Graphical and digital media applications Books

755 products


  • Architectural Design with SketchUp

    John Wiley & Sons Inc Architectural Design with SketchUp

    1 in stock

    Book SynopsisTable of ContentsAcknowledgments xiii About the Companion Website xv Chapter 1: Introduction 1 1.1 A Multitude of SketchUp Users 1 1.2 How Does SketchUp Fit into the Designer’s Toolbox? 2 1.3 Easy 3D for Everyone 7 1.4 Windows or Mac, Pro or App, iPad or Phone? 9 1.5 Trimble’s Product Ecosystem 11 1.6 About This Book 14 1.7 How This Book Works 19 Let’s Go!. 20 Chapter 2: A SketchUp Refresher 21 2.1 Getting Started and Getting Help 21 2.2 Interface and Program Setup 22 Adjusting SketchUp’s Preferences 27 2.3 Working with Templates 29 Setting Units and Fonts 30 Adding Components 31 Views 32 Completed Template 33 2.4 SketchUp’s Tool Set 33 Navigating the 3D Model 33 Accurate Modeling 36 Example 2.A: Starting a Pergola 38 Selecting Items 39 Temporary References 40 Example 2.B: Creating Beams for the Pergola 40 Groups and Components 43 Example 2.C: Using Components for the Pergola 45 Applying Materials 52 Example 2.D: Applying Materials to the Pergola 52 Curved and Compound Shapes 56 Example 2.E: Modeling a Post Cap 56 Other Tools in SketchUp 60 2.5 SketchUp’s Best Practices and Watch- Outs 62 Chapter 3: 3D Modeling Approaches 65 3.1 Massing and Reference- Based Modeling 65 Using References for Modeling: Location and Images 66 Example 3.A: Location- Based Modeling 66 Example 3.B: Modeling from an Imported Plan 73 3.2 Group- and Component- Based Modeling 78 Effective Use of Groups and Components 79 Staying Organized in SketchUp 80 Generating Reports of Groups and Components 82 Modeling with Assembly in Mind (Virtual Mockup Building) 85 Example 3.C: Trimming Groups Using Two Methods 87 Example 3.D: Assembly Animation in SketchUp 90 3.3 Using Parametric Components to Your Advantage 93 Dynamic Components 93 Example 3.E: Adding Dynamic Components to Your Model 95 Authoring Dynamic Components 97 Example 3.F: Making a Wall Dynamic Component 97 Live Components 101 3.4 Modeling from Point Clouds 103 Laser Scanning 103 Point Cloud Modeling Techniques 103 Example 3.G: Drawing a Structural Column from Point Cloud Data 104 3.5 Where Does SketchUp Fit into the BIM Workflow? 106 Example 3.H: Program Planning with SketchUp’s Dynamic Components 109 Making a Space Dynamic Component 110 SketchUp and Revit 112 SketchUp and AutoCAD 113 BIM Classifier and IFC in SketchUp 114 Example 3.I: Using IFC Classifications in SketchUp 116 Chapter 4: Using Extensions Effectively 123 4.1 What Does an Extension Do? 123 4.2 Getting and Using Extensions 124 How Exactly Do Extensions Work? 129 Updating, Uninstalling, and Organizing Extensions 131 4.3 Extensions and Their Applications 132 Extensions for General Modeling 133 Better Curves (Bezier, Spline, Catmull, etc.) 133 Surfaces and Shells 134 Working with Surfaces 135 Freeform Organic Modeling 136 Arranging Components 136 Bending and Scaling 3D Objects 138 Boolean Operations 139 Randomizing Things 139 The Missing Modeling Tools: Shapes, Geometry, Lines, etc. 141 The Missing Editing Tools: Selection, Mirror, Copy, etc. 142 Model Cleaning 143 User Interface Improvements 143 Example 4.A: Creating Trusses 144 Example 4.B: Making Shells in Different Ways 147 Extensions for Architecture, Engineering, and Construction (AEC) Modeling 151 General Architecture Tools 151 Site and Landscape 154 Structure and HVAC/Plumbing 155 BIM and Object- Based Modeling 156 Example 4.C: Mullion Windows 156 Extensions for Digital Fabrication 158 3D Printing 158 Shape Properties (Centroid, Volume, etc.) 159 Cutting and Shop Solutions 159 Unwrapping and Slicing 160 Example 4.D: Slicing Up a Volume 161 Example 4.E: Making a Terrain Model 163 Example 4.F: Unwrapping/Unfolding a Shape 165 Extensions for Data Integration and Exchange 169 Attributes in SketchUp 169 Geometry from Points 170 Import/Export Extensions 170 Extensions for Presentation and Animation 171 Camera and Object Animation 171 Physics- Based Modeling 172 360- Degree and VR Viewing 173 Example 4.G: Sharing Interactive 3D Models from SketchUp 174 Extensions for Analysis 177 Model Analysis and Graphing 177 Solar and Building Energy Analysis 178 Example 4.H: Creating an Energy Analysis Building Model with OpenStudio 180 Chapter 5: Rendering in SketchUp 187 5.1 Let’s Get Visual! 187 What Is Already in SketchUp? Non- Photorealistic Rendering 187 The Magic of Styles 189 Example 5.A: Creating Your Own Branded Sketchy Style 189 What If I Want More? 197 5.2 Overview of Photorealistic Rendering Methods 197 What Is Photorealistic Rendering? 198 Rendering Techniques 202 5.3 Rendering Software 203 Example 5.B: Setting Up Twilight (Hobby) and Creating a Rendering 206 5.4 Perfecting the Components of a Rendering 217 Modeling 217 Edges and Faces 217 Front Face and Back Face 220 Triangulation 221 Environment 221 Sky (Physical Sky, Sky Color, or Sky/Environment Image) 222 Night Renderings 226 360° Environments 227 Ground 229 Lighting 230 Ambient Lighting and Image- Based Lighting 230 Sun 233 Omnidirectional Lights 234 Attenuation 237 Spotlights 238 IES Lights 240 Recessed Lights 242 Neon and Other Self- Emitting Light Sources 244 Combining Lighting Scenarios (in Photo- Editing Software) 246 Materials 248 Components of a Material 250 Texture or Color (Diffuse Texture) 251 Reflection 253 Refraction 255 Bump 256 Displacement 258 Emittance 258 Subsurface Scattering 259 Putting These Features Together 261 Tweaking Texture Positioning 262 Example 5.C: A Wooden Tabletop 262 Example 5.D: Texturing Curved Surfaces 266 Example 5.E: Texturing a Sphere 269 Objects 271 Entourage 271 Urban Context 273 People 275 Example 5.F: Adding a Person (or any Object) to an Image in Photoshop 276 Plants, Trees, Grass, Rocks, and Carpet 277 Example 5.G: Making a 2D PNG Cutout Face- Me Component 281 5.5 Rendering Tips and Tricks 287 5.6 Making Renderings Presentable 289 Combining SketchUp Output and Rendered Output in Photoshop 289 Other Methods 292 Chapter 6: Making Things with SketchUp 295 6.1 What Can You Make with SketchUp? 295 6.2 Services for Makers 297 6.3 Selecting the Manufacturing Technique 298 6.4 Manual Fabrication Planning 303 Example 6.A: Fabricating an L- Shaped Stair 303 6.5 Laser Cutting (and Engraving) 311 Example 6.B: Creating a Laser- Cut Mobile from SketchUp 312 6.6 CNC Routing and Milling 317 Example 6.C: Cutting the Patterned Panel 319 Example 6.D: Depth Cutting Profiled Models 322 6.7 3D Printing 323 Preparing Your SketchUp Model for 3D Printing 324 Example 6.E: Cleaning Up a Model for 3D Printing 327 Method 1: Using the Outer Shell Tool (or other Solid Tools) 328 Method 2: Using Intersect and Manual Cleanup 328 Example 6.F: 3D Printing a Cutaway View 333 Exporting and Processing Your Model Outside of SketchUp 334 6.8 Learn More About Making 338 Chapter 7: Creating Geometry Using Ruby Scripting 341 7.1 Why Computational Geometry? 341 7.2 Setting Up SketchUp’s Ruby Interface 344 Installing the Ruby Code Editor Extension 346 More Extensions and External Editors 348 7.3 Intro to Ruby and the SketchUp API 348 How Does Ruby Work? 349 Objects, Objects, Objects 349 Storing Stuff: Variables and Constants 349 Some String Peculiarities 351 Reusing Stuff: Declaring and Using Methods 351 Controlling Things: IF/THEN/ELSE 352 Repeating Things: FOR, WHILE, and More 353 Making It Work: Some More Ruby Syntax Details 354 What Else Is There? 354 What’s in SketchUp’s Ruby API? 354 API Object Hierarchy 355 Length Units in SketchUp 357 Links to Further Reading 358 Resources for Ruby 358 Resources for SketchUp’s API 358 7.4 Creating Geometry with Ruby 358 Example 7.A: Lots of Boxes 360 Example 7.B: Lots of Boxes with Color 361 Example 7.C: Creating a Small City 364 Example 7.D: Randomizing Extrusions 365 Example 7.E: Using Formulas for Patterned Panels 366 Example 7.F: Drawing Data from Text Files 368 Example 7.G: Saving Vertices to a Text File 370 7.5 Transformations Change Things Up 372 Example 7.H: Lots of Boxes Using Components 374 Example 7.I: Building a Curved Wall 374 Example 7.J: Placing Components on Faces 377 Example 7.K: Randomizing Everything 379 7.6 Attracted to Attractors 381 Example 7.L: Coloring Faces by Proximity 381 Example 7.M: Scaling Objects by Proximity 383 Example 7.N: Solar- Responsive Design 386 7.7 What Else Is Possible with This? 387 7.8 Some Pitfalls and Things to Watch Out For 388 Chapter 8: Creating Documents with LayOut 391 8.1 SketchUp and LayOut— What Can LayOut Do for You? 391 What Is in LayOut? 393 Workflows in LayOut 396 Navigating LayOut’s interface 397 The Ins and Outs of LayOut 398 8.2 Setting Up Your Project in LayOut 400 Your SketchUp Model in LayOut 403 Example 8.A: Setting up the SketchUp Model (in SketchUp) 403 Example 8.B: Creating Your LayOut Template (in LayOut) 408 Example 8.C: Creating a Cover Page (in LayOut) 412 Example 8.D: Creating the Plan and Elevation Pages (in LayOut) 418 8.2 Other Drawing Methods: Scaled Drawings, DWG/DXF Import/Export 422 Shapes, Fills, Patterns, and Strokes 423 Working with Coordinates 427 Example 8.E: Drawing a Scaled Detail 428 Create Your Own Scrapbooks 436 Working with DWG/DXF File Import and Export 436 8.3 Tips and Tricks for Working with LayOut 441 Appendix A: SketchUp and LayOut Reference 445 SketchUp Keyboard Shortcuts 445 LayOut Keyboard Shortcuts 445 File Locations 446 Appendix B: Ruby and API Reference 447 SketchUp’s Ruby API 447 Ruby Core Classes 447 Creating Your Own Extensions 450 RBZ Extension File Structure 450 Extension Template Structure 450 Appendix C: Creating a Simple Custom XML Schema 453 Index 455

