Graphical and digital media applications Books

375 products


  • Metal Programming Guide

    Pearson Education Metal Programming Guide

    Book Synopsis

    £42.49

  • Unreal Engine 4 for Design Visualization

    Pearson Education (US) Unreal Engine 4 for Design Visualization

    Out of stock

    Book SynopsisTom Shannon is a UE4 expert/addict and technical artist with more than a decade of professional experience developing video games and visualizations using Unreal Engine. He is passionate about gaming and game technology as well as visualization and its importance and impact on the real world. He spends his days balancing between building the world alongside architects, engineers, and designers, and then destroying it with giant robots alongside programmers, animators, and effects artists. Tom lives in Colorado with his beautiful and inspiring wife Serine and his amazing and humbling kids Emma and Dexter. You can find his website at www.TomShannon3D.com. Table of ContentsPreface xvi Acknowledgments xxi About the Author xxii PART I: UNREAL ENGINE 4 OVERVIEW 1Chapter 1 Getting Started with Unreal Engine 4 3 What Is Unreal Engine 4? 4 A Brief History of Unreal Engine 5 Introducing Unreal Engine 4 5 UE4 Highlights for Visualization 7 Developing Interactive Visualizations with Unreal Engine 4 7 Unreal Engine 4 Development Requirements 14 Teamwork in Unreal Engine 4 15 Costs of Developing for UE4 16 Cost Savings of UE4 17 Resources and Training 18 Summary 20 Chapter 2 Working with UE4 21 Unreal Engine 4 Components 22 Project Folder Structure 27 Understanding .uasset Files 30 Unreal Engine 4 Content Pipeline 30 Summary 33 Chapter 3 Content Pipeline 35 Content Pipeline Overview 36 3D Scene Setup 38 Preparing Geometry for UE4 39 FBX Mesh Pipeline 48 Texture and Material Workflow 51 Importing to the Content Library 54 Camera Workflow 56 Summary 57 Chapter 4 Lighting and Rendering 59 Understanding Unreal Engine’s Physically Based Rendering (PBR) 60 Lights in UE4 63 Understanding Light Mobility 64 Real-Time Reflections 68 Post-Processing 69 Summary 77 Chapter 5 Materials 79 Materials Overview 80 UE4 Material Editor 81 How Unreal Materials Work 84 Surface Types 88 Material Instances 89 A Simple Material 92 Summary 100 Chapter 6 Blueprints 101 Introducing Blueprints 102 Objects, Classes, and Actors 102 The Player 104 The Player Controller 104 Pawns 106 The World 106 Levels 107 Components 107 Variables and their Types 107 The Tick 108 Class Inheritance 109 Spawning and Destroying 110 Blueprint Communication 111 Compiling the Script 112 Summary 112 PART II: YOUR FIRST UE4 PROJECT 113Chapter 7 Setting Up the Project 115 Project Scope 116 Creating a New Project from the Launcher 116 Summary 119 Chapter 8 Populating the World 121 Making and Saving a New, Blank Level 122 Placing and Modifying Assets 123 Let there Be Light 125 Moving Around the Scene 128 Building the Architecture 129 Adding Details to Your Structure 130 Summary 134 Chapter 9 Making it Interactive with Blueprints 135 Setting Up the Project 136 Press Play 136 Creating the Pawn 138 Input Mapping 142 Creating the Player Controller Class 144 Adding Input with Blueprints 144 Rotating the View (Looking) 146 Player Movement 147 GameMode 152 Placing the Player Start Actor 155 Summary 156 Chapter 10 Packaging and Distribution 157 Packaged Versus Editor Builds 158 Project Packaging 158 Packaging Options 159 How to Package 160 Launching Your Application 161 Packaging Errors 161 Distributing the Project 162 Using Installers 163 Summary 163 PART III: ARCHITECTURAL VISUALIZATION PROJECT 165Chapter 11 Project Setup 167 Project Scope and Requirements 168 Setting Up the Project 169 Applying Project Settings 173 Summary 175 Chapter 12 Data Pipeline 177 Organizing the Scene 178 Materials 179 Architecture and Fixtures 179 Exporting the Scene 182 Importing the Scene 184 Prop Meshes 188 Summary 192 Chapter 13 Populating the Scene 193 Scene Building for Visualization 194 Setting Up the Level 194 Placing Architecture Static Meshes 196 Placing Prop Meshes 198 Scene Organization 199 Summary 203 Chapter 14 Architectural Lighting 205 Getting the Most from UE4’s Lighting 206 Static Lighting with Lightmass 207 Adjusting the Sun and Sky Lights 207 Building Lighting 212 Lightmass Settings for Architecture Visualizations 215 Lightmap UV Density Adjustments 218 Placing Interior Lighting 221 Placing Light Portals 222 Using Reflection Probes 223 Post-Process Volume 224 Summary 231 Chapter 15 Architectural Materials 233 What Is a Master Material? 234 Creating the Master Material 236 Creating Material Instances 244 Advanced Materials 249 Summary 256 Chapter 16 Creating Cinematics with Sequencer 257 Getting Started with Sequencer 258 Animating the Camera 261 Editing the Shots 263 Saving 264 Collaborating 264 Rendering to Video 264 Summary 267 Chapter 17 Preparing the Level for Interactivity 269 Setting Up Your Level 270 Adding the Player Start Actor 270 Adding Collision 271 Enabling the Mouse Cursor 277 Creating Post-Process Outlines 278 Summary 279 Chapter 18 Intermediate Blueprints: UMG Interaction 281 Toggling Datasets 282 Making the Variation Level 282 Level Streaming 286 Defining a Player Start Actor 290 Setting Up the Level Blueprint 290 Programming the Switching 294 Testing Time 297 Unreal Motion Graphics (UMG) 299 Back to the Level Blueprint 306 Summary 310 Chapter 19 Advanced Blueprints: Material Switcher 311 Setting the Goal 312 Building the Actor Blueprint 313 Creating Variables 314 Adding Components 319 Creating the Change Material Function 321 Understanding the Construction Script 322 Understanding the Event Graph 327 Populating the Level 331 Playing the Application 334 Summary 336 Chapter 20 Final Thoughts 337 UE4 Continually Changing 338 Future of Visualization 338 Next Steps 339 Virtual Reality 339 Film Making 340 Content Creation 340 Thank You 340 Glossary 341Index 347

    Out of stock

    £36.99

  • Simple and Usable Web Mobile and Interaction

    Pearson Education (US) Simple and Usable Web Mobile and Interaction

    Out of stock

    Book SynopsisGiles Colborne has spent his career making technology simple to use. He is CEO of cxpartners, an experience design consultancy based in the United Kingdom that helps organizations located all over the world to plan, create, and manage elegant services that their customers love.Table of ContentsPart 1 Why are we here? Part 2 Setting a vision Part 3 Strategies for simplicity Part 4 Remove Part 5 Organize Part 6 Hide Part 7 Displace Part 8 Before we go

