Disney Stories: Getting to Digital
暫譯: 迪士尼故事:邁向數位化

Madej, Krystina, Lee, Newton

  • 出版商: Springer
  • 出版日期: 2020-10-21
  • 售價: $3,370
  • 貴賓價: 9.5$3,202
  • 語言: 英文
  • 頁數: 243
  • 裝訂: Hardcover - also called cloth, retail trade, or trade
  • ISBN: 3030427374
  • ISBN-13: 9783030427375
  • 海外代購書籍(需單獨結帳)

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商品描述

The second edition of Disney Stories: Getting to Digital will be of interest to lovers of Disney history and also to lovers of Hollywood history in general. The first edition was planned as a short history of the companies evolution from analog storytelling to a digital online presence that closed the chapter on early Disney films with the release of the groundbreaking Snow White. The purpose of the new edition is to bring to readers a more complete view of the analog-digital story by including three new chapters on film that cover key developments from the live-animation hybrids of the 1940s to CAPS and CGI in the 1990s and VR in the 2010s. It also includes in the discussion of cross-media storytelling the acquisition of the exceptional story property, Star Wars, and discusses how Disney has brought the epic into the Disney Master Narrative by creating Galaxy's Edge in its US theme parks.

Krystina Madej's engaging portrayal of the long history of Disney's love affair with storytelling and technology brings to life the larger focus of innovation in creating characters and stories that captivate an audience, and together with Newton Lee's detailed experience of Disney during the crucial 1995-2005 era when digital innovation in online and games was at its height in the company, makes for a fast-paced captivating read.

Disney Stories first edition explored the history of Disney, both analog and digital. It described in detail how Walt Disney used inventive and often ground-breaking approaches in the use of sound, color, depth, and the psychology of characters to move the animation genre from short visual gags to feature-length films with meaningful stories that engaged audience's hearts as well as tickled their funny bones. It showed Walt's comprehensive approach to engaging the public across all media as he built the Disney Master Narrative by using products, books, comics, public engagements, fan groups such as the Mickey Mouse club, TV, and, of course, Disneyland, his theme park. Finally it showed how, after his passing, the company continued to embrace Walt's enthusiasm for using new technology to engage audiences through their commitment to innovation in digital worlds. It describes in detail the innovative storybook CD-ROMs, their extensive online presence, the software they used and created for MMORGs such as Toontown, and the use of production methods such as agile methodology. This new edition provides insight on major developments in Disney films that moved them into the digital world.

商品描述(中文翻譯)

第二版的《Disney Stories: Getting to Digital》將吸引對迪士尼歷史以及好萊塢歷史感興趣的讀者。第一版原本計劃作為一部簡短的歷史,講述公司從類比敘事到數位在線存在的演變,並以開創性的《白雪公主》結束了早期迪士尼電影的篇章。新版本的目的是通過新增三個有關電影的新章節,提供讀者更完整的類比-數位故事視角,這些章節涵蓋了從1940年代的實景動畫混合體到1990年代的CAPS和CGI,以及2010年代的虛擬實境(VR)的關鍵發展。它還在跨媒體敘事的討論中包括了對卓越故事資產《星際大戰》的收購,並探討了迪士尼如何通過在美國主題公園創建《銀河邊緣》將史詩融入迪士尼的主敘事中。

Krystina Madej生動地描繪了迪士尼與敘事和技術之間長期的愛情故事,展現了在創造吸引觀眾的角色和故事方面的創新更大焦點,並與Newton Lee在1995年至2005年間的詳細經歷相結合,這段期間公司在在線和遊戲的數位創新達到巔峰,使得這本書成為一部節奏快速且引人入勝的讀物。

《Disney Stories》第一版探討了迪士尼的歷史,包括類比和數位。它詳細描述了華特·迪士尼如何運用創新且常常是開創性的方法,利用聲音、顏色、深度和角色心理學,將動畫類型從短小的視覺笑話推進到具有意義的故事的長篇電影,這些故事不僅吸引了觀眾的心,也逗樂了他們的笑神經。它展示了華特在各種媒體中吸引公眾的全面方法,通過使用產品、書籍、漫畫、公共活動、粉絲團體(如米老鼠俱樂部)、電視以及當然還有他的主題公園迪士尼樂園,建立了迪士尼的主敘事。最後,它展示了在他去世後,公司如何繼續秉持華特對使用新技術吸引觀眾的熱情,通過對數位世界創新的承諾。它詳細描述了創新的故事書CD-ROM、廣泛的在線存在、他們為MMORPG(大型多人在線角色扮演遊戲)如《Toontown》所使用和創建的軟體,以及使用敏捷方法等生產方法。這一新版本提供了關於迪士尼電影進入數位世界的重大發展的見解。

