The main aim of this book is to develop and explore the value of new innovative digital content to help satisfy UNESCO's World Heritage nomination file requirements.
Understanding BIM presents the story of Building Information Modelling, an ever evolving and disruptive technology that has transformed the methodologies of the global construction industry.
Understanding BIM presents the story of Building Information Modelling, an ever evolving and disruptive technology that has transformed the methodologies of the global construction industry.
This volume provides informative chapters on the emerging issues, challenges, and new methods and state-of-the-art technologies on the Internet of Things and blockchain technology.
This volume provides informative chapters on the emerging issues, challenges, and new methods and state-of-the-art technologies on the Internet of Things and blockchain technology.
This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context.
This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.
Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today.
Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.
The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making.
The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making.
This book uses intermedial theories to study collage and montage, tracing the transformation of visual collage into photomontage in the early avant-garde period.
This book uses intermedial theories to study collage and montage, tracing the transformation of visual collage into photomontage in the early avant-garde period.
This book has a two-fold mission: to explain and facilitate digital transition in business organizations using information and communications technology and to address the associated growing threat of cyber crime and the challenge of creating and maintaining effective cyber protection.
This book has a two-fold mission: to explain and facilitate digital transition in business organizations using information and communications technology and to address the associated growing threat of cyber crime and the challenge of creating and maintaining effective cyber protection.
This book explores how workflows and technologies that treat content as computable data are changing the roles, work activities, and outputs of professional technical communicators.
This new edition of The Routledge Companion to Design Research offers an updated, comprehensive examination of design research, celebrating a plurality of voices and range of conceptual, methodological, technological and theoretical approaches evident in contemporary design research.
A History of Video Art is a revised and expanded edition of the 2006 original, which extends the scope of the first edition, incorporating a wider range of artists and works from across the globe and explores and examines developments in the genre of artists' video from the mid 1990s up to the present day.
ATILA Finite Element Method (FEM) software facilitates the modelling and analysis of applications using piezoelectric, magnetostrictor and shape memory materials.
Computer technology has transformed textiles from their design through to their manufacture and has contributed to significant advances in the textile industry.
Written by an author with many years of experience teaching CNC machining, this workbook is the perfect complement to Programming of CNC Machines, 4thedition.
Written by an author with many years of experience teaching CNC machining, this workbook is the perfect complement to Programming of CNC Machines, 4thedition.