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001 9781003303923
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006 m o d
007 cr |n|||||||||
008 241219s2024 xx o 0|| 0 eng d
040 _aOCoLC-P
_beng
_cOCoLC-P
020 _a9781040175538
_q(electronic bk.)
020 _a1040175538
_q(electronic bk.)
020 _a9781003303923
_q(electronic bk.)
020 _a1003303927
_q(electronic bk.)
020 _a9781040175552
_q(electronic bk. : EPUB)
020 _a1040175554
_q(electronic bk. : EPUB)
020 _z103230216X
020 _z9781032302164
020 _z1032302151
020 _z9781032302157
024 7 _a10.4324/9781003303923
_2doi
035 _a(OCoLC)1477937088
035 _a(OCoLC-P)1477937088
050 4 _aPN2091.C63
072 7 _aPER
_x011040
_2bisacsh
072 7 _aTEC
_x008060
_2bisacsh
072 7 _aCOM
_x071000
_2bisacsh
072 7 _aAN
_2bicssc
100 1 _aOliszewski, Alex.
_1https://id.oclc.org/worldcat/entity/E39PCjtG6TcjbJ8kcfTxkrGFgC
_993474
245 1 0 _aDIGITAL MEDIA, PROJECTION DESIGN AND TECHNOLOGY FOR THEATRE
_h[electronic resource].
260 _a[S.l.] :
_bFOCAL,
_c2024.
300 _a1 online resource
520 _aDigital 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.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aComputers in the theater.
_993475
650 0 _aTheaters
_xStage-setting and scenery.
_993476
650 7 _aPERFORMING ARTS / Theater / Stagecraft
_2bisacsh
_992359
650 7 _aTECHNOLOGY / Electronics / Digital
_2bisacsh
_993477
650 7 _aCOMPUTERS / Computer Animation
_2bisacsh
_993478
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9781003303923
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
942 _cE-Books
999 _c67552
_d67552