Bibliography
Completion requirements
Bibliography
BOOK
- Boorstin, J. (1990). The Hollywood eye: What happens after they’re built. New York: Cornelia & Michael Bessie Books.
- Cairo, A. (2012). Functional Art. The Functional Art: An introduction to information graphics and visualization.
- Campbell, J. K. (1949). The hero with a thousand faces. Princeton, NJ: Princeton University.
- Ciancia M. (2018). Transmedia Design Framework. Design-Oriented Approach to Transmedia Practice, FrancoAngeli, Milan.
- de Certeau M. (1980), L’Invention du Quotidien. Vol. 1, Arts de Faire, Union générale d’éditions, Paris (Trans.: The Practice of Everyday Life, Berkeley: University of California Press, 1984).
- Lévy P. (1994). L’Intelligence collective. Pour une anthropologie du cyberespace, Paris: La Découverte (Trans.: Mankind’s emerging world in cyberspace. Cambridge, MA: Perseus Books, 1999).
- Jenkins, H. (1992) Textual poachers: television fans and participatory culture. New York and London: Routledge.
- Jenkins, H. (2006a). Convergence Culture: Where Old and New Media Collide. New York: New York University Press.
- Jenkins, H. (2006b). Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York University Press.
- Jenkins H., Ford S. and Green J. (2013). Spreadable Media: Creating Value and Meaning in a Networked Culture. New York, NY: New York University Press.
- Klastrup, L., & Tosca, S. (2004). Transmedial worlds-rethinking cyberworld design. 2004 International Conference on Cyberworlds, 409–416. IEEE.
- Klastrup, L., & Tosca, S. (2014). Game of Thrones: Transmedial worlds, fandom, and social gaming. In M.-L. Ryan & J.-N. Thon (Eds.), Storyworlds Across Media (pp. 295–314). University of Nebraska Press.
- Mark, M. and Pearson, C.S. (2001). The Hero and the Outlaw. Building Extraordinary Brands Through the Power of Archetypes. New York: McGraw-Hill.
- Matrone, M., & Pinardi, D. (2013). Narrativa d’impresa. Per essere ed essere visti. Milano, Italia: FrancoAngeli.
- Pinardi, D., & De Angelis, P. (2006). Il mondo narrativo: come costruire e come presentare l’ambiente ei personaggi di una storia (Vol. 5). Torino, Italy: Lindau.
- Sassoon, J. (2012). Web storytelling. Costruire storie di marca nei social media: Costruire storie di marca nei social media. Milano, Italy: FrancoAngeli.
- Tullio-Altan, C. (1999). Gli italiani in Europa: profilo storico comparato delle identità nazionali europee. Il mulino.
- Vogler C. (1992). The Writer’s Journey: Mythic Structure For Writers. Los Angeles, CA: Michael Wiese Productions, 2007.
- Wolf, M. J. P. (2012). Building Imaginary Worlds: The Theory and History of Subcreation. New York, NY: Routledge.
WEBSITE
- Artwork Personalization at Netflix. Netflix TechBlog.
- Big Data: the next frontier for innovation, competition, and productivity. McKinsey Global Institute. May, 2011.
- Burberry.
- Data visualization Society.
- Kepler.gl.
- Information is Beautiful.
- Inside Chanel.
- NetflixGraph Metadata Library: An Optimization Case Study. Netflix TechBlog.
- RAWgraphs.
- The Data vizualisation catalogue.
PAPER & REPORTS
- Roth, R. E. (2017). Visual Variables. International Encyclopedia of Geography: People, the Earth, Environment and Technology, 1–11. Retrieved from https://doi.org/10.1002/9781118786352.wbieg0761.
- Heer, J., Bostock, M., & Ogievetsky, V. (2010). A tour through the visualization zoo. Communications of the ACM. Retrieved from https://doi.org/10.1145/1743546.1743567.