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

Creative Character Design 2e (Paperback, 2nd edition): Bryan Tillman Creative Character Design 2e (Paperback, 2nd edition)
Bryan Tillman
R1,511 Discovery Miles 15 110 Ships in 9 - 17 working days

Create compelling, original characters using archetypes and design elements such as shadows and line with the tips and techniques found in this image-packed book. Bryan Tillman bridges the gap between the technique of drawing characters and the theory of good character design by using case studies, examples of professional art, and literary and pop culture references to teach you how to develop a character, not just draw one. The book also features Character Model Sheets that will guide you through the creation of new and unique characters. Finally, Bryan will break down established character archetypes to show you why and how the different aspects of good character design work. Key Features: Learn what makes a character unique and powerful through tools like character model sheets and case studies from established artists. Develop your abolity to use story and archetypes to create compelling new characters. See artwork by professional artists as examples of the techniques shown in the book Bridges the gap between the technique of drawing characters and the theory of good character design in a practical, hands-on way - learn how to use story and archetypes to develop compelling, new characters Based on a standing-room only presentation at Comic-Con 2009 in San Diego.

Computer Architectures - Constructing the Common Ground (Hardcover): Theodora Vardouli, Olga Touloumi Computer Architectures - Constructing the Common Ground (Hardcover)
Theodora Vardouli, Olga Touloumi
R4,499 Discovery Miles 44 990 Ships in 10 - 15 working days

Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century. Weaving together intellectual, social, cultural, and material histories, this book paints the landscape that brought computing into the imagination, production, and management of the built environment, whilst foregrounding the impact of architecture in shaping technological development. The book is organized into sections corresponding to the classic von Neumann diagram for computer architecture: program (control unit), storage (memory), input/output and computation (arithmetic/logic unit), each acting as a quasi-material category for parsing debates among architects, engineers, mathematicians, and technologists. Collectively, authors bring forth the striking homologies between a computer program and an architectural program, a wall and an interface, computer memory and storage architectures, structures of mathematics and structures of things. The collection initiates new histories of knowledge and technology production that turn an eye toward disciplinary fusions and their institutional and intellectual drives. Constructing the common ground between design and computing, this collection addresses audiences working at the nexus of design, technology, and society, including historians and practitioners of design and architecture, science and technology scholars, and media studies scholars.

Dragon's Lair and the Fantasy of Interactivity (Hardcover): M.J. Clarke Dragon's Lair and the Fantasy of Interactivity (Hardcover)
M.J. Clarke
R2,691 Discovery Miles 26 910 Ships in 10 - 15 working days

Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon's Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon's Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon's Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon's Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon's Lair offers a fascinating provisional solution to still-unsettled questions about screen media.

Isosurfaces - Geometry, Topology, and Algorithms (Hardcover, New): Rephael Wenger Isosurfaces - Geometry, Topology, and Algorithms (Hardcover, New)
Rephael Wenger
R3,487 Discovery Miles 34 870 Ships in 9 - 17 working days

Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data. Yet there is no book exclusively devoted to isosurfaces. Isosurfaces: Geometry, Topology, and Algorithms represents the first book to focus on basic algorithms for isosurface construction. It also gives a rigorous mathematical perspective on some of the algorithms and results. In color throughout, the book covers the Marching Cubes algorithm and variants, dual contouring algorithms, multilinear interpolation, multiresolution isosurface extraction, isosurfaces in four dimensions, interval volumes, and contour trees. It also describes data structures for faster isosurface extraction as well as methods for selecting significant isovalues. For designers of visualization software, the book presents an organized overview of the various algorithms associated with isosurfaces. For graduate students, it provides a solid introduction to research in this area. For visualization researchers, the book serves as a reference to the vast literature on isosurfaces.

Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Hardcover): Eddie Paterson, Timothy Williams, Will Cordner Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Hardcover)
Eddie Paterson, Timothy Williams, Will Cordner
R3,930 Discovery Miles 39 300 Ships in 10 - 15 working days

Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.

