Graphical and digital media applications Books
Hodder Education Cambridge Technicals Level 3 Digital Media
Book SynopsisExam Board: CambridgeLevel: KS4Subject: Digital MediaFirst Teaching: September 2016First Exam: June 2018Support your teaching of the new Cambridge Technicals 2016 suite with Cambridge Technical Level 3 Digital Media, developed in partnership between OCR and Hodder Education; this textbook covers each specialist pathway and ensures your ability to deliver a flexible course that is both vocationally focused and academically thorough.Cambridge Technical Level 3 Digital Media is matched exactly to the new specification and follows specialist pathways in digital content for interactive media, and moving image and audio production.- Ensures effective teaching of each specialist pathway offered within the qualification.- Focuses learning on the skills, knowledge and understanding demanded from employers and universities.- Provides ideas and exercises for the application of practical skills and knowle
£32.00
APress PHP 8 Solutions
Book SynopsisMake your websites more dynamic by adding a feedback form, creating a private area where members can upload images that are automatically resized, or storing all your content in a database. David Powers has updated his definitive book to incorporate the latest techniques and changes to PHP with the arrival of PHP 8. New features include named attributes, constructor property promotion, the stricter and more concise match expression, union types, and more.?The problem is, you''re not a programmer and the thought of writing code sends a chill up your spine. Or maybe you''ve dabbled a bit in PHP and MySQL, but you can''t get past baby steps. If this describes you, then you''ve just found the right book. PHP powers four out of every five websites that use a server-side language. In combination with the MySQL database it''s ideal for creating dynamic websites. PHP and MySQL are free, easy to use, and provided by many web hosting companies in their standard packages. ThTable of Contents1. What is PHP 8?2. Getting Ready to Work with PHP3. How to Write PHP Scripts—The Basics4. PHP 8: A Quick Reference5. Lightening Your Workload with Includes6. Bringing Forms to Life7. Uploading Files8. Using PHP to Manage Files9. Arrays9. Generating Thumbnail Images10. Pages that Remember: Simple Login and Multipage Forms11. Getting Started with a Database12. Connecting to a Database with PHP and SQL13. Creating a Dynamic Photo Gallery14. Managing Content15. Formatting Text and Dates16. Pulling Data from Multiple Tables17. Managing Multiple Database Tables18. Authenticating Users with a Database
£49.49
Transcript Verlag Interrogating Datafication – Towards a Praxeology
Book SynopsisWhat constitutes a data practice and how do contemporary digital media technologies reconfigure our understanding of practices in general? Autonomously acting media, distributed digital infrastructures, and sensor-based media environments challenge the conditions of accounting for data practices both theoretically and empirically. Which forms of cooperation are constituted in and by data practices? And how are human and nonhuman agencies distributed and interrelated in data-saturated environments? The volume collects theoretical, empirical, and historiographical contributions from a range of international scholars to shed light on the current shift from media to data practices.
£35.99
Pearson Education (US) The Art and Science of UX Design
Book SynopsisAnthony Conta's career in design began when he was four years old, thanks to the carelessness of another student at his school. His mother, Christina, was the school nurse for a K-12 school in New York City. One day, a student forgot their Game Gear in his mother's office. After a month of asking every student who came in if it was theirs and no one claiming it, she gave it to her son and opened his world. From that day, Anthony knew he wanted to design experiences like the ones he played on that video game system (and many others). But at college, he found that coding those experiences was a lot more difficult than he expected, and he instead focused on understanding behaviors rather than understanding code. Anthony graduated from Binghamton University with a master's degree in financial economics, a bachelor's in quantitative economics, and a bachelor's in mathematics. His first job was at a law firm, helping uncover illegal anti-competitive behavior by analyzing theTable of ContentsCHAPTER 1 Understanding Human-Centered Design CHAPTER 2 Using Empathy as a Design Tool CHAPTER 3 Defining the User’s Problems CHAPTER 4 Exploring Ideation Techniques and Tools CHAPTER 5 Prototyping Solutions CHAPTER 6 Testing Your Designs CHAPTER 7 Implementing Your Designs CHAPTER 8 What’s Next? Appendix: What Good Looks Like
£33.29
University of Minnesota Press How to Talk about Videogames
Book SynopsisLeading critic Ian Bogost posits that game critique is both serious cultural currency and selfparody. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture.Trade Review"This is Ian Bogost at his best. Keen intelligence, acid wit, and a restless desire to look beyond the surface and tease out games’ less obvious, more important meanings."—Frank Lantz, director, NYU Game Center"No one else is as wide-ranging, funny, or inspiringly immune to cant or groupthink as Ian Bogost. How to Talk about Videogames is his most accessible and entertaining book yet."—Tom Bissell, author of Extra Lives and Apostle*"Ian Bogost can take apart a game’s design and tell you exactly what makes it work and what it means to us personally and to our game-playing society. How to Talk about Videogames has deep insights into a range of current topics we are dealing with or experiencing today. There’s a lot here to learn."—John Romero, veteran game creator"If you want an engaging, enjoyable tour of the video game commentary in 2015 conducted by a smart and entertaining writer, you’d be hard-pressed to do much better than How to Talk about Videogames by Ian Bogost. "—Boston Globe"Whether Bogost is examining old favorites like Ms. Pac-Man or scrutinizing a flash-in-the-pan app like Flappy Bird, his outlook is thoughtful, inquisitive, and amused."—Game On"Bogost embraces the preposterousness and paradox of games as both consumer products and art, and in running with that tension he offers a compelling method of understanding and writing about them."—Gamechurch.com"[How to Talk about Videogames] has already proven indispensable to those of us interested in how video games have become such a vital artistic medium."—Electronic Literature"Ian Bogost’s How to Talk About Videogames isn’t just a book about games—it’s a book about criticism, and where it fits in our wider culture. Bogost is the rare academic writer whose work is as clear and exciting as the best of the mainstream, and whose critical exercises backfire by becoming enormous commercial/popular successes."—Boing BoingTable of ContentsContentsIntroduction. Nobody Asked for a Toaster Critic: Doing Videogame Criticism1. The Squalid Grace of Flappy Bird2. A Portrait of the Artist as a Game Studio: Flow, Flower, Journey3. A Way of Looking: Mirror's Edge4. The Blue Shell is Everything that’s Wrong with America: Mario Kart5. Little Black Sambo, I’m Going to Eat You Up!: Scribblenauts6. Can a Gobbler Have it All?: Ms. Pac-Man7. Racketeer Sports: Farmville, Candy Crush Saga, and Free to Play8. The Haute Couture of Videogames: Hundreds9. Can the Other Come Out and Play?: Between and Way10. Free Speech is not a Marketing Plan: Bully and Medal of Honor11. Shaking the Holocaust Train: Manhunt, Train, and Gestural Control12. The Long Shot: Heavy Rain13. Puzzling the Sublime: Orbital & Drop714. Work is the Best Place to Goof Off: Flight Simulator, Euro Truck Simulator, and the New Simulation15. A Trio of Artisanal Reviews: Proteus16. What is a Sports Videogame?: FIFA, Madden, and More17. The Agony of Mastery: Swing Copters18. The Abyss Between the Human and the Alpine: Mountain19. Word Games Last Forever: Words with Friends20. Perpetual Adolescence: Gone HomeConclusion. Anything But Games: Not Doing Game CriticismNotes
£15.19
Taylor & Francis Design History and Culture
Book SynopsisThis student-friendly text provides a comprehensive exploration of the methods and approaches employed within design scholarship, drawing upon influences from history, art history, anthropology and interdisciplinary studies such as science and technology studies and material culture studies.Drawing connections between these methods and the evolving landscape of design, the book expands design culture beyond traditional outcomes to encompass areas like design for social innovation, digital design, critical design, design anthropology and craftivism. Additionally, the book introduces novel theoretical frameworks to facilitate discussions on contemporary designersâ work, including new materialism, object-oriented ontology and decolonization.This comprehensive overview of methods and approaches will enable students to select the most appropriate methodological tools for their own research. It is an ideal guide for both undergraduate and postgraduate students in design, design culture, design history, design studies and visual culture.