    Out of stock

    £27.54

  • Adobe InDesign CC Classroom in a Book 2018

    Pearson Education (US) Adobe InDesign CC Classroom in a Book 2018

    15 in stock

    Book SynopsisKelly Kordes Anton has written and edited dozens of books and training resources on publishing technologies and InDesign, including six previous editions of the Adobe InDesign Classroom in a Book. She is a Communications Specialist for MillerCoors, based at the Golden Brewery, home of the famed Coors Banquet. Kelly lives in Littleton, Colorado.   Tina DeJarld has worked on the front lines of taking designs from the computer screen to real-world production since before InDesign 1.0. As both a prepress master and production designer building files that will work correctly, she has handled thousands of large and complex projects, becoming an expert on InDesign best practices and techniques.  Table of ContentsGetting Started 1 Introducing the Workspace 2 Getting to Know InDesign 3 Setting Up a Document and Working with Pages 4 Working with Objects 5 Flowing Text 6 Editing Text 7 Working with Typography 8 Working with Color 9 Working with Styles 10 Importing and Modifying Graphics 11 Creating Tables 12 Working with Transparency 13 Printing and Exporting 14 Creating Adobe PDF Files with Form Fields 15 Creating a fixed-Layout epub

    15 in stock

    £40.04

  • Adobe Illustrator CC Classroom in a Book 2019

    Pearson Education Adobe Illustrator CC Classroom in a Book 2019

    15 in stock

    Book Synopsis

    15 in stock

    £54.00

  • Foundations of Digital Art and Design with Adobe

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

    1 in stock

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

    1 in stock

    £32.99

  • Adobe After Effects Classroom in a Book 2021

    Pearson Education Adobe After Effects Classroom in a Book 2021

    Out of stock

    Book SynopsisLisa Fridsma has long loved the process of teaching others to use Adobe products. She has helped create over thirty books in the Classroom in a Book series over the last two decades (including books on Photoshop, After Effects, and Acrobat), going back to her time on-staff at Adobe. She's currently the owner of Darlington Hill Productions which provides production, design, illustration, and writing publishing services.     Brie Gyncild aims to make technical information accessible to those who need it. Brie has auTable 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

    Out of stock

    £42.74

  • Adobe Photoshop Classroom in a Book 2021 release

    Pearson Education (US) Adobe Photoshop Classroom in a Book 2021 release

    Book SynopsisAdobe Photoshop Classroom in a Book (2021 release) contains 15 lessons that cover the basics and beyond, 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.Table 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

