Graphical and digital media applications Books

616 products


  • Independently Published BLENDER 4.3 Guidebook

    15 in stock

    15 in stock

    £13.88

  • Amazon Digital Services LLC - Kdp BLENDER 4.3 Guidebook

    15 in stock

    15 in stock

    £14.40

  • Amazon Digital Services LLC - Kdp Midjourney From Concept to Creation

    15 in stock

    15 in stock

    £14.99

  • Independently Published A Practical Guide to Detect GenAI Content

    15 in stock

    15 in stock

    £9.11

  • Independently Published Blender 2025 for Beginners Experts

    15 in stock

    15 in stock

    £19.37

  • Independently Published Podcast Starter Pack

    15 in stock

    15 in stock

    £8.49

  • Independently Published Leica Q3 43 User Guidebook

    15 in stock

    15 in stock

    £12.53

  • Amazon Digital Services LLC - Kdp Fujifilm XM5 User Handbook

    15 in stock

    15 in stock

    £13.71

  • Amazon Digital Services LLC - Kdp Exploring the OpenAI Playground

    15 in stock

    15 in stock

    £12.30

  • Amazon Digital Services LLC - Kdp Explorando el patio de recreo de OpenAI

    15 in stock

    15 in stock

    £12.30

  • Amazon Digital Services LLC - Kdp Augmented Reality in Real Estate

    15 in stock

    15 in stock

    £12.89

  • Amazon Digital Services LLC - Kdp Adobe Photoshop 2025 Benutzerhandbuch

    15 in stock

    15 in stock

    £13.86

  • Amazon Digital Services LLC - Kdp The Artists Guide to AI

    15 in stock

    15 in stock

    £12.39

  • Video Storytelling Projects

    Pearson Education (US) Video Storytelling Projects

    Book SynopsisRC is an award-winning photographer, podcast host, educator, and the author of 15 best-selling books on photography, video, Photoshop, Lightroom, and HDR. He is an assistant teaching professor of visual communications at the Newhouse School for Visual Communications at Syracuse University. As an Adobe Certified Instructor in Photoshop, Illustrator, and Lightroom, RC has over 27 years of experience creating content in creative, information technology, and e-commerce industries and spends his days developing creative content for corporate clients, educational institutions, and students looking to take their creative vision further. As a Photoshop and Lightroom expert, RC also worked with Adobe to write the Adobe Certified Expert exam for Photoshop CS6, Lightroom 4, and Lightroom 5. He has written the Lightroom and Photoshop books for the Adobe Press Classroom in a Book series. RC is a highly sought-after public speaker, presenting to corporations and creative studTable of ContentsCHAPTER 1 The Elements of Story CHAPTER 2 How to Structure Your Story CHAPTER 3 Previsualizing Your Idea CHAPTER 4 Working with Sound CHAPTER 5 Working with Video CHAPTER 6 The Importance of Dialogue CHAPTER 7 Everything in Its Place CHAPTER 8 Assembling Your Story in Adobe Premiere Pro CHAPTER 9 Basic Edits: Sharpening Your Point in Premiere Pro CHAPTER 10 Editing: Beyond the Basics CHAPTER 11 Mobile Journalism Project CHAPTER 12 Sharing Your Video Online CHAPTER 13 Project: Card Game

    £31.34

  • Adobe Creative Cloud Classroom in a Book

    Pearson Education (US) Adobe Creative Cloud Classroom in a Book

    20 in stock

    Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with nearly two decades of experience creating expressive web, desktop, and mobile solutions. He joined the University of Colorado Boulder College of Media, Communication and Information as faculty with the Department of Advertising, Public Relations and Media Design in Autumn 2019. His teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Before joining the faculty at CU Boulder, he was associated with the University of Denver as adjunct faculty and as a senior interactive software engineer, user interface developer, and digital media designer. Labrecque has authored a number of books and video course publications on design and development technologies, tools, and concepts through publishers which include LinkedIn Learning (Lynda.com), Peachpit Press, and Adobe. He has spoken at large design and technology conferences such as Adobe MAX aTable of ContentsGetting Started 1 Creative Cloud Desktop and Mobile Applications 2 Cloud-Based Photography with Lightroom 3 Raster Image Compositing with Photoshop 4 Designing Vector Graphics with Illustrator 5 Managing Page Layout with InDesign 6 Prototyping for Screens with Adobe XD 7 3d Rendering with Dimension 8 Producing Audio Content with Audition 9 Sequencing Video Content with Premiere Pro 10 Compositing Motion Graphics with After Effects 11 Animating Interactive Content with Animate Bonus Lesson 1 Fundamentals of Design with Adobe Express Bonus Lesson 2 Live Performance Capture with Character Animator

    20 in stock

    £44.09

  • Final Cut Pro Power Tips

    Pearson Education (US) Final Cut Pro Power Tips

    Book SynopsisLarry Jordan is a producer, director, editor, author, teacher, and Apple Certified Trainer in Digital Media with more than 50 years of media experience with national broadcast and corporate credits. Based in Boston, he's a member of the Directors Guild of America and the Producers Guild of America. He's been recognized with awards as an Industry Innovator and Top Corporate [Media] Producers in America. An adjunct professor at USC from 20112020, he's written 11 books on media and software, written thousands of technical tutorials, and created hundreds of hours of video training. Visit his website at LarryJordan.com.Table of ContentsIntroduction CHAPTER 1 Video Fundamentals Final Cut Pro Basics Video Basics Computer Basics Storage Basics Command Set Basics Chapter 1: Video Fundamentals Shortcuts CHAPTER 2 The Final Cut Pro Interface Introduction The Final Cut Pro Interface Optimize Preferences The Browser The Timeline The Viewer Hidden Viewers Troubleshooting Chapter 2: Interface Shortcuts CHAPTER 3 Libraries & Media Introduction Libraries, Events & Projects Import Media Manage Media Organize Media Customize the Timeline Chapter 3: Libraries & Media Shortcuts CHAPTER 4 Basic Editing Introduction Definitions for This Chapter Mark Clips Edit Clips Editing Tools Trim Clips The Timeline Index Chapter 4: Basic Editing Shortcuts CHAPTER 5 Advanced Editing Introduction Definitions for This Chapter Ingenious Techniques Compound Clips Multicam Editing Closed Captions Color Basics & Video Scopes Chapter 5: Advanced Editing Shortcuts CHAPTER 6 Audio Introduction Definitions for This Chapter Audio Prep Edit Audio Levels & Pan Audio Inspector Roles Audio Mixing & Effects Chapter 6: Audio Shortcuts CHAPTER 7 Transitions & Titles Introduction Definitions for This Chapter Transitions Titles & Text Generators Chapter 7: Transitions & Titles Shortcuts CHAPTER 8 Visual Effects Introduction Definitions for This Chapter Video Inspector Effects Transform Effects Viewer Effects The Effects Browser Effects Cookbook Masks & Keys The Color Inspector Chapter 8: Visual Effects Shortcuts CHAPTER 9 Share & Export Introduction Definitions for This Chapter Share & Export Basics After "The End" Chapter 9: Share & Export Shortcuts CHAPTER 10 Special Cases (online) Workflow & Planning Clip Speed Changes Advanced Share & Export 360° Video Additional Resources Chapter 10: Special Cases Shortcuts Larry Jordan's Most Useful Shortcuts

    £34.19

  • Embedded System Design

    Elsevier Science & Technology Embedded System Design

    Book SynopsisTable of Contents1. Introduction to Internet of Things (IoT) and Embedded Systems Part 1: Modelling 2. First Stage Modelling – Modelling Interaction between the System and the Environment 3. Finite State Machines 4. Modelling Physically Distributed Embedded Systems 5. Petri Nets for Modelling Concurrency and Shared Resources Part 2: Building Robust, Safe, and Correct Systems 6. Designing Systems that are Safe and Robust 7. Verification, Validation, and Evaluation 8. Testing Part 3: Hardware 9. Introduction and Overview 10. Processing Elements 11. Memories 12. Field Programmable Gate Arrays 13. Devices, Sensors, and Actuators 14. Energy 15. Hardware-Software Mapping Part 4: Software 16. Operating Systems 17. Scheduling 18. Semaphores 19. Optimization and Other Special Considerations Part 5: Communications 20. Introduction to Communications and Messages 21. Networks 22. The Internet 23. Low-level Communication Protocols 24. Cloud vs. Edge vs. Local Computing Part 6: The Internet of Things 25. Reference Models for the Internet of Things 26. IoT Issues

    £62.06

  • Game of X v.1

    Taylor & Francis Ltd Game of X v.1

    Book SynopsisBased on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoftâs unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key FeaturesBased on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoftâs unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.Table of ContentsPart I: Betting Billions. Back to "Normal". "It Could Never Happen Here". Other Microsoft Initiatives. The Executive Retreat: March 1999. A Real Danger Emerges. "Bill Meetings. Under New Management. Changing Vision. Or We Could Just Buy Someone? "Hail Mary". The St. Valentine's Day Massacre. Incenceivable. The GDC Reveal. It's a Go! Now What? Xbox ATG. The Xbox OS. Early Reveal. Launch Titles. Third-Party Titles. Marketing Xbox. Hardware--A Rocky Finish. Pre-Launch. Midnight Madness. Xbox--the First Year. Part II: Xbox Gets Connected. Early Live Visions. Developing Xbox Live. Completing Xbox Live. Promoting Xbox Live. Xbox Live Beta. Xbox Live Launch. Author's Postscript.

