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  • Digital Media, Projection Design, and Technology for Theatre

    Digital Media, Projection Design, and Technology for Theatre by Oliszewski, Alex; Fine, Daniel; Roth, Daniel;

      • GET 10% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 43.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        22 263 Ft (21 203 Ft + 5% VAT)
      • Discount 10% (cc. 2 226 Ft off)
      • Discounted price 20 037 Ft (19 083 Ft + 5% VAT)

    22 263 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short description:

    Digital Media, Projection Design, and Technology for Theatre, Second Edition comprehensively details the integration of digital media and projections in theatre and live performance, providing foundational skills, best practices, and real-world applications and considerations.

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    Long description:

    Digital Media, Projection Design, & Technology for Theatre, Second Edition comprehensively details the integration of digital media and projections in theatre and live performance, providing foundational skills, best practices, and real-world applications and considerations.


    The book provides readers with an overview of the professional field, including current industry standards and workflows for digital media/projection design, its related aesthetics, techniques, and technologies. A practical taxonomy of digital media and how we create meaning through its use on the theatrical stage along with the essential tools and techniques for creating and executing digital content are covered. Readers are introduced to the fundamentals of creating and executing digital content, including photography and still images, generative AI, video, animation, real-time effects, generative art, data, and interactive digital media. The book also details the types and use of industry-standard equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, and more. It guides readers through technical tasks, such as programming media servers; converging and blending projectors; projection mapping; calculating surface brightness/luminance, screen size, and throw distance; and more, making this a complete guide to digital media and projection design today. The second edition is updated with new content throughout and two new chapters addressing the latest technologies and trends in virtual performance, motion capture, generative AI, and VR/AR. Ten new case studies from diverse practitioners have been added, and the book is restructured with shorter chapters for easier navigation and reference.


    This book serves well as a main or supplemental textbook for courses in projection design, theatre, and digital media design. It is also useful for emerging practitioners.


    Sample assets and interviews with leading projection designers are available for download at www.routledge.com/9781032302157.

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    Table of Contents:

    1. Introduction  2. Integrating Digital Media Design into the Show and Theatrical Team  3. Digital Media Design Process  4. Digital Media Design Workflow  5. Creating Content in a Theatrical Setting  6. Basics of Design  7. The Basics of Digital Content  8. Content Still and Moving Images  9. Real-Time Content  10. Virtual Performance  11. Gear: Video Signals, Cameras, Video Capture, and Video Creation  12. Media Servers  13. Gear: Projectors and Displays  14. Gear: Networking  15. Gear: Real-Time and Virtual Performance

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