作者簡介


Dr. Krystina Madej is an author, speaker, and Professor of the Practice at Georgia Tech, Atlanta. At Tech since 2011, she teaches about and researches how humans have adapted their narratives to changing media throughout the centuries, physical play and children's interaction with digital games that are based in narrative, and in Disney's approach to stories across media since the 1920s. Adjunct Professor with the School for Interactive Art and Technology (SIAT) at Simon Fraser University, Vancouver, for ten years, she taught as Visiting Professor for the Center for Digital Media's Master's degree program. She is research faculty at University of Lower Silesia, Wroclaw, Poland where as Visiting Professor she teaches Disney History and Children's Game Design for the Erasmus Program and Design Thinking and History of Social Media for the Big Data, Digital Media, and Trendwatching Master's Program. Prior to returning to academia in 1999, she was principal of a communications and design firm for 15 years, where, as design strategist, she planned and created successful branding programs and exhibits for government, business, industry, and museums.

Newton Lee is an author, educator, and futurist. He was the founder of Disney Online Technology Forum, creator of AT&T Bell Labs' first-ever commercial artificial intelligence tool, inventor of the world's first annotated multimedia OPAC for the U.S. National Agricultural Library, and longest serving editor-in-chief in the history of the Association for Computing Machinery for its publication Computers in Entertainment (2003-2018). Lee is the chairman of the California Transhumanist Party, education and media advisor to the United States Transhumanist Party, and president of the 501(c)(3) nonprofit Institute for Education, Research, and Scholarships. He graduated Summa Cum Laude from Virginia Tech with a B.S. and M.S. degree in Computer Science (specializing in Artificial Intelligence), and he earned a perfect GPA from Vincennes University with an A.S. degree in Electrical Engineering and an honorary doctorate in Computer Science. He has been honored with a Michigan Leading Edge Technologies Award, two community development awards from the California Junior Chamber of Commerce, and four volunteer project leadership awards from The Walt Disney Company.


作者簡介(中文翻譯)

克里斯蒂娜·馬德伊博士是作者、演講者及喬治亞理工學院的實踐教授。自2011年以來,她在該校教授並研究人類如何隨著媒體的變化調整其敘事,身體遊戲以及兒童與基於敘事的數位遊戲的互動,以及自1920年代以來迪士尼在各媒體中對故事的處理。她在西門菲莎大學的互動藝術與科技學院(SIAT)擔任兼任教授十年,並作為訪問教授教授數位媒體碩士學位課程。她是波蘭弗羅茨瓦夫的下西里西亞大學的研究教員,作為訪問教授,她為伊拉斯謨計畫教授迪士尼歷史和兒童遊戲設計,以及為大數據、數位媒體與趨勢觀察碩士課程教授設計思維和社交媒體歷史。在1999年重返學術界之前,她曾擔任一家通訊與設計公司的負責人15年,作為設計策略師,她為政府、商業、工業和博物館規劃並創建成功的品牌計畫和展覽。

牛頓·李是作者、教育者和未來學家。他是迪士尼在線技術論壇的創始人,AT&T貝爾實驗室首個商業人工智慧工具的創造者,美國國家農業圖書館的世界首個註釋多媒體OPAC的發明者,以及計算機協會出版物《娛樂中的計算機》歷史上任期最長的主編(2003-2018)。李是加州超人主義黨的主席,美國超人主義黨的教育和媒體顧問,以及501(c)(3)非營利機構教育、研究和獎學金研究所的總裁。他以優異的成績從維吉尼亞理工學院獲得計算機科學(專攻人工智慧)的學士和碩士學位,並在文森斯大學獲得電機工程的副學士學位,並獲得計算機科學的榮譽博士學位,成績優異。他曾獲得密西根州前沿技術獎、加州青年商會的兩個社區發展獎,以及華特迪士尼公司的四個志願者項目領導獎。