    £44.64

  • WebGL Insights

    Taylor & Francis Inc WebGL Insights

    1 in stock

    Book SynopsisGiven its ubiquity, plugin-free deployment, and ease of development, the adoption of WebGL is on the rise. Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutionsâcreating a growing demand for skilled WebGL developers.WebGL Insights shares experience-backed lessons learned by the WebGL community. It presents proven techniques that will be helpful to both intermediate and advanced WebGL developers.By focusing on current and emerging techniques, the book demonstrates the breadth and depth of WebGL. Readers will gain practical skills to solve problems related to performance, engine design, shader pipelines, rendering, mobile devices, testing, and more.Throughout the book, experienced WebGL engine and application developers, GPU vendors, browser developers, researchers, and educators share their unique expertise based on their real-world experiences. This includes hardware vendors sharing pTrade ReviewThis book and the accompanying website represent the epitome of the web’s sharing culture: a curated collection of leading-edge techniques and insights, with online source code and live demonstrations. In this book, engine authors present their strategies for achieving high-performance, good scalability, and leading-edge visuals. Educators share their experience in moving real-time computer graphics courses to the web and WebGL. Application developers and toolchain authors share their experiences both building large, new JavaScript code bases and bringing existing C++ code bases to the web. Graphics researchers show how to implement leading-edge rendering techniques in WebGL, allowing these techniques to be deployed seamlessly to hundreds of millions of devices and billions of people. Visualization researchers demonstrate how to render huge data sets with high performance and high impact. Interaction researchers provide insights into effective navigation and interaction paradigms for 3D applications. Finally, browser and GPU implementers give a look under the hood of WebGL implementations to help developers tune their code for best performance on a range of devices.This book contains a wealth of information and will be a treasured reference for years to come. —Ken Russell, Khronos WebGL Working Group Chair, Software Engineer, Google Chrome GPU TeamTable of ContentsWebGL Implementations. Moving to WebGL. Mobile. Engine Design. Rendering. Visualization. Interaction.

    1 in stock

    £123.50

  • Make Great Art on Your iPad: Draw, Paint & Share

    Octopus Publishing Group Make Great Art on Your iPad: Draw, Paint & Share

    Book SynopsisFully revised to reflect the latest updates in the most popular creativity apps, this is the original, best-selling guide to using creative apps on your Apple device to produce your very own masterpieces. Artists like David Hockney have taken to creating art on the iPad, but you don't have to be an artist to achieve great results on your device. This refreshingly accessible book is perfect for skilled artists and creative wannabes alike. Alongside the step-by-step projects that teach the fundamentals of digital painting, there are also some easy and fun artistic tricks that anyone can try. You'll master the most popular art apps, and you will learn new painting and drawing skills along the way.Includes advice on using Procreate, ArtRage, Art Studio for iPad, Adobe Photoshop Sketch, Pen & Ink, Brushes and Tayasui Sketches Pro.

    £14.24

  • Innovators in Digital News

    Bloomsbury Publishing PLC Innovators in Digital News

    1 in stock

    Book SynopsisNews organisations are struggling with technology transitions and fearful for their future. Yet some organisations are succeeding. Why are organisations such as Vice and BuzzFeed investing in journalism and why are pedigree journalists joining them? Why are news organisations making journalists redundant but recruiting technologists? Why does everyone seem to be embracing native advertising? Why are some news organisations more innovative than others? Drawing on extensive first-hand research this book explains how different international media organisations approach digital news and pinpoints the common organisational factors that help build their success.Trade Review"What can news organisations learn from the digital innovators? And how is news changing in the age of the algorithm? This well-researched, clearly argued book identifies crucial lessons for news executives and journalists. Through a series of case studies Lucy Kung has distilled the experience of those at the leading edge of digital news for the benefit of others still catching up. Newsrooms may know the theory of success in the online social environment - but implementation is hard and the risks of failure high. Here, key steps by those who have succeeded are identified and analysed. Anyone with responsibility for managing media operations will benefit from this book." - Richard Sambrook, Professor of Journalism, Cardiff University; former Director of BBC News; "Lucy Kung's book provides lucid analysis based on detailed inside looks at five of the world's most interesting news organisations. Everyone in the news business should read it." - Tom Standage, Digital Editor and Deputy Editor, The Economist; "With Innovators in Digital News, Lucy Kung takes us on a revealing tour of some key contemporary transformations in the making of news in America and the United Kingdom. The accessibility of her writing style and the diversity of case studies will make this book particularly appealing to practitioners." - Pablo J. Boczkowski, Professor and Director, Program in Leadership for Creative Enterprises, Northwestern UniversityTable of Contents1. Why Are Some Digital News Organisations More Successful than Others? 2. The Guardian – ‘Global, Open, Digital’ 3. The New York Times – Digitising the ‘Grey Lady’ 4. Quartz - What Would The Economist Look Like if It Had Been Born in 2012? 5. BuzzFeed – Making Life more Interesting for the Hundreds of Millions Bored at Work 6. Vice Media – ‘We Are the Changing of the Guard’ 7. Conclusions – So Why Are Some Digital News Organisations More Successful?

    1 in stock

    £22.29

  • User Experience Is Brand Experience: The

    Springer Nature Switzerland AG User Experience Is Brand Experience: The

    1 in stock

    Book SynopsisThis book offers a new method for aligning brand management and user experience goals. Brand management deals with conveying individual brand values at all marketing contact points, the goal being to reach the target group and boost customer retention. In this regard, it is important to consider the uniqueness of each brand and its identity so as to design pleasurable and high-quality user experiences. Combining insights from science and practice, the authors present a strategy for using interaction patterns, visual appearance, and animations to validate the actual brand values that are experienced by users while interacting with a digital product. Further, they introduce a 'UX identity scale' by assigning brand values to UX related psychological needs. The method applied is subsequently backed by theoretical concepts and illustrated with practical examples and case studies on real-world mobile applications. Table of ContentsThe Battle of Attention.- The Role of Information Processing for Product Perception.- Unconscious Brand Messaging and Perception Beneath the Detection Threshold.- Human Needs and Values as Guideline for Brands and Their Products.- The Intersection of User Experience (UX), Customer Experience (CX) and Brand Experience (BX).- Conceptual Consumption - Why We Consume Based on Mental Concepts.- The User Experience Identity (UXi) Method.- UXi Validation - How to Evaluate if Brand Values Can Be Experienced by Users.- Summary and Recommendations for Action.

    1 in stock

    £40.49

  • E-Librarian Service: User-Friendly Semantic

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG E-Librarian Service: User-Friendly Semantic

    3 in stock

    Book SynopsisThis book introduces a new approach to designing E-Librarian Services. With the help of this system, users will be able to retrieve multimedia resources from digital libraries more efficiently than they would by browsing through an index or by using a simple keyword search. E-Librarian Services combine recent advances in multimedia information retrieval with aspects of human-machine interfaces, such as the ability to ask questions in natural language; they simulate a human librarian by finding and delivering the most relevant documents that offer users potential answers to their queries. The premise is that more pertinent results can be retrieved if the search engine understands the meaning of the query; the returned results are therefore logical consequences of an inference rather than of keyword matches. Moreover, E-Librarian Services always provide users with a solution, even in situations where they are unable to offer a comprehensive answer.Trade ReviewFrom the reviews:“The subtitle gives a much better idea of what this book is really about. … it offers a demonstration of their applicability within a narrow computer science framework. … the primary audience is computer science researchers. … It is interesting as an illustration of where information retrieval is heading, an explanation of the relationship between the semantic web and natural language processing, and a glimpse of the potential power of these new ways of representing knowledge.” (Toby Burrows, Australian Library Journal, Vol. 61 (2), May, 2012)Table of ContentsPart I: Information Retrieval in Digital Libraries.- Introduction to Digital Libraries.- Search Engines.- Part II: Key Technologies of E-Librarian Services.- Semantic Web and Ontologies.- Description Logics and Reasoning.- Natural Language Processing.- Multimedia Information Retrieval.- Part III: Design and Utilization of E-Librarian Services.- Ontological Approach.- Design of the Natural Language Processing Module.- Designing the Multimedia Information Retrieval Module.- Implementation, Configuration, and Deployment.- Best Practices.- Part IV: Appendix.- A - XML SChema Primitive Datatypes.- B - Reasoning Algorithms.- C - Syntactic Difference.- D - Brown Tag Set.- E - Part-of-Speech-Taggers and Parsers.- References.

