Graphical and digital media applications Books

755 products


  • Managing Chaos: Digital Governance by Design

    £33.29

  • Adobe Illustrator Classroom in a Book

    Pearson Education Adobe Illustrator Classroom in a Book

    a huge range and FREE tracked UK delivery on ALL orders.

    £48.59

  • How to Speak Emoji Love

    Ebury Publishing How to Speak Emoji Love

    Book SynopsisThe days of wooing your love with embarrassing poetry or rambling love letters are over. Here begins the new dawn in the evolution the language of love: emoji. With a wealth of emojis on offer to convey your adoration, from kissy faces and hearts-for-eyes, to saucier combinations like the lock and key, there is no end to the ways you can declare your love. And this book will guide you through each stage of your relationship with phrases for every occasion. Step back Shakespeare: wherefore are thou, aubergine?Sections include: pick-up lines, what not to say on a first date, how to say ‘I love you’, living together, the proposal, breaking up, love songs and romantic films (sure you can translate ‘Ghost’, but how would you do ‘Fifty Shades of Grey’?). A perfect gift for Valentine’s Day, you’ll never just send a boring row of hearts again.

    £6.99

  • Adobe Photoshop Book for Digital Photographers

    Pearson Education (US) Adobe Photoshop Book for Digital Photographers

    3 in stock

    Book SynopsisTable of ContentsChapter 01 The Essentials of Camera Raw Chapter 02 Camera Raw–Beyond the Basics Chapter 03 Masking Miracles Chapter 04 Correcting Lens Problems Chapter 05 Working with Layers Chapter 06 Making Selections Chapter 07 Black & White, Duotones & More Chapter 08 Cropping & Resizing Chapter 09 Retouching Portraits Chapter 10 Removing Distracting Stuff Chapter 11 Photoshop Effects Chapter 12 Sharpening Techniques Index

    3 in stock

    £37.39

  • Make Games with Python

    Raspberry Pi Press Make Games with Python

    20 in stock

    Book SynopsisLearning to code your own shoot-'em-up is infinitely more satisfying than beating any end-of-level bossWhile countless millions of us like nothing more than spending hours racking up high scores on our favourite games, too few of us are exposed to an even more gratifying way to spend the evening - making them. It's far from easy. Master essential game-making skills:Creating shapes and pathsMovement and animationUsing the keyboard and mouseAdding sound and musicSimulating physics and forcesBuilding classes for actorsCreating your own shoot-em 'upEach chapter will add to your knowledge of Python game development, allowing you both to understand the games you play, and to create almost anything your imagination can come up with. This book is designed to help you learn many of the essential skills you'll need to make games with Python and Pygame, and you'll learn valuable coding skills along the way.This book isn't for absolute programming beginners, but it's not far from it. If you've written some simple Python (or similar) programs in the past, and are able to do things like creating files and get around your computer's filesystem without too much difficulty, then you're ready to get started.

    20 in stock

    £14.24

  • Adobe Illustrator 2nd Edition

    £41.25

  • Smart Phone Smart Photography: Simple Techniques

    Ryland, Peters & Small Ltd Smart Phone Smart Photography: Simple Techniques

    Out of stock

    Book Synopsis“... a genuinely useful guide to the more technical side of phone shooting, including editing with popular apps like Snapseed. Jo Bradford makes the most of the creative possibilities of modern smartphone cameras, and her tips on improving exposure and ensuring decent prints are really useful.” Awarded 5 stars by Amateur Photographer Maximize your potential to get the shots you want with this guide to photography for both Apple and Android phones. There’s a saying that the best camera for the job is the one you have with you when an opportunity arises. Thanks to the boom in camera-phone technology, today we’re lucky enough to have a camera to hand to capture all those incredible moments. But are you making the most of that powerful tool in your pocket? Do the photos you have taken tend to be blurry, or look nothing like what you're seeing? If you want to shoot incredible images with your phone, buy Smart Phone, Smart Photography. Covering simple techniques that will allow you to get the image that you see every single time, you will soon be telling your camera what to do with confidence. Start with The Big Picture and get to know your camera phone and the rules behind taking the perfect shot. The next chapter, Taking Great Pictures, explains the key disciplines of photography – portrait, abstraction, macro, still life and plenty more. Finally, the Post-production chapter demonstrates how to use apps to edit and enhance your images and create incredible prints for display.

    Out of stock

    £999.99

  • My iPad

    Pearson Education (US) My iPad

    7 in stock

    Book Synopsis

    7 in stock

    £14.99

  • Real World Print Production with Adobe Creative Cloud

    Pearson Education Real World Print Production with Adobe Creative Cloud

    10 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    10 in stock

    £30.37

  • Beginner's Guide to Digital Painting in

    3DTotal Publishing Ltd Beginner's Guide to Digital Painting in

    4 in stock

    Book SynopsisLearn how to paint on your iPad like the professionals in Beginner’s Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you’ll have all you need to create stunning concept art quickly and easily.

    4 in stock

    £19.79

  • HarperCollins Does Anyone Else Feel This Way

    2 in stock

    2 in stock

    £18.70

  • Foundations of Digital Art and Design with Adobe

    Pearson Education (US) Foundations of Digital Art and Design with Adobe

    3 in stock

    Book SynopsisTable of ContentsIntroduction: What Are the Foundations of Digital Art and Design? Section 1: Bits, Pixels, Vectors, and Design 1. The Dot, the Path and the Pixel 2. Drawing Expressive Lines 3. Modify Basic Shapes Section 2: Digital Photography 4. Creating and Organizing Digital Photographs 5. Resolution and Value 6. Color Models Section 3: Digital Manipulation and Fair Use 7. Repairs and Hoaxes 8. Select, Copy, Paste, Collage 9. Prototyping Experiences for Mobile Audiences Section 4: Typography 10. Type and Image 11. The Grid 12. Continuity Coda: Revision Practices Bonus Section available in digital books and online from Peachpit.com Section 5: Effective Work Habits 13. Automation 14. Pagination and Printing

    3 in stock

    £39.59

  • Adobe Illustrator Classroom in a Book 2025

    Pearson Education Adobe Illustrator Classroom in a Book 2025

    Book SynopsisBrian Wood is a Content Strategist for the Adobe MAX team, speaker, and author of dozens of Adobe training books, video training series, and articles. Brian has consulted with teachers, designers, marketing pros, and business owners throughout the United States. Over the years, Brian has spoken at major design conferences, including Adobe MAX, the How Interactive Design Conference, and the InDesign Conference.