The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Paperback): Alex Josef, Alex Van... The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Paperback)
Alex Josef, Alex Van Lepp, Marshal D. Carper
R1,467 Discovery Miles 14 670 Ships in 18 - 22 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

Minecraft: Master Builds (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Master Builds (Hardcover)
Mojang AB, The Official Minecraft Team
R1,204 Discovery Miles 12 040 Ships in 10 - 15 working days
Make Toons That Sell Without Selling Out - 10th Anniversary Edition (Paperback, 2nd edition): Bill Plympton Make Toons That Sell Without Selling Out - 10th Anniversary Edition (Paperback, 2nd edition)
Bill Plympton
R1,168 Discovery Miles 11 680 Ships in 9 - 17 working days

"The King of Independent Animation" has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.

The Art of Direction (Paperback): Ron Ashtiani The Art of Direction (Paperback)
Ron Ashtiani; Foreword by Gavin Rothery
R829 Discovery Miles 8 290 Ships in 10 - 15 working days
Computer Animation - Algorithms and Techniques (Hardcover, 3rd edition): Rick Parent Computer Animation - Algorithms and Techniques (Hardcover, 3rd edition)
Rick Parent
R1,426 Discovery Miles 14 260 Ships in 10 - 15 working days

Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teachyou the fundamentals of animation programming.

In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.

* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more"

Composition for the 21st 1/2 Century, 2 Volume set (Paperback): Thomas Paul Thesen Composition for the 21st 1/2 Century, 2 Volume set (Paperback)
Thomas Paul Thesen
R3,398 Discovery Miles 33 980 Ships in 10 - 15 working days

This book is about composition and its application in animation, illustration, games and film. It covers all various aspects of design and explains in detail the use of the specific aspect and provides examples of its impact. Focus is on the ability of each aspect to tell a story and how it affects story. Additionally case studies are included that explain the successful use of those aspects in film and animation. The book is geared to students and professionals, however tries to be as simple as possible in the presentation of each aspect, but also complex in its case studies. The book's goal is to see composition as a technical part of image and film and as an artistic tool. Key Features Teaches the complexity of composition in image making. Closes the gap between praxis and theory in animation. Explains why certain images have a high quality and how to use the "whoy" in one's personal artistic work on a daily basis. Key term definitions found throughout the chapters. Case studies and video clips help the reader understand the process as they progress through the book.

Disney Stories - Getting to Digital (Hardcover, 2012): Newton Lee, Krystina Madej Disney Stories - Getting to Digital (Hardcover, 2012)
Newton Lee, Krystina Madej
R1,414 Discovery Miles 14 140 Ships in 18 - 22 working days

"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet.

Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences.

Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown."

"Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback)
Thorsten Quandt, Rachel Kowert
R1,256 Discovery Miles 12 560 Ships in 10 - 15 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Art of How To Train Your Dragon 2 (Hardcover): Linda Sunshine Art of How To Train Your Dragon 2 (Hardcover)
Linda Sunshine
R1,195 R807 Discovery Miles 8 070 Save R388 (32%) Ships in 10 - 15 working days

This art book features over 250 concept sketches, watercolours, oil paintings and digital artwork bringing the Viking and the dragon worlds to life.

Prepare to Board! Creating Story and Characters for Animated Features and Shorts - Creating Story and Characters for Animated... Prepare to Board! Creating Story and Characters for Animated Features and Shorts - Creating Story and Characters for Animated Features and Shorts (Paperback, 3rd Edition)
Nancy Beiman
R1,517 Discovery Miles 15 170 Ships in 9 - 17 working days

Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists.

Key Features

Adapt key techniques, tips and tricks of experienced character designers and storyboard artists with 30 years of experience to your film, television and animation projects.

Save time and money with workflow solutions and avoid common mistakes and problems with troubleshooting tips.