    £33.74

  • My iPad for Seniors Covers all iPads running

    Pearson Education (US) My iPad for Seniors Covers all iPads running

    Out of stock

    Book Synopsis Michael Miller is the popular and prolific writer of more than 200 nonfiction books, known for his ability to explain complex topics to everyday readers. He writes about a variety of topics, including technology, business, and music. His best-selling books for Que include My Video Chat for Seniors, My TV for Seniors, My Facebook for Seniors, My Social Media for Seniors, My Internet for Seniors, My Smart Home for Seniors, My Windows 10 Computer for Seniors, Easy Computer Basics, and Computer Basics: Absolute Beginner's Guide. Worldwide, his books have sold more than 1.5 million copies. Find out more at the author's website: www.millerwriter.com Follow the author on Twitter: molehillgroup Table of ContentsChapter 1 Buying and Unboxing Your iPad 3 Choosing the Right iPad for You 4 iPad mini (6th generation) 4 iPad 6 iPad Air 7 iPad Pro 8 Which iPad Should You Buy? 9 Unboxing Your New iPad 10 What's Inside the Box 10 Powering Up Your iPad for the First Time 11 Turn It On--for the First Time 12 Accessorizing Your iPad 13 Chapter 2 Getting Started with Your iPad 19 Getting to Know Your iPad 19 Front 19 Top 21 Sides 22 Bottom 22 Back 23 Turning Your iPad On and Off 24 Power On Your iPad 24 Unlock Your iPad with Face ID 25 Unlock Your iPad with Touch ID 26 Unlock Your iPad with a Passcode 26 Lock Your iPad 27 Power Off Your iPad 27 Force a Restart on a Regular iPad 28 Force a Restart on an iPad Pro, iPad Air, or iPad mini 29 Using Your iPad 29 Learn Essential Multi-Touch Gestures 30 Perform Common Operations 30 Navigate the Home Screen 31 View Notifications on the Cover Sheet 32 Manage Open Apps 33 Understand the Status Bar 34 Performing Basic Operations 36 View and Respond to Notifications 36 Display the Control Center 37 Adjust the Brightness 38 Activate Night Shift 38 Change the Volume Level 39 Rotate the iPad 40 Create a New Focus 41 Enable Focus Mode 44 Enter Text with the Onscreen Keyboard 45 Copy and Paste Text 47 Managing Your iPad's Battery 47 Recharge the Battery 48 Monitor Battery Usage 49 Chapter 3 Personalizing the Way Your iPad Looks and Works 51 Personalizing Light/Dark Mode and Wallpaper 51 Choose Light or Dark Mode 52 Change the Wallpaper 53 Personalizing App Icons 54 Change the Size of App Icons 55 Arrange App Icons 55 Remove an App Icon from the Home Screen 56 Add Icons to and Remove Icons from the Dock 57 Organize Icons with Folders 58 Working with the App Library 60 Personalizing Widgets 61 Add a Widget 61 Customize a Widget 63 Remove a Widget 64 Add a Smart Stack Widget 64 Display Today View 65 Add a Widget to Today View 66 Configuring Device Settings 67 Display the Settings Page 67 Configure Notifications 68 Display a Scheduled Summary of Your Notifications 70 Configure the Display and Brightness 72 Display Night Shift Mode After Dark 73 Change System Sounds 74 Configure Individual Apps 75 Display and Manage General Settings 75 Customize the Control Center 77 Managing Your Screen Time 78 View Your Screen Time 78 Configure Downtime 80 Set App Limits 81 Block Specific Content 83 Chapter 4 Connecting to the Internet and Browsing the Web 85 Connecting to a Wi-Fi Network 85 Connect to Your Home Wireless Network 86 Connect to a Public Wireless Hotspot 87 Change Networks 90 Connect to a Network You've Previously Connected To 90 Using the Safari Web Browser 91 Launch the Safari Browser 92 Enter a Web Address 92 Use Web Links 94 Search the Web 94 View Multiple Pages in Tabs 95 Work with Tab Groups 96 Bookmark a Page 98 Open a Bookmarked Page 99 Revisit Past Pages 100 Browse the Web in Private 102 Configure Safari Settings 103 Clear History, Cookies, and Browsing Data 104 Making the Web More Readable 105 Zoom in to a Page 105 Read Articles with Safari Reader 106 Chapter 5 Keeping Your iPad Safe and Secure 109 Creating a Safer Lock Screen 109 Set a Simple Passcode 110 Change Your Unlock Method 110 Use Fingerprint Recognition with Touch ID 112 Use Face Recognition with Face ID 114 Erase Data After Too Many Unlock Attempts 117 Reducing the Risk of Theft 117 Keep Your iPad Safe 118 Track a Lost or Stolen iPad 119 Staying Safe Online 121 Protect Against Phishing and Identity Theft 121 Keep Your Private Information Private 123 Protect Against Online Fraud 123 Shop Safely 125 Chapter 6 Controlling Your iPad--and More--with Siri 129 Getting to Know Siri, Your iPad's Virtual Personal Assistant 129 Configure Siri 130 Summon Siri 132 Using Siri to Control Your iPad and Apps 133 Launch Apps 134 Control System Functions 134 Send and Receive Messages 134 Manage Meetings, Events, and Reminders 135 Take and View Pictures 136 Listen to Music 136 Using Siri to Find Interesting and Useful Information 137 Find Information 137 Solve Equations and Make Conversions 138 Find Businesses and Get Directions 139 Chapter 7 Installing and Using Apps 141 Working with Apps 141 Launch an App from the Home Screen 142 Launch an App from the Dock 142 Launch an App from the App Library 143 Search for an App 144 Switch Between Apps 144 Close an App 145 Finding New Apps in the App Store 146 Browse and Search the App Store 146 Purchase and Download Apps 149 Managing Installed Apps 150 View and Manage Purchased Apps 150 Delete an App 152 Multitasking on Your iPad 152 Display Multiple Windows with Split View 153 Open a Floating Window with Slide Over 154 Drag and Drop Text and Pictures Between Apps 155 View All Open Windows with App Expose 156 Chapter 8 Sending and Receiving Email 159 Sending and Receiving Messages 159 Select an Inbox 160 Read a Message 161 Reply to a Message 163 Create and Send a New Message 164 Attach a Photo to a Message 165 Delete a Message 168 Organize Messages in Files 169 Deal with Junk Email (Spam) 171 Configuring the Mail App 172 Add an Email Account 172 Get Notified of New Messages 174 Create a Signature 175 Chapter 9 Managing Your Contacts 179 Using the Contacts App 179 Add a New Contact 180 Edit a Contact 181 Delete a Contact 182 Viewing and Contacting Your Contacts 182 Display a Contact 183 Search for a Contact 184 Contact a Contact 185 Chapter 10 Video Chatting and Texting 187 Text Messaging with the Messages App 187 Send and Receive Text Messages 188 Send an Audio Message 190 Send a Photo 190 Send a Video Message 192 Video Chatting and More with FaceTime 193 Start a FaceTime Video Chat 194 Blur Your Background 196 FaceTime with a Non-Apple User 197 Add a Person to a Group Video Chat 199 Answer a FaceTime Request 200 Group Video Meetings with Zoom 200 Join a Meeting from a Link 201 Join a Meeting from Within the Zoom App 201 Participate in a Zoom Meeting 202 Start a New Zoom Meeting 205 Schedule a Meeting in Advance 207 Chapter 11 Getting Social with Facebook, Twitter, and Other Social Networks 211 Using Facebook 211 Navigate Facebook's iPad App 212 Read and Respond to Posts 215 Post a Status Update 216 Using Twitter 217 Read Tweets 217 Create a New Tweet 218 Using LinkedIn 218 Navigate the LinkedIn App 219 Create a New Post 221 Using Pinterest 222 View and Save Pins 223 Pin from a Website 225 Chapter 12 Staying Organized with Calendars, Reminders, and Alarms 229 Using the Calendar App 229 View Events 230 Add a New Event 231 Create a Recurring Event 232 Create an Alert for an Event 233 Invite Others to an Event 234 Using the Reminders App 234 View and Manage Your Reminders 235 Add a New Reminder 236 Using the Clock App 237 Set an Alarm 237 Set a Timer 239 Use the Stopwatch 239 Chapter 13 Reading eBooks, Magazines, and Newspapers 243 Reading eBooks on Your iPad 243 Find and Purchase Books with Apple's Books App 244 Read a Book with the Books App 246 Reading News Stories with Apple's News App 249 Personalize What News You Receive 250 Read News Stories 252 Chapter 14 Shooting, Editing, and Sharing Photos and Videos 255 Shooting Digital Photos 255 Launch the Camera App 256 Take a Picture 257 Take a Selfie 261 Take a Panoramic Photo 263 Capture a QR Code 265 Viewing and Editing Your Photos 267 View Your Photos 268 Organize Photos in Albums 274 Crop and Straighten a Picture 276 Apply Auto-Enhance 278 Apply a Filter 278 Adjust Brightness, Color, and More 279 Shooting and Editing Videos 279 Shoot a Video 280 Trim a Video 282 Sharing Photos and Videos 283 Share via Text Message 284 Share via Email 285 Share via Facebook 285 Chapter 15 Listening to Music and Podcasts 289 Listening to Streaming Music 289 Listen to Apple Music 290 Listen to Pandora 292 Listen to Spotify 295 Buying and Playing Music from the iTunes Store 298 Purchase Music from the iTunes Store 298 Play Your Tunes 300 Finding and Listening to Podcasts 301 Find Podcasts in the Podcasts App 302 Listen to a Podcast 302 Chapter 16 Watching TV Shows, Movies, and Other Videos 307 Watching Paid Streaming Video Services 307 Watch Amazon Prime Video 308 Watch Apple TV+ 310 Watch Discovery+ 312 Watch Disney+ 313 Watch HBO Max 315 Watch Hulu 318 Watch Netflix 320 Watch Paramount+ 321 Peacock 323 Watching Other Streaming Video Services 325 Discover Other Streaming Video Services 325 Watch Live TV Online 326 Using the Apple TV App 327 Find Something to Watch 327 Subscribe to a Channel 329 Manage Your Subscriptions 329 Watching YouTube 331 Find a Video 331 Watch a Video 332 Chapter 17 Traveling with Maps and Other Travel Apps 335 Traveling with the Maps App 335 Display a Map 336 Generate Driving Directions 337 Exploring Other Travel-Related Apps 338 Discover Travel Apps 339 Chapter 18 Keeping Fit and Healthy 343 Exploring Health and Fitness Apps 343 Discover Exercise and Yoga Apps 344 Exploring Food and Nutrition Apps 345 Discover Nutrition Apps 345 Discover Cooking and Recipe Apps 346 Exploring Medical Apps 347 Discover Medical-Related Apps 348 Chapter 19 Playing Games 351 Finding Games to Play 351 Download Games from the App Store 352 Discovering Popular Games 354 Action Games 354 Adventure Games 355 AR Games 356 Board Games 357 Card Games 357 Casino Games 358 Casual Games 358 Family Games 359 Indie Games 360 Kids Games 360 Music Games 361 Puzzle Games 362 Racing Games 362 Role-Playing Games 363 Simulation Games 363 Sports Games 364 Strategy Games 364 Trivia Games 365 Word Games 366 Playing Games with Apple Arcade 366 Finding Apple Arcade Games 367 Downloading Apple Arcade Games 368 Chapter 20 Managing Files on Your iPad and in the Cloud 371 Managing Your iPad's Storage 371 Examine Available Storage 372 Manage Available Storage Space 372 Working with the Files App 373 View and Open Files 374 Work with Files 376 Create a New Folder 377 Using External Storage 378 Make the Connection 378 Work with Files 379 Working with iCloud 379 Configure iCloud on Your iPad 381 Back Up Your iPad to iCloud 382 Using AirDrop and AirPlay to Share with Other Devices 384 Share Files with AirDrop 384 Stream Media with AirPlay 385 Chapter 21 Getting Productive 389 Using Your iPad's Built-In Productivity Apps 389 Write with Pages 390 Work with Numbers 392 Present with Keynote 396 Discovering More Productivity Apps 398 Google Docs, Sheets, and Slides 398 Microsoft Excel, PowerPoint, and Word 399 Chapter 22 Using Pencils, Keyboards, and Trackpads 401 Connecting Bluetooth Devices 401 Connect a New Bluetooth Device 402 Using Pencils and Styli 403 Work with the Apple Pencil 403 Annotate a Document 406 Fill In Forms 406 Draw Onscreen 407 Using External Keyboards 408 Connecting and Pairing the Smart Keyboard Portfolio and Magic Keyboard 409 Working with an External Keyboard 410 Using Trackpads and Mice 411 Configure Your Trackpad or Mouse 413 Use a Trackpad or Mouse 414 Chapter 23 Making Your iPad More Accessible 417 Making the iPad Easier to See 417 Invert Screen Colors 418 Configure the Screen for Colorblind Users 419 Make Onscreen Text Larger and Bolder 420 Read the Screen with VoiceOver 421 Making the iPad Easier to Hear 424 Turn On Closed Captioning When Watching Videos 424 Use a Hearing Aid with Your iPad 425 Making the iPad Easier to Operate 426 Adjust the Touchscreen Display 426 Enable AssistiveTouch 427 Chapter 24 Answering Frequently Asked Questions 429 Questions About Choosing an iPad 429 What's the Best iPad for Younger Children? 429 What's the Best iPad for Artists and Designers? 430 Do I Need an iPad Pro to Do Word Processing or Spreadsheet Work? 430 What's the Difference Between a Normal iPad and the iPad Air? 430 Questions About Connecting Your iPad 430 Can I Connect My iPad to an Ethernet Network? 431 Can I Connect My iPad to a Dock on My Desk?431 Can I View My iPad on a Larger Monitor? 431 How Do I Connect My iPad to a SMART Board? 432 Questions About Using Your iPad 432 How Do I Switch to Google Chrome for My Web Browser? 432 How Do I Get Those Big Tiles to Show Up on the Side of My iPad's Screen? 433 How Do I Make a Copy of What's on My Screen? 433 How Can I Search My iPad? 434 How Can I Make a Quick Note? 435 How Do I Watch Movies and Videos or View Photos from My iPad on My TV? 436 How Can I Send Pictures to My Friends and Relatives? 436 How Do I Print from My iPad? 436 How Can I Monitor My Grandkids' Screen Time on the iPad? 437 Can I Use My iPad to Control My Smart Lights and Other Smart Devices? 437 Questions About Other Issues 438 I Lost/Broke My iPad--How Do I Get All My Old Stuff onto a New iPad? 438 Where Can I Get My iPad Repaired? 438 Chapter 25 Fixing Common Problems 441 Troubleshooting iPad Problems 441 Your iPad Is Frozen 442 Your iPad Won't Turn On 443 Your iPad Won't Turn Off 444 An Individual App Freezes or Doesn't Work Right 444 Your iPad Runs Slowly 445 Your iPad's Wi-Fi Connection Doesn't Work 445 Your iPad Charges Slowly or Not at All 446 Your iPad Doesn't Rotate 447 Your iPad Keeps Asking for Your iCloud Password 447 You Forgot Your iPad Passcode 448 Updating and Resetting Your iPad 449 Update to the Latest Version of iPadOS 449 Factory Reset Your Device to “Like New” Condition 450 Restore from an iCloud Backup 451 Appendix A New Features of iPadOS 15 453 Desktop and Operations 453 Accessibility 453 Focus 454 Home Screen 454 Multitasking 454 Notifications 455 Universal Control 455 Widgets 455 Apps 456 App Library 456 FaceTime 456 Find My 456 Maps 457 Messages: Shared With You 457 Notes 457 Photos 457 Quick Note 457 Safari 458 Glossary 459 Index 467