    3 in stock

    £40.49

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Advances in Data Mining: Applications and

    15 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 13th Industrial Conference on Data Mining, ICDM 2013, held in New York, NY, in July 2013. The 22 revised full papers presented were carefully reviewed and selected from 112 submissions. The topics range from theoretical aspects of data mining to applications of data mining, such as in multimedia data, in marketing, finance and telecommunication, in medicine and agriculture, and in process control, industry and society.Table of ContentsTheoretical aspects of data mining; applications of data mining in multimedia data.- Applications of data mining in marketing and in finance.- Applications of data mining in telecommunication.- Applications of data mining in medicine and agriculture.- Applications of data mining in process control, industry and society.

    15 in stock

    £39.99

  • E-Business@Print: Internetbasierte Services und Prozesse

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG E-Business@Print: Internetbasierte Services und Prozesse

    1 in stock

    Book SynopsisFür die Printmedienunternehmen haben sich durch das Internet neue Geschäftsfelder eröffnet: Informationen werden sowohl für die Papier- als auch für die Onlineausgabe aufbereitet. Neue Möglichkeiten in der Zusammenarbeit mit Kunden und Produktionspartnern entstehen. Der Leser erhält einen umfassenden Überblick über die neuen Produkte und Prozesse und wird systematisch durch die Begriffsvielfalt geführt; zahlreiche Beispiele veranschaulichen die Anwendungen wie Online-Editiersysteme, webbasierte Projektmanagementtools oder Online-Tracking von Druckaufträgen. Das Thema wird aus zwei Blickwinkeln betrachtet: dem des Unternehmens, das E-Business zur Verbesserung der eigenen Prozesse nutzt, und dem des Printmediendienstleisters, der E-Business-Services für seine Kunden bereitstellt und im Produktionsprozess nutzt. Das Buch liefert Entscheidungshilfen, welche Anwendungen für betriebliche Fragestellungen den größtmöglichen Nutzen versprechen. Ein unentbehrliches Nachschlagewerk für Entscheidungsträger.Table of Contents1 Neue Produkte und Dienstleistungen.- 1.1 Kernkompetenz Druck oder crossmedialer Dienstleister — eine strategische Entscheidung.- 1.2 Internetprasenzen erstellen und pflegen.- 1.3 Datenbanken aufbauen, erweitern und Verfugbarkeit sicherstellen durch Media-Asset-Managernent-Systeme.- 1.4 Database Publishing — aus Datenbanken heraus produzieren.- 1.5 Content-Management-Systeme auswahlen, einrichten und selbst nutzen.- 1.6 E-Commerce-Systeme integrieren.- 1.7 E-Learning-Anwendungen entwickeln.- 1.8 Qualitatssicherung als Dienstleistung.- 2 Prozesseffizienz durch kundenintegrierte Produktion.- 2.1 Standarddatenformate als Voraussetzung fur die vernetzte Produktion.- 2.1.1 PDF/X-3 — der Standard im technischen Workflow.- 2.1.2 JDF — auf dem Weg zum Standard in der vernetzten Produktion.- 2.1.3 XML — der Standard im E-Business.- 2.2 Prozesseffizienz durch Selbstbedienung: der self-directed-customer.- 2.2.1 Online-Kalkulation — schneller als der Kunde schafft es kein Vertrieb.- 2.2.2 Online-Auftragserteilung.- 2.2.3 Online-Preflight.- 2.2.4 Daten andern und Softproof freigeben — das Prinzip des Web-Printing.- 2.2.5 Order-Tracking — Auftragsverfolgung durch den Kunden.- 2.2.6 Angebots- und Auftragsarchivierung.- 2.2.7 Lagerabrufsysteme.- 2.2.8 Online-Bestellsysteme.- 2.2.8.1 Spezialanwendungen fiir Copyshops Beispiel Copymobil.de.- 2.2.8.2 Spezialanwendung fur Mailings Beispiel Mailingfactory der Deutschen Post.- 2.2.8.3 Kundenindividuelles Online-Bestellsystem am Beispiel PSH iWayPrime — Integration bis zur Druckmaschine.- 2.2.8.4 Kundenindividuelles Online-Bestellsystem am Beispiel PrintVis — Integration in die betriebswirtschaftlichen Systeme.- 2.2.8.5 Corporate-Design-Portal am Beispiel der Adam Opel AG.- 2.2.9 Vorgehensweise bei der Einfiihrung von self-directed-customer-Systemen.- 2.3 Prozesseffizienz in der Zusammenarbeit — der Kunde als Co-Produzent.- 2.3.1 Änderungen und Freigaben.- 2.3.1.1 Änderungen und Freigaben im PDF-Dokument.- 2.3.1.2 Änderungen und Freigaben im Team — Beispiel Synapse Insite.- 2.3.2 Online-Editiersysteme — Beispiel StreamGuide Web.- 2.3.3 Remote Proofing.- 3 E-Business fuür Einkäufer.- 3.1 Beschaffungsprozesse beim Kunden und Potenziale des E-Procurement.- 3.2 Online-Marktpäitze — der Verkauf öber Drucksachenvermittler.- 3.3 Angebots- und Auftragsverwaltungssysteme — Effizienz im Einkauf.- 3.3.1 Lieferantenauswahl.- 3.3.2 Auftragsabwicklung.- 4 E-Business fur Druckereien.- 4.1 Marketing und Vertrieb.- 4.1.1 Die eigene Internetprasenz — Neukundengewinnung und Kundenbindung.- 4.1.1.1 Inhalte der Internetprasenz.- 4.1.1.2 E-Marketing.- 4.1.2 Ausschreibungenauf Kunden zugehen ohne Kundenkontakt.- 4.1.3 Reverse Auction — Drucken urn jeden Preis?.- 4.2 Beschaffung.- 4.2.1 Papiereinkauf.- 4.2.1.1 SchneiderSoehne-online.com — kundenindividuelle Preise, Verfiigbarkeit und Liefertermin auf einen Klick.- 4.2.1.2 Marktplatz fur die Papierbeschaffung — Beispiel eN Papiervertriebs GmbH.- 4.2.2 Druckfarben — Beispiel BASF Drucksysteme.- 4.2.3 Bild, Schrift, Grafik & mehr.- 4.2.4 Produktionspartner — wie man neue Zulieferer und freiberufiiche Mitarbeiter findet.- 5 Nachwort.- 6 Glossar.

    1 in stock

    £40.49

  • HTML und CSS: Semantik - Design - Responsive

    Springer Fachmedien Wiesbaden HTML und CSS: Semantik - Design - Responsive

    1 in stock

    Book SynopsisDieser Band der „Bibliothek der Mediengestaltung“ bietet eine kompakte Einführung in die Webstandards HTML5 und CSS3 als Basis zur Erstellung multimedialer und responsiver Webseiten.Für diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollständig überarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berücksichtigung der aktuellen Rahmenpläne und Studienordnungen sowie Prüfungsanforderungen der Ausbildungs- und Studiengänge.Die Bände der „Bibliothek der Mediengestaltung“ enthalten zahlreiche praxisorientierte Aufgaben mit Musterlösungen und eignen sich als Lehr- und Arbeitsbücher an Schulen sowie Hochschulen und zum Selbststudium.Table of ContentsVorwort.- Einleitung.- Semantik - Design - Responsive Layouts.- Lesbarkeit.- Index.

