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Books > Computing & IT > Applications of computing > Image processing > Computer animation

The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Paperback):... The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Paperback)
Alison N Novak
R770 Discovery Miles 7 700 Ships in 10 - 15 working days

This book examines third-party review sites (TPRS) and the intersection of the review economy and neoliberal public relations, in order to understand how users and organizations engage the 21st century global review economy. The author applies communication and digital media theories to evaluate contemporary case studies that challenge TPRS and control over digital reputation. Chapters analyze famous cases such as the Texas photographer who sued her clients for negative reviews and activists using Yelp to protest the hunt of "Cecil the Lion," to illustrate the complicated yet important role of TPRS in the review economy. Theories such as neoliberal public relations, digital dialogic communication and cultural intermediaries help explain the impact of reviews and how to apply lessons learned from infamous cases. This nuanced and up to date exploration of the contemporary review economy will offer insights and best practice for academic researchers and upper-level undergraduate students in public relations, digital media, or strategic communication programs.

Using Video Games to Level Up Collaboration for Students - A Fun, Practical Way to Support Social-emotional Skills Development... Using Video Games to Level Up Collaboration for Students - A Fun, Practical Way to Support Social-emotional Skills Development (Paperback)
Matthew Harrison
R1,093 Discovery Miles 10 930 Ships in 10 - 15 working days

Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games-based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual... Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More (Hardcover)
Ross Berger
R3,785 Discovery Miles 37 850 Ships in 18 - 22 working days

Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.

Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual... Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More (Paperback)
Ross Berger
R1,455 Discovery Miles 14 550 Ships in 10 - 15 working days

Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.

Knowledge Resistance in High-Choice Information Environments (Hardcover): Jesper Stroemback, Asa Wikforss, Kathrin Gluer, Torun... Knowledge Resistance in High-Choice Information Environments (Hardcover)
Jesper Stroemback, Asa Wikforss, Kathrin Gluer, Torun Lindholm, Henrik Oscarsson
R4,508 Discovery Miles 45 080 Ships in 10 - 15 working days

This book offers a timely exploration of our patterns of engagement with politics, news, and information in current high-choice information environments It analyzes the issue plaguing our society today - The spread of misinformation and its impact on the public sphere, our politics and our everyday lives The book offers insights into the processes that influence the supply of misinformation and factors influencing how and why people expose themselves to and process information that may support or contradict their beliefs and attitudes A team of authors from across a range of disciplines address the phenomena of knowledge resistance and its causes and consequences at the macro- as well as the micro-level The chapters take a philosophical look at the notion of knowledge resistance, before moving on to discuss issues such as misinformation and fake news, psychological mechanisms such as motivated reasoning in processes of selective exposure and attention, how people respond to evidence and fact-checking, the role of political partisanship, political polarization over factual beliefs, and how knowledge resistance might be counteracted This book will have a broad appeal to scholars and students interested in knowledge resistance, primarily within philosophy, psychology, media and communication, and political science, as well as journalists and policymakers

Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Paperback): Toiya Finley Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Paperback)
Toiya Finley
R1,216 Discovery Miles 12 160 Ships in 10 - 15 working days

* There are no books dedicated specifically to freelancing in games. * There are more freelancing jobs available than ever before, as permanent jobs in the industry decrease. * More and more developers are looking/willing to work with telecommuting/remote freelancers, giving more opportunities to freelancers who can't move for a job.

The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover): Alex Josef, Alex Van... The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover)
Alex Josef, Alex Van Lepp, Marshal D. Carper
R4,082 Discovery Miles 40 820 Ships in 10 - 15 working days

Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics

Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition)
Jeff Howard
R1,484 Discovery Miles 14 840 Ships in 10 - 15 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition)
Jeff Howard
R3,932 Discovery Miles 39 320 Ships in 10 - 15 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

Life in Death - My Animated Films 1976-2020 (Hardcover): Dennis Tupicoff Life in Death - My Animated Films 1976-2020 (Hardcover)
Dennis Tupicoff
R1,619 Discovery Miles 16 190 Ships in 10 - 15 working days

Explores death as a narrative theme within cinema and animation Biographical insight into Dennis Tupicoff's works and how the subject of death impacted these completed award-winning films Special online access to Dennis Tupicoff's animated works In-depth exploration into ten of Dennis Tupicoff's most influential animations

Sounding Emerging Media (Hardcover): Claire Fitch Sounding Emerging Media (Hardcover)
Claire Fitch
R4,490 Discovery Miles 44 900 Ships in 10 - 15 working days

Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development. Using the structural concepts identified by Gilles Deleuze and Felix Guattari, the book is based around ideas related to labels such as Assemblage, Strata, Smooth and Striated Space, Temporal Space and, The Fold. The processes employed to undertake this research involved the creation of original texts, the development of frameworks for improvisation, the use of recordings within the process and implementation of techniques drawn from the practices of electroacoustic composition, and the use of ideas borrowed from electronic literature, publishing and game development. The results have helped to shape a compositional style which draws on these processes individually or collectively, drawing on practice often seen in game development, visual scores and composition using techniques found in electroacoustic music. Providing a journey through the landscape of emerging digital media, Sounding Emerging Media envisages a world where the composer/user/listener all become part of a continuum of collective artistry. This book is the ideal guide to the history and creation of audio for innovative digital media formats and represents crucial reading for both students and practitioners, from aspiring composers to experienced professionals.

Sounding Emerging Media (Paperback): Claire Fitch Sounding Emerging Media (Paperback)
Claire Fitch
R1,261 Discovery Miles 12 610 Ships in 10 - 15 working days

Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development. Using the structural concepts identified by Gilles Deleuze and Felix Guattari, the book is based around ideas related to labels such as Assemblage, Strata, Smooth and Striated Space, Temporal Space and, The Fold. The processes employed to undertake this research involved the creation of original texts, the development of frameworks for improvisation, the use of recordings within the process and implementation of techniques drawn from the practices of electroacoustic composition, and the use of ideas borrowed from electronic literature, publishing and game development. The results have helped to shape a compositional style which draws on these processes individually or collectively, drawing on practice often seen in game development, visual scores and composition using techniques found in electroacoustic music. Providing a journey through the landscape of emerging digital media, Sounding Emerging Media envisages a world where the composer/user/listener all become part of a continuum of collective artistry. This book is the ideal guide to the history and creation of audio for innovative digital media formats and represents crucial reading for both students and practitioners, from aspiring composers to experienced professionals.

3D Game Development with Unity (Hardcover): Franz Lanzinger 3D Game Development with Unity (Hardcover)
Franz Lanzinger
R3,965 Discovery Miles 39 650 Ships in 10 - 15 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

The Routledge Handbook of Audio Description (Hardcover): Christopher Taylor, Elisa Perego The Routledge Handbook of Audio Description (Hardcover)
Christopher Taylor, Elisa Perego
R7,096 Discovery Miles 70 960 Ships in 10 - 15 working days

The American Council of the Blind (ACB) Recipient of the 2022 Dr. Margaret Pfanstiehl Audio Description Achievement Award for Research and Development This Handbook provides a comprehensive overview of the expanding field of audio description, the practice of rendering the visual elements of a multimodal product such as a film, painting, or live performance in the spoken mode, for the benefit principally of the blind and visually impaired community. This volume brings together scholars, researchers, practitioners and service providers, such as broadcasters from all over the world, to cover as thoroughly as possible all the theoretical and practical aspects of this discipline. In 38 chapters, the expert authors chart how the discipline has become established both as an important professional service and as a valid academic subject, how it has evolved and how it has come to play such an important role in media accessibility. From the early history of the subject through to the challenges represented by ever-changing technology, the Handbook covers the approaches and methodologies adopted to analyse the "multimodal" text in the constant search for the optimum selection of the elements to describe. This is the essential guide and companion for advanced students, researchers and audio description professionals within the more general spheres of translation studies and media accessibility.

3D Game Development with Unity (Paperback): Franz Lanzinger 3D Game Development with Unity (Paperback)
Franz Lanzinger
R1,840 Discovery Miles 18 400 Ships in 10 - 15 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

Mad Eyed Misfits - Writings on Indie Animation (Hardcover): Chris Robinson Mad Eyed Misfits - Writings on Indie Animation (Hardcover)
Chris Robinson
R1,617 Discovery Miles 16 170 Ships in 10 - 15 working days

Informal sequel to Unsung Heroes of Animation and Animators Unearthed. Analysis of a wide range of films and filmmakers including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki Yuasa

Mad Eyed Misfits - Writings on Indie Animation (Paperback): Chris Robinson Mad Eyed Misfits - Writings on Indie Animation (Paperback)
Chris Robinson
R702 Discovery Miles 7 020 Ships in 10 - 15 working days

Informal sequel to Unsung Heroes of Animation and Animators Unearthed. Analysis of a wide range of films and filmmakers including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki Yuasa

Art as Social Practice - Technologies for Change (Paperback): Xtine Burrough, Judy Walgren Art as Social Practice - Technologies for Change (Paperback)
Xtine Burrough, Judy Walgren
R1,259 Discovery Miles 12 590 Ships in 10 - 15 working days

- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.

