LEADER 03910nam 2200721 450 001 9910459897103321 005 20200520144314.0 010 $a0-262-32578-0 010 $a0-262-32577-2 035 $a(CKB)3710000000228254 035 $a(EBL)3339855 035 $a(SSID)ssj0001334506 035 $a(PQKBManifestationID)11747404 035 $a(PQKBTitleCode)TC0001334506 035 $a(PQKBWorkID)11276559 035 $a(PQKB)10694626 035 $a(MiAaPQ)EBC3339855 035 $a(CaBNVSL)mat06940409 035 $a(IDAMS)0b0000648280a728 035 $a(IEEE)6940409 035 $a(OCoLC)890375115$z(OCoLC)959329002$z(OCoLC)959594479$z(OCoLC)961611811$z(OCoLC)962662875$z(OCoLC)1055368775$z(OCoLC)1066452203$z(OCoLC)1081289245 035 $a(OCoLC-P)890375115 035 $a(MaCbMITP)9833 035 $a(Au-PeEL)EBL3339855 035 $a(CaPaEBR)ebr10924201 035 $a(CaONFJC)MIL642324 035 $a(OCoLC)890375115 035 $a(EXLCZ)993710000000228254 100 $a20151223d2014 uy 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aFlash $ebuilding the interactive web /$fAnastasia Salter and John Murray 210 1$aCambridge, Massachusetts :$cMIT Press,$d[2014] 210 2$a[Piscataqay, New Jersey] :$cIEEE Xplore,$d[2014] 215 $a1 online resource (191 p.) 225 1 $aPlatform studies 300 $aDescription based upon print version of record. 311 $a1-322-11073-5 311 $a0-262-02802-6 320 $aIncludes bibliographical references and index. 327 $aFlash and you -- Animating the web -- Platform/er programming -- The web arcade -- New media art -- Free and open? -- Flash and the future. 330 $aAdobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the "Flashimation" aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards--including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience. 410 0$aPlatform studies. 606 $aFlash (Computer file) 606 $aWorld Wide Web 606 $aMultimedia communications$xComputer programs 608 $aElectronic books. 615 0$aFlash (Computer file) 615 0$aWorld Wide Web. 615 0$aMultimedia communications$xComputer programs. 676 $a006.7/8 700 $aSalter$b Anastasia$f1984-,$0911052 702 $aMurray$b John$f1986-, 801 0$bCaBNVSL 801 1$bCaBNVSL 801 2$bCaBNVSL 906 $aBOOK 912 $a9910459897103321 996 $aFlash$92245117 997 $aUNINA