£33.24
Taylor & Francis The Visual Effects Producer
Book SynopsisStep-by-step instruction and outlines of industry standard best practices for VFX productionTrade Review"The Visual Effects Producer is absolutely essential reading! Finance and Zwerman cover every aspect of producing visual effects in a clear and concise manner that will inform novices and industry veterans alike."- Gale Anne Hurd, Producer (The Incredible Hulk, Terminator, Terminator 2: Judgement Day, Aliens)"This indispensable resource for VFX producers (and would-be VFX producers) is not only user friendly but jam packed with the information and techniques you'd otherwise have to learn the hard, painful and expensive way!"- Jeffrey A. Okun, VFX Supervisor (The Day the Earth Stood Still, Blood Diamond, The Last Samurai)"A must read for all filmmakers and aspiring filmmakers. The authors have combined wisdom and practicality to produce an extraordinary book that explains the business of producing VFX without losing sight of the art and magic."- Yudi Bennett, Member of DGA and Academy of Motion Picture Arts & Sciences; Frank Capra Award Recipient(StarTrek Generations, Pleasantville)Table of ContentsDigital Effects: The 15 Minute Version; Basic VFX Technologies; Who You Gonna Call- The VFX Team; Breakdowns; Scheduling and Budgeting Production Support; Budgeting the Effects; The VFX Database; On-Set Operations; Production Calendars; Production; On-Set References; Operating Independently; Production Reports; Stage and VFX Photography Procedures; Models and Miniatures; The VFX Producer's Role During Post; VFX Editorial; Post-Production Scheduling Issues; Legal Matters; Working Overseas;
£29.99
Manning Publications D3.js in Action, 2E
Book SynopsisD3 allows developers to create scalable graphs for any modern browser. They start with a structure, dataset, or algorithm and programmatically generate static, interactive, or animated images that responsively scale to any screen. D3.js in Action, Second Edition is completely revised and updated for D3 v4 and ES6. It's a practical tutorial for creating interactive graphics and data-driven applications using D3. Readers will start with in-depth explanations of D3's out-of-the-box layouts, along with dozens of realworld use cases that align with different types of visualizations. By the end, readers will be ready to integrate D3.js into their web development process and add data visualization to transform any site or internal application. Key Features: · Completely revised and updated · Practical tutorial · In-depth explanations Readers need basic HTML, CSS, and JavaScript skills. No experience with D3 or SVG is required. About the Technology: D3.js is a JavaScript library that allows data to be represented graphically.
£34.19
CRC Press Architectural Approach to Level Design
Book SynopsisWritten by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and cTable of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .
£123.50
Elsevier Science Design Research Through Practice
Book SynopsisBusinesses and the HCI and Interaction Design communities have embraced design and design research. This book studies three design research traditions that cover methodological directions in research community. Taking you from the Lab, Field and to the Showroom, it shows you successful traditions in design research.Trade Review"Design Research Through Practice will quickly become a book that is critical to own whether you are new to design research, an expert at design research, or someone who collaborates with design researchers. The classifications of Lab, Field, and Showroom are useful and workable categories that help researchers to understand design research as an intentional byproduct of what designers do naturally -- envision and prototype a better future through the creation of artifacts, environments, services and systems. This book is a must-read!" --Jodi Forlizzi, Associate Professor of Design and HCI, School of Computer Science, Carnegie Mellon University "Design Research Through Practice demonstrates how different traditions of collaborative constructions have bridged the gap between understanding and making, and theoretical and actual solutions.... This is a thoughtful examination of exemplary practice and an inspirational foundation for others to refelct and build upon." --from the foreword by Jane Fulton Suri, Managing Partner; Creative Director, IDEO "This resource focuses on an emerging type of design research for digital products called constructive design research, concentrating on research conducted in the laboratory, the field, and the showroom. The design models, scenarios, prototypes, and case examples described offer insight on how to do constructive design research and how to build research programs. The book's visual appeal is enhanced with color photos, cartoons, diagrams, screenshots, and charts. It is for graduate and doctoral students in industrial and interactive design, product design engineering, and in emerging fields of design such as services and sustainability. The non-technical writing style and many examples will also make the book useful for practicing designers." --Reference and Research Book News, Inc.Table of ContentsForeword by Jane Fulton Suri Preface Chapter 1: Constructive Design Research Chapter 2: The Coming Age of Constructive Design Research Chapter 3: Research Programs Chapter 4: Lab: Can You Really Study Design in a Laboratory? Chapter 5: Field: How to Follow Design through Society Chapter 6: Showroom: Research Meets Design and Art Chapter 7: How to Work with Theory Chapter 8: Design Things: Models, Scenarios, Prototypes Chapter 9: Constructive Design Research in Society Chapter 10: Building Research Programs
£35.14
Pearson Education (US) Photoshop Tricks for Designers
Book SynopsisCorey Barker is the best-selling author of the Photoshop Down & Dirty Tricks for Designers series and regular contributor to Photoshop User magazine. He was one of the Photoshop Guys on the popular videocast Photoshop User TV and is a featured instructor at live events like the Photoshop World Conference and Adobe MAX. He is also the founder of PhotoshopMasterFX.com.Table of Contents 1. Text Effects 2. Commercial Effects 3. Graphic Effects 4. Photo Effects 5. Texture Effects 6. Light Effects 7. Shadow Effects 8. Blur Effects 9. Color Effects 10. Hollywood Effects 11. 3D Effects
£16.49
Pearson Education (US) Vulkan Programming Guide
Book Synopsis Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL Programming Guide, Ninth Edition. Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.
