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Écrit par l'un des meilleurs spécialistes français de la filière du livre, cet ouvrage traite des mutations de l'édition dans ses rapports avec les industries numériques. Il étudie tout particulièrement les formes nouvelles de commercialisation, les changements des relations entre auteurs et éditeurs, la place des réseaux sociaux dans les stratégies de promotion, la transformation de la critique, la métamorphose des mécanismes de notoriété et le renforcement de la concentration. À contre-pied de beaucoup d'idées reçues, l'auteur insiste sur la lenteur des évolutions en cours, leur progressivité et la réalité très diversifiée de leurs effets. Appuyée sur les données les plus récentes, cette analyse portée par une réflexion originale et synthétique s'adresse naturellement aux acteurs et professionnels de l'édition, ainsi qu'aux étudiants et spécialistes de la filière. Elle intéressera également un grand public désireux de comprendre où va l'édition, quels sont les enjeux du numérique et ce que celui-ci fait – ou ne fait pas – au livre.
Electronic publishing. --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing
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"The Republic of Games examines the fate of the models of print culture in an age of digitization. Drawing on methods from social-text analysis, platform studies, and game studies, the book examines the digital practice of imbricating game mechanics into other kinds of activities and the effects that these mechanics have had on specific textual communities. It shows that embedding game structures into the operations of digital platforms--even when doing so begins with the addition of a few small mechanics--has large cumulative effects on textual ecosystems. The book also intervenes in discussions of voluntary labor online. In the decades since Richard Barbrook first gave a name to "hi-tech gift culture," media scholars have often appealed to the gift as a framework for understanding free exchange online. The Republic of Games shows that some of the most popular online platforms for the free production of texts utilize game mechanics, which, in combination with higher-order systems of play that users build atop these platforms, can have powerful effects on amateur literary production online. The chapters follow a general thematic progression: the first two chapters examine creators of digital platforms, who are in a privileged position to register changes in the material conditions of textuality online. The third chapter examines amateur writing communities, who build higher-order systems from the mechanics they're given. The final chapter focuses on scholars, who must reconcile their efforts to gain critical distance from the new system with their own structural subordination within it."--
Electronic publishing --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing --- Standards.
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This Element examines a watershed moment in the recent history of digital publishing through a case study of the pre-web, serious hypertext periodical, the Eastgate Quarterly Review of Hypertext (1994-1995). Early hypertext writing relied on standalone, mainframe computers and specialized authoring software. With the Web launching as a mass distribution platform, EQRH faced a fast-evolving technological landscape, paired with an emergent gift and open access economy. Its non-linear writing experiments afford key insights into historical, medium-specific authoring practices. Access constraints have left EQRH under-researched and threatened by obsolescence. To address this challenge, this study offers platform-specific analyses of all the EQRH's cross-media materials, including works that have hitherto escaped scholarly attention. It deploys a form of conceptually oral ethno-historiography: the lore of electronic literature. The Element deepens our understanding of the North American publishing industry's history and contributes to the overdue preservation of early digital writing.
Electronic publishing --- History. --- Publishers and publishing --- Desktop publishing --- Digital publishing --- Online publishing
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En entrant dans l'ère de l'informatique en réseau, le livre devient inscriptible. Son développement ne suit plus la ligne droite de la traditionnelle chaîne du livre, mais se diffuse par ramifications réticulaires. Comme un oignon, il se pare de multiples couches d'informations, ajoutées par différents métiers, mais aussi par les lecteurs. Ensemble, ils participent à une vaste entreprise d'enrichissement documentaire qui multiplie les grilles de lecture du texte et en fait miroiter les multiples sens. Inscriptible, le livre s'insère désormais dans un système d'information riche, polymorphe, mouvant et encore très fragile. C'est le Read/Write Book.
Electronic publishing. --- Electronic publications. --- Online publications --- Digital media --- Publications --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing --- Electronic publishing
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The application of technology to information, communication, and culture has been through the history of humanity a key factor in social progress and well being. Literatures in the Digital Era: Theory and Praxis analyses in its twenty chapters the impacts of digital technology for the contemporary culture. The literary system is being powerfully affected in three aspects. In the first place, computer resources have been used to preserve and edit literary texts, associating to them graphical m...
Literature publishing. --- Electronic publishing. --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing --- Literary publishing --- Literature --- Publishing
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Electronic publishing. --- Edition électronique --- Computer. Automation --- Electronic publishing --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing --- Handbooks, manuals, etc. --- Guides, manuels, etc.
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Document delivery --- Electronic publishing --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing --- Delivery, Document --- Information networks --- Library circulation and loans --- Graphics industry
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Electronic Publishing: State of the Art Report provides an overview of the state of knowledge in electronic publishing. This Report is organized into three parts: Invited Papers, Analysis, and Bibliography. The Invited Papers describe some of the problems of producing effective commercial versions of electronic document transfer systems, drawing on the experience of participants in the DOCDEL project funded by the Commission of the European Communities (CEC). These projects show many interesting and potentially important possibilities for commercial activity, in areas ranging from authoring sy
Electronic publishing. --- Electronic publishing --- Document delivery. --- Delivery, Document --- Information networks --- Library circulation and loans --- Digital publishing --- Online publishing --- Publishers and publishing --- Desktop publishing
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Graphics industry --- Electronic publishing --- Electronics in printing --- Publishers and publishing --- #SBIB:309H1713 --- Digital publishing --- Online publishing --- Desktop publishing --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...)
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