    £50.39

  • Adobe Illustrator Classroom in a Book 2024

    Pearson Education (US) Adobe Illustrator Classroom in a Book 2024

    2 in stock

    Book SynopsisBrian Wood is an instructional designer, speaker/trainer, and author of the industry-leading Adobe Illustrator Classroom in a Book and numerous LinkedIn Learning courses and other content. He also works with the worldwide Marketing and Education teams and the Learn team at Adobe to create learning content, including speaking at various industry events. He enjoys designing and building unique, custom wood furniture in his spare time. To learn more, check out www.youtube.com/askbrianwood or linkedin.com/in/brian-wood-training.Table of ContentsWhat’s New in Adobe Illustrator 2024 Release A Quick Tour of Adobe Illustrator 2024 Release Lesson 1 Getting to Know the Work Area Lesson 2 Techniques for Selecting Artwork Lesson 3 Make A Logo with ShapesLesson 4 Editing and Combining Shapes and Paths Lesson 5 Transforming Artwork Lesson 6 Using the Basic Drawing Tools Lesson 7 Drawing with The Pen Tool Lesson 8 Using Color to Enhance Artwork Lesson 9 Adding Type to a Project Lesson 10 Organizing Your Artwork with Layers Lesson 11 Gradients, Blends, and Patterns Lesson 12 Using Brushes to Create an Ad Lesson 13 Exploring Creative Uses of Effects and Graphic Styles Lesson 14 Creating Artwork for a T-Shirt Lesson 15 Placing and Working with Images Lesson 16 Sharing Projects

    2 in stock

    £38.99

  • The Art of Game Design

    Taylor & Francis Ltd The Art of Game Design

    2 in stock

    Book SynopsisThe Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided iTable of ContentsCh 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.

    2 in stock

    £52.24

  • Rules of Play Game Design Fundamentals The MIT

    MIT Press Rules of Play Game Design Fundamentals The MIT

    1 in stock

    Book SynopsisAn impassioned look at games and game design that offers the most ambitious framework for understanding them to date.As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts fo

    1 in stock

    £64.80

  • How Charts Work Understand and explain data with

    Pearson Education Limited How Charts Work Understand and explain data with

    5 in stock

    Book SynopsisAlan Smith is Head of Visual and Data Journalism at Financial Times. A data visualization specialist, he writes the FT's popular Chart Doctor column. Alan is an experienced presenter, having lectured extensively on how to communicate with data. His TEDx talk, Why you should love statistics, was a TED.com featured talk in 2017. Previously, he worked at the UK's Office for National Statistics, where he founded its award-winning Data Visualisation Centre. Alan received a BA in geography from the University of Lancaster and holds an MSc in GIS from Salford University. He was appointed Officer of the Order of the British Empire (OBE) in Queen Elizabeth II's 2011 Birthday Honours list.Table of ContentsForeword Acknowledgements 1. Why you need this book 2. Why charts matter PART 1 - KNOW YOUR CHARTS 3. The FT Visual Vocabulary 4. Charts of magnitude 5. Charts of change over time 6. Charts of correlation 7. Charts of distribution 8. Charts of flow 9. Charts of ranking 10. Charts of deviation 11. Charts of part to whole 12. Spatial is special PART 2 - PUTTING CHARTS TO WORK 13. Using the Visual Vocabulary in your own organisation 14. The science behind good charts 15. Scales of justice, axes of evil 16. The best charts are well written 17. Designing for charts 18. Visualising uncertainty - a case study

    5 in stock

    £14.44

  • Letâs Get Infografit

    CRC Press Letâs Get Infografit

    2 in stock

    Book SynopsisWe sit at computers all day (nights, too, on deadline), and as we age, our bodies begin to get rusty. Physical, mental, and nutritional health are all affected. Hereâs what to do about itâand how to explain it visually. The book does have a quick and easy exercise program, but itâs also a how-to-show-it graphics manual with examples from Greek vases through 19th and 20th century exercise plans, as well diagrams that explain how to prepare for other sports, and to repair any damage while participating in them. The book deals with many aspects of exercise: why itâs good for you; what happens to your body if you donât move around enough; medical and anatomical explanations of soreness and exhaustion; the exhilaration of doing physical activityâthe âœrunnersâ high.â It also includes a chapter on nutrition. Driven by explanatory graphics - both historic and contemporary, with examples grouped into âœgalleriesâ in each chapter - Letâs Get Infografit! is aimed at maintaining a level of fitness at all ages.

    2 in stock

    £45.59

  • Learning Processing

    Elsevier Science Learning Processing

    1 in stock

    Book SynopsisTeaches you the basic building blocks of programming needed to create advanced graphics applications including interactive art, live video processing, and data visualization. This title offers graphic and web designers working with the Processing programming environment instructions on the basic principles of the language.Table of ContentsLesson 1: The Beginning1. Pixels2. Processing3. InteractionLesson 2: Everything You Need to Know4. Variables5. Conditionals6. LoopsLesson 3: Organization7. Functions8. ObjectsLesson 4: More of the Same9. ArraysLesson 5: Putting It All Together10. Algorithms11. Debugging12. LibrariesLesson 6: The World Revolves Around You13. Mathematics14. Translation and Rotation (in 3D!)Lesson 7: Pixels Under Microscope15. Images16. VideoLesson 8: The Outside World17. Text18. Data Input19. Data StreamsLesson 9: Making Noise20. Sound21. ExportingLesson 10: Beyond Processing22. Advanced Object-Oriented Programming23. JavaAppendix: Common ErrorsIndexwww.learningprocessing.com

    1 in stock

    £37.99

  • Photoshop Workbook The

    Pearson Education (US) Photoshop Workbook The

    2 in stock

    Book SynopsisGlyn Dewis is a photographer, retoucher, and trainer based just outside of Oxford in the UK. Working both nationally and internationally, his work sees him shooting promotional and commercial material for industry professionals, physique athletes, musicians, bands and actors. An Adobe Community Professional, Glyn teaches workshops and one-on-one coaching specifically covering all aspects of Adobe Photoshop from the basics through advanced retouching techniques, and Glyn is an instructor at Scott Kelby's Photoshop World conference. Glyn can be found online at glyndewis.com, as well as at his YouTube channel, which has over 50,000 subscribers. Table of Contents PART I: TECHNIQUES Ch 1: Selections/Cut Outs - Blend If (Extracting Liquid and Other Tricky Elements) - Mastering the Pen Tool - Perfect Results with Refine Edge - Cut Out with the Overlay Blend Mode - Creative Uses of Brushes and Layer Masks - Tricks with Layer Styles (Inner Shadow, etc.) - Using Color Range Ch 2: The Power of Grey - Adding Textures - How to Transform a Location - Non Destructive Dodging and Burning - Lens Flare - Faking Detail - Creating Dents and Making Abs Ch 3: Lighting Effects - Simple Light Source - Neverending Lighting Rig - Gradient to Mimic Street Lighting, etc. - Light Beams / Sun Rays - Realistic Shadows (From the Sun; Under Feet/Objects) Ch 4: Blend Mode Techniques - Compositing - Match Color (in Composites) - Adding Colored Highlights (Blend If) - Light Glow / Reflection Ch 5: Special Effects - Thingies (i.e. Dust in Light Source for Realism) - Rain - Cartoon / Painterly Look - Debris - Wet Look - Snow PART II: PROJECTS Ch 6: Character Portrait (Editor Style) Ch 7: Composite on Grey (Tough Guy Style) Ch 8: Full Composite (Giraffe) Ch 9: Lion, Witch, and Wardrobe Ch 10: Flowers

    2 in stock

    £35.14

  • Digital Multimedia

    John Wiley & Sons Inc Digital Multimedia

    2 in stock

    Book SynopsisDesigned as the foundation text in multimedia, and now in full color, this comprehensive resource covers basic principles of each media type - text, graphics, audio, animation and video - describing their digitization and progressing onto issues that arise when media are combined.Table of ContentsPreface. 1 Introduction. 2 Fundamentals. 3 Vector Graphics. 4 Bitmapped Images. 5 Colour. 6 Video. 7 Animation. 8 Sound. 9 Text and Typography. 10 Hypermedia. 11 Design Principles. 12 Interactivity. 13 Accessibility. 14 Scripting. 15 XML and Multimedia. 16 Multimedia and Networks. Appendix: Standards.