    1 in stock

    £45.12

  • Cambridge Technicals Level 3 Digital Media

    Hodder Education Cambridge Technicals Level 3 Digital Media

    2 in stock

    Book SynopsisExam Board: CambridgeLevel: KS4Subject: Digital MediaFirst Teaching: September 2016First Exam: June 2018Support your teaching of the new Cambridge Technicals 2016 suite with Cambridge Technical Level 3 Digital Media, developed in partnership between OCR and Hodder Education; this textbook covers each specialist pathway and ensures your ability to deliver a flexible course that is both vocationally focused and academically thorough.Cambridge Technical Level 3 Digital Media is matched exactly to the new specification and follows specialist pathways in digital content for interactive media, and moving image and audio production.- Ensures effective teaching of each specialist pathway offered within the qualification.- Focuses learning on the skills, knowledge and understanding demanded from employers and universities.- Provides ideas and exercises for the application of practical skills and knowle

    2 in stock

    £32.00

  • PHP 8 Solutions

    APress PHP 8 Solutions

    1 in stock

    Book SynopsisMake your websites more dynamic by adding a feedback form, creating a private area where members can upload images that are automatically resized, or storing all your content in a database. David Powers has updated his definitive book to incorporate the latest techniques and changes to PHP with the arrival of PHP 8. New features include named attributes, constructor property promotion, the stricter and more concise match expression, union types, and more.?The problem is, you''re not a programmer and the thought of writing code sends a chill up your spine. Or maybe you''ve dabbled a bit in PHP and MySQL, but you can''t get past baby steps. If this describes you, then you''ve just found the right book. PHP powers four out of every five websites that use a server-side language. In combination with the MySQL database it''s ideal for creating dynamic websites. PHP and MySQL are free, easy to use, and provided by many web hosting companies in their standard packages. ThTable of Contents1. What is PHP 8?2. Getting Ready to Work with PHP3. How to Write PHP Scripts—The Basics4. PHP 8: A Quick Reference5. Lightening Your Workload with Includes6. Bringing Forms to Life7. Uploading Files8. Using PHP to Manage Files9. Arrays9. Generating Thumbnail Images10. Pages that Remember: Simple Login and Multipage Forms11. Getting Started with a Database12. Connecting to a Database with PHP and SQL13. Creating a Dynamic Photo Gallery14. Managing Content15. Formatting Text and Dates16. Pulling Data from Multiple Tables17. Managing Multiple Database Tables18. Authenticating Users with a Database

    1 in stock

    £49.49

  • Interrogating Datafication – Towards a Praxeology

    Transcript Verlag Interrogating Datafication – Towards a Praxeology

    2 in stock

    Book SynopsisWhat constitutes a data practice and how do contemporary digital media technologies reconfigure our understanding of practices in general? Autonomously acting media, distributed digital infrastructures, and sensor-based media environments challenge the conditions of accounting for data practices both theoretically and empirically. Which forms of cooperation are constituted in and by data practices? And how are human and nonhuman agencies distributed and interrelated in data-saturated environments? The volume collects theoretical, empirical, and historiographical contributions from a range of international scholars to shed light on the current shift from media to data practices.

    2 in stock

    £35.99

  • The Art and Science of UX Design

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

    Book SynopsisAnthony Conta's career in design began when he was four years old, thanks to the carelessness of another student at his school. His mother, Christina, was the school nurse for a K-12 school in New York City. One day, a student forgot their Game Gear in his mother's office. After a month of asking every student who came in if it was theirs and no one claiming it, she gave it to her son and opened his world. From that day, Anthony knew he wanted to design experiences like the ones he played on that video game system (and many others). But at college, he found that coding those experiences was a lot more difficult than he expected, and he instead focused on understanding behaviors rather than understanding code. Anthony graduated from Binghamton University with a master's degree in financial economics, a bachelor's in quantitative economics, and a bachelor's in mathematics. His first job was at a law firm, helping uncover illegal anti-competitive behavior by analyzing theTable of ContentsCHAPTER 1 Understanding Human-Centered Design CHAPTER 2 Using Empathy as a Design Tool CHAPTER 3 Defining the User’s Problems CHAPTER 4 Exploring Ideation Techniques and Tools CHAPTER 5 Prototyping Solutions CHAPTER 6 Testing Your Designs CHAPTER 7 Implementing Your Designs CHAPTER 8 What’s Next? Appendix: What Good Looks Like

