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Books > Computing & IT > Applications of computing > Image processing > Computer animation
Information Visualization in the Era of Innovative Journalism brings together over 30 authors from countries around the world to synthesize how recent technological innovations have impacted the development, practice and consumption of contemporary journalism. As technology rapidly progresses, shifts, and innovates, there have been immense changes in the way we communicate. This book collects research from around the world that takes an in-depth look at the primary transformations related to journalistic innovation in recent times. High-profile contributors provide cutting-edge scholarship on innovation in journalism as it relates to emergent topics such as virtual reality, podcasting, multimedia infographics, social media, mobile storytelling and others. The book pays special attention to the development of information visualization and the ability of recent innovations to meet audience needs and desires. Students and scholars studying contemporary journalism history and practice will find this a vital and up-to-date resource, as well as those studying communication technology as it relates to marketing, PR or mass media broadly.
Accompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films - including concept art for talking furniture and fairy-tale castles - with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate - silver, porcelain, furniture - so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sevres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.
Producing New and Digital Media is your essential guide to understanding new media, taking a deep dive into such topics as the cultural and social impacts of the web, the importance of digital literacy, and creating in an online environment. This cutting edge text provides an introductory, hands-on approach to creating user-generated content, coding, cultivating an online brand, and storytelling in new and digital media. In showing you how to navigate the world of digital media and complete digital tasks, this book not only teaches you how to use the web, but also helps you understand why you use it. Key features for the second edition include: Coverage of up-to-date forms of communication on the web: memes, viral videos, social media, and more pervasive types of online languages. New chapters on YouTube influencers and on-demand subscription television. Each chapter has media literacy sidebars, sample assignments, and activities. Updates to the companion website additional materials for students and instructors Thoughtful, entertaining, and enlightening, this is the fundamental textbook for students of new and digital media, digital culture and media literacy, as well as a useful resource for anyone wanting to understand and develop their presence in our digital world.
With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.
Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course's traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.
Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course's traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.
This book provides a comprehensive understanding of the technology architecture, physical facility changes and - most importantly - the new media management workflows and business processes to support the entire lifecycle of the IP broadcast facility from an engineering and workflow perspective. Fully updated, this second edition covers the technological evolutions and changes in the media broadcast industry, including the new standards and specifications for live IP production, the SMPTE ST2110 suite of standards, the necessity of protecting against cyber threats and the expansion of cloud services in opening new possibilities. It provides users with the necessary information for planning, organizing, producing and distributing media for the modern broadcast facility. Key features of this text include: Strategies to implement a cost-effective live and file-based production and distribution system. A cohesive, big-picture viewpoint that helps you identify how to overcome the challenges of upgrading your plant. The impact live production is having on the evolution to IP. Case studies serve as recommendations and examples of use. New considerations in engineering and maintenance of IP and file-based systems. Those in the fields of TV, cable, IT engineering and broadcast engineering will find this book an invaluable resource, as will students learning how to set up modern broadcast facilities and the workflows of contemporary broadcasting.
As technology becomes an ever more prevalent part of everyday life and population-based physical activity programmes seek new ways to increase lifelong engagement with physical activity, so the two have become increasingly linked. This book offers a thorough, critical examination of emerging technologies in physical activity and health, considering technological interventions within the dominant theoretical frameworks, exploring the challenges of integrating technology into physical activity promotion and offering solutions for its implementation. Technology in Physical Activity and Health Promotion occupies a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through a range of media, including: social media mobile apps global positioning and geographic information systems wearables active videogames (exergaming) virtual reality settings. Offering a logical and clear critique of technology in physical activity and health promotion, this book will serve as an essential reference for upper-level undergraduates, postgraduate students and scholars working in public health, physical activity and health and kinesiology, and healthcare professionals.
Costume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined, Costume Design for Video Games highlights the development of costumes and characters that pertain to plots, scenarios, and visionary goals, while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical, fantasy, and futuristic influences. Not only does the text help in illustrating an assortment of styles, but Sandy Appleoff Lyons also helps to facilitate creative problem-solving as it applies to costume design and the design principles applied. This is uniquely done through a reader project, which in turn builds and implements research skills and the creation of authentic designs. Key Features: This book is not about replicating what already exists; it gives the reader the tools needed in order to understand the design principles and how to apply them to costumes. Through the comprehensive understanding of history, fashion, costumes, and cultural impacts, the readers will be able to expand their creativity and knowledge to help increase the narrative subtext and the stories of costumed figures. Readers are given tools for creative problem-solving to create authentic, original costumes. Text includes a glossary and sidebars covering materials rendering, color history, design principles, and meaning. Key terms and style sheets with layout training and cited historical examples help ground the reader with strong visuals.
