Digital Innovations for Mass Communications Engaging the User

ISBN-10: 041566294X

ISBN-13: 9780415662949

Edition: 2014

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Description: 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.

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Book details

Copyright year: 2014
Publisher: Taylor & Francis Group
Publication date: 12/10/2013
Binding: Paperback
Pages: 296
Size: 7.00" wide x 9.75" long x 0.75" tall
Weight: 1.144
Language: English

Preface: Digital Innovations for Mass Communications
Essential Knowledge
A Historical Perspective
Digital Media Consumer Types
Ethical and Legal Considerations
Visual Aesthetics
User-Generated Content
Social Networks
Virtual Communities
Virtual Reality
Database-Generated Content
Suggestive Innovations
Personalization
Mapping
Software Driven Content
Games
Simulations
QR Codes
3D Displays
Apps
Immersive Experiences
Transmedia Storytelling
Conclusion: Tell Stories that Engage
Appendix: Short Story, "Virtual Photography: When Images Become Real"
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