Art as Social Practice - Technologies for Change (Hardcover): Xtine Burrough, Judy Walgren Art as Social Practice - Technologies for Change (Hardcover)
Xtine Burrough, Judy Walgren
R4,516 Discovery Miles 45 160 Ships in 10 - 15 working days

- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.

Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Hardcover, 2nd edition): Geoffrey Engelstein, Isaac... Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Hardcover, 2nd edition)
Geoffrey Engelstein, Isaac Shalev
R3,845 Discovery Miles 38 450 Ships in 10 - 15 working days

Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs

One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Paperback): David L Craddock One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Paperback)
David L Craddock
R998 Discovery Miles 9 980 Ships in 10 - 15 working days

Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.

One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Hardcover): David L Craddock One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Hardcover)
David L Craddock
R2,445 Discovery Miles 24 450 Ships in 10 - 15 working days

Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.

Against Automation Mythologies - Business Science Fiction and the Ruse of the Robots (Paperback): J. Jesse Ramirez Against Automation Mythologies - Business Science Fiction and the Ruse of the Robots (Paperback)
J. Jesse Ramirez
R791 Discovery Miles 7 910 Ships in 10 - 15 working days

Inspired by Roland Barthes's practice of "semioclasm" in Mythologies, this book offers a "technoclasm"; a cultural critique of US narratives, discourses, images, and objects that have transformed the politics of automation into statements of fact about the "rise of the robots". Treating automation as an ensemble of technologies and science fictions, this book foregrounds automation's ideologies, exaggerations, failures, and mystifications of the social value of human labor in order to question accepted and prolific automation mythologies. Jesse Ramirez offers a study of automation that recognizes automation as a technosocial project, that uses the tools of cultural studies and history to investigate the narratives and ideologies that often implicitly frame the automation debate, and that concretely and soberly assesses the technologies that have made the headlines. The case studies featured include some of the most widely cited and celebrated automatic technologies, such as the Baxter industrial robot, the self-driving car, and the Watson AI system. An ideal resource for anyone interested in or studying emerging technology and society, automation, Marxist cultural theory, cultural studies, science fiction studies, and the cultural history of technology.

MPEG-4 Facial Animation - The Standard, Implementation and Applications (Hardcover): IS Pandzic MPEG-4 Facial Animation - The Standard, Implementation and Applications (Hardcover)
IS Pandzic
R4,101 Discovery Miles 41 010 Ships in 18 - 22 working days

One of the more revolutionary parts of the MPEG-4 International Standard is the Face and Body Animation, or FBA: the specification for efficient coding of shape and animation of human faces and bodies. This specification is a result of collaboration of experts with different backgrounds ranging from image coding and compression to video analysis, computer graphics, as well as speech analysis and synthesis, all sharing a common interest in computer simulation of humans. This book concentrates on the animation of faces.

Features include:

  • Sets the MPEG-4 FA specification against the historical background of research on facial animation and model-based coding and provides a brief history of the development of the standard itself.

  • Comprehensive overview of the FA specification with the goal of helping the reader understand how the standard works, what the thinking is behind it, and how it is intended be used.

  • Covers the implementation of the standard on both the encoding and decoding side. Presents several face animation techniques for MPEG-4 FA decoders, as well as architectures for building applications based on the standard.

  • Brings together a collection of applications using the MPEG-4 FA specification.

  • Includes a standard benchmark method for assessing the quality of MPEG-4 FA decoders.
The MPEG-4 FA specification is suitable for a wide range of applications not only in telecommunications and multimedia, but also in fields like computer animation and human-computer interfaces. This book will be a valuable companion for practitioners implementing applications based on the MPEG-4 FA specification and those who wish to understand the standard and its implications.
3D Modeling & Animation - A Primer (Hardcover): Magesh Chandramouli 3D Modeling & Animation - A Primer (Hardcover)
Magesh Chandramouli
R3,811 Discovery Miles 38 110 Ships in 10 - 15 working days

Provides the reader with clear, concise, instructions that help build on the fundamentals of graphics, 3D modeling, and animation With nearly two hundred, vibrant images to help the reader understand the designing process Review questions at the end of each chapter that will help readers hone their understanding of the content

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