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Written in the early days of the Soviet Unionand using examples from Mark Twain, H.G. Wells, Charles;...
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With a contribution from Betsy DevineThe fantastic reality that is modern physics is open for your exploration, guided by one of its;
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This book provides everything a financial analyst of entertainment would require for an understanding of entertainment industries.;
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Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine;
Vergelijkbare producten zoals Entertainment Computing ICEC 2015
With a contribution from Betsy DevineThe fantastic reality that is modern physics is open for your exploration, guided by one of its;
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revenue. This book explores the market for entertainment tourism market and major trends, such as Virtual Reality, as well as the experience;
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revenue. This book explores the market for entertainment tourism market and major trends, such as Virtual Reality, as well as the experience;
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For undergraduate and graduate level Marketing and Communication courses or practitioners in the entertainment industry. Entertainment;
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to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote;
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an introductory text for entertainment studies courses and as an overview of the industry for those looking to pursue careers in the field;
Vergelijkbare producten zoals An Introduction to the Entertainment Industry : Second Edition
In a very short time, lasers advanced from research interest to increasingly useful, commercially available tools for material processing;
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In a very short time, lasers advanced from research interest to increasingly useful, commercially available tools for material processing;
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by highlighting innovations and emerging trends in live and mediated entertainment and exploring their implications for the future. The;
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by highlighting innovations and emerging trends in live and mediated entertainment and exploring their implications for the future. The;
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wide range of industry professionals for navigating an artistic career in design and technology in entertainment.;
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developments in artificial intelligence for human interaction or entertainment; artificial intelligence in games, augmented reality and virtual reality;
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comprehensive and up-to-date volume on entertainment. It serves to define the new area of study and provides a theoretical spin for future work in the;
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comprehensive and up-to-date volume on entertainment. It serves to define the new area of study and provides a theoretical spin for future work in the;
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contemporary ubiquity, and its philosophical genealogy. Entertainment today, in all its totalizing variety, has an apparently infinite capacity for;
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: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.;
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entertainment industry discipline in order to prepare students for roles such as promoters, festival managers and technical support workers. Covering;
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of integration. Written in a clear, non-technical style, this volume provides a lively and entertaining study of media entertainment for academic study;
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of integration. Written in a clear, non-technical style, this volume provides a lively and entertaining study of media entertainment for academic study;
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experience.Excellent entertainment for readers with a grasp of algebra and some calculus, this book forms a fine university-level introduction;
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Branded Entertainment in Korea examines the varied texts and wider context of branded entertainment and related advertising and marketing;
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to reflect the knowledge students will need for real world of entertainment management such as technical standards, business management;
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to reflect the knowledge students will need for real world of entertainment management such as technical standards, business management;
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