Implement creative solutions for your own projects with this invaluable resource for beginner and intermediate artists with examples of what a good storyboard and character design should look like and example of poorly designed storyboards. and tricks.

Further your artistic skill development with an interactive, companion website which will includes video tutorials, examples of animatics and good and bad pitching techniques.

Table of Contents

Chapter 1 First Catch Your Rabbit: Creating Concepts and Characters

Chapter 2 How Storyboard Took Over the Movies (And Television)Live Action and Animation Boards

Chapter 3 Putting Yourself into Your Work

Chapter 4 Situation and Character Driven Stories

Chapter 5 Treat ‘em rough: beginning character design and setting story rules

Chapter 6 Appealing or Appalling? Developing your Characters

Chapter 7 Working with Multiple Characters

Chapter 8 Beauties and Beasts: Creating Character Contrasts in Design

Chapter 9 Color and Design in Storytelling

Chapter 10 Starting Story Sketch: Compose Yourself

Chapter 11 Boarding Time: Getting with the Story Beat

Chapter 12 Roughing It: Basic Staging

Chapter 13 The Big Picture: Creating Story Sequences

Chapter 14 Patterns in Time: Pacing Action on Rough Boards

Chapter 15 Present Tense: Creating a Performance on Storyboards

Chapter 16 Color My World: Art Direction and Storytelling

Chapter 17 Show and Tell: Presenting Your Storyboards

Chapter 18 Talking Pictures: Assembling a Leica, Story Reel or Animatic with a Scratch Track

Chapter 19 Team Storyboard: Working on Group Projects

Chapter 20 Maquette Simple: Modeling Characters in Three Dimensions

Chapter 21 Building a Better Mouse: Creating Final Model Sheets

Chapter 22 Screen and Screen Again: Preparing for Production

Chapter 23 Appendices: Animated Interviews

Principles of Game Audio and Sound Design - Sound Design and Audio Implementation for Interactive and Immersive Media... Principles of Game Audio and Sound Design - Sound Design and Audio Implementation for Interactive and Immersive Media (Paperback, 3rd Edition)
Jean-Luc Sinclair
R936 Discovery Miles 9 360 Ships with 15 working days

Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.

Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently.

Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio.

Table of Contents

Chapter 1: Introduction

The Genesis of Audio In Games

From Sample Playback to Procedural Audio

How to Use this book

Chapter 2: The Role of Audio in Interactive and Immersive Environments

Inform, Entertain, Immerse

Challenges of Game Audio

Chapter 3: The Game Engine Paradigm

What is a Game Engine

SubSystems

 Chapter 4: The Audio Engine and Spatial Audio

Listener, Audio Clips and Audio Sources

Audio Localization and Distance Cues

Chapter 5: Sound Design, The Art of Effectively Communicating with Sound

The Art of Sound Design:

Basic Techniques

 

Chapter 6: Practical Sound Design

Setting Up a Sound Design Session and Signal Flow

Practical Sound Design and Prototyping

Chapter 7: Coding For Game Audio

Why Learn to Code?

An intro to C#: Syntax and Basics 

Playing Audio In Unity

 

Chapter 8: Implementing Audio: Common Scenarios

Before You Start: Preparing Your Assets

Ambiences and Loops

 

Chapter 9: Environmental Modeling

What is Environmental Modeling

Distance Modeling

Additional Factors

 

Chapter 10: Procedural Audio: Beyond Samples

Introduction, benefits and drawbacks.

Practical Procedural Audio: A Wind Machine and a Sword Collision Model

 

Chapter 11: Adaptive Mixing

What’s in a Mix? Inform and Entertain (again).

