Understanding Media: The Extensions of Man


Marshall McLuhan - 1964
    Terms and phrases such as "the global village" and "the medium is the message" are now part of the lexicon, and McLuhan's theories continue to challenge our sensibilities and our assumptions about how and what we communicate.There has been a notable resurgence of interest in McLuhan's work in the last few years, fueled by the recent and continuing conjunctions between the cable companies and the regional phone companies, the appearance of magazines such as WiRed, and the development of new media models and information ecologies, many of which were spawned from MIT's Media Lab. In effect, media now begs to be redefined. In a new introduction to this edition of Understanding Media, Harper's editor Lewis Lapham reevaluates McLuhan's work in the light of the technological as well as the political and social changes that have occurred in the last part of this century.

20 Master Plots: And How to Build Them


Ronald B. Tobias - 1993
    These tales gain their power through plots that connect with the audience on both an emotional and intellectual level.Inside, Ronald B. Tobias details these 20 time-tested plots. Each is discussed and analyzed, illustrating how a successful plot integrates all the elements of a story. Tobias then shows you how to use these plots effectively in your own work.Tobias then goes to the next level, showing you how to choose and develop plot in fiction. He shows you how to craft plot for any subject matter, so that you develop your work evenly and effectively. As a result, your fiction will be more cohesive and convincing, making your story unforgettable for readers everywhere.

Understanding Movies: The Art and History of Film (The Modern Scholar)


Raphael Shargel - 2008
    It traces the experiments and innovations that gave rise to the modern cinema, developing a vocabulary that helps explain the variety of choices filmmakers make when they construct shots and edit them together. In each lecture, Professor Raphael Shargel introduces a period of film history, talks about its importance, covers aspects of cinematic technique, and illustrates his points by analyzing specific movies from the era under discussion. The course thus has both breadth and depth, covering the major movements in film history while at the same time focusing on key pictures worthy of study and enjoyment. Lecture 1 The Origins of Cinema and the Grammar of FilmLecture 2 Film Imagery and the Theory of MontageLecture 3 Storytelling in the 1930s and StagecoachLecture 4 Citizen Kane: An American MasterpieceLecture 5 World War II and the Cinema of Community: Casablanca; Now, Voyager; and It's a Wonderful LifeLecture 6 Noir and Neorealism: Bicycle Thieves and On the WaterfrontLecture 7 Love and the Mirror of Death: Alfred Hitchcock's VertigoLecture 8 Widescreen: The World Writ Large and Intimate: The ApartmentLecture 9 The New Wave in France: The 400 Blows and Week-endLecture 10 The American New Wave I: Politics and Family: The GodfatherLecture 11 The American New Wave II: The Social Canvas: NashvilleLecture 12 The Rule of the Blockbuster: Star Wars and Raiders of the Lost ArkLecture 13 Gender, Race, and the Varieties of Cinematic Experience: Vagabond, Do the Right Thing, and Lone StarLecture 14 The Contemporary Maverick: Goodfellas, Million Dollar Baby, Persepolisfrom www.learnoutloud.com

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Structure and Interpretation of Computer Programs


Harold Abelson - 1984
    This long-awaited revision contains changes throughout the text. There are new implementations of most of the major programming systems in the book, including the interpreters and compilers, and the authors have incorporated many small changes that reflect their experience teaching the course at MIT since the first edition was published. A new theme has been introduced that emphasizes the central role played by different approaches to dealing with time in computational models: objects with state, concurrent programming, functional programming and lazy evaluation, and nondeterministic programming. There are new example sections on higher-order procedures in graphics and on applications of stream processing in numerical programming, and many new exercises. In addition, all the programs have been reworked to run in any Scheme implementation that adheres to the IEEE standard.

