Intellectual property IP — and in particular copyright — underpins the continuing success of the industry, yet the understanding and use of IP instruments of protection can remain a challenge.
This publication outlines the practical business and legal issues relevant for video game developers and will thus improve their ability to get the most out of the IP system. Topics covered include: licensing agreements, music, distribution, mobile, regulation, confidentiality agreements, and more. In recent years, interest in the application of audiovisual translation AVT techniques in language teaching has grown beyond unconnected case studies to create a lively network of methodological intertextuality, cross-references, reviews and continuation of previous trials, ultimately defining a recognisable and scalable trend.
Whilst the use of AVT as a support in language teaching is not new, this volume looks at a different application of AVT, with learners involved in the audiovisual translation process itself, performing tasks such as subtitling, dubbing, or audio describing. It therefore presents a sample of the current research in this field, with particular reference to case studies that either have a large-scale or international dimension, or can be scaled and replicated in various contexts.
It is our hope that these contributions will arouse the interest of publishers of language learning material and other stakeholders and ultimately lead to the mainstreaming of AVT in language education.
Originally published as special issue of Translation and Translanguaging in Multilingual Contexts The all-inclusive guide to exceptional project management that is trusted by hundreds of thousands of readers—now updated and revised The Fast Forward MBA in Project Management: The Comprehensive, Easy to Read Handbook for Beginners and Pros, 6th Edition is a comprehensive guide to real-world project management methods, tools, and techniques. Practical, easy-to-use, and deeply thorough, this book gives you the answers you need now.
You'll find cutting-edge ideas and hard-won wisdom of one of the field's leading experts, delivered in short, lively segments that address common management issues. Brief descriptions of important concepts, tips on real-world applications, and compact case studies illustrate the most sought-after skills and pitfalls you should watch out for. The book teaches readers how to manage and deliver projects on-time and on-budget by applying the practical strategies and concrete solutions found within.
Whether the challenge is finding the right project sponsor, clarifying project objectives, or setting realistic schedules and budget projections, The Fast Forward MBA in Project Management shows you what you need to know, the best way to do it, and what to watch out for along the way. The Wildlife Damage Inspection Handbook 3rd ed. The text has been revised thoroughly and expanded to provide more detailed information on more topics.
The new layout and full-color printing are accented by more than photographs and illustrations supporting the text. The book is divided into two parts. Part 1 explains the theory and practice of inspection and provides strategies to identify animals by feces, bones, and eye-shine. Part 2 contains modules reviewing the damage left by the most common problem wildlife in the United States.
Each species module summarizes the animal's biology, scat, diseases, and damage to property and livestock. Provides updated key information, including salary ranges, employment trends, and technical requirements. Career profiles include animator, content specialist, game designer, online editor, web security manager, and more.
The Soccer Goalkeeping Handbook is the authoritative and comprehensive coaching guide to the most important position on the soccer field. It identifies the components that form the essential skills of any goalkeeper, and how these work within the five goalkeeping roles: shot stopping, dealing with crosses and with through balls, distribution and organisation. How the goalkeeper influences play with his presence is also vital.
The handbook takes any keeper or coach through the physical, mental, technical and tactical attributes required. A full set of training drills and exercises are provided, focusing on game-specific behaviour to reinforce good habits. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics.
Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings.
Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process. The book focuses not only on doing what is legal or what is right--the two are both important but not always the same--but also on how to make a compliance program actually work. The book is organized in a sequence that follows how to approach a compliance program.
It gives the compliance officer, consultant, or attorney a good grounding in the basics of compliance law. This includes such things as the rules about corporate and individual liability, an understanding of the basics of the key laws that impact companies, and the workings of the U.
Sentencing Guidelines. Successful programs also require an understanding of educational techniques, good communication skills, and the use of computer tools.
The effective compliance program also takes into account how to deliver messages using a variety of media to reach employees in different locations, of different ages or education, who speak different languages. Note: Online subscriptions are for three-month periods. Popular Books. The Becoming by Nora Roberts. Fear No Evil by James Patterson. Flying Angels by Danielle Steel. Fully revised and updated to reflect the rapidly evolving game development landscape, the third edition of this definitive and best-selling text covers pre-production, production, testing, and code release, as well as more specific topics including voiceovers, mo-cap shoots, marketing, localizations, managing external contractors, writing documentation, and project management practices.
A detailed case study of a fictitious game project illustrates the production cycle, documentation, and other key production concepts. Accessible enough for beginners and comprehensive enough for experienced developers, The Game Production Handbook, Third Edition is an invaluable standalone text for students and professionals alike.
This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player.
Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game.
Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics.
Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process. Designed for an introductory level course in digital filmmaking, it is intended for anyone who has an interest in telling stories with pictures and sound and won't assume any familiarity with equipment or concepts on the part of the student.
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