    £33.29

  • How to Talk about Videogames

    University of Minnesota Press How to Talk about Videogames

    2 in stock

    Book SynopsisLeading critic Ian Bogost posits that game critique is both serious cultural currency and selfparody. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture.Trade Review"This is Ian Bogost at his best. Keen intelligence, acid wit, and a restless desire to look beyond the surface and tease out games’ less obvious, more important meanings."—Frank Lantz, director, NYU Game Center"No one else is as wide-ranging, funny, or inspiringly immune to cant or groupthink as Ian Bogost. How to Talk about Videogames is his most accessible and entertaining book yet."—Tom Bissell, author of Extra Lives and Apostle*"Ian Bogost can take apart a game’s design and tell you exactly what makes it work and what it means to us personally and to our game-playing society. How to Talk about Videogames has deep insights into a range of current topics we are dealing with or experiencing today. There’s a lot here to learn."—John Romero, veteran game creator"If you want an engaging, enjoyable tour of the video game commentary in 2015 conducted by a smart and entertaining writer, you’d be hard-pressed to do much better than How to Talk about Videogames by Ian Bogost. "—Boston Globe"Whether Bogost is examining old favorites like Ms. Pac-Man or scrutinizing a flash-in-the-pan app like Flappy Bird, his outlook is thoughtful, inquisitive, and amused."—Game On"Bogost embraces the preposterousness and paradox of games as both consumer products and art, and in running with that tension he offers a compelling method of understanding and writing about them."—Gamechurch.com"[How to Talk about Videogames] has already proven indispensable to those of us interested in how video games have become such a vital artistic medium."—Electronic Literature"Ian Bogost’s How to Talk About Videogames isn’t just a book about games—it’s a book about criticism, and where it fits in our wider culture. Bogost is the rare academic writer whose work is as clear and exciting as the best of the mainstream, and whose critical exercises backfire by becoming enormous commercial/popular successes."—Boing BoingTable of ContentsContentsIntroduction. Nobody Asked for a Toaster Critic: Doing Videogame Criticism1. The Squalid Grace of Flappy Bird2. A Portrait of the Artist as a Game Studio: Flow, Flower, Journey3. A Way of Looking: Mirror's Edge4. The Blue Shell is Everything that’s Wrong with America: Mario Kart5. Little Black Sambo, I’m Going to Eat You Up!: Scribblenauts6. Can a Gobbler Have it All?: Ms. Pac-Man7. Racketeer Sports: Farmville, Candy Crush Saga, and Free to Play8. The Haute Couture of Videogames: Hundreds9. Can the Other Come Out and Play?: Between and Way10. Free Speech is not a Marketing Plan: Bully and Medal of Honor11. Shaking the Holocaust Train: Manhunt, Train, and Gestural Control12. The Long Shot: Heavy Rain13. Puzzling the Sublime: Orbital & Drop714. Work is the Best Place to Goof Off: Flight Simulator, Euro Truck Simulator, and the New Simulation15. A Trio of Artisanal Reviews: Proteus16. What is a Sports Videogame?: FIFA, Madden, and More17. The Agony of Mastery: Swing Copters18. The Abyss Between the Human and the Alpine: Mountain19. Word Games Last Forever: Words with Friends20. Perpetual Adolescence: Gone HomeConclusion. Anything But Games: Not Doing Game CriticismNotes

    2 in stock

    £15.19

  • 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

  • The Visual Effects Producer

    Taylor & Francis The Visual Effects Producer

    1 in stock

    Book SynopsisStep-by-step instruction and outlines of industry standard best practices for VFX productionTrade Review"The Visual Effects Producer is absolutely essential reading! Finance and Zwerman cover every aspect of producing visual effects in a clear and concise manner that will inform novices and industry veterans alike."- Gale Anne Hurd, Producer (The Incredible Hulk, Terminator, Terminator 2: Judgement Day, Aliens)"This indispensable resource for VFX producers (and would-be VFX producers) is not only user friendly but jam packed with the information and techniques you'd otherwise have to learn the hard, painful and expensive way!"- Jeffrey A. Okun, VFX Supervisor (The Day the Earth Stood Still, Blood Diamond, The Last Samurai)"A must read for all filmmakers and aspiring filmmakers. The authors have combined wisdom and practicality to produce an extraordinary book that explains the business of producing VFX without losing sight of the art and magic."- Yudi Bennett, Member of DGA and Academy of Motion Picture Arts & Sciences; Frank Capra Award Recipient(StarTrek Generations, Pleasantville)Table of ContentsDigital Effects: The 15 Minute Version; Basic VFX Technologies; Who You Gonna Call- The VFX Team; Breakdowns; Scheduling and Budgeting Production Support; Budgeting the Effects; The VFX Database; On-Set Operations; Production Calendars; Production; On-Set References; Operating Independently; Production Reports; Stage and VFX Photography Procedures; Models and Miniatures; The VFX Producer's Role During Post; VFX Editorial; Post-Production Scheduling Issues; Legal Matters; Working Overseas;

    1 in stock

    £29.99

  • D3.js in Action, 2E

    Manning Publications D3.js in Action, 2E

    1 in stock

    Book SynopsisD3 allows developers to create scalable graphs for any modern browser. They start with a structure, dataset, or algorithm and programmatically generate static, interactive, or animated images that responsively scale to any screen. D3.js in Action, Second Edition is completely revised and updated for D3 v4 and ES6. It's a practical tutorial for creating interactive graphics and data-driven applications using D3. Readers will start with in-depth explanations of D3's out-of-the-box layouts, along with dozens of realworld use cases that align with different types of visualizations. By the end, readers will be ready to integrate D3.js into their web development process and add data visualization to transform any site or internal application. Key Features: · Completely revised and updated · Practical tutorial · In-depth explanations Readers need basic HTML, CSS, and JavaScript skills. No experience with D3 or SVG is required. About the Technology: D3.js is a JavaScript library that allows data to be represented graphically.

    1 in stock

    £34.19

  • Architectural Approach to Level Design

    CRC Press Architectural Approach to Level Design

    1 in stock

    Book SynopsisWritten by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and cTable of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .

    1 in stock

    £123.50

  • Design Research Through Practice

    Elsevier Science Design Research Through Practice

    1 in stock

    Book SynopsisBusinesses and the HCI and Interaction Design communities have embraced design and design research. This book studies three design research traditions that cover methodological directions in research community. Taking you from the Lab, Field and to the Showroom, it shows you successful traditions in design research.Trade Review"Design Research Through Practice will quickly become a book that is critical to own whether you are new to design research, an expert at design research, or someone who collaborates with design researchers. The classifications of Lab, Field, and Showroom are useful and workable categories that help researchers to understand design research as an intentional byproduct of what designers do naturally -- envision and prototype a better future through the creation of artifacts, environments, services and systems. This book is a must-read!" --Jodi Forlizzi, Associate Professor of Design and HCI, School of Computer Science, Carnegie Mellon University "Design Research Through Practice demonstrates how different traditions of collaborative constructions have bridged the gap between understanding and making, and theoretical and actual solutions.... This is a thoughtful examination of exemplary practice and an inspirational foundation for others to refelct and build upon." --from the foreword by Jane Fulton Suri, Managing Partner; Creative Director, IDEO "This resource focuses on an emerging type of design research for digital products called constructive design research, concentrating on research conducted in the laboratory, the field, and the showroom. The design models, scenarios, prototypes, and case examples described offer insight on how to do constructive design research and how to build research programs. The book's visual appeal is enhanced with color photos, cartoons, diagrams, screenshots, and charts. It is for graduate and doctoral students in industrial and interactive design, product design engineering, and in emerging fields of design such as services and sustainability. The non-technical writing style and many examples will also make the book useful for practicing designers." --Reference and Research Book News, Inc.Table of ContentsForeword by Jane Fulton Suri Preface Chapter 1: Constructive Design Research Chapter 2: The Coming Age of Constructive Design Research Chapter 3: Research Programs Chapter 4: Lab: Can You Really Study Design in a Laboratory? Chapter 5: Field: How to Follow Design through Society Chapter 6: Showroom: Research Meets Design and Art Chapter 7: How to Work with Theory Chapter 8: Design Things: Models, Scenarios, Prototypes Chapter 9: Constructive Design Research in Society Chapter 10: Building Research Programs

    1 in stock

    £35.14

  • Photoshop Tricks for Designers

    Pearson Education (US) Photoshop Tricks for Designers

    1 in stock

    Book SynopsisCorey Barker is the best-selling author of the Photoshop Down & Dirty Tricks for Designers series and regular contributor to Photoshop User magazine. He was one of the Photoshop Guys on the popular videocast Photoshop User TV and is a featured instructor at live events like the Photoshop World Conference and Adobe MAX. He is also the founder of PhotoshopMasterFX.com.Table of Contents 1. Text Effects 2. Commercial Effects 3. Graphic Effects 4. Photo Effects 5. Texture Effects 6. Light Effects 7. Shadow Effects 8. Blur Effects 9. Color Effects 10. Hollywood Effects 11. 3D Effects

    1 in stock

    £16.49

  • Pearson Education (US) Vulkan Programming Guide

    Out of stock

    Book Synopsis Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL Programming Guide, Ninth Edition. Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.

