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

Journalism Design - Interactive Technologies and the Future of Storytelling (Paperback): Skye Doherty Journalism Design - Interactive Technologies and the Future of Storytelling (Paperback)
Skye Doherty
R754 Discovery Miles 7 540 Ships in 12 - 19 working days

Journalism Design is about the future of journalism. As technologies increasingly, and continually, reshape the way we interact with information, with each other and with our environment, journalists need new ways to tell stories. Journalists often see technology as something that improves what they are doing or that makes it more convenient. However, the growing might of technology companies has put journalism and news organisations in a difficult position: readers and revenues have moved, and platforms exert increasing control over story design. Skye Doherty argues that, rather than adapting journalism to new technologies, journalists should be creating the technologies themselves and those technologies should be designed for core values such as the public interest. Drawing from theories and practices of interaction design, this book demonstrates how journalists can use their expertise to imagine new ways of doing journalism. The design and development of the NewsCube, a three-dimensional storytelling tool, is detailed, as well as how interaction design can be used to imagine new forms of journalism. The book concludes by calling for closer ties between researchers and working journalists and suggests that journalism has a hybrid future - in newsrooms, communities, design studios and tech companies.

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
R3,610 Discovery Miles 36 100 Ships in 12 - 19 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.

Animated Storytelling (Paperback, 2nd edition): Liz Blazer Animated Storytelling (Paperback, 2nd edition)
Liz Blazer
R830 Discovery Miles 8 300 Ships in 12 - 19 working days

Animation is a limitless medium for telling stories. Artists can create worlds, defy gravity, flip from factual to fantasy, and transport audiences to places they never imagined. The challenge is having the discipline to reel it in and be intentional about your storytelling choices. This book shows you how. In Animated Storytelling, learn how to create memorable stories using animation and motion graphics by following 10 simple guidelines that take you through the stages of concept development, pre-production, storyboarding, and design. Explore traditional linear storytelling and learn different processes for creating successful nonlinear animated stories, and also discover the wonders of experimental filmmaking. Award-winning filmmaker, educator, and motivator Liz Blazer uses clear examples and easy-to-follow exercises to provide you with the instruction, encouragement, and tools you need to get your designs moving. Whether your goal is to create exciting shorts for film festivals, effective messaging for broadcast or online, or simply to gain a deeper understanding of the medium, Animated Storytelling simplifies the process of creating clear and engaging stories for animation and motion graphics so you can get started easily. Animated Storytelling teaches you how to: * Write a creative brief for your project * Find and communicate your story's Big Idea * Create tight stories with linear and nonlinear structures * Explore experimental filmmaking techniques * Use storyboards to communicate your visual story * Use color to clarify and enrich your story * Define the rules for your animated world * Ease into the challenging task of animation * Make the work you want to be hired to do * Share your work with the world! "Equal parts inspiring and practical, Animated Storytelling is a step-by-step guide that takes aspiring storytellers from raw idea to final render to distribution. -Justin Cone, Co-founder, Motionographer "This book is the instruction manual for navigating the complex world of animated storytelling. It's informative, inspirational, and extremely entertaining to read. Anyone working (or hoping to work) in the field of animation needs to read this. -Joey Korenman, CEO & Founder, School of Motion

Art Of Game Design - A Book of Lenses, Third Edition (Paperback, 3rd edition): Jesse Schell Art Of Game Design - A Book of Lenses, Third Edition (Paperback, 3rd edition)
Jesse Schell
R1,140 R1,081 Discovery Miles 10 810 Save R59 (5%) Ships with 15 working days

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

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
R1,271 Discovery Miles 12 710 Ships in 12 - 19 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.

Flash CS5.5 (Paperback, 6th Revised edition): Chris Grover Flash CS5.5 (Paperback, 6th Revised edition)
Chris Grover
R1,273 R1,013 Discovery Miles 10 130 Save R260 (20%) Ships in 12 - 19 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.

