a combination of creativity, empathy, and expertise. Through the innovative technologies and techniques described in this textbook, students will learn how to turn passive readers and viewers into engaged and regular users.

The sixteen chapters each include a brief introduction, assignments, simple-to-follow step-by-step exercises, and sources for additional information in which users will learn to produce apps, informational graphics, quick response codes, quizzes, simulations, smartphone and table icons, social media campaigns, three-dimensional pictures, and video. Students will work with the following programs: Blogger, Dreamweaver, Excel, Facebook, GeoCommons, Google Maps, Illustrator, Imgur, iMovie, Infogram, iShowU, JavaScript, JustGive, Kaywa, Kickstarter, LinkedIn, Onvert, Photoshop, Pixel Resort, QuickTime, Reddit, Second Life, SurveyMonkey, TheAppBuilder, Twitter, Vizualize, Wikipedia, Word, WordPress, and YouTube.

When digital innovations are added to traditional print and screen presentations, a media user is not only allowed to interact with the information but can also physically engage with the story displayed. Giving students the tools they need to transform their storytelling in this manner is the ultimate goal of this textbook.

Includes bibliographical references and index.

section I. Essential knowledge -- section II. User-generated content -- section III. Database-generated content -- section IV. Software-driven content -- section V. Immersive experiences.

Description based on print version record.

Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.

There are no comments on this title.

to post a comment.

Powered by Koha