£40.04
Oxford University Press Games User Research
a huge range and FREE tracked UK delivery on ALL orders.
£43.99
CRC Press The Art of the Storyboard 2nd Edition
Book SynopsisCommunicate your vision, tell your story and plan major scenes with simple, effective storyboarding techniques. Using sketches of shots from classic films, from silents to the present day, John Hart leads you through the history and evolution of this craft to help you get to grips with translating your vision onto paper, from the rough sketch to the finished storyboard. More than 150 illustrations from the author's and other storyboard artists' work illuminate the text throughout to help you master the essential components of storyboarding, such as framing, placement of figures, and camera angles.Level: NoviceTrade Review'Chock full of valuable advice for anyone who wishes to create a visual representation of a production before rolling tape.'Videomaker magazineTable of ContentsThe Storyboard's Beginnings: Where it all startedThe Storyboard Artist Is a Part of Preproduction TeamBasic components of the StoryboardCreate on Demand - How to Accommodate the Production TeamOn Planes and Perspective Added Emphasis on Design, Composition and ColorShowing Action in Your StoryboardDepth of Field and Light SourcesDynamics of the ShotAnimatics - The Future of Motion Control
£28.99
Pearson Education Adobe Flash Professional CC Classroom in a Book
Book SynopsisThe fastest, easiest, most comprehensive way to learn Adobe Flash Professional CCClassroom in a Book®, the best-selling series of hands-on software training workbooks, offers what no other book or training program does—an official training series from Adobe Systems Incorporated, developed with the supportof Adobe product experts.Adobe Flash Professional CC Classroom in a Book contains 10 lessons that cover the basics, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you.Purchasing this book gives you access to the downloadable lesson files you need to work through the projects in the book, and to electronic book updates covering new features that Adobe releases for Creative Cloud customers. Foraccess, go to www.peachpit.com/redeem and redeem the unique code provided inside this book.“
£33.35
Springer Us Open ITBased Innovation Moving Towards Cooperative IT Transfer and Knowledge Diffusion IFIP TC 8 WG 86 International Working Conference October in Information and Communication Technology
a huge range and FREE tracked UK delivery on ALL orders.
£116.99
WW Norton & Co The Wall Street Journal Guide to Information
Book SynopsisThe definitive guide to the graphic presentation of information.Trade Review"An essential reference for anyone who needs to effectively convey quantitative information using graphs. Everyone will learn something from reading this book." -- Joseph Tracy, executive vice president and director of research, Federal Reserve Bank of New York"Dona Wong’s outstanding new book artfully blends lessons on data analysis and graphic design. She shows us how to make our complex, confusing graphs and presentations both simple and powerful." -- Peter Tufano, Coleman Professor of Financial Management, Harvard Business School"Dona Wong’s professional advice advances the art of information graphics." -- Gene Zelazny, director of visual communications, McKinsey & Company"We live in an increasingly data-driven world, and Dona Wong does a masterful job of explaining how to make data come alive and tell the truth in an engaging way." -- Mark Zandi, chief economist, Moody’s Economy.com
£18.99
O'Reilly Media Mastering Financial Pattern Recognition
Book Synopsis
£47.99
Taylor & Francis Purposeful Communication in a Digital Age
Book SynopsisIn recent years, the process and outlet for public speaking has grown with digital progressions such as TED talks and Facebook Live. Purposeful Communication in a Digital Age, 2nd Edition, provides a practical, step-by-step approach to developing and delivering effective speeches. Offering supplementary articles, case studies, and interviews with key leaders within the text and online, this is an all-in-one resource for the traditional, online, or hybrid classroom. The new edition devotes focus to presenting in the digital world, addressing both traditional and contemporary forms of presentation, and specifically directs students on seeking out credible sources when conducting research. Its eResource features video speech examples, classroom exercises, an instructor manual, and a quiz bank.Table of ContentsPreface Communicating Clearly A Podium and a Purpose Analyzing the Crowd Speech Anxiety Supporting Your Speech The Introduction and Conclusion Preparing the Content of Your Speech The Informative Speech The Persuasive Speech Speaking Online Technology Works For You
£142.50
Taylor & Francis Graphic Design in Museum Exhibitions
Book SynopsisGraphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions.Table of Contents1: Framing and reframing exhibition graphic design; 2: Exhibition graphics as means of display; 3: Exhibition graphics as expressions of institutional identity; 4: Exhibition graphics as visual content; 5: Exhibition graphics as resource of exhibition narration; 6: Negotiating the multiple roles of exhibition graphics; List of exhibitions and museums
£36.99
Taylor & Francis Ltd Sketching as Design Thinking
Book SynopsisThis book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice.Through a wide range of analysis and discussion, the book looks at the history of sketching as a resource throughout the design process and asks questions such as: where does sketching come from? When did sketching become something different to drawing and how did that happen? What does sketching look like in the present day? Alongside an in-depth case study of students, teachers, and practitioners, this book includes a fascinating range of interviews with designers from a wide variety of backgrounds, including fashion, user experience, and architecture. Sketching as Design Thinking explains how drawing and sketching remain a prominent aspect in our learning and creative process, and provides a rich resource for students of visual art and design. Trade Review"Sketching as Design Thinking provides a brilliant overview of sketching and how designers use it to communicate and demonstrate their ideas. The interviews are a great highlight of the book, and offer such insightful takeaways and a better understanding of how sketching looks like in other disciplines of design."Iris Lješnjanin, Senior Editor, Smashing MediaTable of ContentsIntroductionChapter 1: Sketching: A short historyChapter 2: Sketching: Visual information processingChapter 3: Interviews: What sketching means and looks like for other designersChapter 4: Sketching: Purpose, attributes, and types of sketchesChapter 5: Sketching: Exercises and toolsChapter 6: Exploring beliefs and practices about sketching in higher education and in the design professionAppendix: Survey questionsBibliographyIndex