Digital Media Foundations - An Introduction for Artists and Designers (Paperback): Richard Lewis, James Luciana Digital Media Foundations - An Introduction for Artists and Designers (Paperback)
Richard Lewis, James Luciana
R1,731 Discovery Miles 17 310 Ships in 12 - 19 working days

This book is a creative and practical introduction to the field of digital media for future designers, artists, and media professionals. It addresses the evolution of the field, its connections with traditional media, up-to-date developments, and possibilities for future directions. Logically organized and thoughtfully illustrated, it provides a welcoming guide to this emerging discipline. Describing each medium in detail, chapters trace their history, evolution, and potential applications. The book also explains important, relevant technologies-such as digitizing tablets, cloud storage, and 3-D printers-as well as new and emerging media like augmented and virtual reality. With a focus on concepts and creative possibilities, the text's software-neutral exercises provide hands-on experiences with each of the media. The book also examines legal, ethical, and technical issues in digital media, explores career possibilities, and features profiles of pioneers and digital media professionals. Digital Media Foundations is an ideal resource for students, new professionals, and instructors involved in fields of graphic and visual arts, design, and the history of art and design.

Data Publics - Public Plurality in an Era of Data Determinacy (Hardcover): Peter Moertenboeck, Helge Mooshammer Data Publics - Public Plurality in an Era of Data Determinacy (Hardcover)
Peter Moertenboeck, Helge Mooshammer
R4,482 Discovery Miles 44 820 Ships in 12 - 19 working days

Data has emerged as a key component that determines how interactions across the world are structured, mediated and represented. This book examines these new data publics and the areas in which they become operative, via analysis of politics, geographies, environments and social media platforms. By claiming to offer a mechanism to translate every conceivable occurrence into an abstract code that can be endlessly manipulated, digitally processed data has caused conventional reference systems which hinge on our ability to mark points of origin, to rapidly implode. Authors from a range of disciplines provide insights into such a political economy of data capitalism; the political possibilities of techno-logics beyond data appropriation and data refusal; questions of visual, spatial and geographical organization; emergent ways of life and the environments that sustain them; and the current challenges of data publics, which is explored via case studies of three of the most influential platforms in the social media economy today: Facebook, Instagram and Whatsapp. Data Publics will be of great interest to academics and students in the fields of computer science, philosophy, sociology, media and communication studies, architecture, visual culture, art and design, and urban and cultural studies.

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
R1,302 Discovery Miles 13 020 Ships in 12 - 19 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.

Adobe Creative Cloud Classroom in a Book - Design Software Foundations with Adobe Creative Cloud (Paperback): Joseph Labrecque Adobe Creative Cloud Classroom in a Book - Design Software Foundations with Adobe Creative Cloud (Paperback)
Joseph Labrecque
R1,369 Discovery Miles 13 690 Ships in 12 - 19 working days

Your Adobe Creative Cloud subscription delivers a breathtaking collection of state-of-the-art creativity tools-for web, print, video, interactive, digital marketing, UX/UI design, and more. With so much power, where do you start? If you're familiar with one or two of Adobe's tools, how do you extend your knowledge to make the most of the entire Creative Cloud, choose the right tool for each job, and do amazing work? Start right here, with the only classroom-proven guide to the entire Adobe Creative Cloud suite: Adobe Creative Cloud Classroom in a Book. Authored by leading designer and instructor Joseph Labrecque, this guide reflects his experience teaching hundreds of students at the University of Colorado Boulder College of Media, Communication & Information. Each chapter combines an overview of a Creative Cloud app with well-crafted hands-on practice. Labrecque introduces the software, explains essential concepts and design principles surrounding its use, guides you through basic tools and workflows, and then walks you through executing a project from beginning to end. You'll learn how each tool works in real life, and how to apply design concepts and theory in your own creative practice. Labrecque introduces the fundamentals of Creative Cloud for both desktop and mobile, Creative Cloud Express, and all these skills: Cloud-based photography with Lightroom Raster image compositing with Photoshop Vector graphics design with Illustrator Page layout management with InDesign Prototyping for screens with Adobe XD 3D rendering with Dimension Audio content production with Audition Video content sequencing with Premiere Pro Motion graphics compositing with After Effects Live performance capture with Character Animator Interactive content animation with Animate

The Persistence of Code in Game Engine Culture (Paperback): Eric Freedman The Persistence of Code in Game Engine Culture (Paperback)
Eric Freedman
R1,281 Discovery Miles 12 810 Ships in 12 - 19 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.

The Book of Iron (Paperback): Dopress Books The Book of Iron (Paperback)
Dopress Books
R1,007 R648 Discovery Miles 6 480 Save R359 (36%) Ships in 12 - 19 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.