    Out of stock

    £18.99

  • Adobe After Effects Classroom in a Book 2022

    Pearson Education (US) Adobe After Effects Classroom in a Book 2022

    1 in stock

    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

    1 in stock

    £41.64

  • Video Storytelling Projects

    Pearson Education (US) Video Storytelling Projects

    1 in stock

    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

    1 in stock

    £28.04

  • Adobe Creative Cloud Classroom in a Book

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

    15 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

    15 in stock

    £41.64

  • Final Cut Pro Power Tips

    Pearson Education (US) Final Cut Pro Power Tips

    15 in stock

    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

    15 in stock

    £34.19

  • The Art and Science of UX Design

    Pearson Education (US) The Art and Science of UX Design

    1 in stock

    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

    1 in stock

    £27.74

  • Compressed Image File Formats

    Pearson Education (US) Compressed Image File Formats

    Out of stock

    Book Synopsis John Miano is Chief Engineer of Colosseum Builders, Inc., where he specializes in Web applications for the entertainment and broadcasting industries. He is the author of Borland C++ Builder How-To and has written articles on programming for various computer publications. He holds a bachelor's degree in mathematics from the College of Wooster. 0201604434AB04062001Table of Contents Preface. Acknowledgments. 1. Introduction. The Representation of Images. Vector and Bitmap Graphics. Color Models. True Color versus Palette. Compression. Byte and Bit Ordering. Color Quantization. A Common Image Format. Conclusion. 2. Windows BMP. Data Ordering. File Structure. Compression. Conclusion. 3. XBM. File Format. Reading and Writing XBM Files. Conclusion. 4. Introduction to JPEG. JPEG Compression Modes. What Part of JPEG Will Be Covered in This Book? What are JPEG Files? SPIFF File Format. Byte Ordering. Sampling Frequency. JPEG Operation. Interleaved and Noninterleaved Scans. Conclusion. 5. JPEG File Format. Markers. Compressed Data. Marker Types. JFIF Format. Conclusion. 6. JPEG Human Coding. Usage Frequencies. Huffman Coding Example. Huffman Coding Using Code Lengths. Huffman Coding in JPEG. Limiting Code Lengths. Decoding Huffman Codes. Conclusion. 7. The Discrete Cosine Transform. DCT in One Dimension. DCT in Two Dimensions. Basic Matrix Operations. Using the 2-D Forward DCT. Quantization. Zigzag Ordering. Conclusion. 8. Decoding Sequential-Mode JPEG Images. MCU Dimensions. Decoding Data Units. Decoding Example. Processing DCT Coefficients. Up-Sampling. Restart Marker Processing. Overview of JPEG Decoding. Conclusion. 9. Creating Sequential JPEG Files. Compression Parameters. Output File Structure. Doing the Encoding. Down-Sampling. Interleaving. Data Unit Encoding. Huffman Table Generation. Conclusion. 10. Optimizing the DCT. Factoring the DCT Matrix. Scaled Integer Arithmetic. Merging Quantization and the DCT. Conclusion. 11. Progressive JPEG. Component Division in Progressive JPEG. Processing Progressive JPEG Files. Processing Progressive Scans. MCUs in Progressive Scans. Huffman Tables in Progressive Scans. Data Unit Decoding. Preparing to Create Progressive JPEG Files. Encoding Progressive Scans. Huffman Coding. Data Unit Encoding. Conclusion. 12. GIF. Byte Ordering. File Structure. Interlacing. Compressed Data Format. Animated GIF. Legal Problems. Uncompressed GIF. Conclusion. 13. PNG. History. Byte Ordering. File Format. File Organization. Color Representation in PNG. Device-Independent Color. Gamma. Interlacing. Critical Chunks. Noncritical Chunks. Conclusion. 14. Decompressing PNG Image Data. Decompressing the Image Data. Huffman Coding in Deflate. Compressed Data Format. Compressed Data Blocks. Writing the Decompressed Data to the Image. Conclusion. 15. Creating PNG Files. Overview. Deflate Compression Process. Huffman Table Generation. Filtering. Conclusion. Glossary. Bibliography. Index. 0201604434T04062001

    Out of stock

    £41.42

  • Science in the Age of Computer Simulation

    University of Chicago Press Science in the Age of Computer Simulation

    Out of stock

    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"