The Unity Audio Mixer

Snapshots, Automation and Game States

Good Practices

 Chapter 12: Audio Data Reduction

Digital Audio: A Quick Review

Data Reduction Strategies

Data Reduction Good Practices

Data Reduction In Unity

The Book of Iron (Paperback): Dopress Books The Book of Iron (Paperback)
Dopress Books
R947 R614 Discovery Miles 6 140 Save R333 (35%) Ships in 10 - 15 working days

Sequel to the groundbreaking Machine Rendering, The Book of Iron showcases the latest and greatest work in mechanical rendering and design by some of the world's leading artists in the field. The book is conveniently divided into two sections: Automated Machines and Manned Machines. The first part covers robots, androids and other self powered technology. The second part includes spaceships, transport vehicles, weapons and equipment. With multi-angle concept sketches, models, details and interviews, unique access is granted to the creative process of these talented artists as they experiment to perfect their visions and breathe life into their creations utilizing a variety of materials and techniques.

Sketching For Animation - Developing Ideas, Characters and Layouts in Your Sketchbook (Paperback): Peter Parr Sketching For Animation - Developing Ideas, Characters and Layouts in Your Sketchbook (Paperback)
Peter Parr
R1,140 R1,081 Discovery Miles 10 810 Save R59 (5%) Ships with 15 working days

Drawing and sketching are central to the art of animation and can be crucial tools in designing and developing original stories, characters and layouts. Sketching for Animation offers a wealth of examples, exercises and tips from an army of professional animators to help you develop essential sketching, technical drawing and ideation techniques. With interviews and in-depth case studies from some of today's leading animators, including Bill Plympton, Glen Keane, Tori Davis and John Canemaker, this is a unique guide to turning your sketchbook - the world's cheapest, most portable pre-visualisation tool - into your own personal animation armory.

Information Visualization in The Era of Innovative Journalism (Paperback): Carlos Toural-Bran, Angel Vizoso, Sara Perez-Seijo,... Information Visualization in The Era of Innovative Journalism (Paperback)
Carlos Toural-Bran, Angel Vizoso, Sara Perez-Seijo, Marta Rodriguez-Castro, Maria-Cruz Negreira-Rey
R1,285 Discovery Miles 12 850 Ships in 10 - 15 working days

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.

The Persistence of Code in Game Engine Culture (Paperback): Eric Freedman The Persistence of Code in Game Engine Culture (Paperback)
Eric Freedman
R1,266 Discovery Miles 12 660 Ships in 10 - 15 working days

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.

Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition)
Alex Okita
R1,862 Discovery Miles 18 620 Ships in 10 - 15 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

An Essential Introduction to Maya Character Rigging (Paperback, 2nd edition): Cheryl Briggs An Essential Introduction to Maya Character Rigging (Paperback, 2nd edition)
Cheryl Briggs
R1,415 Discovery Miles 14 150 Ships in 10 - 15 working days

While some rigging books focus too much on the theory of rigging and provide little instruction, others do the exact opposite and offer no reasoning behind the button-pushing. An Essential Introduction to Maya Character Rigging, 2nd Edition, however, offers a perfect balance. Cheryl Briggs' text is built for the classroom, with step-by-step tutorials that guide the reader through the rigging process. With vibrant screenshots and a plethora of helpful tips, this book provides a strong foundation in character rigging for anyone who wants to pursue 3D animation or more advanced rigging topics. Features Provides readers with fundamental techniques to give them a firm grasp on Maya character rigging. Thorough step-by-step tutorials, which provides instruction on how to create biped, quadruped, and prop rigs. Continuous updates and further support can be located at www.cherylcreates.com Cheryl Briggs (formerly Cabrera) is an award-winning animated short film director. She has advised and guided aspiring animators, game artists, and visual effects artists for 20 years. Since 2009, Cheryl has taught all aspects of production in the Character Animation specialization in the School of Visual Arts and Design at the University of Central Florida. She also taught as Professor of Animation at the Savannah College of Art and Design from 2001 to 2009. Cheryl is currently on the Board of Directors for the Animation Hall of Fame. She also is a member of the Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH), the International Animated Film Society (ASIFA-Hollywood), Women in Animation, Women in Film and Television, and the Society for Animation Studies. Cheryl is also an Autodesk Certified Professional and an Autodesk Certified Instructor in Maya. She is the author of An Essential Introduction to Maya Character Rigging (Focal Press, 2008), Reel Success: Creating Demo Reels and Animation Portfolios (Focal Press, 2013), and Animating Short Stories: Narrative Techniques and Visual Design (Bloomsbury Academic, 2019). Cheryl holds a B.A. and M.Ed. in Education and an M.F.A. in Computer Art with a specialization in 3D Animation. She is a digital artist and animator that blends the lines between digital imagery and the traditional painting medium. She has participated is numerous group and solo exhibitions in the United States and her work is featured in several private collections. Her award-winning students have been featured in animation festivals worldwide, and many have gone on to work within the entertainment industry.

