We now catalog in a post-AACR2 world. RDA: Resource Description and Access is designed to cover all types of content and media, but communities of practice are still evolving for motion picture and video materials. This handbook clarifies the protocol for DVDs and Blu-ray discs, expanding upon established guidelines for AACR2 and integrating them into the new standard. Along the way, Higgins introduces the fundamentals of filmmaking, including its history and technical vocabulary, providing context that will help catalogers quickly find the information relevant to their bibliographic records. Organized by familiar MARC 21 fields, this comprehensive reference walks readers through such topics as Unraveling the complexity of film and the ways it is packaged and presented on optical disc, to help quickly determine the title statement and statement of responsibility Explaining the roles of the individuals and organizations involved in the creation and publication of film, and where to record them in catalog records Deciphering the technical terms and abbreviations used on DVDs and Blu-ray discs Using subject and genre headings Cataloging television and streaming media Dealing with unusual formats, such as videotape and reels of photochemical film Outlining the MARC 21 fields where AACR2 practices differed from RDA With the expert guidance contained in this book, readers will learn how to apply RDA instructions to the cataloging of every type of film and video collection, whatever the medium.
In the ever changing world of healthcare, it is vital for patients and their family members to know how their medical condition is being treated and at what level of care. Over 75% of patients admitted to a hospital end up being discharged to a "post acute" level of care. The various "Post Acute Care (PAC)" settings to which a patient can transition are often confusing, but don't have to be. This short "pocket guide" gives a brief and simple explanation of this often overlooked are of healthcare
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
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