    2 in stock

    £54.10

  • Digital Cartooning A StepbyStep Guide with 200

    Anness Publishing Digital Cartooning A StepbyStep Guide with 200

    4 in stock

    Book SynopsisThis inspiring book provides a detailed guide to drawing,painting and manipulating your own digital cartoons. It ispacked full with professional advice, fantastic examplesand practical step-by-step techniques showing how tocreate amazing characters and worlds. The book beginsby introducing the essential equipment and types ofcomputer software needed. A useful guide to digitaltechniques follows, which explains how to develop ascanned image, how to combine different media, addspeech bubbles and much more. The main sectionfeatures a range of projects for practising the techniques,and producing a variety of cartoon styles.• A teach-yourself practical guide to drawing cartoons onyour computer, suitable for beginners as well as moreexperienced artists.• Introduces all the essential computer software andequipment, such as Adobe Illustrator and Corel Painterand the animation programs Flash and ImageReady.

    4 in stock

    £6.99

  • Taylor & Francis Ltd New Left Comics

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £37.99

  • Adobe Photoshop Lightroom Classic For Dummies

    John Wiley & Sons Inc Adobe Photoshop Lightroom Classic For Dummies

    1 in stock

    Book SynopsisTable of ContentsIntroduction 1 Part 1: Getting Started with Lightroom Classic 7 Chapter 1: Getting to Know Adobe Photoshop Lightroom Classic 9 Chapter 2: Working with Catalogs 27 Chapter 3: Lightroom Classic Basics That You Should Know 47 Part 2: Managing Your Photos with Lightroom Classic 67 Chapter 4: Tackling the Lightroom Classic Import Process 69 Chapter 5: Viewing and Finding Photos in the Library 91 Chapter 6: Getting Organized with the Library 117 Chapter 7: Exploring the Library Module’s Advanced Features 141 Part 3: Working in Lightroom Classic’s Digital Darkroom 163 Chapter 8: Editing Photos in the Develop Module 165 Chapter 9: Solving Problems and Saving Time 185 Chapter 10: Taking Your Photos to the Next Level 209 Part 4: Sharing Your Work with the World 237 Chapter 11: Exporting Copies and Using External Editors 239 Chapter 12: Designing a Book 267 Chapter 13: Producing a Slideshow 285 Chapter 14: Printing Your Work 305 Chapter 15: Creating a Web Gallery 327 Part 5: The Part of Tens 343 Chapter 16: Ten Things to Know About Using Lightroom Classic and Lightroom Together 345 Chapter 17: Ten Things to Know About Organizing and Editing in Lightroom 353 Chapter 18: Ten Things to Know About Using the Lightroom Mobile Camera 365 Index 373

    1 in stock

    £24.64

  • Getting Started with p5.js

    O'Reilly Media Getting Started with p5.js

    2 in stock

    Book SynopsisProcessing opened up the world of programming to artists, designers, educators, and beginners. The p5.js JavaScript implementation of Processing reinterprets it for today's web. This short book gently introduces the core concepts of computer programming and working with Processing.

    2 in stock

    £14.39

  • Media Innovations AR and VR: Success Factors For

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Media Innovations AR and VR: Success Factors For

    1 in stock

    Book SynopsisAugmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the way the media is used must be aligned with the needs and experiences of the user. Content producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences.The book introduces readers to the characteristics of immersive media and provides scientific evidence and practical tips to help them produce high-quality, user-centric content for immersive media. The scientifically derived success factors in the form of checklists are a guide and an ideal basis for standardizing the production process and further developing one's own projects.This book is a translation of the original German 1st edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.Table of ContentsIntroduction.- Methods.- Explanation of terms.- AR and VR in the media context.- User experience and needs.- Prouzents for expert interviews.- Analysis of expert interviews.- Outlook.- Appendix 1.- Appendix 2.- Appendix 3.- Appendix 4.

    1 in stock

    £26.24

  • Multimedia Technologies in the Internet of Things

    Springer Verlag, Singapore Multimedia Technologies in the Internet of Things

    2 in stock

    Book SynopsisThis book proposes a comprehensive overview of the state-of-the-art research work on multimedia analysis in IoT applications. This is a third volume by editors which provides theoretical and practical approach in the area of multimedia and IOT applications and performance analysis. Further, multimedia communication, deep learning models to multimedia data, and the new (IOT) approaches are also covered. It addresses the complete functional framework in the area of multimedia data, IoT, and smart computing techniques. It bridges the gap between multimedia concepts and solutions by providing the current IOT frameworks, their applications in multimedia analysis, the strengths and limitations of the existing methods, and the future directions in multimedia IOT analytics.Table of ContentsQuantum Blockchain Approach for Security Enhancement in Cyber World.- Quantum Computing for Healthcare: A review on Implementation Trends and Recent Advances.- Towards Task Scheduling Approaches to Reduce Energy Consumption in Cloud Computing Environment.- An Efficient Data Transferring through Li-Fi Technology: A Smart Home Appliance.- Modeling of Fuzzy Logic Based Classification System Using the Gravitational Search Algorithm.- Big Data Based Image Handling – A Review of Implementation using Amazon Web Services.- Real Time System for Forecasting Natural Disasters using the Social Network.- Call Based Smart Transportation using Artificial Intelligence.- Design Issues for Developing Routing Protocols for Flying Adhoc Network.- Online Stream Processing and Multimedia Oriented IoT: Tools for Sustainable Development of Smart Cities.- Big Data Analytics and Data Mining for Healthcare Informatics (HCI).- Integration of Quantum Computing and Blockchain Technology: A Cryptographic Perspective.

