| |
|
|
|
|
|
|
|
1. |
Record Nr. |
UNINA9911108682603321 |
|
|
Autore |
Milesi-Ferretti Gian |
|
|
Titolo |
Capital Flows to Central and Eastern Europe / / Gian Milesi-Ferretti, Philip Lane |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Washington, D.C. : , : International Monetary Fund, , 2006 |
|
|
|
|
|
|
|
ISBN |
|
9786613824028 |
9781462324576 |
1462324576 |
9781452700700 |
1452700702 |
9781283511575 |
1283511576 |
9781451990089 |
1451990081 |
|
|
|
|
|
|
|
|
Edizione |
[1st ed.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (31 p.) |
|
|
|
|
|
|
Collana |
|
|
|
|
|
|
Altri autori (Persone) |
|
|
|
|
|
|
Soggetti |
|
Capital movements - Europe, Central |
Capital movements - Europe, Eastern |
Balance of trade |
Debts, External |
Empirical Studies of Trade |
Exports and Imports |
External debt |
External position |
Finance |
Financial Instruments |
Foreign direct investment |
Institutional Investors |
International economics |
International finance |
International Investment |
International Lending and Debt Problems |
Investment & securities |
Investments, Foreign |
Investments: Stocks |
Long-term Capital Movements |
Non-bank Financial Institutions |
Pension Funds |
|
|
|
|
|
|
|
|
|
|
|
|
Stocks |
Trade balance |
Czech Republic |
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references. |
|
|
|
|
|
|
Nota di contenuto |
|
""Contents""; ""I. INTRODUCTION""; ""II. THE MAIN STYLIZED FACTS: AGGREGATE DATA""; ""III. THE MAIN STYLIZED FACTS: BILATERAL DATA""; ""IV. CAPITAL FLOWS AND EXTERNAL ADJUSTMENT""; ""V. CONCLUDING REMARKS""; ""REFERENCES"" |
|
|
|
|
|
|
|
|
Sommario/riassunto |
|
We examine the evolution of the net external asset positions of Central and Eastern Europe (CEEC) countries over the past decade, with a strong emphasis on the composition of their international balance sheets. We assess the extent of their international financial integration, compared with the advanced economies and other emerging markets, and highlight the salient features of their external capital structure in terms of the relative importance of FDI, portfolio equity, and external debt. In addition, we briefly describe the country and currency composition of their external liabilities. Finally, we explore the implications of the accumulated stock of external liabilities for future trade and current account balances. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2. |
Record Nr. |
UNINA9911144235603321 |
|
|
Autore |
Newman Rich |
|
|
Titolo |
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
New York : , : Focal Press, , 2013 |
|
|
|
|
|
|
|
ISBN |
|
9786612769139 |
9781136138539 |
1136138536 |
9781136138546 |
1136138544 |
9781282769137 |
1282769138 |
9780080928050 |
0080928056 |
|
|
|
|
|
|
|
|
Edizione |
[1st edition] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (233 p.) |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
|
|
Soggetti |
|
Video games - Design |
Cinematography - Special effects |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references and index. |
|
|
|
|
|
|
Nota di contenuto |
|
Front Cover; Cinematic Game Secrets for Creative Directors and Producers; Copyright Page; Contents; Introduction; What is Cinematic?; Part 1: Game Industry Primer; Chapter 1.The Production Process; 1.1 Lifecycle of a Video Game; 1.2 Types of Games; 1.3 Brainstorming and Initial Decisions; 1.4 Using Game Theory; Interview,Game Design and Theory: Noah Falstein, Game Developer Magazine; Chapter 2. Understanding Preproduction; 2.1 Script Development; 2.2 Hiring the Crew; 2.3 Learning to Scrum; 2.4 Iterative and Waterfall Development Models; 2.5 Project Management; 2.6 Budgeting; 2.7 Scheduling |
Interview: Warren Spector, Founder, Junction Point StudiosChapter 3. Production in the Game Industry; 3.1 Technology and Tools; 3.2 Design Production; 3.3 Art Production; 3.4 Engineering Production; 3.5 The |
|
|
|
|
|
|
|
|
|
|
|
Team; 3.6 Sound Design; 3.7 Motion Capture and Voiceover; 3.8 Testing and Quality Assurance; Interview: Ray Pena, Senior Animator, Spacetime Studios; Chapter 4. Postproduction; 4.1 Code Release and Gold Master; 4.2 Builds and Localization; 4.3 Marketing and PR; 4.4 Rating Systems, Demos, and Guides; 4.5 Archiving; Interview: Ron Burke, Director/Founder of GamingTrend |
Part 2: Incorporating Cinematic SkillsChapter 5. Writer; 5.1 Format and Script Development; 5.2 Character Development; 5.3 Themes and Symbolism; 5.4 Structure; 5.5 Three-Act Structure; 5.6 Style; Interview: Daniel Erickson, Writer at Bioware; Chapter 6. Storyboard and Concept Art; 6.1 Using Basic Design Documentation; 6.2 Seeing the Story; 6.3 Nonlinear Thinking; 6.4 Storyboarding Process; 6.5 Cut-Scenes; 6.6 Storyboards and Interactive Media; Interview: Mathieu Raynault, Digital Matte Painter; Chapter 7. Cinematography for Games; 7.1 Five C's of Cinematography; 7.2 Rule of Thirds |
7.3 Achieving the Look7.4 Lighting in Games; 7.5 Camera Movement; 7.6 Staging; 7.7 Blocking; Interview: Bruce Block, Author of the Visual Story; Chapter 8. Producer; 8.1 Job Description; 8.2 Types of Producers in the Game Industry; 8.3 Honing Your Production Skills; 8.4 Cinematic Development; 8.5 Risk Management; 8.6 Preproduction Planning; 8.7 Managing Money, Assets, and Time; 8.8 Postproduction; Interview: Bob Sabiston, Founder of Flat Black Films; Chapter 9. Casting; 9.1 Casting for Voiceover; 9.2 Casting for Motion Capture; 9.3 Using Celebrities; 9.4 Finding Talent |
9.5 Sides and Character Breakdowns9.6 Auditions; Interview: Donise Hardy, Casting Director; Chapter 10. Directing; 10.1 The Concept Meeting; 10.2 Communicating Vision; 10.3 Location Scouting; 10.4 Working with the Cinematographer; 10.5 Directing Talent; 10.6 Script Supervision and Continuity; 10.7 Directing Cut-Scenes; 10.8 Cut-Scenes Versus In-Game Cinematics; Interview: Jay Duplass, Director; Chapter 11. Sound Design; 11.1 Cinematic Music; 11.2 Tools for Great Sound; 11.3 Sound Effects and Sampling; 11.4 Effective Sound Design; Interview: Marc Schaefgen, Sound Designer |
Part 3: Creating Your Own Cinematic Project |
|
|
|
|
|
|
Sommario/riassunto |
|
Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin).The convergence of games and film is a widely discussed and debated topic in the game industry. Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven S |
|
|
|
|
|
|
|
| |