Learn video compositing, motion graphics design, and animation using Adobe After Effects Adobe After Effects Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to: Create, manipulate, and optimize motion graphics for film, video, the web, and mobile devices Animate text and images, customize a wide range of effects, track and sync content, rotoscope, manipulate timing, correct color, and remove unwanted objects Customize cameras and lighting to create compelling 3D content Design Motion Graphics templates for editing in Adobe Premiere Pro Deform and animate objects and video using robust Puppet tools Classroom in a Book (R), 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, developed with the support of Adobe product experts. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe After Effects (2023 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe After Effects software.
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I(2) model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
Cybernetic-Existentialism: Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance offers a unique discourse and an original aesthetic theory. It argues that fusing perspectives from the philosophy of Existentialism with insights from the 'universal science' of cybernetics provides a new analytical lens and deconstructive methodology to critique art. In this study, Steve Dixon examines how a range of artists' works reveal the ideas of Existentialist philosophers including Kierkegaard, Camus, de Beauvoir, and Sartre on freedom, being and nothingness, eternal recurrence, the absurd, and being-for-others. Simultaneously, these artworks are shown to engage in complex explorations of concepts proposed by cyberneticians including Wiener, Shannon, and Bateson on information theory and 'noise', feedback loops, circularity, adaptive ecosystems, autopoiesis, and emergence. Dixon's groundbreaking book demonstrates how fusing insights and knowledge from these two fields can throw new light on pressing issues within contemporary arts and culture, including authenticity, angst and alienation, homeostasis, radical politics, and the human as system.
This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.
Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars' inquiry into digital ethics and writing instructors' approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies.
In a follow-up book, which re-iterates the principles of "Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max", and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon! Key Features This is the next step in CG creature setups in 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolioready. Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest! This book includes a companion website where chapter supplements and core files and documents could be easily accessed.
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk's renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya's vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya's complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger "Buzz" King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya's complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers
Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges. Key Features This is the only book available for mechanical setups in Autodesk 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train. Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest! Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "Memory Refresh" section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they won't have to re-read the whole thing!
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Creative solutions without the filler. That is what you get from this practical guide to enhancing your titles, motion graphics and visual effects with Motion. Step-by-step instruction is concisely described and lavishly illustrated. The downloadable resources show the techniques at work so you can take them and run.
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "majority". Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo
Autoethnography allows researchers to make sense of the 'ethno' - the cultural - by studying their own experiences - the 'auto'. It links the self to the cultural, allowing for an inductive grounding of theoretical insight into researchers' lived experiences. But what happens when the culture that we research is not conventionally or entirely our 'own'? What happens when our culture does not neatly conceptualise the 'auto' as an individual, Western self? And does autoethnographic writing risk reducing cultural 'Others' if we cannot help but see them through 'imperial eyes'? Questions of Culture in Autoethnography showcases how cross-cultural autoethnographies might be done effectively, ethically, and reflectively. Chapters include: identity work among Tibetans in India and among the descendants of Spanish conquistadores in Appalachia; insider/outsider identities in myriad contexts from Mexico to Japan; embodied (gendered, raced, sized) intercultural experiences from Samoa to Aotearoa/New Zealand and from Canada to Malawi; and language stories from Korea to Singapore and from Somalia to Australia. It also explores cultural Otherness within 'a' culture, including researchers' accounts of working with Indigenous Australians, of contesting mainstream cultural narratives from a body positive perspective, and as a US American man in New Zealand's 'bloke culture', only seemingly sharing the same English-language-speaking, 'Western' culture. For all scholars of qualitative methods and autoethnography, the book has a dual purpose - to show and to tell. It presents evocative autoethnographies of and about 'culture', as it is variously understood, and discusses the issues inherent in autoethnographic writing.
This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming phase, character development and story wrap, creation of content and context outlines, flowcharting game play, and creating design documents. Special features include examples of both classic and contemporary games, and interviews with many of the game industry's brightest professionals who share their insights on key elements in game design, and their analysis on what makes a game a blockbuster hit. This book is a perfect guide for the novice, student, and game enthusiast interested in learning the nuts and bolts of the computer-game industry.
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today's information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives - socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development |
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