    2 in stock

    £132.99

  • Data Sketches

    Taylor & Francis Ltd Data Sketches

    1 in stock

    Book SynopsisIn Data Sketches, Nadieh Bremer and Shirley Wu document the deeply creative process behind 24 unique data visualization projects, and they combine this with powerful technical insights which reveal the mindset behind coding creatively. Exploring 12 different themes â from the Olympics to Presidents & Royals and from Movies to Myths & Legends â each pair of visualizations explores different technologies and forms, blurring the boundary between visualization as an exploratory tool and an artform in its own right. This beautiful book provides an intimate, behind-the-scenes account of all 24 projects and shares the authorsâ personal notes and drafts every step of the way.The book features: Detailed information on data gathering, sketching, and coding data visualizations for the web, with screenshots of works-in-progress and reproductions from the authorsâ notebooks Never-before-published technical write-ups, with beginner-friendly exTrade Review"The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manual Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen "The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Former Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manuel Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "The story behind the magic is sometimes the most magical. Data Sketches is a landmark event in data visualization. Finally, Shirley Wu and Nadieh Bremer reveal how they brought it to life. Go with two of the world’s best interactive makers deep behind-the-scenes. See how it works—and all the drafts it took to get there. Learn from many comparisons: between Wu and Bremer and across the trajectory of their twenty-four stories. After immersing yourself in Data Sketches you will emerge inspired." -- RJ Andrews, Data Storyteller, Author, and Creator of Info We Trust. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen “Lay-chart readers cannot appreciate the expertise and thousands of decisions that go into a single visualization, but this wonderful behind-the-scenes peek reveals how there is never just one ‘right’ answer, but many possible answers — each of them beautiful, provocative, and shaped by the unique lens of its creator.”--Scott Murray, Author and Designer, O'Reilly media Table of ContentsForeword by Alberto Cairo. About Data Sketches. 1. July: Movies 2. August: Olympics 3. September: Travel 4. October: Presidents & Royals 5. November: Books 6. December: Music 7. January: Nostalgia 8. February: Nature 9. March: Culture 10. April: Community 11. May: Myths & Legends 12. June: Fearless

    1 in stock

    £37.99

  • The Book Of Inkscape 2nd Edition: The Definitive

    No Starch Press,US The Book Of Inkscape 2nd Edition: The Definitive

    2 in stock

    Book SynopsisDmitry Kirsanov, a former core Inkscape developer, shares his knowledge of Inkscape's inner workings as he shows how to use Inkscape to draw with various tools, work with objects, apply realistic and artistic effects, and more. Step-by-step task-based tutorials show you how to create business cards, animations, technical and artistic drawings, and graphic assets for games. This second edition covers the new tools, improved text features, advanced new path effects and filters, as well as many new UI conveniences in Inkscape 1.0. A new chapter describes Inkscape's extensions for both users and developers. Learn how to: navigate the canvas and customize your workspace and views; create new objects and transform, style, clone, and combine them; use gradients, patterns, filters, and path effects to liven up your work; work with layers, groups, object order, and locks to control your artwork; view and manipulate your document's structure with the XML Editor and the new Objects dialog; exporTrade Review"If you’ve ever wanted to design art for video games or any other application, The Book of Inkscape, 2nd Edition by Dmitry Kirsanov is for you . . . It doesn’t matter if you’ve never seen a graphics program or even a photo editor. It guides you through the creation of business cards, animations, technical and artistic drawings, and graphics for games." —Bob and Joy Schwabach, oncomp.comReviews from the First Edition:"I give this book a big thumbs up."—LinuxPlanet"Highly recommended, well written and full of practical examples and insights, this excellent text can make you a pro at using Inkscape."—IT World"Inkscape is a really exciting, interesting and powerful design program to learn, and The Book of Inkscape makes this learning process fun and rewarding."—Dr. Dobb's CodeTalk"Kirsanov . . . is able to hand out the knowledge with ease, without confusing the reader. He also has an uncanny ability to prioritize concepts and tools, and so each chapter and each section appears at the right moment in the book, while the reader is ready for it."—OSNews"Dmitry Kirsanov's book enables you to sit down with a freshly downloaded version of Inkscape and work in an ordered and logical way through the software features."—Free Software Magazine"Anyone who wants to use, or learn about, Inkscape should take the time to examine The Book of Inkscape."—Linux Users of Victoria"This book is a great guide to using Inkscape."—On Computers"Clear writing and numerous step-by-step tutorials make this manual the go-to reference for artists new to Inkscape and for experienced users looking for detailed information on the application's features."—SciTech Book News"The Book of Inkscape is an absolute must for anyone trying to master the program for professional use."—The Midwest Book Review"The ability of Dmitry Kirsanov to vary his tone and detail depending on the subject matter is perhaps key to The Book of Inkscape largely being effective in its ambition of being the definitive guide to the graphics editor."—About.comTable of ContentsAcknowledgments Introduction Chapter 1: Inkscape and the World Chapter 2: An Inkscape Primer Chapter 3: Setting Up and Moving Around Chapter 4: Objects Chapter 5: Selecting Chapter 6: Transforming Chapter 7: Snapping and Arranging Chapter 8: Style: Color and Opacity Chapter 9: Style: Stroke and Markers Chapter 10: Gradients, Meshes, and Patterns Chapter 11: Shapes Chapter 12: Editing Paths Chapter 13: Path Effects Chapter 14: Drawing Chapter 15: Text Chapter 16: Clones and Symbols Chapter 17: Filters Chapter 18: Bitmaps Chapter 19: Extensions Chapter 20: Tutorial: Designing a Business Card Chapter 21: Tutorial: Creating an Animation Chapter 22: Tutorial: Drawing a 3D-Correct Cartoon Chapter 23: Tutorial: Artistic Drawing Chapter 24: Tutorial: Technical Drawing Chapter 25: Tutorial: The Rose Chapter 26: Tutorial: Artwork for a Game Appendix A: An SVG Primer Appendix B: Import and Export Appendix C: The Command Line Index Color Illustrations

    2 in stock

    £35.99

  • Adobe After Effects Classroom in a Book 2024

    Pearson Education (US) Adobe After Effects Classroom in a Book 2024

    15 in stock

    Book SynopsisLisa Fridsma has long loved the process of teaching others to use Adobe products. She has been an illustrator, compositor, and lesson designer for over thirty books in the Classroom in a Book series (including books for Photoshop, After Effects, and Acrobat). Lisa also authored and illustrated the 2022 version of Adobe Illustrator Visual QuickStart Guide. Brie Gyncild aims to make technical information accessible to those who need it. Over the past two decades, Brie has written or co-written numerous editions of the Classroom in a Book series on Photoshop, After Effects, Flash, and Acrobat; several editions of the How to Wow series; and various other books about Adobe applications.

