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Flash : building the interactive web /

"Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard f...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Salter, Anastasia, 1984- (Autor), Murray, John, 1986- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Massachusetts : The MIT Press, [2014]
Colección:Platform studies.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Salter, Anastasia,  |d 1984-  |e author.  |1 https://id.oclc.org/worldcat/entity/E39PBJjMDrpGkkvg67hkHXWdQq 
245 1 0 |a Flash :  |b building the interactive web /  |c Anastasia Salter and John Murray. 
264 1 |a Cambridge, Massachusetts :  |b The MIT Press,  |c [2014] 
300 |a 1 online resource (ix, 180 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
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338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Platform studies 
504 |a Includes bibliographical references (pages 168-176) and index. 
505 0 |a Flash and you -- Animating the web -- Platform/er programming -- The web arcade -- New media art -- Free and open? -- Flash and the future. 
520 3 |a "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the "Flashimation" aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards--including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience." 
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630 0 0 |a Flash (Computer file) 
630 0 7 |a Flash (Computer file)  |2 fast 
650 0 |a World Wide Web. 
650 0 |a Multimedia communications  |x Computer programs. 
650 6 |a Web. 
650 6 |a Réseaux multimédias  |x Logiciels. 
650 7 |a World Wide Web.  |2 aat 
650 7 |a COMPUTERS  |x General.  |2 bisacsh 
650 7 |a COMPUTERS  |x History.  |2 bisacsh 
650 7 |a World Wide Web  |2 fast 
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653 |a COMPUTER SCIENCE/Human Computer Interaction 
653 |a SOCIAL SCIENCES/Media Studies 
655 0 |a Electronic books. 
700 1 |a Murray, John,  |d 1986-  |e author.  |1 https://id.oclc.org/worldcat/entity/E39PCjCVQbYdpCf8Tyg87jPQpX 
776 0 8 |i Print version:  |a Salter, Anastasia, 1984-  |t Flash  |z 9780262028028  |w (DLC) 2014003874  |w (OCoLC)876900727 
830 0 |a Platform studies. 
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