    Out of stock

    £58.42

  • Science in the Age of Computer Simulation

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

    15 in stock

    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"

    15 in stock

    £26.60

  • Digital Painting Techniques

    Taylor & Francis Ltd Digital Painting Techniques

    1 in stock

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

    1 in stock

    £39.94

  • 3ds Max 8 Essentials Autodesk Media and Entertainment Courseware

    CRC Press 3ds Max 8 Essentials Autodesk Media and Entertainment Courseware

    Out of stock

    Book SynopsisWelcome to the Autodesk Media and Entertainment Official Training Courseware for 3ds Max 8 software! Consider this book an all-access pass to the production and training experience of Autodesk developers and training experts. Written for self-paced learning or instructor-led classroom training, the manual will teach you the fundamentals of using 3ds Max 8. The book is organized into sections dedicated to animation, modelling, materials, lighting and rendering. Each section covers basic theory, and then includes exercises for hands-on demonstration of the concept. By the end of the book, you will have mastered the basics and moved onto full-length projects. Flexibility is built in, so that you can complete the tutorials in the way that works best for you. Complete the book and you will be a seasoned 3ds Max pro, ready to work confidently in a production environment.Trade Review"A thorough tome...(it) will take you through the key features of this powerful tool, saving you days of trial and error experimentation." - Imagine magazineTable of ContentsInstallation; Introduction to Computer Graphics, 3D Animation, and 3DS Max; User Interface; Working with Files and Objects; Overview Lab; Transforming Objects; Basic Animation Techniques; Creating an Animation and Changing Controller Types; Animation Lab; Shapes; More Objects and Modifiers; Low Poly Modeling; Environment and Low-Poly Creation Lab; Introduction to the Material Editor; Creating Mapped Materials; Materials Lab; Basic Lighting; Basics of Advanced Lighting; Rendering with Advanced Lighting; Cameras and Rendering; Scene Creation Lab; Full Day Lab; Index

    Out of stock

    £36.54

  • Houdini on the Spot

    Taylor & Francis Ltd Houdini on the Spot

    1 in stock

    Book SynopsisOver 250 professional techniques to improve your Houdini workflow.Table of ContentsIntroduction-Why Houdini?; UI Tricks-Fully Exploit the Houdini Interface; External Tricks-Getting the Most from the Other Installed Tools; Modeling Tricks-Useful SOP Idioms; Particle Tricks-Using POPs for Fun and Profit; Dynamic Simulations-Things to Know; Digital Assets-Creating and Using Libraries of Neat Tricks; Rendering Tricks; Channel Tricks-CHOPs: The Most Under-used Part of Houdini; VEX and VOPs Tricks-Creating Custom Operators; Compositing Tricks; Miscellaneous Useful Obscurities

    1 in stock

    £28.49

  • The Art of the Storyboard 2nd Edition

    CRC Press The Art of the Storyboard 2nd Edition

    2 in stock

    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

    2 in stock

    £27.54

  • How to Make Animated Films

    CRC Press How to Make Animated Films

    1 in stock

    Book SynopsisBecome Tony White's personal animation student. Experience many of the teaching techniques of the golden era of Disney and Warner Brothers studios and beyond.all from the comfort of your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. How to Make Animated Films offers secrets and unique approaches only a Master Animator could share. Includes hands-on Tutorials, demonstrations and final sample animations. . Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The downloadable resources are invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies.Trade ReviewRoy E. Disney's Introduction for "Animation from Pencils to Pixels"Table of ContentsTony White's Animation Master ClassIntroduction.1) Why this book?For 2D AnimatorsFor 3D AnimatorsFor ALL Animators2) First PrinciplesEquipment & techniques overviewDope Sheets & Production FoldersTop Pegs versus Bottom PegsFlipping Techniques(This section will include video footage on DVD)3) InbetweeningTiming & ChartingArcs & Paths of ActionSuperimpositionEven InbetweensSlowing-InSlowing-OutStraight Ahead AnimationAssignment 01(This section will include video footage on DVD)4) Bouncing BallKeysInbetweensWeight & TimingAssignment 02(This section will include video footage on DVD)5) Generic WalkPrinciplesCycle Action versus Moving ForwardKeys (legs only)Passing PositionInbetween positionsKeys (upper body & arms)InbetweensHead actionTimingAssignment 03(This section will include video footage on DVD)6) Personality WalksPrinciplesAlternative Passing PositionsEccentric InbetweensTimingAssignment 04(This section will include video footage on DVD)7) RunsPrinciplesPositions (lower body)Positions (upper body)Variations in actionTimingAssignment 05(This section will include video footage on DVD)8) QuadrupedsPrinciplesBreaking down the actionBack legsFront legsBodyTailHead & NeckVariationsAssignment 06(This section will include video footage on DVD)9) WeightPrinciplesWeight in actionWeight movingCarrying weightThrowing weightAssignment 07(This section will include video footage on DVD)10) AnticipationPrinciplesStarting an actionThrowingJumpingAssignment 08(This section will include video footage on DVD)11) DialoguePrinciplesBody languageEmotionLip SyncAssignment 09(This section will include video footage on DVD)12) Putting it all togetherOverviewWorking with audioStoryboardAnimaticAssignmentDope sheet timingKey pose testInbetweeningPencil TestLip SyncFinal movieAssignment 10(This section will include video footage on DVD)13) The future of animationThe still untapped potential for animation.2D or not 2D?The Animaticus FoundationReaders critique (information)14) Tony White's Animation Master Class ~ DVD Outline:Introduction.Author at his drawing desk offering an overview of animation. Presenting the tools of the trade, the principles of movement and key concepts. Demonstrating everything, especially key drawings, dope sheets, flipping techniques, inbetweening and superimposition.Assignment 01: Inbetweening test. (Key poses provided in book.) Bouncing BallPresentation of the principles of weight, flexibility, timing and movement on arcs. Author at desk animating a bouncing ball. Examples of animated movie clips to demonstrate the final work.Assignment 02: Bouncing Ball.Generic WalkPresenting the principles of a generic walk movement, cycle action versus moving forward, key stride positions, passing positions, inbetweening options. The author breaking down the action of a walk first the lower legs, then the body and arms, then the head action options. Discussion on timing.Assignment 03: Generic Walk.Personality WalksDemonstration on how the generic walk can be evolved to something with more eccentricity or personality. Author animating various styles of walk from identical keys. Side-by-side demonstration of each walk, in comparison to the generic walk.Assignment 04: Personality walk.RunsAuthor defines what a walk is and discusses the various forms from minimum to maximum number of frames. Demonstrates walk animation, first showing lower body, then upper body, then variations in action. Animated examples of runs.Assignment 05: Animated Run.QuadrupedsAuthor discuses the principles of generic quadruped action and their anatomical make-up, then presents variations of movement from critter to critter. Desktop demonstration of how the action is broken down for a cartoon quadruped walk first the back legs, then the front legs, then head, body and tail. Example of eccentric quadruped walk. Assignment 06: Eccentric quadruped walk.WeightAuthor discusses the principles of weight and its importance in animated action. Demonstrates how to put weight into a moving, bouncing, jumping flour sack. Example of sack animation.Assignment 07: Flour Sack animation.AnticipationAuthor discusses the principles of anticipation and discusses the various moments where the implementation of anticipation is necessary. Demonstrates the creating of anticipation in a running action. Examples of anticipation animation.Assignment 08: Anticipation with throw.PerspectiveAuthor discusses the principles of animation and the process of placement in action moving to and from the camera's point of view. Demonstration of walk in perspective. Examples of perspective animation.Assignment 09: Perspective walk through 360 degrees.DialogueAuthor discusses the principles and requirements of dialogue animation. The principles of body language, facial expression and lip syncing are presented. Demonstration of talking character animation, approached and illustrated (with pencil test clips) stage-by-stage.Assignment 10: Dialogue sequence (from free audio tracks downloadable from author's website).Multi-character actionAuthor discusses the principles of action and dialogue between two or more characters on the screen at the same time. The principles of principle and secondary action are explained, plus the importance of the role of the passive character in a dialogue sequence. Author demonstrates action between two characters. Examples of animation shown.Assignment 11: Two-character dialogue sequence (from free audio tracks downloadable from author's website).Production secretsAuthor discusses the stages of animation production, emphasizing the importance of animated storytelling and filmic technique for animators. The stages of production are presented breaking down audio tracks, storyboards, animatics, dope sheets & timing, key pose test, inbetweening secrets, pencil test, coloring, compositing and post production.Assignment 12: Short film project.