    15 in stock

    £50.39

  • The Nine Old Men Lessons Techniques and

    Taylor & Francis Ltd The Nine Old Men Lessons Techniques and

    1 in stock

    Book SynopsisLearn from the men who changed animation foreverWalt Disneyâs team of core animators, who he affectionately called his Nine Old Men, were known for creating Disneyâs most famous works, as well as refining the 12 basic principles of animation. Follow master animator and Disney legend Andreas Deja as he takes you through the minds and works of these notable animators. An apprentice to the Nine Old Men himself, Deja gives special attention to each animator and provides a thoughtful analysis on their techniques that include figure drawing, acting, story structure, and execution. The in-depth analysis of each animatorâs work will allow you to refine your approach to character animation. Rare sequential drawings from the Disney archives also give you unprecedented access and insight into the most creative minds that changed the course of animation. Instruction and analysis on the works of each of the Nine Old Men broaden your creative choices and approTable of ContentsDedication Acknowledgments About the Author Preface Les Clark Wolfgang Reitherman Eric Larson Ward Kimball Milt Kahl Frank Thomas Ollie Johnston John Lounsbery Marc Davis Glossary

    1 in stock

    £36.54

  • OpenGL Programming Guide

    Pearson Education (US) OpenGL Programming Guide

    1 in stock

    Book SynopsisJohn M. Kessenich, staff software engineer at Google and creator of SPIR-V, has been active in OpenGL and GLSL Khronos standards' development since 1999. He is the primary editor of the SPIR-V and GLSL specifications, and creates shader compiler tools and translators to promote portability of those standards.   Graham Sellers, AMD Software Architect and Engineering Fellow, is a Khronos API lead and represents AMD at the OpenGL ARB. He has contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents.   Dave Shreiner is a twenty-five year veteran of the computer graphics industry, where he's worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author fTrade ReviewPraise for previous editions of OpenGL® Programming Guide “Wow! This book is basically one-stop shopping for OpenGL information. It is the kind of book that I will be reaching for a lot. Thanks to Dave, Graham, John, and Bill for an amazing effort.” —Mike Bailey, professor, Oregon State University “The most recent Red Book parallels the grand tradition of OpenGL; continuous evolution towards ever-greater power and efficiency. The eighth edition contains up-to-the minute information about the latest standard and new features, along with a solid grounding in modern OpenGL techniques that will work anywhere. The Red Book continues to be an essential reference for all new employees at my simulation company. What else can be said about this essential guide? I laughed, I cried, it was much better than Cats—I’ll read it again and again.” —Bob Kuehne, president, Blue Newt Software “OpenGL has undergone enormous changes since its inception twenty years ago. This new edition is your practical guide to using the OpenGL of today. Modern OpenGL is centered on the use of shaders, and this edition of the Programming Guide jumps right in, with shaders covered in depth in Chapter 2. It continues in later chapters with even more specifics on everything from texturing to compute shaders. No matter how well you know it or how long you’ve been doing it, if you are going to write an OpenGL program, you want to have a copy of the OpenGL® Programming Guide handy.” —Marc Olano, associate professor, UMBC “If you are looking for the definitive guide to programming with the very latest version of OpenGL, look no further. The authors of this book have been deeply involved in the creation of OpenGL 4.3, and everything you need to know about the cutting edge of this industry-leading API is laid out here in a clear, logical, and insightful manner.” —Neil Trevett, president, Khronos GroupTable of Contents Chapter 1: Introduction to OpenGL Chapter 2: Shader Fundamentals Chapter 3: Drawing with OpenGL Chapter 4: Color, Pixels, and Fragments Chapter 5: Viewing Transformations, Culling, Clipping, and Feedback Chapter 6: Textures and Framebuffers Chapter 7: Light and Shadow Chapter 8: Procedural Texturing Chapter 9: Tessellation Shaders Chapter 10: Geometry Shaders Chapter 11: Memory Chapter 12: Compute Shaders Appendix A: Support Libraries Appendix B: OpenGL ES and WebGL Appendix C: Built-in GLSL Variables and Functions Appendix D: State Variables Appendix E: Homogeneous Coordinates and Transformation Matrices Appendix F: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers Appendix G: Debugging and Profiling OpenGL Appendix H: Buffer Object Layouts

    1 in stock

    £44.09

  • Truthful Art The

    Pearson Education (US) Truthful Art The

    1 in stock

    Book SynopsisThe Truthful Art is an introduction to quantitative thinking and statistical and cartographical representation written specifically for journalists and designers. A follow-up to The Functional Art, it goes into the specifics of how to create functional charts, maps, and graphs.Trade Review"Alberto Cairo is widely acknowledged as journalism's preeminent data viz wiz. He is also journalism's preeminent data scholar. As newsrooms rush to embrace data journalism as a new tool-and toy-Cairo sets the standard for how data should be understood, analyzed, and presented. The Truthful Art is both a manifesto and a manual for how to use data to accurately, clearly, engagingly, imaginatively, beautifully, and reliably inform the public." - Jeff Jarvis, professor at CUNY Graduate School of Journalism and author of Geeks Bearing Gifts: Imagining New Futures for News "A feast for both the eyes and mind, Alberto Cairo's The Truthful Art deftly explores the science-and-art-of data visualization. The book is a must-read for scientists, educators, journalists, and just about anyone who cares about how to communicate effectively in the information age." - Michael E. Mann, Distinguished Professor, Penn State University and author of The Hockey Stick and the Climate Wars "If I were smarter, had more patience with academia, and had more focus, I might turn out to be more like Alberto, closer to the brilliance that he applies to the nature of information architecture. His title explains a lot: truth represents a most fundamental of attitudes, in questions asked, answers given and journeys taken. This [book] is a must on your thoughtful shelf of understanding." - Richard Saul Wurman, founder of the TED Conference "Alberto Cairo is a great educator and an engaging storyteller. In The Truthful Art he takes us on a rich, informed, and well-visualized journey that depicts the process by which one scrutinizes data and represents information. The book synthesizes a lot of knowledge and carefully explains how to create effective visualizations with a focus on statistical principles. The Truthful Art will be incredibly useful to both practitioners and students, especially within the arts and humanities, such as those involved in data journalism and information design." - Isabel Meirelles, professor at OCAD University (Canada) and author of Design for Information "As soon as I started immersing myself in The Truthful Art, I was horrified (and somewhat ashamed) to realize how much I didn't know about data visualization. I've spent most of my career pursuing a more illustrative way to present data, but Alberto Cairo's clarifying prose superbly explained the finer points of data viz. Since Alberto warns us that "[data is] always noisy, dirty, and uncertain," everyone in this business had better read his book to find out how to properly construct visualizations that not only tell the truth, but also allow us to interact meaningfully with them." - Nigel Holmes, founder of Explanation Graphics "To communicate data clearly, you have to think about it clearly. The Truthful Art dives deep and provides an enlightened introduction to the 'power tools' of data experts: science, statistics, and visualization." - Fernanda Viegas and Martin Wattenberg, research scientists, Google "The Truthful Art is essential reading for my visual communication students and for anyone (at any level) who cares about telling a story visually. Get this book, read it, act on it. If you're looking for help to put your data visualization on the right track, this is it." - John Grimwade, assistant professor, School of Visual Communication, Ohio UniversityTable of ContentsPreface: It All Begins With a Spark Introduction: The Island of Knowledge and the Shoreline of Wonder PART I: FOUNDATIONS Chapter 1: What We Talk About When We Talk About Visualization Chapter 2: The Five Qualities of Great Visualizations PART II: TRUTHFUL Chapter 3: The Truth Continuum Chapter 4: Of Conjectures and Uncertainty PART III: FUNCTIONAL Chapter 5: Basic Principles of Visualization Chapter 6: Exploring Data With Simple Charts Chapter 7: Visualizing Distributions Chapter 8: Revealing change Chapter 9: Seeing Relationships Chapter 10: Mapping Data Chapter 11: Confidence and Significance PART IV: PRACTICE Chapter 12: On Creativity and Innovation An Epilogue on What Lies Ahead