    1 in stock

    £9.99

  • 15 in stock

    £21.76

  • 1 in stock

    £22.80

  • Caricatures and Cartoons, 1921-1930: A History of

    Editon Synapse Caricatures and Cartoons, 1921-1930: A History of

    1 in stock

    Book SynopsisThis is the third series of a collection of caricatures and cartoons published in newspapers and journals worldwide during the period from the end of the nineteenth century to pre-second world war. Covering the years 1921-1930, this three-volume collection features more than 4,700 caricatures and cartoons from nearly 360 newspapers and journals of 35 countries, which includes China, India, Japan and other non-western regions as well as UK, US and Europe. Caricatures and Cartoons: A History of the World, series 3, 1921-1930 vividly describes the changes of the world during the interwar period; the decline of the British empire, the rise of the USA, the aggression of Japan in the Far East, the Irish independent movement, as well as the entrance of Mussolini and Hitler into the international politics. Originally selected by the editor of The Review of Reviews, a monthly magazine published since 1889 in the UK and US, which carried the summery of news and reports collected from the periodicals over the world, the cartoons appeared in various sections of the magazine and its appendices. However, even in the back issue collections held at UK or US libraries, those sections were often lost and are rarely available completely. Chronologically arranged, the volumes will be a very useful visual tool for students and scholars researching global modern history during the interwar period, as well as for anybody interested in the history of comics. Table of ContentsVol. 1: Introduction by Yorimitsu HashimotoCaricatures and Cartoons from The Review of Reviews, 1921 ― 1924Vol. 2: Caricatures and Cartoons from The Review of Reviews, 1925 ― 1927 Vol. 3: Caricatures and Cartoons from The Review of Reviews, 1928 ― 1930

    1 in stock

    £1,140.00

  • Adobe InDesign 2nd Edition

    £41.21

  • Science in the Age of Computer Simulation

    The University of Chicago Press Science in the Age of Computer Simulation

    Book SynopsisDigital computer simulation helps study phenomena of great complexity, but how much do we know about the limits and possibilities of this new scientific practice? How do simulations compare to traditional experiments? And are they reliable? The author seeks to answer these questions.Trade Review"This is the first book-length study of the role of simulation models from the standpoint of philosophy of science. It will be required reading for all who follow." - Ronald Giere, University of Minnesota"

    £28.00

  • Digital Ethnography

    University of Texas Press Digital Ethnography

    10 in stock

    Book SynopsisHere is a state-of-the-art primer on digital applications for social scientists, with explorations of the emerging field of hypermedia ethnography.Table of Contents Acknowledgments Introduction Chapter 1. Rethinking Culture through Multimedia Ethnography Chapter 2. Florida and Peru: Experiments in Ethnographic Representation Chapter 3. Digital Tools for Anthropological Analysis Chapter 4. Using the Extensible Markup Language in Cultural Analysis and Presentation Natalie Underberg and Rudy McDaniel Chapter 5. Using Features of Digital Environments to Enable Cultural Learning Chapter 6. Cultural Heritage Video Game Design Conclusion. Narratives and Critical Anthropology: Roles for New Media Appendix: Guide to Web-Based Materials Glossary References Cited Index

    10 in stock

    £31.50

  • Digital Ethnography

    University of Texas Press Digital Ethnography

    1 in stock

    Book SynopsisHere is a state-of-the-art primer on digital applications for social scientists, with explorations of the emerging field of hypermedia ethnography.Table of Contents Acknowledgments Introduction Chapter 1. Rethinking Culture through Multimedia Ethnography Chapter 2. Florida and Peru: Experiments in Ethnographic Representation Chapter 3. Digital Tools for Anthropological Analysis Chapter 4. Using the Extensible Markup Language in Cultural Analysis and Presentation Natalie Underberg and Rudy McDaniel Chapter 5. Using Features of Digital Environments to Enable Cultural Learning Chapter 6. Cultural Heritage Video Game Design Conclusion. Narratives and Critical Anthropology: Roles for New Media Appendix: Guide to Web-Based Materials Glossary References Cited Index

    1 in stock

    £15.19

  • Missional Communities

    John Wiley & Sons Inc Missional Communities

    Book SynopsisThe third book in the trilogy that explores the popular missional movement From Reggie McNeal, the bestselling author of The Present Future and Missional Renaissance, comes the third book in the series that helps to define and illuminate the popular missional movement. This newest book in the trilogy examines a natural outgrowth of the move toward a missional orientation: the deconstruction of congregations into very small Christian communities. For all those thousands of churches and leaders who have followed Reggie McNeal''s bold lead, this book details the rise of a new life form in churches. Discusses how to move a church from an internal to an external ministry focus Reggie McNeal is a recognized leader in the missional movement Outlines an alternative to the program church model that is focused on the projects and passions of the congregants This book draws on McNeal''s twenty years of leadership roles in localTable of ContentsAbout the Jossey-Bass Leadership Network Series xi Foreword by Hugh Halter xiii Acknowledgments xvii Introduction xix 1 ‘‘Let There Be . . . Missional Communities’’ 1 2 The Missional Church Conversation 15 3 Missional Communities—European Style 39 4 Soma Communities: Missional Communities as Organizing Architecture 65 5 Campus Renewal UT: Missional Communities as Campus Evangelism Strategy 85 6 Future Travelers: Missional Communities as Megachurch Strategy 103 7 Mission Houston: Missional Communities for Spiritual Formation and Community Transformation 125 8 Looking Ahead 145 About the Author 155 Index 157