Design Technology and Digital Production - An Architecture Anthology (Paperback): Gabriel Esquivel Design Technology and Digital Production - An Architecture Anthology (Paperback)
Gabriel Esquivel
R1,198 Discovery Miles 11 980 Ships in 12 - 19 working days

• Showcases today's most influential architectural voices who have been instrumental in shifting the direction of design in the last decade • Includes perspectives of influential architects, practitioners and academics, as well as critics including philosophers • Case studies and essays engage and deploy a range of topics and technologies from speculative realism and Object Oriented Ontology to high computation, Big Data, parametricism, digital fabrication, artificial intelligence, augmented reality and virtual reality • A rigorous account of architecture's theoretical and technological concerns over the last decade

Architectures of Illusion - From Motion Pictures to Navigable Interactive Environments (Paperback): Francois Penz, Maureen... Architectures of Illusion - From Motion Pictures to Navigable Interactive Environments (Paperback)
Francois Penz, Maureen Thomas
R615 Discovery Miles 6 150 Ships in 12 - 19 working days

The world of media production is in a state of rapid transformation. In this age of the Internet, interactivity and digital broadcasting, do traditional standards of quality apply or must we identify and implement new criteria?
This profile of the work of the Cambridge University Moving Image Studio (CUMIS), presents a strong argument that new developments in digital media are absolutely dependent on an understanding of traditional excellence. The book stands alone in placing equal emphasis on theoretical and practical aspects of its subject matter and avoids jargon so as to be easily understood by the general reader as well as the specialist.
Chapters discuss:
- animation - navigable architectural environments - moving image narrativity
- questions of truth and representation - virtuality/reality - synthetic imaging
- interactivity
This broad analysis of current research, teaching and media production contains essential information for all those working or studying in the areas of multimedia, architecture, film and television.
The book is designed as a core text for the Cambridge University 1 year MPhil Degree in Architecture and the Moving Image.

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
R1,885 Discovery Miles 18 850 Ships in 12 - 19 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

Mechanical Creations in 3D - A Practical Look into Complex and Technical Setups for Animation & VFX (Paperback): Stewart Jones Mechanical Creations in 3D - A Practical Look into Complex and Technical Setups for Animation & VFX (Paperback)
Stewart Jones
R1,969 Discovery Miles 19 690 Ships in 12 - 19 working days

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!

Animation, Embodiment, and Digital Media - Human Experience of Technological Liveliness (Hardcover): K. Chow Animation, Embodiment, and Digital Media - Human Experience of Technological Liveliness (Hardcover)
K. Chow
R1,919 Discovery Miles 19 190 Ships in 12 - 19 working days

Grounded in ideas of embodiment - that our minds are largely shaped by our perceptual and bodily experiences - Animation, Embodiment and Digital Media discusses the latest interactive animated phenomena enabled by computing and related technologies. Analysed in terms of sensory perception, bodily action and cognitive processes, Kenny Chow formulates a new theoretical framework, exploring a corpus of digital designs including graphical user interfaces of the Macintosh OS X and iOS systems, interactive installations like Text Rain, and video games like the arcade classic Pong and more recently Angry Birds, the animated remake of the canonical Chinese painting Along the River During the Qingming Festival exhibited at the Shanghai Expo in 2010. These analyses simultaneously demonstrate how the proposed perspectives and principles inform possibilities for creating more immersive, affective, and evocative forms of digital designs.

Beginning Adobe Animate CC - Learn to Efficiently Create and Deploy Animated and Interactive Content (Paperback, 1st ed.): Tom... Beginning Adobe Animate CC - Learn to Efficiently Create and Deploy Animated and Interactive Content (Paperback, 1st ed.)
Tom Green, Joseph Labrecque
R2,277 Discovery Miles 22 770 Ships in 10 - 15 working days

Use solid and practical exercises to master the fundamentals of Adobe Animate CC. This is one of the first comprehensive books on Adobe Animate CC to thoroughly examine and demonstrate how to create and deploy interactive and motion design content to mobile, tablet, and desktop screens. Using a series of carefully developed tutorials, Beginning Adobe Animate CC will lead you from basic Animate CC document workflows to the point where you can create animations, interactive projects, and anything else using a variety of techniques. Each chapter focuses on a major aspect of Animate CC and then lets you take over with a series of "Your Turn" exercises that let you create amazing projects based on what you have learned. Beginning Adobe Animate CC focuses on the core skill set needed to master Animate CC and while you are at it, you will be guided to the mastery of the fundamentals, such as drawing tools, movie clips, video and audio content, text, graphics, external data, components, and a solid overview of the code you need to know to take your skills to the next level. What You Will Learn: Create and deploy animated and interactive content for the HTML 5 universe. Create images and vector graphics for use in Animate CC. Examine a variety of animation techniques that make full use of the Animate CC timeline. Add video and audio content to an Animate CC project. Use many of the graphic creation tools in Animate CC. Publish your projects to a variety of formats. Who This Book is For: Those who are proficient in creating and publishing animated and interactive web-based content. It will also help those who are proficient in using Adobe Flash Professional CC to understand the improvements and new workflows found in Adobe Animate CC.