    Out of stock

    £999.99

  • Pearson Education (US) Adobe After Effects CC Classroom in a Book 2017

    Out of stock

    Book SynopsisTable of ContentsGetting Started About Classroom in a Book Prerequisites Installing After Effects and Bridge Optimizing performance Restoring default preferences Online content How to use these lessons Additional resources Adobe Authorized Training Centers 1 Getting to Know the Workflow About the After Effects work area Getting started Creating a project and importing footage Creating a composition and arranging layers About layers Adding effects and modifying layer properties Animating the composition About the Tools panel About timecode and duration About the Timeline panel Previewing your work Optimizing performance in After Effects Rendering and exporting your composition Customizing workspaces Controlling the brightness of the user interface Finding resources for using After Effects Review questions and answers 2 Creating a Basic Animation Using Effects and Presets Getting started Importing footage using Adobe Bridge Creating a new composition Working with imported Illustrator layers Applying effects to a layer Applying and controlling effects Applying an animation preset Previewing the effects Adding transparency Rendering the composition Review questions and answers 3 Animating Text Getting started About text layers Installing a font using Typekit Creating and formatting point text Using a text animation preset Animating with scale keyframes Animating using parenting About parent and child layers Animating imported Photoshop text Animating type tracking Animating text opacity Using a text animator group About text animator groups Animating a layer’s position Timing layer animations Adding motion blur Review questions and answers 4 Working with Shape Layers Getting started Adding a shape layer Creating custom shapes Duplicating shapes Duplicating and modifying a composition Positioning layers with snapping Adding compositions to a 3D project Adding the finishing touches Extra credit Review questions and answers 5 Animating a Multimedia Presentation Getting started Using Creative Cloud Libraries in After Effects Adjusting anchor points Parenting layers Precomposing layers Keyframing a motion path Animating additional elements Applying an effect About solid-color layers Animating precomposed layers Animating the background Adding an audio track Supported audio file formats Editing audio files in Adobe Audition Review questions and answers 6 Animating Layers Getting started Preparing layered Photoshop files About Photoshop layer styles Simulating lighting changes Duplicating an animation using the pick whip About expressions Animating movement in the scenery Adjusting the layers and creating a track matte About track mattes and traveling mattes Animating the shadows Adding a lens flare effect Adding a video animation Rendering the animation Retiming the composition Review questions and answers 7 Working with Masks About masks Getting started Creating a mask with the Pen tool Editing a mask About mask modes Creating a Bezier mask Feathering the edges of a mask Replacing the content of the mask Zooming and panning by touch Adding a reflection Creating a vignette Using the Rectangle and Ellipse tools Adjusting the timing Tips for creating masks Trimming the work area Review questions and answers 8 Distorting Objects with the Puppet Tools Getting started About the Puppet tools Adding Deform pins Defining areas of overlap Stiffening an area Animating pin positions Squash and stretch Recording animation Act it out with Adobe Character Animator Review questions and answers 9 Using the Roto Brush Tool About rotoscoping Getting started Creating a segmentation boundary Using Adobe Premiere Pro with After Effects Fine-tuning the matte Refine Soft Matte and Refine Hard Matte effects Freezing your Roto Brush tool results Changing the background Adding animated text Outputting your project Extra credit Review questions and answers 10 Performing Color Correction Getting started Previewing your project on a video monitor Adjusting color balance with levels Adjusting color balance with Color Finesse 3 Replacing the background Color-correcting using Auto Levels Motion tracking the clouds Replacing the sky in the second clip Color grading Extra Credit Review questions and answers 11 Using 3D Features Getting started Creating 3D text Using 3D views Importing a background Adding 3D lights Adding a camera Extruding text in After Effects Working with Cinema 4D Lite Integrating the C4D layer in After Effects Finishing the project Review questions and answers 12 Working with the 3D Camera Tracker About the 3D Camera Tracker effect Getting started Repairing rolling shutter distortions Tracking the footage Creating a ground plane, a camera, and the initial text Creating realistic shadows Adding ambient light Creating additional text elements Locking a layer to a plane with a null object Animating the text Adjusting the camera’s depth of field Rendering the composition Review questions and answers 13 Advanced Editing Techniques Getting started Using Warp Stabilizer VFX Bicubic scaling Warp Stabilizer VFX settings Using single-point motion tracking Checking for drift Moving and resizing the track points Using multipoint tracking mocha for After Effects Creating a particle simulation Understanding Particle Systems II properties About high dynamic range (HDR) footage Review questions and answers 14 Rendering and Outputting Getting started Creating templates for the Render Queue About compression Exporting using the Render Queue Preparing movies for mobile devices Rendering movies with Adobe Media Encoder Preparing a movie for broadcast output Review questions and answers Appendix: General keyboard shortcuts

    Out of stock

    £999.99

  • Oxford University Press Games User Research

    15 in stock

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

    15 in stock

    £43.99

  • The Art of the Storyboard 2nd Edition

    CRC Press The Art of the Storyboard 2nd Edition

    1 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

    1 in stock

    £28.99

  • CRC Press How to Make Animated Films

    Out of 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.

    Out of stock

    £999.99

  • 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

    £33.35

  • 1 in stock

    £116.99

  • The Wall Street Journal Guide to Information

    WW Norton & Co The Wall Street Journal Guide to Information

    1 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

    1 in stock

    £18.99

  • Mastering Financial Pattern Recognition

    O'Reilly Media Mastering Financial Pattern Recognition

    1 in stock

    Book Synopsis

    1 in stock

    £47.99

  • Taylor & Francis Purposeful Communication in a Digital Age

    15 in stock

    Book SynopsisIn recent years, the process and outlet for public speaking has grown with digital progressions such as TED talks and Facebook Live. Purposeful Communication in a Digital Age, 2nd Edition, provides a practical, step-by-step approach to developing and delivering effective speeches. Offering supplementary articles, case studies, and interviews with key leaders within the text and online, this is an all-in-one resource for the traditional, online, or hybrid classroom. The new edition devotes focus to presenting in the digital world, addressing both traditional and contemporary forms of presentation, and specifically directs students on seeking out credible sources when conducting research. Its eResource features video speech examples, classroom exercises, an instructor manual, and a quiz bank.Table of ContentsPreface Communicating Clearly A Podium and a Purpose Analyzing the Crowd Speech Anxiety Supporting Your Speech The Introduction and Conclusion Preparing the Content of Your Speech The Informative Speech The Persuasive Speech Speaking Online Technology Works For You

    15 in stock

    £142.50

  • Taylor & Francis Graphic Design in Museum Exhibitions

    15 in stock

    Book SynopsisGraphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions.Table of Contents1: Framing and reframing exhibition graphic design; 2: Exhibition graphics as means of display; 3: Exhibition graphics as expressions of institutional identity; 4: Exhibition graphics as visual content; 5: Exhibition graphics as resource of exhibition narration; 6: Negotiating the multiple roles of exhibition graphics; List of exhibitions and museums

    15 in stock

    £36.99

  • Sketching as Design Thinking

    Taylor & Francis Ltd Sketching as Design Thinking

    1 in stock

    Book SynopsisThis book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice.Through a wide range of analysis and discussion, the book looks at the history of sketching as a resource throughout the design process and asks questions such as: where does sketching come from? When did sketching become something different to drawing and how did that happen? What does sketching look like in the present day? Alongside an in-depth case study of students, teachers, and practitioners, this book includes a fascinating range of interviews with designers from a wide variety of backgrounds, including fashion, user experience, and architecture. Sketching as Design Thinking explains how drawing and sketching remain a prominent aspect in our learning and creative process, and provides a rich resource for students of visual art and design. Trade Review"Sketching as Design Thinking provides a brilliant overview of sketching and how designers use it to communicate and demonstrate their ideas. The interviews are a great highlight of the book, and offer such insightful takeaways and a better understanding of how sketching looks like in other disciplines of design."Iris Lješnjanin, Senior Editor, Smashing MediaTable of ContentsIntroductionChapter 1: Sketching: A short historyChapter 2: Sketching: Visual information processingChapter 3: Interviews: What sketching means and looks like for other designersChapter 4: Sketching: Purpose, attributes, and types of sketchesChapter 5: Sketching: Exercises and toolsChapter 6: Exploring beliefs and practices about sketching in higher education and in the design professionAppendix: Survey questionsBibliographyIndex