    £17.09

  • The Handbook of MPEG Applications

    John Wiley & Sons Inc The Handbook of MPEG Applications

    1 in stock

    Book SynopsisThis book provides comprehensive, up-to-date coverage of the key MPEG standards used in the evolving digital multimedia landscape for the generation, storage, distribution, dissemination, and delivery of multimedia data to various platforms.Trade Review"The book will interest researchers, design engineers, developers, IT consultants, telecom system developers, and computer science and engineering students." (Booknews, 1 April 2011) "This book provides a comprehensive examination of the use of MPEG-2, MPEG-4, MPEG-7, MPEG-21, and MPEG-A standards, providing a detailed reference to their application." (TMCnet.com, 15 March 2011)Table of ContentsList of Contributors. MPEG Standards in Practice. 1 HD Video Remote Collaboration Application (Beomjoo Seo, Xiaomin Liu, and Roger Zimmermann). 1.1 Introduction. 1.2 Design and Architecture. 1.3 HD Video Acquisition. 1.4 Network and Topology Considerations. 1.5 Real-Time Transcoding. 1.6 HD Video Rendering. 1.7 Other Challenges. 1.8 Other HD Streaming Systems. 1.9 Conclusions and Future Directions. References. 2 MPEG Standards in Media Production, Broadcasting and Content Management (Andreas U. Mauthe and Peter Thoma). 2.1 Introduction. 2.2 Content in the Context of Production and Management. 2.3 MPEG Encoding Standards in CMS and Media Production. 2.4 MPEG-7 and Beyond. 2.5 Conclusions. References. 3 Quality Assessment of MPEG-4 Compressed Videos (Anush K. Moorthy and Alan C. Bovik). 3.1 Introduction. 3.2 Previous Work. 3.3 Quality Assessment of MPEG-4 Compressed Video. 3.4 MPEG-4 Compressed Videos in Wireless Environments. 3.5 Conclusion. References. 4 Exploiting MPEG-4 Capabilities for Personalized Advertising in Digital TV (Martín López-Nores, Yolanda Blanco-Fernández, Alberto Gil-Solla, Manuel Ramos-Cabrer, and José J. Pazos-Arias). 4.1 Introduction. 4.2 Related Work. 4.3 Enabling the New Advertising Model. 4.4 An Example. 4.5 Experimental Evaluation. 4.6 Conclusions. Acknowledgments. References. 5 Using MPEG Tools in Video Summarization (Luis Herranz and José M. Martínez). 5.1 Introduction. 5.2 Related Work. 5.3 A Summarization Framework Using MPEG Standards. 5.4 Generation of Summaries Using MPEG-4 AVC. 5.5 Description of Summaries in MPEG-7. 5.6 Integrated Summarization and Adaptation Framework in MPEG-4 SVC. 5.7 Experimental Evaluation. 5.8 Conclusions. References. 6 Encryption Techniques for H.264 Video (Bai-Ying Lei, Kwok-Tung Lo, and Jian Feng). 6.1 Introduction. 6.2 Demands for Video Security. 6.3 Issues on Digital Video Encryption. 6.4 Previous Work on Video Encryption. 6.5 H.264 Video Encryption Techniques. 6.6 A H.264 Encryption Scheme Based on CABAC and Chaotic Stream Cipher. 6.7 Concluding Remarks and Future Works. Acknowledgments. References. 7 Optimization Methods for H.264/AVC Video Coding (Dan Grois, Evgeny Kaminsky, and Ofer Hadar). 7.1 Introduction to Video Coding Optimization Methods. 7.2 Rate Control Optimization. 7.3 Computational Complexity Control Optimization. 7.4 Joint Computational Complexity and Rate Control Optimization. 7.5 Transform Coding Optimization. 7.6 Summary. References. 8 Spatiotemporal H.264/AVC Video Adaptation with MPEG-21 (Razib Iqbal and Shervin Shirmohammadi). 8.1 Introduction. 8.2 Background. 8.3 Literature Review. 8.4 Compressed-Domain Adaptation of H.264/AVC Video. 8.5 On-line Video Adaptation for P2P Overlays. 8.6 Quality of Experience (QoE). 8.7 Conclusion. References. 9 Image Clustering and Retrieval Using MPEG-7 (Rajeev Agrawal, William I. Grosky, and Farshad Fotouhi). 9.1 Introduction. 9.2 Usage of MPEG-7 in Image Clustering and Retrieval. 9.3 Multimodal Vector Representation of an Image Using MPEG-7 Color Descriptors. 9.4 Dimensionality Reduction of Multimodal Vector Representation Using a Nonlinear Diffusion Kernel. 9.5 Experiments. 9.6 Conclusion. References. 10 MPEG-7 Visual Descriptors and Discriminant Analysis (Jun Zhang, Lei Ye, and Jianhua Ma). 10.1 Introduction. 10.2 Literature Review. 10.3 Discriminant Power of Single Visual Descriptor. 10.4 Discriminant Power of the Aggregated Visual Descriptors. 10.5 Conclusions. References. 11 An MPEG-7 Profile for Collaborative Multimedia Annotation (Damon Daylamani Zad and Harry Agius). 11.1 Introduction. 11.2 MPEG-7 as a Means for Collaborative Multimedia Annotation. 11.3 Experiment Design. 11.4 Research Method. 11.5 Results. 11.6 MPEG-7 Profile. 11.7 Related Research Work. 11.8 Concluding Discussion. Acknowledgment. References. 12 Domain Knowledge Representation in Semantic MPEG-7 Descriptions (Chrisa Tsinaraki and Stavros Christodoulakis). 12.1 Introduction. 12.2 MPEG-7-Based Domain Knowledge Representation. 12.3 Domain Ontology Representation. 12.4 Property Representation. 12.5 Class Representation. 12.6 Representation of Individuals. 12.7 Representation of Axioms. 12.8 Exploitation of the Domain Knowledge Representation in Multimedia Applications and Services. 12.9 Conclusions. References. 13 Survey of MPEG-7 Applications in the Multimedia Lifecycle (Florian Stegmaier, Mario Döller, and Harald Kosch). 13.1 MPEG-7 Annotation Tools. 13.2 MPEG-7 Databases and Retrieval. 13.3 MPEG-7 Query Language. 13.4 MPEG-7 Middleware. 13.5 MPEG-7 Mobile. 13.6 Summarization and Outlook. References. 14 Using MPEG Standards for Content-Based Indexing of Broadcast Television, Web, and Enterprise Content (David Gibbon, Zhu Liu, Andrea Basso, and Behzad Shahraray.). 14.1 Background on Content-Based Indexing and Retrieval. 14.2 MPEG-7 and MPEG-21 in ETSI TV-Anytime. 14.3 MPEG-7 and MPEG-21 in ATIS IPTV Specifications. 14.4 MEPG-21 in the Digital Living Network Alliance (DLNA). 14.5 Content Analysis for MPEG-7 Metadata Generation. 14.6 Representing Content Analysis Results Using MPEG-7. 14.7 Extraction of Audio Features and Representation in MPEG-7. 14.8 Summary. References. 15 MPEG-7/21: Structured Metadata for Handling and Personalizing Multimedia Content (Benjamin Köhncke and Wolf-Tilo Balke). 15.1 Introduction. 15.2 The Digital Item Adaptation Framework for Personalization. 15.3 Use Case Scenario. 15.4 Extensions of MPEG-7/21 Preference Management. 15.5 Example Application. 15.6 Summary. References. 16 A Game Approach to Integrating MPEG-7 in MPEG-21 for Dynamic Bandwidth Dealing (Anastasis A. Sofokleous and Marios C. Angelides). 16.1 Introduction. 16.2 Related Work. 16.3 Dealing Bandwidth Using Game Theory. 16.4 An Application Example. 16.5 Concluding Discussion. References. 17 The Usage of MPEG-21 Digital Items in Research and Practice (Hermann Hellwagner and Christian Timmerer). 17.1 Introduction. 17.2 Overview of the Usage of MPEG-21 Digital Items. 17.3 Universal Plug and Play (UPnP): DIDL-Lite. 17.4 Microsoft's Interactive Media Manager (IMM). 17.5 The DANAE Advanced MPEG-21 Infrastructure. 17.6 MPEG-21 in the European Projects ENTHRONE and AXMEDIS. 17.7 Information Asset Management in a Digital Library. 17.8 Conclusions. References. 18 Distributing Sensitive Information in the MPEG-21 Multimedia Framework (Nicholas Paul Sheppard). 18.1 Introduction. 18.2 Digital Rights Management in MPEG-21. 18.3 MPEG-21 in Copyright Protection. 18.4 MPEG-21 in Enterprise Digital Rights Management. 18.5 MPEG-21 in Privacy Protection. 18.6 Conclusion. Acknowledgments. References. 19 Designing Intelligent Content Delivery Frameworks Using MPEG-21 (Samir Amir, Ioan Marius Bilasco, Thierry Urruty, Jean Martinet and Chabane Djeraba). 19.1 Introduction. 19.2 CAM Metadata Framework Requirements. 19.3 CAM Metadata Model. 19.4 Study of the Existing Multimedia Standards. 19.5 CAM Metadata Encoding Using MPEG-21/7. 19.6 Discussion. 19.7 Conclusion and Perspectives. References. 20 NinSuna: a Platform for Format-Independent Media Resource Adaptation and Delivery (Davy Van Deursen, Wim Van Lancker, Chris Poppe, and Rik Van de Walle). 20.1 Introduction. 20.2 Model-Driven Content Adaptation and Packaging. 20.3 The NinSuna Platform. 20.4 Directions for Future Research. 20.5 Discussion and Conclusions. Acknowledgments. References. 21 MPEG-A and Its Open Access Application Format (Florian Schreiner and Klaus Diepold). 21.1 Introduction. 21.2 The MPEG-A Standards. 21.3 The Open Access Application Format. References. Index.

    1 in stock

    £88.16

  • Professional Content Management Systems

    John Wiley & Sons Inc Professional Content Management Systems

    Book SynopsisContent and Content Management are core topics in the IT and broadcast industry. However, these terms have not been clearly defined for those learning the field. This book helps to clarify the subject area, define problematic issues and establish a universal understanding of content and its management.Trade Review"For anyone working in this industry, the book is worth having as a long-term reference." (Computing Reviews.com, September 15, 2005) "…the most complete work in this area…I recommend this book to students, engineers, and managers involved or interested in the handling and management of multimedia content." (Computing Reviews.com, September 16, 2005)Table of ContentsPreface. 1. Introduction. 2. Content-Related Workflows. 3. Essence. 4. Content Representation and Metadata. 5. File Formats. 6. Content Management. 7. Content Management System Infrastructure. 8. System and Data Integration in CMS. 9. Applications. 10. Future Trends. References. Acronyms. Index.

    £97.16

  • Data Mining Multimedia Soft Computing and

    John Wiley & Sons Inc Data Mining Multimedia Soft Computing and

    3 in stock

    Book SynopsisThis is an introduction to the data mining technologies with emphasis on soft computing. Most data mining techniques so far have concentrated on flat-file applications. This new resource includes the wide range of available data types, such as images, sound, and graphics.Trade Review"…an excellent primer on the subject of data mining with an accessible introduction to the fundamental and advanced data mining technologies." (Journal of Electronic Imaging, January-March 2006) "Applied statisticians and probabilists will like this book very much." (Journal of Statistical Computation and Simulation, November 2005) "…the book is an impressive and broad overview...a general roadmap of what methods are available and where to look." (Journal of Intelligent & Fuzzy Systems, Vol. 16, No. 2, 2005) "This readable survey describes multimedia, soft computing, and bioinformatics strategies for a number of data types…" (Business Horizons, September- October 2004) "…an accessible introduction to fundamental and advanced data mining technologies. It will be an excellent book for both beginners and professionals." (Computing Reviews.com, April 20, 2004) "Overall, this is a nice, easy-to-read book for those already working in the area of data mining." (Technometrics, August 2004, Vol. 46, No. 3)Table of ContentsPreface. 1. Introduction to Data Mining. 2. Soft Computing. 3. Multimedia Data Compression. 4. String Matching. 5. Classification in Data Mining. 6. Clustering in Data Mining. 7. Association Rules. 8. Rule Mining with Soft Computing. 9. Multimedia Data Mining. 10. Bioinformatics: An Application. Index. About the Authors.