    1 in stock

    £39.94

  • 3ds Max Modeling for Games Volume II

    Taylor & Francis Ltd 3ds Max Modeling for Games Volume II

    Out of stock

    Book SynopsisLearn how to model comic-style à la Pixar with the expert techniques found in 3ds Max Modeling for Games Volume 2: Insider's Guide to Stylized Modeling. This new volume will show you the ins-and-outs of stylized modeling, including characters, vehicles, environments, and much more. Follow the story of cover characters Robert and Robot as their adventure takes you through the world of modeling, vegetation, alpha-maps, and much more! This book is also packed with highly detailed tutorials feared toward enhancing your modeling skills and expanding your portfolio.The companion website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work.  Also includeTable of ContentsChapter 1 Introduction to 3ds Max and Basic Modeling Terms; Chapter 2 Planning Your Project Including Making a Plan; Chapter 3 Adapting a Concept; Chapter 4 Vegetation and Alpha Maps; Chapter 5 Introduction to Maya; Chapter 6 Modeling the Robot in Maya; Chapter 7 Gallery; Chapter 8 Modeling the Character Robert Using Zbrush; Chapter 9 Modeling the House; Chapter 10 Polishing Your Scene and Modeling Projects to Complete; Chapter 11 Portfolio and Interview; Chapter 12 Creating the Initial Cover Image;

    Out of stock

    £37.59

  • The Animators Eye

    Taylor & Francis Ltd The Animators Eye

    2 in stock

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

    2 in stock

    £31.44

  • Color for the Sciences The MIT Press

    MIT Press Ltd Color for the Sciences The MIT Press

    1 in stock

    Book SynopsisA comprehensive introduction to colorimetry from a conceptual perspective.Color for the Sciences is the first book on colorimetry to offer an account that emphasizes conceptual and formal issues rather than applications. Jan Koenderink's introductory text treats colorimetry—literally, “color measurement”—as a science, freeing the topic from the usual fixation on conventional praxis and how to get the “right” result. Readers of Color for the Sciences will learn to rethink concepts from the roots in order to reach a broader, conceptual understanding.After a brief account of the history of the discipline (beginning with Isaac Newton) and a chapter titled “Colorimetry for Dummies,” the heart of the book covers the main topics in colorimetry, including the space of beams, achromatic beams, edge colors, optimum colors, color atlases, and spectra. Other chapters cover more specialized topics, including implementations, me

    1 in stock

    £72.20

  • Processing A Programming Handbook for Visual

    MIT Press Ltd Processing A Programming Handbook for Visual

    2 in stock

    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

    2 in stock

    £68.40

  • Rules of Play Game Design Fundamentals The MIT

    MIT Press Rules of Play Game Design Fundamentals The MIT

    10 in stock

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

    10 in stock

    £68.40

  • Digital Media Primer

    Pearson Education Limited Digital Media Primer

    Out of stock

    Book SynopsisTable of ContentsChapter 1 Background Chapter 2 Fundamentals of Digital Imaging Chapter 3 Capturing and Editing Digital Images Chapter 4 Fundamentals of Digital Audio Chapter 5 Capturing and Editing Digital Audio Chapter 6 Fundamentals of Digital Video Chapter 7 Digital Video: Post-Production Chapter 8 Interactive Multimedia Authoring with Flash: Animation Chapter 9 Interactive Multimedia Authoring with Flash: ActionScript–Part 1 Chapter 10 Interactive Multimedia Authoring with Flash: ActionScript–Part 2 Chapter 11 Interactive Multimedia Authoring with Flash: ActionScript–Part 3 Chapter 12 OOP Basics with Flash ActionScript 3.0 (NEW) Chapter 13 OOP Inheritance and Polymorphism (NEW) Chapter 14 Introduction to HTML (NEW) Chapter 15 HTML5 Video and Audio (NEW)

    Out of stock

    £60.58

  • 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

  • Adobe Flash Professional CC Classroom in a Book

    Pearson Education Adobe Flash Professional CC Classroom in a Book

    1 in stock

    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.“

    1 in stock

    £34.02

  • The Information Superhighway Strategic Alliances in Telecommunications and Multimedia Macmillan Business

    Palgrave Macmillan The Information Superhighway Strategic Alliances in Telecommunications and Multimedia Macmillan Business

    15 in stock

    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.

    15 in stock

    £85.49

  • Adobe InDesign Creative Cloud Revealed 2nd

    Cengage Learning, Inc Adobe InDesign Creative Cloud Revealed 2nd

    Out of stock

    Book SynopsisAdobe InDesign Creative Cloud Revealed, 2nd Edition encourages students to use both imagery and data to create curated spreads and high impact layouts to make large amounts of information consumable and attractive. The REVEALED Series extends step-by-step software instruction to creative problem-solving for real-world impact with more projects than any other Adobe curriculum. Through our exclusive partnership with National Geographic, students create unique and meaningful projects inspired by National Geographic storytellers with a focus on how design principles create meaningful compositions, layouts, and infographics, all while meeting most recent Adobe Professional Certification requirements.This updated series includes professional examples of photographs, infographics, and visually impactful layouts from National Geographic Magazine. Students will connect concepts with real-world projects with featured interviews National Geographic Explorers, Designers and Creatives for a revered

    Out of stock

    £125.64

  • Adobe Illustrator Creative Cloud Revealed 2nd Edition

    Adobe Illustrator Creative Cloud Revealed 2nd Edition

    Out of stock

    Book SynopsisAdobe Illustrator Creative Cloud Revealed, 2nd Edition encourages students to use both imagery and data to create curated spreads and high impact layouts to make large amounts of information consumable and attractive.The REVEALED Series extends step-by-step software instruction to creative problem-solving for real-world impact with more projects than any other Adobe curriculum. Through our exclusive partnership with National Geographic, students create unique and meaningful projects inspired by National Geographic storytellers with a focus on how design principles create meaningful compositions, layouts, and infographics, all while meeting most recent Adobe Professional Certification requirements.This updated series includes professional examples of photographs, infographics, and visually impactful layouts from National Geographic Magazine. Students will connect concepts with real-world projects with featured interviews National Geographic Explorers, Designers and Creatives for a reverTable of Contents1. Getting to Know Illustrator. 2. Creating Text and Gradients. 3. Drawing and Composing an Illustration. 4. Transforming and Distorting Objects. 5. Working with Layers. 6. Working with Patterns and Brushes. 7. Working with Distortions, Gradient Meshes, Envelopes, and Blends. 8. Recoloring Artwork and Working with Transparency, Effects, and Graphic Styles. 9. Creating and Designing Graphs. 10. Creating 3D Objects. 11. Preparing a Document for Prepress and Printing. 12. Drawing with Symbols. 13. Preparing Graphics for the Web.