An Introduction to NURBS - With Historical Perspective (Hardcover): David F. Rogers An Introduction to NURBS - With Historical Perspective (Hardcover)
David F. Rogers
R1,986 R1,541 Discovery Miles 15 410 Save R445 (22%) Ships in 12 - 19 working days


The latest from a computer graphics pioneer, An Introduction to NURBS is the ideal resource for anyone seeking a theoretical and practical understanding of these very important curves and surfaces. Beginning with Bezier curves, the book develops a lucid explanation of NURBS curves, then does the same for surfaces, consistently stressing important shape design properties and the capabilities of each curve and surface type. Throughout, it relies heavily on illustrations and fully worked examples that will help you grasp key NURBS concepts and deftly apply them in your work. Supplementing the lucid, point-by-point instructions are illuminating accounts of the history of NURBS, written by some of its most prominent figures.


Whether you write your own code or simply want deeper insight into how your computer graphics application works, An Introduction to NURBS will enhance and extend your knowledge to a degree unmatched by any other resource.
* Presents vital information with applications in many different areas: CAD, scientific visualization, animation, computer games, and more.
* Facilitates accessiblity to anyone with a knowledge of first-year undergraduate mathematics.
* Details specific NURBS-based techniques, including making cusps with B-spline curves and conic sections with rational B-spline curves.
* Presents all important algorithms in easy-to-read pseudocode-useful for both implementing them and understanding how they work.
* Provides C-code implementations of worked examples at http: //www.mkp.com/nurbs.
* Includes complete references to additional NURBS resources."

The Game Audio Strategy Guide - A Practical Course (Hardcover): Gina Zdanowicz, Spencer Bambrick The Game Audio Strategy Guide - A Practical Course (Hardcover)
Gina Zdanowicz, Spencer Bambrick
R6,454 Discovery Miles 64 540 Ships in 12 - 19 working days

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.

Computer Architectures - Constructing the Common Ground (Hardcover): Theodora Vardouli, Olga Touloumi Computer Architectures - Constructing the Common Ground (Hardcover)
Theodora Vardouli, Olga Touloumi
R4,481 Discovery Miles 44 810 Ships in 12 - 19 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.

How to Draw Digital Manga and Anime (Paperback): Tim Seelig How to Draw Digital Manga and Anime (Paperback)
Tim Seelig
R263 R245 Discovery Miles 2 450 Save R18 (7%) Ships in 9 - 17 working days

A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.

Interaction for Designers - How To Make Things People Love (Paperback): Brian L.M Boyl Interaction for Designers - How To Make Things People Love (Paperback)
Brian L.M Boyl
R1,614 Discovery Miles 16 140 Ships in 12 - 19 working days

Interaction for Designers shows you how to connect a product with its users, whether it's a simple toaster, a complex ecosystem of intelligent devices, or a single app on your smartphone. This book covers the entire design process so you can start with an idea and carry it through to an engaging final design. It carefully leads you step by step and richly illustrates each stage with examples drawn from business communication, social media and the social economy, consumer electronics, architecture and environments, health care, psychology, art and culture, education, athletics, automotive design, entertainment, fashion, the family home, and a wealth of others. You'll learn how to brainstorm ideas, research them, explore them, evolve them into finished designs, pitch them, all with the goal of helping you make things that people love. Includes over 200 color images, a glossary, and links to web resources highlighting design concepts and designer interviews. http://interactionfordesigners.com/

The Art of Direction (Paperback): Ron Ashtiani The Art of Direction (Paperback)
Ron Ashtiani; Foreword by Gavin Rothery
R987 R876 Discovery Miles 8 760 Save R111 (11%) Ships in 12 - 19 working days
Composition for the 21st 1/2 Century, 2 Volume set (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 Century, 2 Volume set (Hardcover)
Thomas Paul Thesen
R6,571 Discovery Miles 65 710 Ships in 12 - 19 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.

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