£36.99
Pearson Education Interactive Computer Graphics with WebGL Global
Book SynopsisTable of ContentsCHAPTER 1 GRAPHICS SYSTEMS AND MODELS 1 1.1 Applications of Computer Graphics 2 1.1.1 Display of Information 2 1.1.2 Design 3 1.1.3 Simulation and Animation 3 1.1.4 User Interfaces 4 1.2 A Graphics System 5 1.2.1 Pixels and the Framebuffer 5 1.2.2 The CPU and the GPU 6 1.2.3 Output Devices 7 1.2.4 Input Devices 9 1.3 Images: Physical and Synthetic 10 1.3.1 Objects and Viewers 10 1.3.2 Light and Images 12 1.3.3 Imaging Models 13 1.4 Imaging Systems 15 1.4.1 The Pinhole Camera 15 1.4.2 The Human Visual System 17 1.5 The Synthetic-Camera Model 18 1.6 The Programmer’s Interface 20 1.6.1 The Pen-Plotter Model 21 1.6.2 Three-Dimensional APIs 23 1.6.3 A Sequence of Images 26 1.6.4 The Modeling—Rendering Paradigm 27 1.7 Graphics Architectures 28 1.7.1 Display Processors 29 1.7.2 Pipeline Architectures 29 1.7.3 The Graphics Pipeline 30 1.7.4 Vertex Processing 31 1.7.5 Clipping and Primitive Assembly 31 1.7.6 Rasterization 32 1.7.7 Fragment Processing 32 1.8 Programmable Pipelines 32 1.9 Performance Characteristics 33 1.10 OpenGL Versions and WebGL 34 Summary and Notes 36 Suggested Readings 36 Exercises 37 CHAPTER 2 GRAPHICS PROGRAMMING 39 2.1 The Sierpinski Gasket 39 2.2 Programming Two-Dimensional Applications 42 2.3 The WebGL Application Programming Interface 47 2.3.1 Graphics Functions 47 2.3.2 The Graphics Pipeline and State Machines 49 2.3.3 OpenGL and WebGL 50 2.3.4 The WebGL Interface 50 2.3.5 Coordinate Systems 51 2.4 Primitives and Attributes 53 2.4.1 Polygon Basics 55 2.4.2 Polygons in WebGL 56 2.4.3 Approximating a Sphere 57 2.4.4 Triangulation 58 2.4.5 Text 59 2.4.6 Curved Objects 60 2.4.7 Attributes 61 2.5 Color 62 2.5.1 RGB Color 64 2.5.2 Indexed Color 66 2.5.3 Setting of Color Attributes 67 2.6 Viewing 68 2.6.1 The Orthographic View 68 2.6.2 Two-Dimensional Viewing 71 2.7 Control Functions 71 2.7.1 Interaction with the Window System 72 2.7.2 Aspect Ratio and Viewports 73 2.7.3 Application Organization 74 2.8 The Gasket Program 75 2.8.1 Sending Data to the GPU 78 2.8.2 Rendering the Points 78 2.8.3 The Vertex Shader 79 2.8.4 The Fragment Shader 80 2.8.5 Combining the Parts 80 2.8.6 The initShaders Function 81 2.8.7 The init Function 82 2.8.8 Reading the Shaders from the Application 83 2.9 Polygons and Recursion 83 2.10 The Three-Dimensional Gasket 86 2.10.1 Use of Three-Dimensional Points 86 2.10.2 Naming Conventions 88 2.10.3 Use of Polygons in Three Dimensions 88 2.10.4 Hidden-Surface Removal 91 Summary and Notes 93 Suggested Readings 94 Exercises 95 CHAPTER 3 INTERACTION AND ANIMATION 99 3.1 Animation 99 3.1.1 The Rotating Square 100 3.1.2 The Display Process 102 3.1.3 Double Buffering 103 3.1.4 Using a Timer 104 3.1.5 Using setAnimFrame 105 3.2 Interaction 106 3.3 Input Devices 107 3.4 Physical Input Devices 108 3.4.1 Keyboard Codes 108 3.4.2 The Light Pen 109 3.4.3 The Mouse and the Trackball 109 3.4.4 Data Tablets,Touch Pads, and Touch Screens 110 3.4.5 The Joystick 111 3.4.6 Multidimensional Input Devices 111 3.4.7 Logical Devices 112 3.4.8 Input Modes 113 3.5 Clients and Servers 115 3.6 Programming Event-Driven Input 116 3.6.1 Events and Event Listeners 117 3.6.2 Adding a Button 117 3.6.3 Menus 119 3.6.4 Using Keycodes 120 3.6.5 Sliders 121 3.7 Position Input 122 3.8 Window Events 123 3.9 Picking 125
£78.99
APress Learn RPGs in GameMaker Studio
Book SynopsisCarry out the pre-planning, design, and programming of role playing games (RPGs) using the popular GameMaker: Studio in this very practical and fun book. Author Ben Tyers teaches you how to create a story or plotline for the RPG, apply aesthetics, and develop core and extended gameplay. Using Learn RPGs in GameMaker: Studio, you can design and build your own RPG using the GameMaker: Studio platform. Build your first game application and deploy in an app store, on Facebook, or just on a PC. Maybe, even, make a few bucks. What You''ll Learn Use the GameMaker: Studio platform to design and build a role playing game Create a story for game design purposes, using a plot line and defining characters Discover the impact of aesthetics on art style, character separation, scene development, sound design and views Master core gameplay elements such as battles, exploratioTable of Contents1. Introduction2. Alert Text Effect3. Battle System4 Boss Character’s Battle5. Branching Dialogue6. Coin System Shop7. CutScene8. Depth Based Graphics9. Downloading Bonus Levels From Website10. Drivable Vehicles11. Enemy Path Finding12. Foot Step Sounds13. Hints & Tips14. HUD15. Inventory16. Invincibility17. Mini-Quests18. Multiple Locations 19. Positional Audio20. Respawn Points21. Usable Items22. Weapon Control23. Zooming24. Destructible Terrain25. Dashing26. Quest Completion27. Road Builder28. Character Progression29. Party Mechanics30. Day / Night Cycle31. Puzzle Room32. Treasure Hunting33. Card Battle34. Graphical Effects35. Random Level Generation36. Fishing Mini Game37. Ship Mini Game38. Dice Rolling39. Mini Game & Dual View40. Game End41. Saving
£58.49
Taylor & Francis Inc Storytelling for Interactive Digital Media and Video Games
Book SynopsisThe evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can''t. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them interactive. Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs frTable of ContentsChapter 1 What is a Story? Fundamental Components of the StoryChapter 2 Who is Telling the Story? Teller/Audience RelationshipChapter 3 How Do We Tell Stories? Formats of StorytellingChapter 4 What Are Stories About? The Content of StoriesChapter 5 Why Do We Tell Stories? Functional StorytellingChapter 6 Activities For StorytellersChapter 7 ConclusionChapter 9 The Moving ImageChapter 10 Memes and SymbolsChapter 11 AudioChapter 12 ExercisesChapter 13 ConclusionChapter 14 Interaction BasicsChapter 15 Interactive Media TypesChapter 16 GamesChapter 17 Stories and GamesChapter 18 ActivitiesChapter 19 Conclusion
£46.54
University of Wales Press Games of Terror
Book Synopsis
£77.46
Springer Nature Switzerland AG Intelligent Wavelet Based Techniques for Advanced Multimedia Applications
a huge range and FREE tracked UK delivery on ALL orders.