    3 in stock

    £129.56

  • A World of Fiction

    LUP - University of Michigan Press A World of Fiction

    Book SynopsisInvestigating almost 10,000 works of fiction in the world's largest collection of mass-digitized historical newspapers (the National Library of Australia's Trove database), A World of Fiction reconceptualizes how fiction traveled globally, and was received and understood locally, in the 19th century.Trade ReviewA major international intervention in the fields of book history and digital humanities research, and a major recalibration of the relationship between Australian literature and world literary studies. A World of Fiction will have a significant impact."" - Professor Robert Dixon, The University of Sydney""A terrific intellectual force. Excellent and lucid. This is a first-rate contribution to digital humanities and literary textual scholarship."" - Johanna Drucker, UCLA""Bode has been influential in Australian literary studies since she began publishing about a decade ago, and there is no doubt this book will be a field-defining intervention. It is a model of scholarly work, especially in its redefining of the literary system. Literary history and digital literary humanities are lucky to have such an intellectually accomplished and confident worker in the field."" - Philip Mead, University of Western Australia

    £48.95

  • Digital Photography Pocket Guide

    O'Reilly Digital Photography Pocket Guide

    1 in stock

    Book SynopsisActing as a guide for taking digital photographs, this third edition is for everyone who owns or will own a digital camera. It covers everything from shooting sports action, close ups, and night shots, to dealing with image resolution, archiving, memory cards, and more. It includes an explanation of each camera component and what it does.Table of ContentsChapter 1 Who's in Charge? 1. What Is It? Overview of Camera Categories Feature and Component Comparisons Anatomy of a Compact Camera Flash Focus assist light Microphone port Optical viewfinder lens Picture-taking lens Confirmation light Display control button LCD monitor Menu button Mode dial Multifunctional jog dial Set/OK button Trash button Computer connection Shutter button Tripod socket Video out connection Zoom/magnify lever Battery Direct Print Image sensor Memory card PictBridge RAM buffer USB Mass Storage Battery types Diopter adjustment Exposure metering options Hotshoe Image stabilizer Infrared sensor LCD viewfinders that swivel Memory card options Remote release Zoom lenses Professional Cameras Electronic flashes Image sensors Optics WiFi image transfer Hybrid Devices Cameraphones DV Camcorders That Capture Stills Still Cameras That Record High-Quality Movies Putting It All Together 2. What Does It Do? Digital Camera Controls A-Z Aperture Value (Av) Mode Autoexposure AVI Burst/Continuous Shooting Mode Close-ups Composition Compression and Image Quality Continuous Shooting Mode Deleting Images Digital Zoom DNG Erasing Images Exposure Compensation Exposure Lock Exposure Metering File Formats (Still Images) Film Speed Flash Compensation Flash Modes Focus Lock Format Card Infinity Lock ISO Speed JPEG Macro Mode Magnify Control Manual Exposure Mode Movie Mode MPEG-4 Movie Format Panorama Mode Partial Metering Area Photo Effects Programmed Autoexposure Protect Images RAW Resolution Self-Timer Sequence Shooting Shutter Priority Mode Spot Meter TIFF Timed Value (Tv) Mode White Balance Zoom/Magnify Control Putting It All Together 3. How Do I-? Shooting Tips and Tricks: How Do I- Take Great Outdoor Portraits Set Up Group Shots Capture Existing-Light Portraits Take Passport Photos and Self-Portraits Take Interesting Kid Shots Capture Engaging Travel Locations Take Pictures at Weddings Prevent Red Eye Take Pictures from the Stands at Sporting Events Capture Action Shots Shoot in Museums Shoot Architecture Like a Pro Shoot Items Using Tabletop Photography Create Powerful Landscape Images Shoot Infrared Images Take Flash Pictures of People Who Blink at Flash Computer Tips and Tricks: How Do I- Send Pictures via Email Share Pictures on the Web Get Photo-Quality Prints Present a Digital Slideshow Work with RAW Files Archive Images for Future Use Manage Movies Made with a Digital Camera Stitch Together Video Clips into Short Movies Where to Go from Here Appendix Index

    1 in stock

    £10.79

  • Transformative Media

    University of British Columbia Press Transformative Media

    2 in stock

    Book SynopsisIn an era of social media dominance, Transformative Media reveals the often invisible, transformative media practices of marginalized groups.Trade ReviewThis book is a distinctive blend of critical analysis and participatory empirical research and makes a compelling case for engaged social activism. A must-read for scholars and students in media studies, communications, critical cultural studies, and sociology. -- W. Alvarez, Utica University * CHOICE Connect *Table of ContentsPreface1 Intersectional Technopolitics2 Global Justice3 Anti-austerity4 Anticolonialism and Antiracism5 2LGBTQ+ 6 Transfeminism 7 FuturesAppendix; References; Index

    2 in stock

    £62.90

  • Transformative Media  Intersectional

    University of British Columbia Press Transformative Media Intersectional

    2 in stock

    Book SynopsisIn an era of social media dominance, Transformative Media reveals the often invisible, transformative media practices of marginalized groups.Trade ReviewThis book is a distinctive blend of critical analysis and participatory empirical research and makes a compelling case for engaged social activism. A must-read for scholars and students in media studies, communications, critical cultural studies, and sociology. -- W. Alvarez, Utica University * CHOICE Connect *Table of ContentsPreface1 Intersectional Technopolitics2 Global Justice3 Anti-austerity4 Anticolonialism and Antiracism5 2LGBTQ+ 6 Transfeminism 7 FuturesAppendix; References; Index

    2 in stock

    £25.19

  • Flame Wars

    Duke University Press Flame Wars

    1 in stock

    Book SynopsisTable of ContentsFlame Wars / Mark Dery New Age Mutant Ninja Hackers: Reading Mondo 2000 / Vivian Sobchack Techgnosis, Magic, Memory, and the Angels of Information / Erik Davis Agrippa, or, The Apocalyptic Book / Peter Schwenger Gibson's Typewriter / Scott Bukatman Virtual Surreality: Our New Romance with Plot Devices / Marc Laidlaw Chapter 14, Synners / Pat Cadigan Feminism for the Incurably Informed / Anne Balsamo Sex, Memories, and Angry Women / Claudia Springer Black to the Future: Interviews with Samuel R. Delany, Greg Tate, and Tricia Rose / Mark Dery Compu-Sex: Erotica for Cybernauts / Gareth Branwyn A Rape in Cyberspace; or, How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society / Julian Dibbell Virtual Environments and the Emergence of Synthetic Reason / Manuel de Landa Survival Research Laboratories Performs in Austria / Mark Pauline Taming the Computer / Gary Chapman Glossary / Emily White Index Notes on Contributors

    1 in stock

    £80.10

  • Flame Wars

    Duke University Press Flame Wars

    2 in stock

    Book SynopsisTable of ContentsFlame Wars / Mark Dery New Age Mutant Ninja Hackers: Reading Mondo 2000 / Vivian Sobchack Techgnosis, Magic, Memory, and the Angels of Information / Erik Davis Agrippa, or, The Apocalyptic Book / Peter Schwenger Gibson's Typewriter / Scott Bukatman Virtual Surreality: Our New Romance with Plot Devices / Marc Laidlaw Chapter 14, Synners / Pat Cadigan Feminism for the Incurably Informed / Anne Balsamo Sex, Memories, and Angry Women / Claudia Springer Black to the Future: Interviews with Samuel R. Delany, Greg Tate, and Tricia Rose / Mark Dery Compu-Sex: Erotica for Cybernauts / Gareth Branwyn A Rape in Cyberspace; or, How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society / Julian Dibbell Virtual Environments and the Emergence of Synthetic Reason / Manuel de Landa Survival Research Laboratories Performs in Austria / Mark Pauline Taming the Computer / Gary Chapman Glossary / Emily White Index Notes on Contributors