Shooting to Kill


Christine Vachon - 1998
    Hailed by the New York Times as the "godmother to the politically committed film" and by Interview as a true "auteur producer," Christine Vachon has made her name with such bold, controversial, and commercially successful films as "Poison," "Swoon," Kids," "Safe," "I Shot Andy Warhol," and "Velvet Goldmine."Over the last decade, she has become a driving force behind the most daring and strikingly original independent filmmakers-from Todd Haynes to Tom Kalin and Mary Harron-and helped put them on the map.So what do producers do? "What don't they do?" she responds. In this savagely witty and straight-shooting guide, Vachon reveals trheguts of the filmmaking process--rom developing a script, nurturing a director's vision, getting financed, and drafting talent to holding hands, stoking egos, stretching every resource to the limit and pushing that limit. Along the way, she offers shrewd practical insights and troubleshooting tips on handling everything from hysterical actors and disgruntled teamsters to obtuse marketing executives.Complete with behind-the-scenes diary entries from the sets of Vachon's best-known films, Shooting To Kill offers all the satisfactions of an intimate memoir from the frontlines of independent filmmaking, from one of its most successful agent provocateurs-and survivors.

On Directing Film


David Mamet - 1991
    Most of this instructive and funny book is written in dialogue form and based on film classes Mamet taught at Columbia University. He encourages his students to tell their stories not with words, but through the juxtaposition of uninflected images. The best films, Mamet argues, are composed of simple shots. The great filmmaker understands that the burden of cinematic storytelling lies less in the individual shot than in the collective meaning that shots convey when they are edited together. Mamet borrows many of his ideas about directing, writing, and acting from Russian masters such as Konstantin Stanislavsky, Sergei M. Eisenstein, and Vsevelod Pudovkin, but he presents his material in so delightful and lively a fashion that he revitalizes it for the contemporary reader.

Design Patterns: Elements of Reusable Object-Oriented Software


Erich Gamma - 1994
    Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently. Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.

Show Your Work!: 10 Ways to Share Your Creativity and Get Discovered


Austin Kleon - 2014
    Now, in an even more forward-thinking and necessary book, he shows how to take that critical next step on a creative journey—getting known. Show Your Work! is about why generosity trumps genius. It’s about getting findable, about using the network instead of wasting time “networking.” It’s not self-promotion, it’s self-discovery—let others into your process, then let them steal from you. Filled with illustrations, quotes, stories, and examples, Show Your Work! offers ten transformative rules for being open, generous, brave, productive. In chapters such as You Don’t Have to Be a Genius; Share Something Small Every Day; and Stick Around, Kleon creates a user’s manual for embracing the communal nature of creativity— what he calls the “ecology of talent.” From broader life lessons about work (you can’t find your voice if you don’t use it) to the etiquette of sharing—and the dangers of oversharing—to the practicalities of Internet life (build a good domain name; give credit when credit is due), it’s an inspiring manifesto for succeeding as any kind of artist or entrepreneur in the digital age.

Grammar of the Shot


Roy Thompson - 1998
    It is aimed at the novice, concentrating purely on the principles of shooting - still the best way to tell a visual story.Written in simple, easy-to-follow language and illustrated with clear uncomplicated line drawings, the book sets down the fundamental knowledge needed to achieve acceptable results.The book: - is a sister volume to Grammar of the Edit- has been extensively tested in Europe, Asia and Africa- lists, examines and explains the conventions and working practices of taking pictures.

The Upright Citizens Brigade Comedy Improvisation Manual


Matt Besser - 2013
    Written by UCB founding members Matt Besser, Ian Roberts, and Matt Walsh, the manual covers everything from the basics of two person scene work (with a heavy emphasis on finding "the game" of the scene), to the complexities of working within an ensemble to perform long form structures, such as "The Harold" and "The Movie". A practical "how to" book, the guide provides exercises throughout to help the reader master each new concept and technique introduced. While the manual is written to be understood by beginners with no previous exposure to improvisational comedy, experienced improvisors will find it to be an excellent resource for honing their skills, clarifying concepts, and generally taking their work to a higher level.

A History of Narrative Film


David A. Cook - 1981
    The Fourth Edition adds an entire chapter on computer-generated imaging, updates filmographies for nearly all living directors mentioned in the text, and includes major new sections that both revisit old content and introduce contemporary trends and movements.

The Independent Film Producer's Survival Guide: A Business and Legal Sourcebook


Gunnar Erickson - 2002
    In this comprehensive guidebook, three experienced entertainment lawyers tell you everything you need to know to produce and market an independent film-from the development process to deal making, financing, setting up the production, hiring directors and actors, distributing and marketing your film.

Metamagical Themas: Questing for the Essence of Mind and Pattern


Douglas R. Hofstadter - 1985
    Hofstadter's collection of quirky essays is unified by its primary concern: to examine the way people perceive and think.

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.