£80.99
Springer Nature B.V. Clinical ImageBased Procedures
a huge range and FREE tracked UK delivery on ALL orders.
£37.99
Books on Demand Symbol-Fonts erstellen: mit Adobe Illustrator und
Book Synopsis
£21.76
BPB Publications Java Persistence with NoSQL
Book SynopsisJava Persistence with NoSQL is a comprehensive guide that offers a unique blend of theoretical knowledge and practical implementation, making it an invaluable resource for those seeking to excel in their roles. The book is divided into four parts, covering essential NoSQL concepts, Java principles, Jakarta EE integration, and the integration of NoSQL databases into enterprise architectures. Readers will explore NoSQL databases, comparing their strengths and use cases. They will then master Java coding principles and design patterns necessary for effective NoSQL integration. The book also discusses the latest Jakarta EE specifications, enhancing readers'' understanding of Jakarta''s role in data storage and retrieval. Finally, readers will learn to implement various NoSQL databases into enterprise-grade solutions, ensuring security, high availability, and fault tolerance.
£29.92
Independently Published CorelDRAW 2023 - Schulungsbuch mit vielen Übungen
Book Synopsis
£16.23
APress Beginning Photo Retouching and Restoration Using
Book SynopsisDigitally repair damaged prints, correct color shifts, and even colorize black and white images. This thoroughly revised book will show you how to retouch and restore photos using the most up-to-date version of GIMP and it's latest tools and features.Basic knowledge of GIMP is helpful, but the first chapter provides an overview of the free, open source image editing program. You'll then see how GIMP is a worthy alternative to Adobe Photoshop. You'll also work with step-by-step tutorials to duplicate the results using the same practice images used in the lessons. Because it is cross-platform friendly you can turn unfixable photos into digital art on Windows, macOS, and Linux enhancing your learning experience.Beginning Photo Retouching and Restoration Using GIMPprovides insight into the powerful program's wide set of features for just about any type of retouching or restoration work. What You'll LearnAcquire the best scans and digitize large photographsAdjust contrast and exposure to Table of ContentsIntroduction The Joy of Restoring Photographs Why Photographs are Important GIMP: The Powerful, Free Image Editing Alternative What Can GIMP Do? Improving with Practice Equipment Purchases to Consider Copy with Caution Mac Users Plugins Practice Images Part I: Starting with the Essentials Chapter 1: An Overview of GIMP 2.10 Chapter Overview Downloading and Installing GIMP 2.10 The Image Window The Image Menu Navigating Open Images The Toolbox and Tool Functions The Selection Tools The Brush Tools The Transform Tools Other Tools Working with Layers Layer Groups Plugins to Enhance GIMP Chapter Summary Chapter 2: Digitizing Your Photos, Slides, and Negatives Chapter Overview Acquiring Your Digital Images Starting with a Clean Scan Scanning Photographs Digitizing Large Images Finding a Service Provider Using Your Camera and Tripod Scanning Photos in Sections Scanning Slides and Negatives Before You Start Using the Auto Settings Scanning Resolution for Transparencies Straightening and Cropping Your Images Chapter Summary Part II: Tone, Exposure, and Color Chapter 3: Correcting Tone and Exposure Chapter Overview Common Tonal Problems Using the Histogram to Assess Tonality Using the Color Picker to Track Tonality Using Sample Points The Exposure, Shadows-Highlights, Brightness-Contrast, Levels, and Curve Dialogs Tutorial 1: Using the Exposure Dialog Tutorial 2: Using the Shadows-Highlights Dialog Tutorial 3: Using the Brightness-Contrast Dialog Tutorial 4: Using the Levels Dialog Tutorial 5: Using the Curves Dialog Tonal Corrections Using Layer Blend Modes Tutorial 7: Correcting an Underexposed Image Tutorial 8: Correcting and Overexposed Image Chapter Summary Chapter 4: Color Correction and Restoration Chapter Overview Color Problem Examples Color Essentials Additive Color Subtractive Color The Color Picker Tool Color Channels Correcting Color Casts Tutorial 9: Correcting a Color Cast Tutorial 10: Correcting an Extreme Color Cast Tutorial 11: Correcting Color Temperature Correcting and Restoring Color Tutorial 12: Color Correction with Levels (No. 1) Tutorial 13: Color Correction with Levels (No. 2) Tutorial 14: Restoring Severe Color Loss Chapter Summary Chapter 5: Creative use of Color Chapter Overview Reimagine Your Photos Converting Color to Black and White Tutorial 15: Converting Color to Black and White (No. 1) Tutorial 16: Converting Color to Black and White (No. 2) Tutorial 17: Converting Color to Black and White (No. 3) Digital Sepia Toning Tutorial 18: Converting Color to Sepia (No. 1) Tutorial 19: Converting Color to Sepia (No. 2) Selective Colorizing Tutorial 20: Mixing Color with Black and White Tutorial 21: Mixing Color with Sepia Colorizing Black and White Images Tutorial 22: Colorizing a Black and White Image Chapter Summary Part III: Digital Cleanup and Repairing Damage Chapter 6: Dust, Light Scratch, and Stain Removal Chapter Overview Tutorial 23: Removing Dust from a Slide Tutorial 24: Removing Dust and Light Scratches Tutorial 25: Removing Stains Chapter Summary Chapter 7: Repairing Moderate and Heavy Damage Chapter Overview Repairing Moderate Damage Tutorial 26: Patching Damaged Areas Tutorial 27: Repairing Moderate Damage Repairing Heavy Damage Tutorial 28: Repairing Heavy Damage Chapter Summary Part IV: Retouching Faces, Fun Projects, and Preserving Your Images Chapter 8: Editing Portraits and Recomposing Images Chapter Overview Retouching Portraits Diminishing Imperfections and Removing Distractions Tutorial 29: Light Portrait Retouching Tutorial 30: Brightening Teeth Recomposing Images Replacing Backgrounds Tutorial 31: Replacing a Background (No. 1) Tutorial 32: Replacing a Background (No. 2) Removing People Tutorial 33: Removing a Person from an Image Chapter Summary Chapter 9: Sharpening Images Chapter Overview Sharpening―The Final Step The Unsharp Mask Filter High Pass Sharpening Tutorial 34: Sharpening Using the High Pass Filter Emboss Sharpening Tutorial 35: Sharpening Using the Emboss Filter Chapter Summary Chapter 10:Fun and Artistic Projects with Your Photos Chapter Overview Turn Photos into Digital Works of Art Add Artistic Functionality with G’MIC Art Project No. 1: Salvaging “Unfixable” Photos Creating Collages Art Project No. 2: Assembling a Collage Chapter Summary Chapter 11:Printing and Preserving Your Images Chapter Overview Photo-Quality Printers Inkjet Printers Dye-Sublimation Printers Protecting and Preserving Your Prints Archiving Your Prints Displaying Your Prints Storing Images Digitally How Long Will Digital Images Last? Video Montages Chapter Summary Part V: Appendix Appendix: Useful GIMP Resources GIMP Resources The Official GIMP Web Site Tutorials Page gimpusers.com Partha’s Place Friends of the GIMP Photo Retouching, Editing, and Restoration RetouchPRO Photographic Equipment B&H Photo-Video-Pro Audio Specialty Film Processing Film Rescue International Archival Digital Media USB Flash Drives External Hard Drives CD and DVDs Protective Inkjet Spray Coatings Index