    2 in stock

    £27.90

  • Interactive Displays

    John Wiley & Sons Inc Interactive Displays

    Book SynopsisHow we interface and interact with computing, communications and entertainment devices is going through revolutionary changes, with natural user inputs based on touch, voice, and vision replacing or augmenting the use of traditional interfaces based on the keyboard, mouse, joysticks, etc.Table of ContentsAbout the Author xiii List of Contributors xv Series Editor’s Foreword xvii Preface xix List of Acronyms xxi 1 Senses, Perception, and Natural Human-Interfaces for Interactive Displays 1 Achintya K. Bhowmik 1.1 Introduction 1 1.2 Human Senses and Perception 4 1.3 Human Interface Technologies 9 1.3.1 Legacy Input Devices 9 1.3.2 Touch-based Interactions 11 1.3.3 Voice-based Interactions 13 1.3.4 Vision-based Interactions 15 1.3.5 Multimodal Interactions 18 1.4 Towards “True” 3D Interactive Displays 20 1.5 Summary 23 References 24 2 Touch Sensing 27 Geoff Walker 2.1 Introduction 27 2.2 Introduction to Touch Technologies 28 2.2.1 Touchscreens 30 2.2.2 Classifying Touch Technologies by Size and Application 30 2.2.3 Classifying Touch Technologies by Materials and Structure 32 2.2.4 Classifying Touch Technologies by the Physical Quantity Being Measured 33 2.2.5 Classifying Touch Technologies by Their Sensing Capabilities 33 2.2.6 The Future of Touch Technologies 34 2.3 History of Touch Technologies 35 2.4 Capacitive Touch Technologies 35 2.4.1 Projected Capacitive (P-Cap) 35 2.4.2 Surface Capacitive 47 2.5 Resistive Touch Technologies 51 2.5.1 Analog Resistive 51 2.5.2 Digital Multi-touch Resistive (DMR) 57 2.5.3 Analog Multi-touch Resistive (AMR) 59 2.6 Acoustic Touch Technologies 61 2.6.1 Surface Acoustic Wave (SAW) 61 2.6.2 Acoustic Pulse Recognition (APR) 64 2.6.3 Dispersive Signal Technology (DST) 67 2.7 Optical Touch Technologies 68 2.7.1 Traditional Infrared 68 2.7.2 Multi-touch Infrared 73 2.7.3 Camera-based Optical 76 2.7.4 In-glass Optical (Planar Scatter Detection – PSD) 81 2.7.5 Vision-based Optical 82 2.8 Embedded Touch Technologies 86 2.8.1 On-cell Mutual-capacitive 89 2.8.2 Hybrid In-cell/On-cell Mutual-capacitive 90 2.8.3 In-cell Mutual-capacitive 91 2.8.4 In-cell Light Sensing 93 2.9 Other Touch Technologies 96 2.9.1 Force-sensing 96 2.9.2 Combinations of Touch Technologies 98 2.10 Summary 98 2.11 Appendix 100 References 101 3 Voice in the User Interface 107 Andrew Breen, Hung H. Bui, Richard Crouch, Kevin Farrell, Friedrich Faubel, Roberto Gemello, William F. Ganong III, Tim Haulick, Ronald M. Kaplan, Charles L. Ortiz, Peter F. Patel-Schneider, Holger Quast, Adwait Ratnaparkhi, Vlad Sejnoha, Jiaying Shen, Peter Stubley and Paul van Mulbregt 3.1 Introduction 107 3.2 Voice Recognition 110 3.2.1 Nature of Speech 110 3.2.2 Acoustic Model and Front-end 112 3.2.3 Aligning Speech to HMMs 113 3.2.4 Language Model 114 3.2.5 Search: Solving Crosswords at 1000 Words a Second 115 3.2.6 Training Acoustic and Language Models 116 3.2.7 Adapting Acoustic and Language Models for Speaker Dependent Recognition 116 3.2.8 Alternatives to the “Canonical” System 117 3.2.9 Performance 117 3.3 Deep Neural Networks for Voice Recognition 119 3.4 Hardware Optimization 122 3.4.1 Lower Power Wake-up Computation 122 3.4.2 Hardware Optimization for Specific Computations 123 3.5 Signal Enhancement Techniques for Robust Voice Recognition 123 3.5.1 Robust Voice Recognition 124 3.5.2 Single-channel Noise Suppression 124 3.5.3 Multi-channel Noise Suppression 125 3.5.4 Noise Cancellation 125 3.5.5 Acoustic Echo Cancellation 127 3.5.6 Beamforming 127 3.6 Voice Biometrics 128 3.6.1 Introduction 128 3.6.2 Existing Challenges to Voice Biometrics 129 3.6.3 New Areas of Research in Voice Biometrics 130 3.7 Speech Synthesis 130 3.8 Natural Language Understanding 134 3.8.1 Mixed Initiative Conversations 135 3.8.2 Limitations of Slot and Filler Technology 137 3.9 Multi-turn Dialog Management 141 3.10 Planning and Reasoning 144 3.10.1 Technical Challenges 144 3.10.2 Semantic Analysis and Discourse Representation 146 3.10.3 Pragmatics 147 3.10.4 Dialog Management as Collaboration 148 3.10.5 Planning and Re-planning 149 3.10.6 Knowledge Representation and Reasoning 149 3.10.7 Monitoring 150 3.10.8 Suggested Readings 151 3.11 Question Answering 151 3.11.1 Question Analysis 152 3.11.2 Find Relevant Information 152 3.11.3 Answers and Evidence 153 3.11.4 Presenting the Answer 153 3.12 Distributed Voice Interface Architecture 154 3.12.1 Distributed User Interfaces 154 3.12.2 Distributed Speech and Language Technology 155 3.13 Conclusion 157 Acknowledgements 158 References 158 4 Visual Sensing and Gesture Interactions 165 Achintya K. Bhowmik 4.1 Introduction 165 4.2 Imaging Technologies: 2D and 3D 167 4.3 Interacting with Gestures 170 4.4 Summary 177 References 178 5 Real-Time 3D Sensing With Structured Light Techniques 181 Tyler Bell, Nikolaus Karpinsky and Song Zhang 5.1 Introduction 181 5.2 Structured Pattern Codifications 183 5.2.1 2D Pseudo-random Codifications 183 5.2.2 Binary Structured Codifications 184 5.2.3 N-ary Codifications 187 5.2.4 Continuous Sinusoidal Phase Codifications 187 5.3 Structured Light System Calibration 191 5.4 Examples of 3D Sensing with DFP Techniques 193 5.5 Real-Time 3D Sensing Techniques 195 5.5.1 Fundamentals of Digital-light-processing (DLP) Technology 196 5.5.2 Real-Time 3D Data Acquisition 198 5.5.3 Real-Time 3D Data Processing and Visualization 199 5.5.4 Example of Real-Time 3D Sensing 200 5.6 Real-Time 3D Sensing for Human Computer Interaction Applications 201 5.6.1 Real-Time 3D Facial Expression Capture and its HCI Implications 201 5.6.2 Real-Time 3D Body Part Gesture Capture and its HCI Implications 202 5.6.3 Concluding Human Computer Interaction Implications 204 5.7 Some Recent Advancements 204 5.7.1 Real-Time 3D Sensing and Natural 2D Color Texture Capture 204 5.7.2 Superfast 3D Sensing 206 5.8 Summary 208 Acknowledgements 209 References 209 6 Real-Time Stereo 3D Imaging Techniques 215 Lazaros Nalpantidis 6.1 Introduction 215 6.2 Background 216 6.3 Structure of Stereo Correspondence Algorithms 219 6.3.1 Matching Cost Computation 220 6.3.2 Matching Cost Aggregation 221 6.4 Categorization of Characteristics 222 6.4.1 Depth Estimation Density 222 6.4.2 Optimization Strategy 224 6.5 Categorization of Implementation Platform 225 6.5.1 CPU-only Methods 225 6.5.2 GPU-accelerated Methods 226 6.5.3 Hardware Implementations (FPGAs, ASICs) 227 6.6 Conclusion 229 References 229 7 Time-of-Flight 3D-Imaging Techniques 233 Daniël Van Nieuwenhove 7.1 Introduction 233 7.2 Time-of-Flight 3D Sensing 233 7.3 Pulsed Time-of-Flight Method 235 7.4 Continuous Time-of-Flight Method 236 7.5 Calculations 236 7.6 Accuracy 239 7.7 Limitations and Improvements 240 7.7.1 TOF Challenges 240 7.7.2 Theoretical Limits 241 7.7.3 Distance Aliasing 242 7.7.4 Multi-path and Scattering 243 7.7.5 Power Budget and Optimization 243 7.8 Time-of-Flight Camera Components 244 7.9 Typical Values 244 7.9.1 Light Power Range 244 7.9.2 Background Light 245 7.10 Current State of the Art 247 7.11 Conclusion 247 References 248 8 Eye Gaze Tracking 251 Heiko Drewes 8.1 Introduction and Motivation 251 8.2 The Eyes 253 8.3 Eye Trackers 256 8.3.1 Types of Eye Trackers 256 8.3.2 Corneal Reflection Method 257 8.4 Objections and Obstacles 260 8.4.1 Human Aspects 260 8.4.2 Outdoor Use 261 8.4.3 Calibration 261 8.4.4 Accuracy 261 8.4.5 Midas Touch Problem 262 8.5 Eye Gaze Interaction Research 263 8.6 Gaze Pointing 264 8.6.1 Solving the Midas Touch Problem 264 8.6.2 Solving the Accuracy Issue 265 8.6.3 Comparison of Mouse and Gaze Pointing 266 8.6.4 Mouse and Gaze Coordination 267 8.6.5 Gaze Pointing Feedback 269 8.7 Gaze Gestures 270 8.7.1 The Concept of Gaze Gestures 270 8.7.2 Gesture Detection Algorithm 270 8.7.3 Human Ability to Perform Gaze Gestures 271 8.7.4 Gaze Gesture Alphabets 272 8.7.5 Gesture Separation from Natural Eye Movement 273 8.7.6 Applications for Gaze Gestures 274 8.8 Gaze as Context 275 8.8.1 Activity Recognition 275 8.8.2 Reading Detection 277 8.8.3 Attention Detection 279 8.8.4 Using Gaze Context 280 8.9 Outlook 280 References 281 9 Multimodal Input for Perceptual User Interfaces 285 Joseph J. LaViola Jr., Sarah Buchanan and Corey Pittman 9.1 Introduction 285 9.2 Multimodal Interaction Types 286 9.3 Multimodal Interfaces 287 9.3.1 Touch Input 287 9.3.2 3D Gesture 294 9.3.3 Eye Tracking and Gaze 299 9.3.4 Facial Expressions 300 9.3.5 Brain-computer Input 301 9.4 Multimodal Integration Strategies 303 9.4.1 Frame-based Integration 304 9.4.2 Unification-based Integration 304 9.4.3 Procedural Integration 305 9.4.4 Symbolic/Statistical Integration 305 9.5 Usability Issues with Multimodal Interaction 305 9.6 Conclusion 307 References 308 10 Multimodal Interaction in Biometrics: Technological and Usability Challenges 313 Norman Poh, Phillip A. Tresadern and Rita Wong 10.1 Introduction 313 10.1.1 Motivations for Identity Assurance 314 10.1.2 Biometrics 10.1.3 Application Characteristics of Multimodal Biometrics 314 10.1.4 2D and 3D Face Recognition 316 10.1.5 A Multimodal Case Study 317 10.1.6 Adaptation to Blind Subjects 318 10.1.7 Chapter Organization 320 10.2 Anatomy of the Mobile Biometry Platform 320 10.2.1 Face Analysis 320 10.2.2 Voice Analysis 323 10.2.3 Model Adaptation 325 10.2.4 Data Fusion 326 10.2.5 Mobile Platform Implementation 326 10.2.6 MoBio Database and Protocol 327 10.3 Case Study: Usability Study for the Visually Impaired 328 10.3.1 Impact of Head Pose Variations on Performance 329 10.3.2 User Interaction Module: Head Pose Quality Assessment 329 10.3.3 User-Interaction Module: Audio Feedback Mechanism 333 10.3.4 Usability Testing with the Visually Impaired 336 10.4 Discussions and Conclusions 338 Acknowledgements 339 References 339 11 Towards “True” 3D Interactive Displays 343 Jim Larimer, Philip J. Bos and Achintya K. Bhowmik 11.1 Introduction 343 11.2 The Origins of Biological Vision 346 11.3 Light Field Imaging 352 11.4 Towards “True” 3D Visual Displays 359 11.5 Interacting with Visual Content on a 3D Display 368 11.6 Summary 371 References 371 Index 375

