Confident Digital Content

Author: Adam Waters
Editor: Kogan Page Publishers
ISBN: 0749480955
Size: 12,92 MB
Format: PDF, Mobi
Read: 255

Confident Digital Content gives you the opportunity to become digitally multi-skilled and learn the fundamentals of the most important types of digital creativity. Whatever your career path, being able to produce exciting and creative content online, whether through video, design, digital journalism or social media, can supercharge your professional career and empower your entrepreneurial pursuits. Confident Digital Content teaches you valuable hard skills, including how to create and upload great video content, graphic design, photography for social media, community management, digital strategy and metrics, and helps you learn them through practical exercises in every chapter. It also provides insightful guidance on how to boost your career and employability by honing your leadership, creativity and entrepreneurial skills in the world of digital. Case studies from inspiring individuals at organizations including CNN International, Mumsnet, Bunster's Hot Sauce, HuffPost UK, and Crocstar Media show you real world examples of excellent digital content in practice. This book is your ultimate guide to achieving the technical proficiency and confidence to start an inspiring digital career path, whether your ambition is to rise to the top of your chosen industry, be a successful freelancer or become an entrepreneur.

Who Owns Sport

Author: Andrew Adams
Editor: Routledge
ISBN: 1000008541
Size: 14,77 MB
Format: PDF, ePub
Read: 656

This fascinating collection of essays explores the complex economic, political, cultural and social claims over sport, from multi-disciplinary perspectives including philosophy, history, political science and management. The book seeks to uncover some of the tensions and dilemmas wrapped up within aspects of owning sport and attempts to make sense of the place, role, meaning and function of sport when set against the broad notion of ownership. It considers the relationships between individuals, organisations and institutions, and investigates the power of grassroots participants from the bottom up. In presenting contemporary analyses from many viewpoints, not simply the commercial, it asks the reader to think of sport differently. Important reading for scholars and students with an interest in sport and society, sport management, policy or development, as well as those studying political science, economics, philosophy and development studies, this is also a useful resource for practitioners, managers and those working strategically with sport.

Digital Content And Enabling Technology

Author: United States
Size: 17,13 MB
Format: PDF, ePub, Mobi
Read: 896

Digital Content Creation In Schools A Common Core Approach

Author: Karen S. Ivers
Editor: ABC-CLIO
ISBN: 1610696301
Size: 17,59 MB
Format: PDF, ePub
Read: 630

Discover how digital content creation supports 21st-century learning, providing new insights into organizing, synthesizing, and evaluating information. This practical guide will make it easy for you to engage your students through this powerful communications medium. • Uses a Common Core Approach, focusing on creativity and innovation, critical thinking and problem solving, and communication and collaboration • Details how to use the Decide, Design, Develop, and Evaluate (DDD-E) model, a process designed for the classroom • Provides blackline masters to assist you with every phase of the DDD-E model, including management and formative assessment • Includes sample activities and reproducible handouts and worksheets • Offers information on a wide range of resources, including free mobile and web apps for creating digital projects

Licensing Digital Content

Author: Lesley Ellen Harris
Editor: American Library Association
ISBN: 9780838908150
Size: 13,52 MB
Format: PDF, ePub, Mobi
Read: 487

Provides an overview of issues surrounding electronic media access licenses for librarians.

Gender Considerations And Influence In The Digital Media And Gaming Industry

Author: Prescott, Julie
Editor: IGI Global
ISBN: 1466661437
Size: 17,70 MB
Format: PDF, Mobi
Read: 110

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Developer S Digital Media Reference

Author: Curtis Poole
Editor: Taylor & Francis
ISBN: 1136042733
Size: 16,91 MB
Format: PDF
Read: 133

Designed for media professionals working across a broad range of formats, Developer's Digital Media Reference is an excellent reference guide for those keeping pace with this dynamic industry. As "convergence" between the World Wide Web, multimedia, and television production communities continues, there is an increased demand for professionals to familiarize themselves with the many new delivery contexts, including hybrid DVD (where digital video content and computer data live on the same disc), interactive TV, and streaming media. Developer's Digital Media Reference covers essential technologies such as SVG (scalable vector graphics), SMIL (Synchronized Multimedia Integration Language, a markup language for creating animations on the web), MPEG-4 (compression standard for streaming audio/video), and Dynamic Web Applications. In addition to serving as a quick-look-up guide, this text is organized to explain today's major media: server-based architectures, disc-based architectures, distribution architectures, and merging/shared architectures. Each topic is discussed in terms of the technological background-evolution, current tools, and production tips and techniques.

The Bbc S Management Of Digital Media Initiative

Author: Great Britain: Parliament: House of Commons: Committee of Public Accounts
Editor: The Stationery Office
ISBN: 9780215559081
Size: 16,95 MB
Format: PDF, ePub, Mobi
Read: 824

This report examines the management of the contract with Siemens and the BBC's in-house development of the Digital Media Initiative Programme. The Programme is designed to transform the way in which BBC staff create, use and share video and audio material. It involves the development of new technology to allow staff to manage content efficiently on their desktops, in order to give greater accessibility of digital content for audiences on TV, online and radio. The BBC has made good progress in delivering the programme in-house since it terminated its contract with Siemens. It is now on course to deliver the complete technology by summer 2011. With hindsight, the BBC should not have let the contract for its Digital Media Initiative to Siemens without testing the contractor against other suppliers, especially as there was a high degree of innovation involved. The Programme is no longer expected to deliver the overall net financial benefit of £17.9 million originally anticipated. The BBC approved the Programme on the basis that it would cost £81.7 million and deliver benefits of £99.6 million, but now forecasts costs of £133.6 million and benefits of £95.4 million - a net cost of £38.2 million. The Committee welcomes the Trust's assurance that it would now take a more challenging approach when considering procurements but are concerned with the ease with which the BBC found over £50 million in savings to make up for the losses it suffered through late delivery of the project and its own increased delivery costs. This suggests the need for a more vigilant approach to value for money.

Finance Week

Size: 14,35 MB
Format: PDF, Mobi
Read: 769

Creating Digital Content

Author: Rice-McKernan
Editor: McGraw Hill Professional
Size: 19,32 MB
Format: PDF, Mobi
Read: 378

In the coming years, more and more stations will throw the switch on the DTV transmitters; cable programmers will begin to increasingly offer wide-screen and HDTV signals via satellite; cable systems will begin-however grudingly-to deliver digital television programming to homes; and non-broadcast applications from Digital Cinema to corporate presentations will explore ways these technologies can impact their businesses. This is a unique time in television and video production. Much of the process of creating images for the screen will be similar, if not identical, to the processes of the past and many of the processes will be radically different. The purpose of Creating Digital Content is to be a resource for the various production aspects of DTV, and, at the same time, will allow a discussion of differing techniques, ideas, and approaches to DTV production.