    1 in stock

    £33.29

  • The Ray Tracer Challenge

    The Pragmatic Programmers The Ray Tracer Challenge

    1 in stock

    Book SynopsisBrace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! It's easier than you think. In just a couple of weeks, build a ray-tracer that renders beautiful scenes with shadows, reflections, brilliant refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer that much further forward. Do all of this in whichever language and environment you prefer, and do it entirely test-first, so you know it's correct. Recharge yourself with this project's immense potential for personal exploration, experimentation, and discovery. The renderer is a ray tracer, which means it simulates the physics of light by tracing the path of light rays around your scene. Each exciting chapter presents a bite-sized piece of the puzzle, building on earlier chapters and setting the stage for later ones. Requirements are given in plain English, which you translate into tests and code. When the project is complete, look back and realize you've built an entire system test-first! There's no research necessary -- all the necessary formulas and algorithms are presented and illustrated right here. Dive into intriguing topics from fundamental concepts such as vectors and matrices; to the algorithms that simulate the intersection of light rays with spheres, planes, cubes, cylinders, and triangles; to geometric patterns such as checkers and rings. Lighting and shading effects, such as shadows and reflections, make your scenes come to life, and constructive solid geometry (CSG) enables you to combine your graphics primitives in simple ways to produce complex shapes. Play and experiment as you discover the fun of writing a ray tracer. Accept the challenge today! What You Need: Aside from a computer, operating system, and programming environment, you'll need a way to display PPM image files. On Windows, programs like Photoshop will work, or free programs like IrfanView. On Mac, no special software is needed, as Preview can open PPM files.

    1 in stock

    £35.14

  • CRC Press AI for Games Third Edition

    Out of stock

    Book SynopsisArtificial Intelligence is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. Table of ContentsChapter 1 Introduction. Chapter 2 Game AI. Chapter 3 Movement. Chapter 4 Pathfinding. Chapter 5 Decision making. Chapter 6 Tactical and Strategic AI. Chapter 7 Learning. Chapter 8 Board Games. Chapter 9 Execution Management. Chapter 10 World Interfacing. Chapter 11 Tools and Content Creation. Chapter 12 Designing Game AI. Chapter 13 AI-Based Game Genres.

    Out of stock

    £999.99

  • Fundamentals of Computer Graphics

    Taylor & Francis Ltd Fundamentals of Computer Graphics

    1 in stock

    Book SynopsisDrawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.Table of ContentsIntroductionGraphics AreasMajor ApplicationsGraphics APIsGraphics PipelineNumerical IssuesEfficiencyDesigning and Coding Graphics ProgramsMiscellaneous MathSets and MappingsSolving Quadratic EquationsTrigonometryVectorsCurves and SurfacesLinear InterpolationTrianglesRaster ImagesRaster DevicesImages, Pixels, and GeometryRGB ColorAlpha CompositingRay TracingThe Basic Ray-Tracing AlgorithmPerspectiveComputing Viewing RaysRay-Object IntersectionShadingA Ray-Tracing ProgramShadowsIdeal Specular ReflectionHistorical NotesSurface ShadingDiffuse ShadingPhong ShadingArtistic ShadingLinear AlgebraDeterminantsMatricesComputing with Matrices and DeterminantsEigenvalues and Matrix DiagonalizationTransformation Matrices2D Linear Transformations3D Linear TransformationsTranslation and Affine TransformationsInverses of Transformation MatricesCoordinate TransformationsViewingViewing TransformationsProjective TransformationsPerspective ProjectionSome Properties of the Perspective TransformField-of-ViewThe Graphics PipelineRasterizationOperations Before and After RasterizationSimple AntialiasingCulling Primitives for EfficiencySignal ProcessingDigital Audio: Sampling in 1DConvolutionConvolution FiltersSignal Processing for ImagesSampling TheoryTexture MappingLooking Up Texture ValuesTexture Coordinate FunctionsAntialiasing Texture LookupsApplications of Texture MappingProcedural 3D TexturesData Structures for GraphicsTriangle MeshesScene GraphsSpatial Data StructuresBSP Trees for VisibilityTiling Multidimensional ArraysSamplingIntegrationContinuous ProbabilityMonte Carlo IntegrationChoosing Random PointsPhysics-based RenderingPhotonsSmooth metalsSmooth dielectrics Dielectrics with subsurface scatteringA brute force photon tracerRadiometryRadiometry of ScatteringTransport EquationMaterials in practice Monte Carlo Ray Tracing CurvesCurvesCurve PropertiesPolynomial PiecesPutting Pieces TogetherCubicsApproximating CurvesSummaryComputer AnimationPrinciples of AnimationKeyframingDeformationsCharacter AnimationPhysics-Based AnimationProcedural TechniquesGroups of ObjectsUsing Graphics HardwareHardware OverviewWhat Is Graphics HardwareHeterogeneous MultiprocessingGraphics Hardware Programming: Buffers, State, and ShadersState MachineBasic OpenGL Application LayoutGeometryA First Look at ShadersVertex Buffer ObjectsVertex Array ObjectsTransformation MatricesShading with Per-Vertex AttributesShading in the Fragment ProcessorMeshes and InstancingTexture ObjectsObject-Oriented Design for Graphics Hardware ProgrammingContinued LearningColorColorimetryColor SpacesChromatic AdaptationColor AppearanceVisual PerceptionVision ScienceVisual SensitivitySpatial VisionObjects, Locations, and EventsPicture PerceptionTone ReproductionClassificationDynamic RangeColorImage FormationFrequency-Based OperatorsGradient-Domain OperatorsSpatial OperatorsDivisionSigmoidsOther ApproachesNight TonemappingDiscussionImplicit ModelingImplicit Functions, Skeletal Primitives, and Summation BlendingRenderingSpace PartitioningMore on BlendingConstructive Solid GeometryWarpingPrecise Contact ModelingThe Blob TreeInteractive Implicit Modeling SystemsComputer Graphics in GamesPlatformsLimited ResourcesOptimization TechniquesGame TypesThe Game Production ProcessVisualizationBackgroundData TypesHuman-Centered Design ProcessVisual Encoding PrinciplesInteraction PrinciplesComposite and Adjacent ViewsData ReductionExamples

    1 in stock

    £56.04

  • Practical Deep Learning for Cloud and Mobile

    O'Reilly Media Practical Deep Learning for Cloud and Mobile

    1 in stock

    Book SynopsisThis step-by-step guide teaches you how to build practical deep learning applications for the cloud and mobile using a hands-on approach.

