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

IMF Working Papers

Altri autori (Persone)

LanePhilip

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

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

"August 2006."

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

794.8/1536

794.81536

Soggetti

Video games - Design

Cinematography - Special effects

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

First published 2009.

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