    £90.86

  • Narrative as Virtual Reality 2

    Johns Hopkins University Press Narrative as Virtual Reality 2

    10 in stock

    Book SynopsisFollowing the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken-or hopes to take-in digital texts, from determining the presentation of signs to affecting the level of story.Trade ReviewThe revised structure of this second edition helps us navigate the various stops on the tour of virtual narratives on which Ryan energetically and lucidly leads us. As with the first edition, this should be vital reading for anyone interested in fiction and technology, and the technologies of fiction.—British Society for Literature and ScienceTable of ContentsList of Figures and TablesPrefaceIntroductionPart I1. The Two (and Thousand) Faces of the Virtual2. Virtual Reality as Dream and as TechnologyPart II3. The Text as World4. Varieties of ImmersionPart III5. The Text as World versus the Text as Game6. Texts without Worlds7. The Many Forms of Interactivity8. HypertextPart IV9. Participatory Interactivity from Life Situations to Drama10. Chasing the Dream of the Immersive, Interactive NarrativeConclusionNotesWorks CitedIndex

    10 in stock

    £27.45

  • Cyberformalism

    Johns Hopkins University Press Cyberformalism

    7 in stock

    Book SynopsisA groundbreaking study of how abstract linguistic signs circulate in literature, intellectual history, and popular culture. Linguistic forms are essential to meaning: like words, they make a semantic contribution to the things we say. We inherit them from past writers and speakers and fill them with different words to produce novel utterances. They shape us and the ways we interpret the world. Yet prevalent assumptions about language and the constraints of print-finding tools have kept linguistic forms and their histories hidden from view. Drawing on recent work in cognitive and construction grammar along with tools and methods developed by corpus and computational linguists, Daniel Shore's Cyberformalism represents a new way forward for digital humanities scholars seeking to understand the textual past. Championing a qualitative approach to digital archives, Shore uses the abstract pattern-matching capacities of search engines to explore precisely those combinatory aspects of languaTrade ReviewObjections such as these open theoretical cans of worms — yet they also validate Shore's project, simply by reflecting his deep engagement with ultimate humanistic concerns. Cyberformalism acknowledges that the subjective contemplation and discussion of meanings and values is not just one disposable strand in humanities research; instead, it is paramount to the philologist's vocation. . . Many of us will then thank Daniel Shore for having set forth a vision of the digital humanities that puts the human first, the data science second, rather than the other way around.—Los Angeles Review of BooksShore's charge that we move from investigating discrete linguistic signs to combinatory linguistic forms is illuminating and will appeal to general readers as well as those specifically interested in digital humanities, English literary history, theology, grammar, and linguistics . . . Shore's scholarly range in this book is tremendous. He moves from contemporary digital technology to constructivist grammar to the niceties of seventeenth-century theology with ease, and so does the reader.—Daniel DeWispelare, George Washington University, Modern PhilologyThis is exciting work: Shore's process of discovery reads, in part, as detective fiction . . . The method outlined and the conclusions Shore draws are convincing: this is a smart piece of research which may be the first in a new generation of works in computational literary studies—works which are more humanized, and which foreground both the text and the reader.—Yann Ciaran Ryan, Queen Mary University of London, Modern Language ReviewTable of ContentsPrefaceAcknowledgements1. Linguistic Forms2. Search3. “Was It For This?” and the Study of Influence4. Act As If and Useful Fictions5. WWJD? and the History of Imitatio Christi6. Milton’s Depictives and the History of Style7. Shakespeare’s Constructicon8. God is Dead, Long Live PhilologyNotesIndex

    7 in stock

    £38.70

  • Transient Images

    Temple University Press,U.S. Transient Images

    1 in stock

    Book SynopsisWhither the life of online images?Trade Review"Freedman's elegant new book...Transient Images is lyrically written, meditative, and palpably intelligent... Freedman attends carefully to the precise desires, pleasures, and risks that unfold in each example. The work is enriched by its strategic selection of a broad range of everyday cultural artifacts and practices, as well as by a richly interdisciplinary methodology... Significantly, the book offers a fresh take on thinking through the privileged role that networked and digital images play in relation to trauma... Freedman has provided us with a lively new methodology for understanding our images and our selves in an era of transience." Cinema Journal, Winter 2012Table of ContentsAcknowledgments Introduction: Picturetown, USA; 1 'Have You Seen This Child?': From Milk Carton to Mise-en-Abyme; 2 Private Photos/Public Traumas: National Memories and Moving Images; 3 Trauma and the Cellular Imaginary; 4 Intervention and the Kodak Moment; 5 The Architectures of Cyberdating; 6 The Social Fabric of Images References

    1 in stock

    £25.19

  • The Art of Subtraction

    University of Toronto Press The Art of Subtraction

    Book SynopsisThe Art of Subtraction is the first full-length study on the CD-ROM as a creative platform.Table of ContentsDedication Acknowledgements Introduction Chapter 1: Back to the Future: The Rise of CD-ROM Chapter 2: In the Realm of Digital Heterotopias: Exploring CD-ROM Space Chapter 3: A Sensuous Gaze: Interactive Chronophotography and Relation-Images Chapter 4: A Cinema of One's Own: The Mediumistic Performance of the Female Body Chapter 5: Spaces of Desire: Mapping and Translating Lesbian Reality Chapter 6: In Search of Lost Space: Photographic Memories and the Digital Punctum Conclusion Endnotes Bibliography

    £45.90

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