    1 in stock

    £36.99

  • Interactive Computer Graphics with WebGL Global

    Pearson Education Interactive Computer Graphics with WebGL Global

    1 in stock

    Book SynopsisTable of ContentsCHAPTER 1 GRAPHICS SYSTEMS AND MODELS 1 1.1 Applications of Computer Graphics 2 1.1.1 Display of Information 2 1.1.2 Design 3 1.1.3 Simulation and Animation 3 1.1.4 User Interfaces 4 1.2 A Graphics System 5 1.2.1 Pixels and the Framebuffer 5 1.2.2 The CPU and the GPU 6 1.2.3 Output Devices 7 1.2.4 Input Devices 9 1.3 Images: Physical and Synthetic 10 1.3.1 Objects and Viewers 10 1.3.2 Light and Images 12 1.3.3 Imaging Models 13 1.4 Imaging Systems 15 1.4.1 The Pinhole Camera 15 1.4.2 The Human Visual System 17 1.5 The Synthetic-Camera Model 18 1.6 The Programmer’s Interface 20 1.6.1 The Pen-Plotter Model 21 1.6.2 Three-Dimensional APIs 23 1.6.3 A Sequence of Images 26 1.6.4 The Modeling—Rendering Paradigm 27 1.7 Graphics Architectures 28 1.7.1 Display Processors 29 1.7.2 Pipeline Architectures 29 1.7.3 The Graphics Pipeline 30 1.7.4 Vertex Processing 31 1.7.5 Clipping and Primitive Assembly 31 1.7.6 Rasterization 32 1.7.7 Fragment Processing 32 1.8 Programmable Pipelines 32 1.9 Performance Characteristics 33 1.10 OpenGL Versions and WebGL 34 Summary and Notes 36 Suggested Readings 36 Exercises 37 CHAPTER 2 GRAPHICS PROGRAMMING 39 2.1 The Sierpinski Gasket 39 2.2 Programming Two-Dimensional Applications 42 2.3 The WebGL Application Programming Interface 47 2.3.1 Graphics Functions 47 2.3.2 The Graphics Pipeline and State Machines 49 2.3.3 OpenGL and WebGL 50 2.3.4 The WebGL Interface 50 2.3.5 Coordinate Systems 51 2.4 Primitives and Attributes 53 2.4.1 Polygon Basics 55 2.4.2 Polygons in WebGL 56 2.4.3 Approximating a Sphere 57 2.4.4 Triangulation 58 2.4.5 Text 59 2.4.6 Curved Objects 60 2.4.7 Attributes 61 2.5 Color 62 2.5.1 RGB Color 64 2.5.2 Indexed Color 66 2.5.3 Setting of Color Attributes 67 2.6 Viewing 68 2.6.1 The Orthographic View 68 2.6.2 Two-Dimensional Viewing 71 2.7 Control Functions 71 2.7.1 Interaction with the Window System 72 2.7.2 Aspect Ratio and Viewports 73 2.7.3 Application Organization 74 2.8 The Gasket Program 75 2.8.1 Sending Data to the GPU 78 2.8.2 Rendering the Points 78 2.8.3 The Vertex Shader 79 2.8.4 The Fragment Shader 80 2.8.5 Combining the Parts 80 2.8.6 The initShaders Function 81 2.8.7 The init Function 82 2.8.8 Reading the Shaders from the Application 83 2.9 Polygons and Recursion 83 2.10 The Three-Dimensional Gasket 86 2.10.1 Use of Three-Dimensional Points 86 2.10.2 Naming Conventions 88 2.10.3 Use of Polygons in Three Dimensions 88 2.10.4 Hidden-Surface Removal 91 Summary and Notes 93 Suggested Readings 94 Exercises 95 CHAPTER 3 INTERACTION AND ANIMATION 99 3.1 Animation 99 3.1.1 The Rotating Square 100 3.1.2 The Display Process 102 3.1.3 Double Buffering 103 3.1.4 Using a Timer 104 3.1.5 Using setAnimFrame 105 3.2 Interaction 106 3.3 Input Devices 107 3.4 Physical Input Devices 108 3.4.1 Keyboard Codes 108 3.4.2 The Light Pen 109 3.4.3 The Mouse and the Trackball 109 3.4.4 Data Tablets,Touch Pads, and Touch Screens 110 3.4.5 The Joystick 111 3.4.6 Multidimensional Input Devices 111 3.4.7 Logical Devices 112 3.4.8 Input Modes 113 3.5 Clients and Servers 115 3.6 Programming Event-Driven Input 116 3.6.1 Events and Event Listeners 117 3.6.2 Adding a Button 117 3.6.3 Menus 119 3.6.4 Using Keycodes 120 3.6.5 Sliders 121 3.7 Position Input 122 3.8 Window Events 123 3.9 Picking 125

    1 in stock

    £78.99

  • Johns Hopkins University Press Diversifying Digital Learning

    Out of stock

    Book SynopsisHow does the digital divide affect the teaching and learning of historically underrepresented students?Many schools and programs in low-income neighborhoods lack access to the technological resources, including equipment and Internet service, that those in middle- and upper-income neighborhoods have at their fingertips. This inequity creates a persistent digital dividenot a simple divide in access to technology per se, but a divide in both formal and informal digital literacy that further marginalizes youths from low-income, minoritized, and first-generation communities. Diversifying Digital Learning outlines the pervasive problems that exist with ensuring digital equity and identifies successful strategies to tackle the issue. Bringing together top scholars to discuss how digital equity in education might become a key goal in American education, this book is structured to provide a framework for understanding how historically underrepresented students most effectively engage with teTable of ContentsAcknowledgments1. Mapping the Terrain, by William G. Tierney and Suneal Kolluri2. Equitable Education for Democracy in the Digital Age, by Joseph Kahne, Christina Evans, Erica Hodgin, and Young Whan Choi3. Computer Science for All, by Joanna Goode, Julie Flapan, and Jane Margolis4. Facilitating Digital Access, by Zoë B. Corwin and Antar A. Tichavakunda5. Reimagining STEM, by S. Craig Watkins6. Diversifying Digital Clubhouses, by Amanda Ochsner7. Supporting Youth to Envision Careers in Computer Science, by Crystle Martin8. African American Youth Tumbling Toward Mental Health Support-Seeking and Positive Academic Outcomes, by Lynette Kvasny and Fay Cobb Payton9. Black Student Lives Matter, by David J. Leonard and Safiya Umoja NobleConclusion, by Amanda Ochsner, Zoë B. Corwin, and William G. TierneyContributorsIndex

    Out of stock

    £999.99

  • Learn RPGs in GameMaker Studio

    APress Learn RPGs in GameMaker Studio

    1 in stock

    Book SynopsisCarry out the pre-planning, design, and programming of role playing games (RPGs) using the popular GameMaker: Studio in this very practical and fun book. Author Ben Tyers teaches you how to create a story or plotline for the RPG, apply aesthetics, and develop core and extended gameplay.  Using Learn RPGs in GameMaker: Studio, you can design and build your own RPG using the GameMaker: Studio platform. Build your first game application and deploy in an app store, on Facebook, or just on a PC.  Maybe, even, make a few bucks.  What You''ll Learn Use the GameMaker: Studio platform to design and build a role playing game Create a story for game design purposes, using a plot line and defining characters  Discover the impact of aesthetics on art style, character separation, scene development, sound design and views Master core gameplay elements such as battles, exploratioTable of Contents1. Introduction2. Alert Text Effect3. Battle System4 Boss Character’s Battle5. Branching Dialogue6. Coin System Shop7. CutScene8. Depth Based Graphics9. Downloading Bonus Levels From Website10. Drivable Vehicles11. Enemy Path Finding12. Foot Step Sounds13. Hints & Tips14. HUD15. Inventory16. Invincibility17. Mini-Quests18. Multiple Locations 19. Positional Audio20. Respawn Points21. Usable Items22. Weapon Control23. Zooming24. Destructible Terrain25. Dashing26. Quest Completion27. Road Builder28. Character Progression29. Party Mechanics30. Day / Night Cycle31. Puzzle Room32. Treasure Hunting33. Card Battle34. Graphical Effects35. Random Level Generation36. Fishing Mini Game37. Ship Mini Game38. Dice Rolling39. Mini Game & Dual View40. Game End41. Saving

