000 03555nam a2200529 i 4500
001 6940409
003 IEEE
005 20190220121651.0
006 m o d
007 cr |n|||||||||
008 151223s2014 maua ob 001 eng d
020 _a9780262028028
020 _a9780262325776
_qelectronic
020 _z0262325772
_qelectronic
035 _a(CaBNVSL)mat06940409
035 _a(IDAMS)0b0000648280a728
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aTK5105.8885.F59
_bS35 2014eb
082 0 4 _a006.7/8
_223
100 1 _aSalter, Anastasia,
_d1984-,
_eauthor.
245 1 0 _aFlash :
_bbuilding the interactive web /
_cAnastasia Salter and John Murray.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c[2014]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2014]
300 _a1 PDF (viii, 180 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aPlatform studies
504 _aIncludes bibliographical references (pages 167-176) and index.
505 0 _aFlash and you -- Animating the web -- Platform/er programming -- The web arcade -- New media art -- Free and open? -- Flash and the future.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aAdobe 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.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aTitle from PDF.
588 _aDescription based on PDF viewed 12/23/2015.
630 0 0 _aFlash (Computer file)
650 0 _aMultimedia communications
_xComputer programs.
650 0 _aWorld Wide Web.
655 0 _aElectronic books.
700 1 _aMurray, John,
_d1986-,
_eauthor.
710 2 _aIEEE Xplore (Online Service),
_edistributor.
710 2 _aMIT Press,
_epublisher.
776 0 8 _iPrint version
_z9780262028028
830 0 _aPlatform studies.
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6940409
999 _c39650
_d39650