    1 in stock

    £53.99

  • Contextual Design

    Elsevier Science Contextual Design

    1 in stock

    Book SynopsisTable of ContentsPart 1. Gathering User Data 1. Introduction 2. User Data Drives Design 3. Principles of Contextual Inquiry 4. The Interpretation Session Part 2. Revealing the World 5. From Data to Insight: Contextual Design Models 6. The Affinity Diagram 7. Building Experience Models 8. Traditional Contextual Design Models Part 3. Reinventing Life: Ideation with User Data 9. Inventing the Next Product Concept 10. The Bridge From Data to Design: The Wall Walk 11. Ideation: Visioning and the Cool Drilldown Part 4. Defining the Product 12. The Challenge of Product Design 13. Storyboards 14. The User Environment Design 15. Interaction Patterns Part 5. Making It Real 16. Making It Real 17. Validating the Design 18. Prioritization and Rollout 19. Project Planning and Execution 20. Conclusion

    1 in stock

    £56.69

  • 3D User Interfaces

    Pearson Education (US) 3D User Interfaces

    1 in stock

    Book SynopsisJOSEPH J. LAVIOLA, JR., Associate Professor of Computer Science, directs the Interactive Systems and User Experience Research Cluster of Excellence at the University of Central Florida. ERNST KRUIJFF, Interim Professor for Computer Graphics and Interactive Systems at the Institute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, leads the 3DMi group's design of multisensory 3D user interfaces. RYAN P. McMAHAN, Associate Professor of Computer Science at UT Dallas, directs its Future Immersive Virtual Environments (FIVE) Lab. DOUG A. BOWMAN, Professor of Computer Science at Virginia Tech, directs its 3D Interaction Research Group and Center for Human-Computer Interaction. He is an ACM Distinguished Scientist. IVAN POUPYREV is Technical Program Lead working on advanced interaction research at Google's Advanced Technology and Products (ATAP) division. Trade Review“An essential guide for anyone developing interfaces for Virtual and Augmented Reality gaming experiences.” —Richard Marks, Director of Magic Lab, Sony PlayStation “An incredible resource for 3D interaction researchers and practitioners, made all the more timely and valuable with today’s renewed interest in Virtual and Augmented reality platforms. Everyone in VR and AR can benefit from the decades of research thoughtfully organized and presented in this updated edition.” —Andy Wilson, Microsoft Research “This is an essential book for researchers and developers creating 3D user interfaces. If you're developing Virtual Reality or Augmented Reality experiences, or even mobile and desktop 3D applications, you need to buy this book.” —Mark Billinghurst, University of South Australia Table of Contents Part I: Background and Introduction 1. Introduction to 3D Interaction 2. 3D User Interfaces: History and Roadmap Part II: HCI and Human Factors Basics 3. General Principles of Human-Computer Interaction 4. Human Factors Fundamentals Part III: 3D Interaction Technology 5. 3D Output Devices 6. 3D Input Devices Part IV: Interaction Techniques for Common 3D Tasks 7. Selection and Manipulation 8. Navigation 9. System Control Part V: Designing and Developing 3D User Interfaces 10. Strategies for Designing and Developing 3D User Interfaces 11. Evaluation of 3D User Interfaces Part V: The Future of 3D User Interfaces 12. The Future of 3D Interfaces

    1 in stock

    £46.54

  • Digital Painting Techniques

    Taylor & Francis Ltd Digital Painting Techniques

    1 in stock

    Book SynopsisDiscover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book - within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techiques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date tTrade Review"[O]ffers a range of digital inspirations and techniques from some 25 professional artists. More than just a gallery of images, this features step-by-step techniques that beginners through intermediate users can easily follow, inspired by world computer graphics artists. Photography, computer and arts collections alike will relish this."---BookWatchTable of ContentsSpeed Painting; Custom Brushes; Matte Painting; Creatures; Humans; Environments; Sci-Fi / Fantasy; Complete Projects; Gallery

    1 in stock

    £37.59

  • The Animators Eye

    Taylor & Francis Ltd The Animators Eye

    1 in stock

    Book SynopsisFirst published in 2011. Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.Table of ContentsChapter 1: IntroductionChapter 2: Mad Science or Magic?Chapter 3: That Reminds Me of a StoryChapter 4: Why Do We Animate?Chapter 5: Seeing Shapes Drawing LinesChapter 6: The Laws of AnimationChapter 7: It's Alive! Animating Inner LifeChapter 8: Creating WorldsChapter 9: Putting It Together in PostChapter 10: The Evolution of the Animator's EyeChapter 11: Production: Now We're Cooking!Chapter 12: Who Let These Two in Here? The Evolution of Ig and BunnyChapter 13: Conclusion: How I Got Eye

    1 in stock

    £31.44

  • Data Sketches

    Taylor & Francis Ltd Data Sketches

    1 in stock

    Book SynopsisIn Data Sketches, Nadieh Bremer and Shirley Wu document the deeply creative process behind 24 unique data visualization projects, and they combine this with powerful technical insights which reveal the mindset behind coding creatively. Exploring 12 different themes â from the Olympics to Presidents & Royals and from Movies to Myths & Legends â each pair of visualizations explores different technologies and forms, blurring the boundary between visualization as an exploratory tool and an artform in its own right. This beautiful book provides an intimate, behind-the-scenes account of all 24 projects and shares the authorsâ personal notes and drafts every step of the way.The book features: Detailed information on data gathering, sketching, and coding data visualizations for the web, with screenshots of works-in-progress and reproductions from the authorsâ notebooks Never-before-published technical write-ups, with beginner-friendly exTrade Review"The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manual Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen "The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Former Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manuel Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "The story behind the magic is sometimes the most magical. Data Sketches is a landmark event in data visualization. Finally, Shirley Wu and Nadieh Bremer reveal how they brought it to life. Go with two of the world’s best interactive makers deep behind-the-scenes. See how it works—and all the drafts it took to get there. Learn from many comparisons: between Wu and Bremer and across the trajectory of their twenty-four stories. After immersing yourself in Data Sketches you will emerge inspired." -- RJ Andrews, Data Storyteller, Author, and Creator of Info We Trust. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen “Lay-chart readers cannot appreciate the expertise and thousands of decisions that go into a single visualization, but this wonderful behind-the-scenes peek reveals how there is never just one ‘right’ answer, but many possible answers — each of them beautiful, provocative, and shaped by the unique lens of its creator.”--Scott Murray, Author and Designer, O'Reilly media Table of ContentsForeword by Alberto Cairo. About Data Sketches. 1. July: Movies 2. August: Olympics 3. September: Travel 4. October: Presidents & Royals 5. November: Books 6. December: Music 7. January: Nostalgia 8. February: Nature 9. March: Culture 10. April: Community 11. May: Myths & Legends 12. June: Fearless