    1 in stock

    £58.49

  • Storytelling for Interactive Digital Media and Video Games

    Taylor & Francis Inc Storytelling for Interactive Digital Media and Video Games

    1 in stock

    Book SynopsisThe evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can''t. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them interactive. Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs frTable of ContentsChapter 1 What is a Story? Fundamental Components of the StoryChapter 2 Who is Telling the Story? Teller/Audience RelationshipChapter 3 How Do We Tell Stories? Formats of StorytellingChapter 4 What Are Stories About? The Content of StoriesChapter 5 Why Do We Tell Stories? Functional StorytellingChapter 6 Activities For StorytellersChapter 7 ConclusionChapter 9 The Moving ImageChapter 10 Memes and SymbolsChapter 11 AudioChapter 12 ExercisesChapter 13 ConclusionChapter 14 Interaction BasicsChapter 15 Interactive Media TypesChapter 16 GamesChapter 17 Stories and GamesChapter 18 ActivitiesChapter 19 Conclusion

    1 in stock

    £46.54

  • Packt Publishing Limited Practical GIS

    Out of stock

    Book SynopsisLearn the basics of Geographic Information Systems by solving real-world problems with powerful open source toolsAbout This Book This easy-to-follow guide allows you to manage and analyze geographic data with ease using open source tools Publish your geographical data online Learn the basics of geoinformatics in a practical way by solving problemsWho This Book Is ForThe book is for IT professionals who have little or no knowledge of GIS. It's also useful for those who are new to the GIS field who don't want to spend a lot of money buying licenses of commercial tools and training. What You Will Learn Collect GIS data for your needs Store the data in a PostGIS database Exploit the data using the power of the GIS queries Analyze the data with basic and more advanced GIS tools Publish your data and share it with others Build a web map with your published dataIn DetailThe most commonly used GIS tools automate tasks that were historically done manuallycompiling new maps by overlaying one on top of the other or physically cutting maps into pieces representing specific study areas, changing their projection, and getting meaningful results from the various layers by applying mathematical functions and operations. This book is an easy-to-follow guide to use the most matured open source GIS tools for these tasks. We'll start by setting up the environment for the tools we use in the book. Then you will learn how to work with QGIS in order to generate useful spatial data. You will get to know the basics of queries, data management, and geoprocessing. After that, you will start to practice your knowledge on real-world examples. We will solve various types of geospatial analyses with various methods. We will start with basic GIS problems by imitating the work of an enthusiastic real estate agent, and continue with more advanced, but typical tasks by solving a decision problem. Finally, you will find out how to publish your data (and results) on the web. We will publish our data with QGIS Server and GeoServer, and create a basic web map with the API of the lightweight Leaflet web mapping library. Style and approachThe book guides you step by step through each of the core concepts of the GIS toolkit, building an overall picture of its capabilities. This guide approaches the topic systematically, allowing you to build upon what you learned in previous chapters. By the end of this book, you'll have an understanding of the aspects of building a GIS system and will be able to take that knowledge with you to whatever project calls for it.

    Out of stock

    £999.99

  • Games of Terror

    University of Wales Press Games of Terror

    1 in stock

    Book Synopsis

    1 in stock

    £77.46

  • Springer Nature Switzerland AG Intelligent Wavelet Based Techniques for Advanced Multimedia Applications

    1 in stock

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

    1 in stock

    £80.99

  • Springer Nature B.V. Clinical ImageBased Procedures

    1 in stock

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

    1 in stock

    £37.99

  • Springer International Publishing AG 3D Research Challenges in Cultural Heritage II: How to Manage Data and Knowledge Related to Interpretative Digital 3D Reconstructions of Cultural Heritage

    Out of stock

    Book SynopsisThis book reflects a current state of the art and future perspectives of Digital Heritage focusing on not interpretative reconstruction and including as well as bridging practical and theoretical perspectives, strategies and approaches. Comprehensive key challenges are related to knowledge transfer and management as well as data handling within a interpretative digital reconstruction of Cultural Heritage including aspects of digital object creation, sustainability, accessibility, documentation, presentation, preservation and more general scientific compatibility. The three parts of the book provide an overview of a scope of usage scenarios, a current state of infrastructures as digital libraries, information repositories for an interpretative reconstruction of Cultural Heritage; highlight strategies, practices and principles currently used to ensure compatibility, reusability and sustainability of data objects and related knowledge within a 3D reconstruction work process on a day to day work basis; and show innovative concepts for the exchange, publishing and management of 3D objects and for inherit knowledge about data, workflows and semantic structures.Table of ContentsA Model Classification for Digital 3D Reconstruction in the Context of Humanities.- Typical Workflows, Documentation Approaches and Principles of 3D Digital Reconstruction of Cultural Heritage.- Digital Reconstruction in Historical Research and its Implications for Virtual Research Environments.- Digital Research Infrastructures: DARIAH.- Heritage and Museum Displays. Buildings, Cities, Landscapes, Illuminated Models.- Interpretation of Sensor-based 3D Documentation.- 3D Model, Linked Database, and Born-Digital E-Book: An Ideal Approach to Archaeological Research and Publication.- 3D Models on Triple Paths.- New Pathways for Documenting and Visualizing Virtual Reconstructions.- Classification schemes for visualization of uncertainty in digital hypothetical reconstruction.- Show me the Data!: Structuring Archaeological Data to Deliver Interactive, Transparent 3D Reconstructions in a 3D WebGIS.- Enrichment and Preservation of Architectural Knowledge.- Simplifying Documentation of Digital Reconstruction Processes. Introducing an interactive documentation system.- Cultural Heritage in a Spatial Context. Towards an Integrative, Interoperable, and Participatory Data and Information Management.

    Out of stock

    £999.99

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Interactive Dramaturgies: New Approaches in

    Out of stock

    Book SynopsisUsing numerous illustrations and case studies, the author maps out the creative process involved in producing interactive media, such as CD-ROM productions and network applications. Looking at concrete outstanding examples, various contributions by international multimedia authors, designers, and artists shed light on the role and function of interactive media in the context of exhibitions, museums, cultural learning, entertainment, film, and television. The publication explores methods and strategies of interactive dramaturgy that go beyond interactive storytelling. The emphasis is on new modes of dramaturgy, where the user is actively involved, cooperation among users is supported, and repeated visits are motivated.Trade ReviewFrom the reviews: "This book, excellent in its choice of authors, presentation and illustrations, examines interlinked topics that include visual language and interface design, methods of conceptualizing human-machine communication and interactions which break with linear narrative traditions. … Its range of ideas and the quality of discussion recommend that it should be placed within the reach of all researchers, designers and teachers who are interested in the educational potential of interactive media." (Prof. Roger Hartley, Journal of Computer Assisted Learning, 2005)Table of ContentsAspects of Interactive Dramaturgies: Thematic Frame and Authors’ Contributions.- 1 Elements of a History of Interactive Dramaturgy Cultural Fingerprints in the Digital Net.- 2 The New Horsemen of the Apocalypse The Role of Drama in Education.- 3 Dialogue with Machines Can Computers Be Interactive?.- 4 The Poem Gita-Govinda System Concepts for Cultural learning Documents.- 5 Interactively Setting in Motion the Wheel of law Telling the Life and Philosophy of Buddha: The Mural Paintings of the Temple of the Emerald Buddha in Bangkok.- 6 In the Place of Coincidence Archaeology of the Unconscious The Sigmund Freud CD-ROM Nofrontiere Design.- 7 Setting the Stage for Interaction Digital Craft and the Museums of the 21st Century.- 8 Interactive Narrative and Integrated Applications in a Museum The Role of Interactive Media in the J. Paul Getty Museum, Los Angeles.- 9 metaField: Interactive DataSpaces Exploring the Home/Work/Art-Making/Play-Spaces of the Future Ron MacNeil.- 10 The Crossing Living, Dying and Transformation in Banaras: A Multimedia Cultural Learning Project for the Next Millenium.- 11 Action, Adventure, Desire Interaction with PC Games.- 12 Games of Gods Black&White: The Omnipotence of the Player.- 13 Interactive Movies Practical Experimentation with Parallel Video Streams.- 14 TypoToons™ & TattleToons Children’s Interactive Television.- 15 Interactive Stories: Strategies and Modes of Interactive Dramaturgy Writing Public Literature in an Evolving Internet Environment.- 16 Click and Roll: “Paul is Dead” The Rock and Roll Murder Mystery.- 17 Frames: At the Edge and Beyond Constructing the Emerging Languages in Computer-Mediated Narratives and Communications.- 18 The Circular Page Designing a Theatre of Choice.- 19 Write a Story as a Building Interactive Media Content Design.- About the Authors.