    Out of stock

    £91.39

  • Data Sketches

    Taylor & Francis Ltd Data Sketches

    1 in stock

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

    1 in stock

    £99.75

  • Fundamentals of Computer Graphics

    Taylor & Francis Ltd Fundamentals of Computer Graphics

    1 in stock

    Book SynopsisDrawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.HIGHLIGHTS Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling Updated coverage of existing topics The absorption and reworking of several chapters to create a morTable of Contents 1 Introduction 2 Miscellaneous Math 3 Raster Images 4 Ray Tracing 5 Surface Shading 6 Linear Algebra 7 Transformation Matrices 8 Viewing 9 The Graphics Pipeline 10 Signal Processing 11 Texture Mapping 12 Data Structures for Graphics 13 Sampling 14 Physics-Based Rendering 15 Curves Michael Gleicher 16 Computer Animation Michael Ashikhmin 17 Using Graphics Hardware Peter Willemsen 18 Color Erik Reinhard and Garrett Johnson 19 Visual Perception William B. Thompson 20 Tone Reproduction Erik Reinhard 21 Implicit Modeling Brian Wyvill 22 Computer Graphics in Games Naty Hoffman 23 Visualization Tamara Munzner

    1 in stock

    £143.31

  • Design History and Culture

    Taylor & Francis Design History and Culture

    1 in stock

    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.

    1 in stock

    £33.24

  • Game Anim

    CRC Press Game Anim

    Out of stock

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

    Out of stock

    £42.74

  • Foundations of Visual Communication

    Taylor & Francis Ltd Foundations of Visual Communication

    15 in stock

    Book SynopsisDrawing upon theories from visual studies, critical visual culture studies, and cognitive psychology, and with a special focus on gender and ethnicity, this book gives students a theoretical foundation for future work as visual communicators.The book takes a closer look at the interwoven character of perception and reception that is present in everyday visual encounters. Chapters present a wide variety of visual examples from art history, digital media, and the images we encounter and use in our daily lives. With the tools to understand how images and text make meaning, students are thus prepared to better communicate through visual media. This book serves as a main or supplementary text for visual communication or visual culture courses. Table of Contents1. Visual Landscapes 2. Visual Communication in Practice 3. Analysing and Interpreting Visuals 4. Communication and Narration 5. Contexts, Situations and Framing

    15 in stock

    £35.14

  • The Wall Street Journal Guide to Information

    WW Norton & Co The Wall Street Journal Guide to Information

    15 in stock

    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

    15 in stock

    £18.99

  • Embedded System Design

    Elsevier Science & Technology Embedded System Design

    15 in stock

    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

    15 in stock

    £62.06

  • Digital Multimedia

    John Wiley & Sons Inc Digital Multimedia

    15 in stock

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

    15 in stock

    £51.26

  • Missional Communities

    John Wiley & Sons Inc Missional Communities

    1 in stock

    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

    1 in stock

    £16.14

  • The JPEG 2000 Suite

    John Wiley & Sons Inc The JPEG 2000 Suite

    10 in stock

    Book SynopsisBrimming with contributions from international specialists in industry and academia who have worked on the development of the JPEG2000 standard, The JPEG 2000 Suite provides a comprehensive reference on JPEG2000 and its extensions, examining current applications and future perspectives.Table of ContentsContributor Biographies. Foreword. Series Editor’s Preface. Preface. Acknowledgments. List of Acronyms. Part A. 1 JPEG 2000 Core Coding System (Part 1) (Majid Rabbani, Rajan L. Joshi, and Paul W. Jones). 1.1 Introduction. 1.2 JPEG 2000 Fundamental Building Blocks. 1.3 JPEG 2000 Bit-Stream Organization. 1.4 JPEG 2000 Rate Control. 1.5 Performance Comparison of the JPEG 2000 Encoder Options. 1.6 Additional Features of JPEG 2000 Part 1. Acknowledgments. References. 2 JPEG 2000 Extensions (Part 2) (Margaret Lepley, J. Scott Houchin, James Kasner, and Michael Marcellin). 2.1 Introduction. 2.2 Variable DC Offset. 2.3 Variable Scalar Quantization. 2.4 Trellis-Coded Quantization. 2.5 Precinct-Dependent Quantization. 2.6 Extended Visual Masking. 2.7 Arbitrary Decomposition. 2.8 Arbitrary Wavelet Transforms. 2.9 Multiple-Component Transform Extensions. 2.10 Nonlinear Point Transform. 2.11 Geometric Manipulation via a Code-Block Anchor Point (CBAP). 2.12 Single-Sample Overlap. 2.13 Region of Interest. 2.14 Extended File Format: JPX. 2.15 Extended Capabilities Signaling. Acknowledgments. References. 3 Motion JPEG 2000 and ISO Base Media File Format (Parts 3 and 12) (Joerg Mohr). 3.1 Introduction. 3.2 Motion JPEG 2000 and ISO Base Media File Format. 3.3 ISO Base Media File Format. 3.4 Motion JPEG 2000. References. 4 Compound Image File Format (Part 6) (Frederik Temmermans, Tim Bruylants, Simon McPartlin, and Louis Sharpe). 4.1 Introduction. 4.2 The JPM File Format. 4.3 Mixed Raster Content Model (MRC). 4.4 Streaming JPM Files. 4.5 Referencing JPM Files. 4.6 Metadata. 4.7 Boxes. 4.8 Profiles. 4.9 Conclusions. References. 5 JPSEC: Securing JPEG 2000 Files (Part 8) (Susie Wee and Zhishou Zhang). 5.1 Introduction. 5.2 JPSEC Security Services. 5.3 JPSEC Architecture. 5.4 JPSEC Framework. 5.5 What: JPSEC Security Services. 5.6 Where: Zone of Influence (ZOI). 5.7 How: Processing Domain and Granularity. 5.8 JPSEC Examples. 5.9 Summary. References. 6 JPIP – Interactivity Tools, APIs, and Protocols (Part 9) (Robert Prandolini). 6.1 Introduction. 6.2 Data-Bins. 6.3 JPIP Basics. 6.4 Client Request–Server Response. 6.5 Advanced Topics. 6.6 Conclusions. Acknowledgments. References. 7 JP3D – Extensions for Three-Dimensional Data (Part 10) (Tim Bruylants, Peter Schelkens, and Alexis Tzannes). 7.1 Introduction. 7.2 JP3D: Going Volumetric. 7.3 Bit-Stream Organization. 7.4 Additional Features of JP3D. 7.5 Compression performances: JPEG 2000 Part 1 versus JP3D. 7.6 Implications for Other Parts of JPEG 2000. Acknowledgments. References. 8 JPWL – JPEG 2000 Wireless (Part 11) (Frédéric Dufaux). 8.1 Introduction. 8.2 Background. 8.3 JPWL Overview. 8.4 Normative Parts. 8.5 Informative Parts. 8.6 Summary. Acknowledgments. References. Part B. 9 JPEG 2000 for Digital Cinema (Siegfried Fößel). 9.1 Introduction. 9.2 General Requirements for Digital Cinema. 9.3 Distribution of Digital Cinema Content. 9.4 Archiving of Digital Movies. 9.5 Future Use of JPEG 2000 within Digital Cinema. 9.6 Conclusions. Acknowledgments. References. 10 Security Applications for JPEG 2000 Imagery (John Apostolopoulos, Frédéric Dufaux, and Qibin Sun). 10.1 Introduction. 10.2 Secure Transcoding and Secure Streaming. 10.3 Multilevel Access Control. 10.4 Selective or Partial Encryption of Image Content. 10.5 Image Authentication. 10.6 Summary. Acknowledgments. References. 11 Video Surveillance and Defense Imaging (Touradj Ebrahimi and Frédéric Dufaux). 11.1 Introduction. 11.2 Scrambling. 11.3 Overview of a Typical Video Surveillance System. 11.4 Overview of a Video Surveillance System Based on JPEG 2000 and ROI Scrambling. 12 JPEG 2000 Application in GIS and Remote Sensing (Bernard Brower, Robert Fiete, and Roddy Shuler). 12.1 Introduction. 12.2 Geographic Information Systems. 12.3 Recommendations for JPEG 2000 Encoding. 12.4 Other JPEG 2000 Parts to Consider. References. 13 Medical Imaging (Alexis Tzannes and Ron Gut). 13.1 Introduction. 13.2 Background. 13.3 DICOM and JPEG 2000 Part 1. 13.4 DICOM and JPEG 2000 Part 2. 13.5 Example Results. 13.6 Image Streaming, DICOM, and JPIP. References. 14 Digital Culture Imaging (Greg Colyer, Robert Buckley, and Athanassios Skodras). 14.1 Introduction. 14.2 The Digital Culture Context. 14.3 Digital Culture and JPEG 2000. 14.4 Application – National Digital Newspaper Program. Acknowledgments. References. 15 Broadcast Applications (Hans Hoffman, Adi Kouadio, and Luk Overmeire). 15.1 Introduction – From Tape-Based to File-Based Production. 15.2 Broadcast Production Chain Reference Model. 15.3 Codec Requirements for Broadcasting Applications. 15.4 Overview of State-of-the-Art HD Compression Schemes. 15.5 JPEG 2000 Applications. 15.6 Multigeneration Production Processes. 15.7 JPEG 2000 Comparison with SVC. 15.8 Conclusion. References. 16 JPEG 2000 in 3-D Graphics Terrain Rendering (Gauthier Lafruit, Wolfgang Van Raemdonck, Klaas Tack, and Eric Delfosse). 16.1 Introduction. 16.2 Tiling: The Straightforward Solution to Texture Streaming. 16.3 View-Dependent JPEG 2000 Texture Streaming and Mipmapping. 16.4 JPEG 2000 Quality and Decoding Time Scalability for Optimal Quality–Workload Tradeoff. 16.5 Conclusion. References. 17 Conformance Testing, Reference Software, and Implementations (Peter Schelkens, Yiannis Andreopoulos, and Joeri Barbarien). 17.1 Introduction. 17.2 Part 4 – Conformance Testing. 17.3 Part 5 – Reference Software. 17.4 Implementation of the Discrete Wavelet Transform as Suggested by the JPEG 2000 Standard. 17.5 JPEG 2000 Hardware and Software Implementations. 17.6 Conclusions. Acknowledgments. References. 18 Ongoing Standardization Efforts (Touradj Ebrahimi, Athanassios Skodras, and Peter Schelkens). 18.1 Introduction. 18.2 JPSearch. 18.3 JPEG XR. 18.4 Advanced Image Coding and Evaluation Methodologies (AIC). References. Index.

