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Er zijn weinig marketinggebieden zo pluriform als de marketing van de Nederlandse entertainmentsector. Dit boek biedt een compleet overzicht van de Nederlandse entertainmentbranche en hanteert hierbij marketing als rode draad. Basisboek entertainmentmarketing bestaat uit drie delen. Deel 1 geeft een overzicht van de Nederlandse entertainmentmarkt. In deel 2 worden de specifieke marketingvereisten beschreven voor de verschillende branches: muziek, film, games, multimedia en evenementen. Deel 3 gaat in op de strategische ontwikkelingen en de nieuwe rol van marketing daarin. De samenvattingen, discussievragen, opdrachten, begrippenlijsten, casuïstiek en aandacht voor competenties op de bijbehorende website maken deze uitgave zeer didactisch van opzet. Voor docenten is er ondersteunend materiaal beschikbaar. Deze tweede druk is geheel geactualiseerd. Er zijn nieuwe paragrafen, onder andere over dienstenmarketing en op diverse plekken is aandacht voor social media en het gebruik ervan als "tweede scherm". Bron : http://www.coutinho.nl
Organization theory --- Applied marketing --- media --- multimedia --- reclame --- evenementen marketing --- marketingplan --- marketingstrategie --- Marketing --- Evenementenmarketing --- Evenement --- Muziekindustrie --- Film (cinematografie) --- Media --- Evenementiële communicatie --- Vrijetijdssector --- Interactiviteit --- Sport --- Sportmarketing --- entertainment --- evenementen --- marketing --- 658.8 --- marketing, verkoop, distributie --- entertainment. --- evenementen. --- marketing. --- Marketing, verkoop, distributie.
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Information visualization --- Inquiry (Theory of knowledge) --- Web-based user interfaces --- 766.022 --- grafisch design --- grafische vormgeving --- grafisch ontwerp --- informatiedesign --- interactiviteit --- Web user interfaces --- WUIs (Web-based user interfaces) --- WUIs (Web user interfaces) --- User interfaces (Computer systems) --- Knowledge, Theory of --- Data visualization --- Visualization of information --- Information science --- Visual analytics --- Data processing
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Processing: Creative Coding and Generative Art in Processing 2 is a fun and creative approach to learning programming. Using the easy to learn Processing programming language, you will quickly learn how to draw with code, and from there move to animating in 2D and 3D. These basics will then open up a whole world of graphics and computer entertainment. If you’ve been curious about coding, but the thought of it also makes you nervous, this book is for you; if you consider yourself a creative person, maybe worried programming is too non-creative, this book is also for you; if you want to learn about the latest Processing 2.0 language release and also start making beautiful code art, this book is also definitely for you. You will learn how to develop interactive simulations, create beautiful visualizations, and even code image-manipulation applications. All this is taught using hands-on creative coding projects. Processing 2.0 is the latest release of the open-source Processing language, and includes exciting new features, such as OpenGL 2 support for enhanced 3D graphics performance. Processing: Creative Coding and Generative Art in Processing 2 is designed for independent learning and also as a primary text for an introductory computing class. Based on research funded by the National Science Foundation, this book brings together some of the most engaging and successful approaches from the digital arts and computer science classrooms. Teaches you how to program using a fun and creative approach. Covers the latest release of the Processing 2.0 language. Presents a research based approach to learning computing.
Processing (Computer program language) --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- Object-oriented programming languages --- Information Technology --- General and Others --- Multimedia systems. --- Computer Graphics. --- Multimedia Information Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Generative art. --- Generative computer art --- Art, Modern --- Multimedia information systems. --- comuterkunst --- Processing 2 --- 766.02 --- grafische vormgeving --- grafisch design --- grafisch ontwerp --- 3D --- computers --- interactiviteit
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Computer vision --- Artificial intelligence --- Three-dimensional imaging --- 681.3*I37 --- Three-dimensional graphics and realism: animation visible line/surface algorithms (Computer graphics) --- 681.3*I37 Three-dimensional graphics and realism: animation visible line/surface algorithms (Computer graphics) --- Makerbot --- Arduino --- computerkunst --- Kinect --- Processing 2 --- 681.3*I37 Three-dimensional graphics and realism: animation; visible line/surface algorithms (Computer graphics) --- Three-dimensional graphics and realism: animation; visible line/surface algorithms (Computer graphics) --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Machine vision --- Vision, Computer --- Image processing --- Pattern recognition systems --- 3D --- 766.02 --- computers --- grafisch design --- grafische vormgeving --- grafisch ontwerp --- interactiviteit --- Artificial intelligence.
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Melds psychology, marketing, and the art of design to explain why we're susceptible to certain persuasive techniques and designs. Discover how we're wired for certain sales techniques, why we fall for them, and learn online design techniques you can use for good or evil. Explores more than sixty persuasive online design patterns and shows you how to replicate the same techniques on your own site. Groups chapters by the seven deadly sins.
Psychologie. --- Verkooptechnieken. --- Marketing --- Websites ontwerpen. --- Consumentengedrag. --- Beïnvloeden. --- Web sites --- Selling --- Consumer behavior. --- Persuasion (Psychology). --- Internet. --- Design --- Psychological aspects. --- Interactive multimedia --- User interfaces (Computer systems) --- Persuasion (Psychology) --- 770.7 --- 770.6 --- 528.52 --- interaction design --- interactief design --- interactiviteit --- human-computer interaction --- interfaces --- user interfaces --- verleiding --- consumenten --- consumentengedrag --- technologie --- design research --- designtheorie --- Computer interfaces --- productdesign --- productdesign ; 1995 --- -Design --- multimedia --- websites --- marketing --- marketingstrategie --- Creation (Literary, artistic, etc.) --- Interfaces, Computer --- Computer input-output equipment --- Interface circuits --- Hypermedia systems --- Interactive media --- Computer software --- Communication --- Conformity --- Influence (Psychology) --- Propaganda --- Psychology, Applied --- Web site development --- Microformats --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Psychological aspects --- interaction design, participatory design, social design --- productdesign, filosofie, esthetiek en kritiek --- informatica-data-,telecommunicatie, internet, ontw., programmeren, beheren van internetsites --- Authorship
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