£47.49
APress Quick Start Guide to FFmpeg
Book Synopsis Create, edit, modify and convert multimedia files using FFmpeg, the most versatile open source audio and video processing tool available for Linux, Mac and Windows users. After reading this book, you will be able to work with video and audio files, images, text, animations, fonts, subtitles and metadata like a pro. It begins with a simple introduction to FFmpeg executables - ffmpeg, ffprobe and ffplay, and explains how you can use them to process multimedia containers, streams, audio channels, maps and metadata. It then describes how you can easily edit, enhance and convert audio, video, image and text files. There are dedicated chapters for filters, audio, subtitles and metadata, as well as FFmpeg tips and tricks. Sample lists of FFmpeg filters, encoders, decoders, formats and codecs are also available as appendices. Quick Start Guide to FFmpeg is for anyone who needs to edit or process multimedia files including studio professionals, broadcast personnel, coTable of Contents Quick Start Guide to FFmpeg Chapter 1: Installing FFmpeg Chapter 2: Starting with FFmpeg Chapter 3: Formats and Codecs Chapter 4: Media Containers and FFmpeg Numbering Chapter 5: Format Conversion Chapter 6: Editing Videos Chapter 7: Using FFmpeg Filters Chapter 8: All About Audio Chapter 9: All About Subtitles Chapter 10: All About Metadata Chapter 11: FFmpeg Tips 'n' Tricks Chapter 12: Annexures
£42.49
Pearson Education (US) Adobe Photoshop Classroom in a Book 2023 release
Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Work Area 2 Basic Photo Corrections 3 Working with Selections 4 Layer Basics 5 Quick Fixes 6 Masks and Channels 7 Typographic Design 8 Vector Drawing Techniques 9 Advanced Compositing 10 Painting with the Mixer Brush 11 Editing Video 12 Working with Camera Raw 13 Preparing Files for The Web 14 Producing and Printing Consistent Color 15 Exploring Neural Filters Appendixes
£41.64
Pearson Education Adobe Creative 3D Workflows
Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with more than two decades of experience creating expressive web, desktop, and mobile solutions. A faculty member at the University of Colorado Boulder College of Media, Communication and Information, his teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Joseph has authored a number of books and video courses on design and development technologies, tools, and concepts. He speaks at design and technology conferences such as Adobe MAX and for a variety of smaller creative communities. He is also the founder of Fractured Vision Media, LLC; a digital media production studio and distribution vehicle for a variety of creative works. Joseph is an Adobe Education Leader and Adobe Community Expert.
£43.19
Packt Publishing Limited Designing and Prototyping Interfaces with Figma: Elevate your design craft with UX/UI principles and create interactive prototypes
Book SynopsisExplore the latest Figma features with this newly updated 2nd edition, including Variables and Conditional Prototyping. Learn cutting-edge design principles and create captivating interfaces with this full-color guide. Key Features Explore Figma's latest features, including Variables and Conditional Prototyping, to create dynamic and responsive interfaces Integrate AI capabilities and optimize your workflow with the latest Figma plugins Create engaging, interactive prototypes that captivate your users and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionAre you a UI/UX designer eager to learn the art of creating compelling interfaces using Figma? Look no further! The highly anticipated new edition is here to transform your creative journey. Explore Figma's latest features and delve into the power of variables and conditional Prototyping. Get ready to transform your static designs into dynamic, interactive prototypes, offering users and stakeholders an immersive experience. Stay at the forefront of design innovation with insights into integrating AI capabilities and optimizing your workflow with the latest Figma plugins. With user-centric design at its core, this book guides you through mastering design thinking, enabling you to tackle complex design challenges with ease. One unique aspect of this edition is its focus on effective communication. Learn how to convey your design vision clearly to both technical and non-technical audiences. In the rapidly changing world of UI/UX design, iteration is key. This book will teach you how to gather user feedback and iterate on your designs by creating interactive prototypes. Whether you're new to Figma or a seasoned pro, this comprehensive guide equips you with the skills to create captivating interfaces, fosters creativity and problem-solving, and makes you an indispensable, forward-thinking designer.What you will learn Create high-quality designs that cater to your users' needs, providing an outstanding experience Mastering mobile-first design and responsive design concepts Integrate AI capabilities into your design workflow to boost productivity and explore design innovation Craft immersive prototypes with conditional prototyping and variables Communicate effectively to technical and non-technical audiences Develop creative solutions for complex design challenges Gather and apply user feedback through interactive prototypes Who this book is forThis book is for aspiring UX/UI designers who want to get started with Figma as well as established designers who want to migrate to Figma from other design tools. This guide will provide you a walkthrough of the entire process of creating a full-fledged prototype for a responsive interface using all the tools and features that Figma has to offer. As a result, this book is suitable for both UX and UI designers, product and graphic designers, as well as anyone who wants to explore the complete design process from scratch.Table of ContentsTable of Contents Exploring Figma and Transitioning from Other Tools Structuring Moodboards, Personas, and User Flows within FigJam Getting to Know Your Design Environment Wireframing a Mobile-First Experience Using Vector Shapes Designing Consistently Using Grids, Colors, and Typography Creating a Responsive Mobile Interface Using Auto Layout Building Components and Variants in a Collaborative Workspace User Interface Design on Tablet, Desktop, and the Web Prototyping with Transitions, Smart Animate, and Interactive Components Testing and Sharing Your Prototype in Browsers and Real Devices Exporting Assets and Managing the Handover Process Discovering Resources, Plugins, and Widgets in the Figma Community Going Advanced with Variables and Conditional Prototyping
£42.74
CRC Press Architectural Approach to Level Design
Book SynopsisThoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players.. Table of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .
£52.24
Apple Academic Press Inc. HTML5 Game Development from the Ground Up with
Book SynopsisWritten for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions.The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format.The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows Table of ContentsHTML5 and Construct 2. Understanding How Games Work. About Games and Ideas: Dream vs. Reality. Game Design Documentation for Indies. Moon Wolf, a Space Arcade Game. Moon Wolf Development. Kitty Katty, a Platformer. Kitty Katty Development. Turky on the Run, a Puzzle Game. Turky on the Run Development. The Journey Ahead. Deployment and Monetization. Appendices.
£44.64
MIT Press Ltd Interactive Visualization
£54.02
Pearson Education Responsive Web Design with Adobe Photoshop
Book Synopsis
£41.00
Pearson Education (US) Adobe After Effects Classroom in a Book 2022
Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Workflow 2 Creating a Basic Animation Using Effects and Presets 3 Animating Text 4 Working with Shape Layers 5 Animating a Multimedia Presentation 6 Animating Layers 7 Working with Masks 8 Distorting Objects with the Puppet Tools 9 Using the Roto Brush Tool 10 Performing Color Correction 11 Creating Motion Graphics Templates 12 Using 3D Features 13 Working with the 3D Camera Tracker 14 Advanced Editing Techniques 15 Rendering and Outputting
£44.09
MIT Press Ltd Processing A Programming Handbook for Visual
Book SynopsisThe new edition of an introduction to computer programming within the context of the visual arts, using the open-source programming language Processing; thoroughly updated throughout. The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. Written by Processing's cofounders, the book offers a definitive reference for students an
£72.20
Pearson Education (US) My Smart Home for Seniors
Book SynopsisMichael Miller is a popular and prolific writer of close to 200 non-fiction books, known for his ability to explain complex topics to everyday readers. He writes about a variety of topics, including technology, business, and music.Table of Contents1 Making Your Life Easier with Smart Home Technology 3 What Is a Smart Home? 4 How Smart Home Technology Works 6 Smart Communications 6 Smart Operations 7 Smart Interactivity 8 What Can Your Smart Home Control? 9 Smart Lighting 9 Smart Heating and Cooling 11 Smart Home Security 12 Smart Appliances 13 Smart Home Entertainment 14 Smart Home Control 15 And More… 15 Why You Need to Turn Your Home into a Smart Home 16 Saving Time and Effort 16 Saving Money and Conserving Energy 17 Doing More 17 2 Understanding Smart Home Hubs and Controllers 21 Understanding Smart Home Technologies 21 X10 23 Insteon 24 Wi-Fi 25 Bluetooth 25 Z-Wave 25 ZigBee 26 Comparing Smart Home Systems 26 Insteon 27 SmartThings by Samsung 28 Wink 28 And More… 29 What Works with What? 30 Comparing Smart Home Controllers 34 Apple HomeKit 35 Amazon Echo and Alexa 36 Google Home 37 3 Automating Your Home Lighting 41 Considering Smart Lighting Systems 41 Insteon 41 LIFX 42 Philips Hue 42 Wink 43 Other Systems 43 Using the Philips Hue Personal Wireless Lighting System 44 Connect the Hue Bridge 44 Connect to the Hue Dimmer Switch 46 Control Your Lights with the Dimmer Switch 48 Connect to the Hue App 48 Create a Room 50 Add More Lights or Accessories 52 Turn Lights On or Off with the Hue Smartphone App 54 Dim Your Lights 55 Adjust a Light’s Color Temperature 55 Select a Scene 57 Create a New Scene 58 Create a New Home & Away Routine 61 Create a Wake Up Routine 65 Create a Go to Sleep Routine 66 4 Automating Heating and Cooling 71 Understanding Smart Thermostats 71 How Smart Thermostats Work 72 Should You Upgrade to a Smart Thermostat? 74 Evaluating Smart Thermostats 75 Carrier Cor Wi-Fi Thermostat 76 Ecobee 77 Emerson Sensi Wi-Fi Thermostat 78 Honeywell Lyric Round Wi-Fi Thermostat 79 Honeywell Wi-Fi Smart Thermostat 80 Nest Learning Thermostat 80 Using the Nest Learning Thermostat 83 Set Up and Configure Your Nest Thermostat 84 Control Your Thermostat 90 Set the Temperature 91 Program Your Nest 93 Learning Your Routine 94 Connecting Your Nest to Other Smart Devices 95 5 Automating Home Security 99 Adding a Smart Doorbell 100 How Smart Doorbells Work 100 August Doorbell Cam 101 Ring Video Doorbell 103 SkyBell HD Wi-Fi Video Doorbell 105 Installing a Smart Door Lock 106 How Smart Door Locks Work 107 August Smart Lock 108 Kwikset Kevo 111 Kwikset Premis 112 Schlage Connect 113 Schlage Sense 113 Yale Assure Lock with Bluetooth 114 Using Smart Security Cameras 115 How Smart Cameras Work 115 Arlo Q 117 Arlo Pro 118 Canary Flex 119 Nest Cam Indoor and Outdoor 120 Working with Smart Smoke and CO Detectors 122 Birdi 123 Halo+ 124 Nest Protect 124 Assembling a Smart Home Security System 126 Samsung SmartThings 127 Wink 128 Canary 128 Piper 130 iSmartAlarm 131 SimpliSafe 132 6 Automating Your Kitchen and Laundry 135 Understanding Today’s Smart Appliances 136 Smart Operation 136 Smart Monitoring 137 Smart Energy Savings 137 Smart Maintenance 137 Smarter Food Storage with Smart Refrigerators 138 GE Connected Refrigerators 138 LG SmartThinQ Refrigerators 139 Samsung Family Hub Refrigerators 140 Smarter Cooking with Smart Ranges and Ovens 142 GE Wi-Fi Connected Ovens and Ranges 142 LG SmartThinQ Ranges 143 Samsung Wi-Fi Ranges 144 Smarter Dishwashing with Smart Dishwashers 145 Bosch Dishwasher with Home Connect 145 GE Wi-Fi Connected Dishwashers 145 Smarter Cleaning with Smart Washers and Dryers 146 GE Wi-Fi Connected Washers and Dryers 147 LG SmartThinQ Washers and Dryers 148 Whirlpool 148 7 Automating Home Entertainment 153 Watching Smart TV 153 What’s Inside a Smart TV 154 What a Smart TV Does 155 Using a Typical Smart TV156 Using a Smart Set-Top Box 158 Streaming Audio Throughout Your Home 159 Using the Amazon Echo as a Speaker 160 Using Google Home as a Speaker 161 Using the Harmony Hub 162 Getting to Know the Harmony Hub 162 What’s It Work With? 164 Setting Up the Harmony Hub 164 Using the Harmony Hub 165 8 Examining Other Smart Devices and Applications 169 Smart Devices for the Living Room 169 Smart Plugs 170 Smart Outlets 171 Smart Wall Switches 171 Smart Motion Detectors 172 Smart Window Coverings 173 Smart Vacuums 174 Smart Devices for the Bedroom 175 Smart