Virtual Reality Usability Design (Paperback): David Gerhard, Wil J. Norton Virtual Reality Usability Design (Paperback)
David Gerhard, Wil J. Norton
R1,635 Discovery Miles 16 350 Ships in 9 - 17 working days

1. Provides a toolkit of templates for common VR interactions, as well as practical advice on when to use them and how to tailor them for specific use cases; 2. Includes case studies detailing the practical application of interaction theory discussed in each chapter; 3. Presents tables of guidelines for practicing VR developers, for reference during software development; 4. Covers procedures for Interface Evaluation - formulas and testing methodologies to ensure that VR interfaces are effective, efficient, engaging, error-tolerant, and easy to learn; 5. Non-linear organisation - chapters of the book on different concepts can be read to gain knowledge on a single topic, without requiring other chapters to be read beforehand; 6. Includes ancillaries - PowerPoint slides, 3D models, videos, and a teacher's guide

Flash CS5.5 (Paperback, 6th Revised edition): Chris Grover Flash CS5.5 (Paperback, 6th Revised edition)
Chris Grover
R1,460 R1,314 Discovery Miles 13 140 Save R146 (10%) Ships in 18 - 22 working days

You can build everything from simple animations to full-fledged iOS and Android apps with Flash CS5.5, but learning this complex program can be difficult--unless you have this fully updated, bestselling guide. Learn how to create gorgeous Flash effects even if you have no programming experience. With "Flash CS5.5: The Missing Manual," you'll move from the basics to power-user tools with ease.Learn animation basics. Discover how to turn simple ideas into stunning animations. Master Flash's tools. Learn the animation and effects tools with clear explanations and hands-on examples. Use 3D effects. Rotate objects and make them move in three dimensions. Create lifelike motion. Use the IK Bones tool to simulate realistic body movements and other linked motions. Build apps for tablets and smartphones. Create the next generation of iPhone, iPad, and Android apps. Add multimedia. Incorporate your own audio and video files into Flash. Create rich interactive animations. Dive into advanced interactivity with easy-to-learn ActionScript examples.

The Animator's Sketchbook - How to See, Interpret & Draw Like a Master Animator (Paperback): Tony White The Animator's Sketchbook - How to See, Interpret & Draw Like a Master Animator (Paperback)
Tony White
R1,382 Discovery Miles 13 820 Ships in 9 - 17 working days

The Animator's Sketchbook will teach students of animation how to improve their work through observation and drawing. It will show readers how to access their inner "animator." With over 60 different gesture and drawing exercises, this book enhances vision, analysis, understanding, and the core skills required to become a master animator. Filled with extensive practice pages, Tony White's Sketchbook, invites students to demonstrate what they learn. Each exercise is timed, so that the skills acquired, are optimized for efficiency and comprehension. The style and technique of the art produced will be entirely up to the reader, thus making no two sketchbooks alike. Key Features Provides readers with their own personal sketchbook, demonstrating classical art skills that are highly prized by studio employers Readers will come away better visualizing form, gesture, pose and expression Includes 60 speed and gesture drawing exercises Provides the perfect way for students of animation to improve their core skills Perfect for animation instructors who can rely on this unique course workbook to take their students to new levels of classic visualizing expertise

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