    10 in stock

    £113.00

  • 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

    15 in stock

    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.

    15 in stock

    £97.16

  • Multimedia Content and the Semantic Web Standards

    John Wiley & Sons Inc Multimedia Content and the Semantic Web Standards

    10 in stock

    Book SynopsisMultimedia Content and Semantic Web - Methods, Standards and Tools is the first book of its kind to bring together the technologies and tools used for the description and processing of multimedia content with the standards and the emerging ideas of the shared knowledge representation, provided by the Semantic Web.Trade Review"…an informative and well-thought-out compendium of research-oriented literature…the editors and respective researchers should be congratulated on a job well done." (Computing Reviews.com, October 17, 2006)Table of ContentsList of Contributors. Foreword (Rudi Studer). Foreword (A. Murat Tekalp). Introduction. PART ONE: KNOWLEDGE AND MULTIMEDIA. 1. Multimedia Content Description in MPEG-7 and MPEG-21 (Fernando Pereira and Rik Van de Walkle). 2. Ontology Representation and Querying for Realizing Semantics-driven Applications (Boris Motik, Alexander Maedche and Raphael Volz). 3. Adding Multimedia to the Semantic Web: Building and Applying an MPEG-7 Ontology (Jane Hunter). 4. A Fuzzy Knowledge-Based System for Multimedia Applications (Vassilis Tzouvaras, Giorgos Stamou and Stefanos Kollias). PART TWO: MULTIMEDIA CONTENT ANALYSIS. 5. Structure Identification in an Audiovisual Document (Philippe Joly). 6. Object-Based Video Indexing (Jenny Benois-Pineau). 7. Automatic Extraction and Analysis of Visual Objects Information (Xavier Gir´o, Ver´onica Vilaplana, Ferran Marqu´es, Philippe Salembier). 8. Mining the Semantics of Visual Concepts and Context (Milind R. Naphade and John R. Smith). 9. Machine Learning in Multimedia (Nemanja Petrovic, Ira Cohen and Thomas S. Huang). PART THREE: MULTIMEDIA CONTENT MANAGEMENT SYSTEMS AND THE SEMANTIC WEB. 10. SemanticWeb Applications (Alain L´eger, Pramila Mullan, Shishir Garg and Jean Charlet). 11. Multimedia Indexing and Retrieval Using Natural Language, Speech and Image Processing Methods (Harris Papageorgiou, Prokopis Prokopidis, Athanassios Protopapas and George Carayannis). 12. Knowledge-Based Multimedia Content Indexing and Retrieval (Manolis Wallace, Yannis Avrithis, Giorgos Stamou and Stefanos Kollias). 13. Multimedia Content Indexing and Retrieval Using an Object Ontology (Ioannis Kompatsiaris, Vasileios Mezaris and Michael G. Strintzis). 14. Context-Based Video Retrieval for Life-Log Applications (Kiyoharu Aizawa and Tetsuro Hori). Index.

    10 in stock

    £106.35

  • Methods for Statistical Data Analysis of

    John Wiley & Sons Inc Methods for Statistical Data Analysis of

    Out of stock

    Book SynopsisIntegrates methods and data based interpretations relevant to multidata analysis. This text includes enhanced computing power in technology, such as numerics and graphics, plus major statistical methodological developments stimulated by real-world problems and needs.Trade Review"...second edition of the book first published in 1977...new material appears in virtually every chapter..." (Quarterly of Applied Mathematics, Vol. LIX, No. 3, September 2001)Table of ContentsReduction of Dimensionality. Development and Study of Multivariate Dependencies. Multidimensional Classification and Clustering. Assessment of Specific Aspects of Multivariate StatisticalModels. Summarization and Exposure. References. Appendix. Indexes.

    Out of stock

    £164.66

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