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    CRC Press Game Anim

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    Book SynopsisGame Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animatorâs perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture.The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features â 20 Years of Insight: Accumulated knowledge fromTable of ContentsChapter 1 The Video Game Animator What It Means To Be A Video Game AnimatorChapter 2 The Game Development EnvironmentChapter 3 The 12 Animation PrinciplesChapter 4 The Five Fundamentals of Game AnimationChapter 5 What You Need To KnowChapter 6 The Game Animation WorkflowChapter 7 Our Project: Pre-productionChapter 8 Our Project: Technical AnimationChapter 9 Our Project: Gameplay AnimationChapter 10 Our Project: Cinematics & FacialChapter 11 Our Project: Motion CaptureChapter 12 Our Project: Animation Team ManagementChapter 13 Our Project: Polish & DebugChapter 14 2D & Pixel Art AnimationChapter 15 The Future

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    Taylor & Francis Ltd Digital Painting and Rendering for Theatrical

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    Book SynopsisDigital Painting and Rendering for Theatrical Design explores the tools and techniques for creating dazzling, atmospheric, and evocative digitally painted renderings for scenic, costume, and projection/integrated media design.By focusing on technique rather than the structure of a particular software, this book trains theatrical designers to think and paint digitally, regardless of the software or hardware they choose. The text begins with the construction of the artistâs physical and digital workspace, then delves into an explanation of tool functionality, technique-building exercises, and examples from professional theatrical designers to help contextualize the concepts presented. Each chapter gradually progresses in complexity through skill-building exercises and advanced tool functionality, covering concepts like brush construction, various forms of masking, and layer interaction. The book explores various methods of constructing a digital rendering, including prTable of Contents1. Why We Paint 2. Your Studio 3. Configuring Your Digital Workspace 4. Working with Layers 5. Digital Art Supplies 6. Building a Design Rendering 7. Digital Painting in Production 8. Photo Bashing 9. Living with Digital Painting

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  • Destruction Ethics and Intergalactic Love

    Taylor & Francis Ltd Destruction Ethics and Intergalactic Love

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    Book SynopsisDestruction, Ethics, and Intergalactic Love: Exploring Y: The Last Man and Saga offers a creative and accessible exploration of the two comic book series, examining themes like nonviolence; issues of gender and war; heroes and moral failures; forgiveness and seeking justice; and the importance of diversity and religious pluralism.Through close interdisciplinary reading and personal narratives, the author delves into the complex worlds of Y and Saga in search of an ethics, meaning, and a path resonant with real-world struggles. Reading these works side by side, the analysis draws parallels and seeks common themes around the four central ideas of seeking and making meaning in a meaningless world; love and parenting through oppression and grief; peacefulness when surrounded by violence; and the perils and hopes of diversity and communion.This timely and thoughtful study will resonate with scholars and students of comic studies, media anTrade Review“I’m so happy this book exists!”Hillary Chute, comics and graphic novels columnist for The New York Times Book Review, Distinguished Professor of English and Art + Design, Northwestern University, USA, and author of the acclaimed Why Comics?“What role can art (in this case, comics) play in our troubling time of plague and war? Peter Admirand’s loving, attentive reading of Saga and Y: The Last Man are a powerful demonstration of what religious studies can contribute to helping us to understand the meaningfulness of popular culture, addressing questions such as the value of human expression in the face of an apocalypse and the need for moral choices when the world seems out of whack.”Henry Jenkins, author of Comics and Stuff“How do we do good surrounded by meaninglessness and the horrors of destruction? Is it possible to ground an ethics on a planet beset by plague, in a universe riven by war? These kinds of questions endure in the history of humanist thought, their importance as unrelenting as their intractability. Stepping into the fray, Admirand works through his readings of the rich imagetexts of Y: The Last Man and Saga in a brave quest to bring meaningful structure to the ethical quandaries of a human condition beset by meaningless and death. This book is vital—in all senses of the word. Reflective, intimate, generous, and unabashed, this book animates these questions with a persistent belief, but not a blind one, in the expansive and fundamental role of love in enabling meaning to flourish in even the darkest corners of the galaxy.”Thomas Giddens, Professor in Jurisprudence, University of Dundee, and Editor of Critical Directions in Comics StudiesTable of ContentsList of Figures; Acknowledgements: Joy and Gratitude Amidst Distress; Introduction: Death, Decay, and Destruction: Only the Beginning; Part I: Seeking Meaning in a Meaningless World; 1. Ethics (and Art) After the Plague; 2. Inky Darkness: Ethics Amidst Intergalactic War (and The Narrative); Reflection on Part I; Part II: Love and Parenting Through Oppression and Grief; 3. Love and Identity: A Numeric and Heroic Journey; 4. (Intergalactic) Fatherhood: Failure and Maternal Hope; Reflection on Part II; Part III: Being Peace but Surrounded by Violence; 5. Blessed Are the Peacemakers: Gender and Violence; 6. On the Perils of Pacifism During War; Reflection on Part III; Part IV: Beyond Diversity and Tolerance: Towards Communion; 7. Post-Religion: Sex, God, Women, Love; 8. Enfolding the Grotesque and the Borderless: A Politics for All; Reflection on Part IV; Conclusion: Love in the Throes of Destruction and Despair; Bibliography; Index

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  • Collective Design Practices

    Taylor & Francis Collective Design Practices

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    Book SynopsisBy encouraging a critical evaluation of the contemporary processes of knowledge creation within design, Collective Design Practices aims to open perspectives and conversations on the immense possibilities thinking and acting collectively can have in work, education, culture, and life. Through the observation of past and present collectives of varying scales and geographies, and reflections on the implications of dialogue, generosity, and participation in non-hierarchical structures, this concise book provides a condensed exploration of how our relationships with identity, authorship, context, and each other can shape the way we work and think together, ultimately influencing our approaches to solving the increasingly complex issues of our futures. Bringing together reflection and critical discussion, and acknowledging the disconnection between design research and design practice, this short, accessible book provides both a point of contact to research and a poinTable of ContentsIntroduction 1. Understanding design 2. Beyond individually-centred practices 3. A small design collective: projektado 4. A large design collective: Hay Futura 5. Collective structures outside of design 6. Identity, authorship, and ownership 7. Context as designer 8. Design through dialogue 9. Rethinking design collectively 10. A directory of tools and practices

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    Book SynopsisCreating Images Using AI: A Step-by-Step Guide to Midjourney is an essential resource for professionals and others looking to harness the amazing power of AI-powered image generator programs and to ensure they keep up to date with developments in this rapidly evolving field. This comprehensive guide offers an in-depth exploration of Midjourney, one of the most respected programs available today, used by over 17 million users.The book covers the fundamentals of setting up and using Midjourney through to advanced techniques for crafting precise text- and image-based prompts to ensure high-quality images. Detailed step-by-step instructions are provided to facilitate a thorough understanding of the program, supported throughout by screenshots and examples of Midjourney image output. Included are case studies of talented artists who use Midjourney as a creative tool, with examples of their inspiring art to motivate readers. A dedicated chapter offers resources for photograp

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    Book Synopsis

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