    Out of stock

    £999.99

  • Symbol-Fonts erstellen: mit Adobe Illustrator und

    Books on Demand Symbol-Fonts erstellen: mit Adobe Illustrator und

    1 in stock

    Book Synopsis

    1 in stock

    £21.76

  • Java Persistence with NoSQL

    BPB Publications Java Persistence with NoSQL

    1 in stock

    Book SynopsisJava Persistence with NoSQL is a comprehensive guide that offers a unique blend of theoretical knowledge and practical implementation, making it an invaluable resource for those seeking to excel in their roles. The book is divided into four parts, covering essential NoSQL concepts, Java principles, Jakarta EE integration, and the integration of NoSQL databases into enterprise architectures. Readers will explore NoSQL databases, comparing their strengths and use cases. They will then master Java coding principles and design patterns necessary for effective NoSQL integration. The book also discusses the latest Jakarta EE specifications, enhancing readers'' understanding of Jakarta''s role in data storage and retrieval. Finally, readers will learn to implement various NoSQL databases into enterprise-grade solutions, ensuring security, high availability, and fault tolerance.

    1 in stock

    £29.92

  • Independently Published CorelDRAW 2023 - Schulungsbuch mit vielen Übungen

    1 in stock

    Book Synopsis

    1 in stock

    £16.23

  • Beginning Photo Retouching and Restoration Using

    APress Beginning Photo Retouching and Restoration Using

    1 in stock

    Book SynopsisDigitally repair damaged prints, correct color shifts, and even colorize black and white images. This thoroughly revised book will show you how to retouch and restore photos using the most up-to-date version of GIMP and it's latest tools and features.Basic knowledge of GIMP is helpful, but the first chapter provides an overview of the free, open source image editing program. You'll then see how GIMP is a worthy alternative to Adobe Photoshop. You'll also work with step-by-step tutorials to duplicate the results using the same practice images used in the lessons. Because it is cross-platform friendly you can turn unfixable photos into digital art on Windows, macOS, and Linux enhancing your learning experience.Beginning Photo Retouching and Restoration Using GIMPprovides insight into the powerful program's wide set of features for just about any type of retouching or restoration work. What You'll LearnAcquire the best scans and digitize large photographsAdjust contrast and exposure to Table of ContentsIntroduction The Joy of Restoring Photographs Why Photographs are Important GIMP: The Powerful, Free Image Editing Alternative What Can GIMP Do? Improving with Practice Equipment Purchases to Consider Copy with Caution Mac Users Plugins Practice Images Part I: Starting with the Essentials Chapter 1: An Overview of GIMP 2.10 Chapter Overview Downloading and Installing GIMP 2.10 The Image Window The Image Menu Navigating Open Images The Toolbox and Tool Functions The Selection Tools The Brush Tools The Transform Tools Other Tools Working with Layers Layer Groups Plugins to Enhance GIMP Chapter Summary Chapter 2: Digitizing Your Photos, Slides, and Negatives Chapter Overview Acquiring Your Digital Images Starting with a Clean Scan Scanning Photographs Digitizing Large Images Finding a Service Provider Using Your Camera and Tripod Scanning Photos in Sections Scanning Slides and Negatives Before You Start Using the Auto Settings Scanning Resolution for Transparencies Straightening and Cropping Your Images Chapter Summary Part II: Tone, Exposure, and Color Chapter 3: Correcting Tone and Exposure Chapter Overview Common Tonal Problems Using the Histogram to Assess Tonality Using the Color Picker to Track Tonality Using Sample Points The Exposure, Shadows-Highlights, Brightness-Contrast, Levels, and Curve Dialogs Tutorial 1: Using the Exposure Dialog Tutorial 2: Using the Shadows-Highlights Dialog Tutorial 3: Using the Brightness-Contrast Dialog Tutorial 4: Using the Levels Dialog Tutorial 5: Using the Curves Dialog Tonal Corrections Using Layer Blend Modes Tutorial 7: Correcting an Underexposed Image Tutorial 8: Correcting and Overexposed Image Chapter Summary Chapter 4: Color Correction and Restoration Chapter Overview Color Problem Examples Color Essentials Additive Color Subtractive Color The Color Picker Tool Color Channels Correcting Color Casts Tutorial 9: Correcting a Color Cast Tutorial 10: Correcting an Extreme Color Cast Tutorial 11: Correcting Color Temperature Correcting and Restoring Color Tutorial 12: Color Correction with Levels (No. 1) Tutorial 13: Color Correction with Levels (No. 2) Tutorial 14: Restoring Severe Color Loss Chapter Summary Chapter 5: Creative use of Color Chapter Overview Reimagine Your Photos Converting Color to Black and White Tutorial 15: Converting Color to Black and White (No. 1) Tutorial 16: Converting Color to Black and White (No. 2) Tutorial 17: Converting Color to Black and White (No. 3) Digital Sepia Toning Tutorial 18: Converting Color to Sepia (No. 1) Tutorial 19: Converting Color to Sepia (No. 2) Selective Colorizing Tutorial 20: Mixing Color with Black and White Tutorial 21: Mixing Color with Sepia Colorizing Black and White Images Tutorial 22: Colorizing a Black and White Image Chapter Summary Part III: Digital Cleanup and Repairing Damage Chapter 6: Dust, Light Scratch, and Stain Removal Chapter Overview Tutorial 23: Removing Dust from a Slide Tutorial 24: Removing Dust and Light Scratches Tutorial 25: Removing Stains Chapter Summary Chapter 7: Repairing Moderate and Heavy Damage Chapter Overview Repairing Moderate Damage Tutorial 26: Patching Damaged Areas Tutorial 27: Repairing Moderate Damage Repairing Heavy Damage Tutorial 28: Repairing Heavy Damage Chapter Summary Part IV: Retouching Faces, Fun Projects, and Preserving Your Images Chapter 8: Editing Portraits and Recomposing Images Chapter Overview Retouching Portraits Diminishing Imperfections and Removing Distractions Tutorial 29: Light Portrait Retouching Tutorial 30: Brightening Teeth Recomposing Images Replacing Backgrounds Tutorial 31: Replacing a Background (No. 1) Tutorial 32: Replacing a Background (No. 2) Removing People Tutorial 33: Removing a Person from an Image Chapter Summary Chapter 9: Sharpening Images Chapter Overview Sharpening―The Final Step The Unsharp Mask Filter High Pass Sharpening Tutorial 34: Sharpening Using the High Pass Filter Emboss Sharpening Tutorial 35: Sharpening Using the Emboss Filter Chapter Summary Chapter 10:Fun and Artistic Projects with Your Photos Chapter Overview Turn Photos into Digital Works of Art Add Artistic Functionality with G’MIC Art Project No. 1: Salvaging “Unfixable” Photos Creating Collages Art Project No. 2: Assembling a Collage Chapter Summary Chapter 11:Printing and Preserving Your Images Chapter Overview Photo-Quality Printers Inkjet Printers Dye-Sublimation Printers Protecting and Preserving Your Prints Archiving Your Prints Displaying Your Prints Storing Images Digitally How Long Will Digital Images Last? Video Montages Chapter Summary Part V: Appendix Appendix: Useful GIMP Resources GIMP Resources The Official GIMP Web Site Tutorials Page gimpusers.com Partha’s Place Friends of the GIMP Photo Retouching, Editing, and Restoration RetouchPRO Photographic Equipment B&H Photo-Video-Pro Audio Specialty Film Processing Film Rescue International Archival Digital Media USB Flash Drives External Hard Drives CD and DVDs Protective Inkjet Spray Coatings Index