Bedding and Accessories 175 Smart Devices for the Kitchen 176 Smart Coffee Makers 177 Smart Cooking Appliances 178 Smart Devices for the Garage 178 Smart Garage Door Openers 178 Smart Car Adapter 180 Smart Devices for Outdoors 181 Smart Irrigation Systems 181 Smart Lawn Mowers 181 9 Controlling Your Smart Home with Wink 185 Getting to Know Wink 185 Setting Things Up 187 Connect the Wink Hub 2 188 Add a New Device via Barcode Scanning 190 Manually Add a New Device 193 Using the Wink App 196 Turn a Device On or Off 196 View Information from a Sensor 197 Create a Shortcut 199 Activate a Shortcut 201 Automating Activities with Robots and Events 202 Create a Robot 202 Remove a Robot 206 Create an Event 206 10 Controlling Your Smart Home with Apple Home 213 Understanding Apple HomeKit 214 How HomeKit Works 214 What’s Compatible with HomeKit 215 Adding Devices and Rooms 216 Add a New Device 217 Add a New Room 219 Assign an Accessory Device to a Room 220 Create a Scene 222 Controlling Your Smart Devices 223 Control a Device or Scene 224 Controlling Devices and Scenes with Siri 225 Automating Multiple Devices 225 Create a Location Automation 227 Create a Time Automation 229 Create a Controlled Automation 231 11 Controlling Your Smart Home with Amazon Alexa 235 Understanding Alexa—and Echo 236 What Alexa Does and How Alexa Works 236 Using Alexa as a Smart Home Controller 236 Meet Amazon’s Echo Devices 237 Amazon Echo 237 Amazon Echo Dot 238 Amazon Echo Show 239 Which Echo Is Right for You? 239 Setting Up Your Echo Device 240 Set Up Your Device 241 Changing the Wake Word 246 Working with Alexa 249 Employ General Commands 250 Tell Alexa What to Do 251 Using the Alexa App 252 Tour the Alexa App 252 Link Accounts from Other Services 254 Working with Alexa’s Skills 257 Find a Skill 257 Add a Skill to Alexa 260 Using Alexa to Control Your Smart Devices 261 What’s Compatible? 261 Connect a Smart Device to Alexa 261 Working with Device Groups 264 Controlling a Smart Device with Alexa 266 12 Controlling Your Smart Home with Google Home 269 Understanding Google Home and the Google Assistant 270 Setting Up and Using Google Home 271 Set Up Your Device 272 Navigate and Configure the Google Home App 278 Working with the Google Assistant 282 Wake Words 283 Employ General Commands 283 Tell the Google Assistant What to Do 284 Using Google Home to Control Your Smart Devices 285 What Does Google Home Control? 285 Pair a Device with the Google Assistant 286 Use the Google Assistant to Control Your Smart Devices 289 13 Using Smart Technology for Independent Living 291 Making Daily Living Easier 292 Use a Voice-Controlled Personal Assistant 292 Install Smart Lighting Systems 293 Employ a Smart Doorbell 294 Install a Smart Door Lock 294 Consider a Smart Thermostat 295 Keeping You and Your Loved Ones Safer 297 Install a Smart Door Lock 297 Employ Smart Door and Window Sensors 298 Add Smart Cameras 298 Use a Personal GPS Tracker 299 Employ a Personal Safety Device 300 Embracing In-Home Care 303 14 Adding More Functionality with IFTTT 305 Understanding IFTTT 306 How Does IFTTT Work? 306 Why Would You Want to Use IFTTT? 307 What Does IFTTT Work With? 308 Using IFTTT Applets 308 Link a Device or Service to IFTTT 309 Find and Activate an Applet 311 Manage Your Applets 313 Creating Your Own Applets 313 Understanding the Parts of an Applet 313 Create a New Applet 314 15 Evaluating Privacy and Security Concerns 319 Privacy Concerns 320 What Do They Really Know About You? 320 How Much Privacy Do You Need? 322 Security Issues 323 Spyware and Botnets 323 Seizing Control 325 What Can You Do? 326 Making Your Smart Home Safer 327 Is It Safe Enough? 328 16 What’s Next? (ONLINE ONLY)Glossary 331Index 335 Find the bonus online chapter and other helpful information on this book’s website at http://informitcom/title/9780789759894
£18.99
De Gruyter Web Applications with Javascript or Java: Volume
Book SynopsisToday, web applications are the most important type of software applications. This textbook shows how to design and implement them, using a model-based engineering approach that covers general information management concepts and techniques and the two most relevant technology platforms: JavaScript and Java. The book provides an in-depth tutorial for theory-underpinned and example-based learning by doing it yourself, supported by quiz questions and practice projects. Volume 1 provides an introduction to web technologies and model-based web application engineering, discussing the information management concepts of constraint-based data validation, enumerations and special datatypes. Volume 2 discusses the advanced information management concepts of associations and inheritance in class hierarchies. Web apps are designed using UML class diagrams and implemented with two technologies: JavaScript for front-end (and distributed NodeJS) apps, and Java (with JPA and JSF) for back-end apps. The six example apps discussed in the book can be run, and their source code downloaded, from the book’s website.
£37.12
Excel Books Computer Graphics According to DOEACC Syllabus
Book Synopsis
£17.50
BPB Publications IBM DB2 Administration Guide: Installation, Upgrade and Configuration of IBM DB2 on RHEL 8, Windows 10 and IBM Cloud
£37.04
Oxford University Press Making it Personal
Making it Personal 9780190905095 | BookCurl
£28.49
Palgrave Macmillan The Information Superhighway Strategic Alliances in Telecommunications and Multimedia Macmillan Business
Book SynopsisThis text explores the shape of the partnerships between cable, TV, entertainment and multi-media companies, and how they lower entry fees, consolidate technologies and influence regulatory structure.Table of ContentsTelephone and Cable Television - The Main Drivers; US West's Full Service Network; AT&T's Alliances; Multimedia Alliances; Wireless Communications; The German Market; R&D Consortia; Joint Development Alliances; Telecom Equipment Integration at Unisource; Northern Telecom - Ameritech; Internal Ventures; Re-engineering an Alliance - A Customer Service Program. Appendices: Questionnaire; 1984 Cable Act - Section 533; Bellcore Customers and Areas of Collaboration.
£85.49
Springer Metadata and Semantics
a huge range and FREE tracked UK delivery on ALL orders.
£123.49