    1 in stock

    £47.49

  • Quick Start Guide to FFmpeg

    APress Quick Start Guide to FFmpeg

    5 in stock

    Book Synopsis Create, edit, modify and convert multimedia files using FFmpeg, the most versatile open source audio and video processing tool available for Linux, Mac and Windows users. After reading this book, you will be able to work with video and audio files, images, text, animations, fonts, subtitles and metadata like a pro. It begins with a simple introduction to FFmpeg executables - ffmpeg, ffprobe and ffplay, and explains how you can use them to process multimedia containers, streams, audio channels, maps and metadata. It then describes how you can easily edit, enhance and convert audio, video, image and text files. There are dedicated chapters for filters, audio, subtitles and metadata, as well as FFmpeg tips and tricks. Sample lists of FFmpeg filters, encoders, decoders, formats and codecs are also available as appendices. Quick Start Guide to FFmpeg is for anyone who needs to edit or process multimedia files including studio professionals, broadcast personnel, coTable of Contents Quick Start Guide to FFmpeg Chapter 1: Installing FFmpeg Chapter 2: Starting with FFmpeg Chapter 3: Formats and Codecs Chapter 4: Media Containers and FFmpeg Numbering Chapter 5: Format Conversion Chapter 6: Editing Videos Chapter 7: Using FFmpeg Filters Chapter 8: All About Audio Chapter 9: All About Subtitles Chapter 10: All About Metadata Chapter 11: FFmpeg Tips 'n' Tricks Chapter 12: Annexures

    5 in stock

    £42.49

  • Titan Books Ltd The Art of Spyro: Reignited Trilogy

    Out of stock

    Book SynopsisThe definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.

    Out of stock

    £999.99

  • Adobe Photoshop Classroom in a Book 2023 release

    Pearson Education (US) Adobe Photoshop Classroom in a Book 2023 release

    1 in stock

    Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Work Area 2 Basic Photo Corrections 3 Working with Selections 4 Layer Basics 5 Quick Fixes 6 Masks and Channels 7 Typographic Design 8 Vector Drawing Techniques 9 Advanced Compositing 10 Painting with the Mixer Brush 11 Editing Video 12 Working with Camera Raw 13 Preparing Files for The Web 14 Producing and Printing Consistent Color 15 Exploring Neural Filters Appendixes

    1 in stock

    £41.64

  • Adobe Creative 3D Workflows

    Pearson Education Adobe Creative 3D Workflows

    Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with more than two decades of experience creating expressive web, desktop, and mobile solutions. A faculty member at the University of Colorado Boulder College of Media, Communication and Information, his teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Joseph has authored a number of books and video courses on design and development technologies, tools, and concepts. He speaks at design and technology conferences such as Adobe MAX and for a variety of smaller creative communities. He is also the founder of Fractured Vision Media, LLC; a digital media production studio and distribution vehicle for a variety of creative works. Joseph is an Adobe Education Leader and Adobe Community Expert.

    £43.19

  • Taylor & Francis Ltd Game Engine Architecture Third Edition

    Out of stock

    Book SynopsisIn this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. Table of ContentsSection I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine SystemsChapter 6 Engine Support SystemsChapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There’s More?

    Out of stock

    £999.99

  • Packt Publishing Limited Designing and Prototyping Interfaces with Figma: Elevate your design craft with UX/UI principles and create interactive prototypes

    4 in stock

    Book SynopsisExplore the latest Figma features with this newly updated 2nd edition, including Variables and Conditional Prototyping. Learn cutting-edge design principles and create captivating interfaces with this full-color guide. Key Features Explore Figma's latest features, including Variables and Conditional Prototyping, to create dynamic and responsive interfaces Integrate AI capabilities and optimize your workflow with the latest Figma plugins Create engaging, interactive prototypes that captivate your users and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionAre you a UI/UX designer eager to learn the art of creating compelling interfaces using Figma? Look no further! The highly anticipated new edition is here to transform your creative journey. Explore Figma's latest features and delve into the power of variables and conditional Prototyping. Get ready to transform your static designs into dynamic, interactive prototypes, offering users and stakeholders an immersive experience. Stay at the forefront of design innovation with insights into integrating AI capabilities and optimizing your workflow with the latest Figma plugins. With user-centric design at its core, this book guides you through mastering design thinking, enabling you to tackle complex design challenges with ease. One unique aspect of this edition is its focus on effective communication. Learn how to convey your design vision clearly to both technical and non-technical audiences. In the rapidly changing world of UI/UX design, iteration is key. This book will teach you how to gather user feedback and iterate on your designs by creating interactive prototypes. Whether you're new to Figma or a seasoned pro, this comprehensive guide equips you with the skills to create captivating interfaces, fosters creativity and problem-solving, and makes you an indispensable, forward-thinking designer.What you will learn Create high-quality designs that cater to your users' needs, providing an outstanding experience Mastering mobile-first design and responsive design concepts Integrate AI capabilities into your design workflow to boost productivity and explore design innovation Craft immersive prototypes with conditional prototyping and variables Communicate effectively to technical and non-technical audiences Develop creative solutions for complex design challenges Gather and apply user feedback through interactive prototypes Who this book is forThis book is for aspiring UX/UI designers who want to get started with Figma as well as established designers who want to migrate to Figma from other design tools. This guide will provide you a walkthrough of the entire process of creating a full-fledged prototype for a responsive interface using all the tools and features that Figma has to offer. As a result, this book is suitable for both UX and UI designers, product and graphic designers, as well as anyone who wants to explore the complete design process from scratch.Table of ContentsTable of Contents Exploring Figma and Transitioning from Other Tools Structuring Moodboards, Personas, and User Flows within FigJam Getting to Know Your Design Environment Wireframing a Mobile-First Experience Using Vector Shapes Designing Consistently Using Grids, Colors, and Typography Creating a Responsive Mobile Interface Using Auto Layout Building Components and Variants in a Collaborative Workspace User Interface Design on Tablet, Desktop, and the Web Prototyping with Transitions, Smart Animate, and Interactive Components Testing and Sharing Your Prototype in Browsers and Real Devices Exporting Assets and Managing the Handover Process Discovering Resources, Plugins, and Widgets in the Figma Community Going Advanced with Variables and Conditional Prototyping

    4 in stock

    £42.74

  • CRC Press Architectural Approach to Level Design

    1 in stock

    Book SynopsisThoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players.. Table of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .

    1 in stock

    £52.24

  • HTML5 Game Development from the Ground Up with

    Apple Academic Press Inc. HTML5 Game Development from the Ground Up with

    1 in stock

    Book SynopsisWritten for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions.The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format.The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows Table of ContentsHTML5 and Construct 2. Understanding How Games Work. About Games and Ideas: Dream vs. Reality. Game Design Documentation for Indies. Moon Wolf, a Space Arcade Game. Moon Wolf Development. Kitty Katty, a Platformer. Kitty Katty Development. Turky on the Run, a Puzzle Game. Turky on the Run Development. The Journey Ahead. Deployment and Monetization. Appendices.

    1 in stock

    £44.64

  • MIT Press Ltd Interactive Visualization

    15 in stock

    15 in stock

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  • Responsive Web Design with Adobe Photoshop

    Pearson Education Responsive Web Design with Adobe Photoshop

    5 in stock

    Book Synopsis

    5 in stock

    £41.00

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