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Books > Computing & IT > Computer software packages > Computer graphics software > General

Adobe Dimension CC Classroom in a Book (2018 release) (Paperback): Keith Gilbert Adobe Dimension CC Classroom in a Book (2018 release) (Paperback)
Keith Gilbert
R1,316 Discovery Miles 13 160 Ships in 9 - 15 working days

The exciting new Adobe Dimension CC empowers graphic designers to create high-quality photorealistic imagery using 2D and 3D assets -- and if you have an Adobe Creative Suite subscription, it's already included. Now, Adobe Dimension CC Classroom in a Book offers complete hands-on training to help you master it quickly and easily. Straight from Adobe Press, this is the latest in our best-selling series of official Adobe software training guides -- packed with self-paced lessons and downloadable files designed by Adobe training experts. Each chapter contains a project that builds on your growing knowledge of the program, and end-of-chapter review questions reinforce each lesson. Long-time Adobe user experience/interactive experience designer Kevin Bomberry covers all you need to know about modeling, applying and editing surface materials, lighting, rendering, and much more -- even if you've never worked with 3D tools before!

Animated Storytelling (Paperback, 2nd edition): Liz Blazer Animated Storytelling (Paperback, 2nd edition)
Liz Blazer
R721 Discovery Miles 7 210 Ships in 9 - 15 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

The NEURON Book (Paperback): Nicholas T. Carnevale, Michael L. Hines The NEURON Book (Paperback)
Nicholas T. Carnevale, Michael L. Hines
R2,002 Discovery Miles 20 020 Ships in 12 - 17 working days

The authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.

Computer Simulation in Brain Science (Paperback): Rodney M. J. Cotterill Computer Simulation in Brain Science (Paperback)
Rodney M. J. Cotterill
R1,559 Discovery Miles 15 590 Ships in 12 - 17 working days

There has been an enormous increase in research activity aimed at elucidating the basis for cortical activity in the brain. Among modern techniques used in this area of scientific endeavour, few have proved as popular as computer simulation. Model neural networks are the subject of intense study, and some remarkable properties have already come to light: these networks are able to discriminate, remember and associate. Professor Cotterill has assembled leading experts in this burgeoning field to produce an exciting review of advances. The volume covers the creation of computer models of neural networks, and their use in the study of neural function, of cognition, memory and vision. The results and future directions explored here will have an important bearing on research into brain function, physiology, psychology, biophysics and artificial intelligence.

Simulating the Physical World - Hierarchical Modeling from Quantum Mechanics to Fluid Dynamics (Hardcover): Herman J. C.... Simulating the Physical World - Hierarchical Modeling from Quantum Mechanics to Fluid Dynamics (Hardcover)
Herman J. C. Berendsen
R2,530 Discovery Miles 25 300 Ships in 12 - 17 working days

The simulation of physical systems requires a simplified, hierarchical approach which models each level from the atomistic to the macroscopic scale. From quantum mechanics to fluid dynamics, this book systematically treats the broad scope of computer modeling and simulations, describing the fundamental theory behind each level of approximation. Berendsen evaluates each stage in relation to its applications giving the reader insight into the possibilities and limitations of the models. Practical guidance for applications and sample programs in Python are provided. With a strong emphasis on molecular models in chemistry and biochemistry, this 2007 book will be suitable for advanced undergraduate and graduate courses on molecular modeling and simulation within physics, biophysics, physical chemistry and materials science. It will also be a useful reference to all those working in the field. Additional resources for this title including solutions for instructors and programs are available online at www.cambridge.org/9780521835275.

Curve and Surface Reconstruction - Algorithms with Mathematical Analysis (Hardcover): Tamal K. Dey Curve and Surface Reconstruction - Algorithms with Mathematical Analysis (Hardcover)
Tamal K. Dey
R2,248 Discovery Miles 22 480 Ships in 12 - 17 working days

Many applications in science and engineering require a digital model of a real physical object. Advanced scanning technology has made it possible to scan such objects and generate point samples on their boundaries. This book, first published in 2007, shows how to compute a digital model from this point sample. After developing the basics of sampling theory and its connections to various geometric and topological properties, the author describes a suite of algorithms that have been designed for the reconstruction problem, including algorithms for surface reconstruction from dense samples, from samples that are not adequately dense and from noisy samples. Voronoi- and Delaunay-based techniques, implicit surface-based methods and Morse theory-based methods are covered. Scientists and engineers working in drug design, medical imaging, CAD, GIS, and many other areas will benefit from this first book on the subject.

The NEURON Book (Hardcover): Nicholas T. Carnevale, Michael L. Hines The NEURON Book (Hardcover)
Nicholas T. Carnevale, Michael L. Hines
R3,134 Discovery Miles 31 340 Ships in 12 - 17 working days

The authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.

3D Motion Graphics for 2D Artists - Conquering the 3rd Dimension (Paperback): Bill Byrne 3D Motion Graphics for 2D Artists - Conquering the 3rd Dimension (Paperback)
Bill Byrne
R1,359 R841 Discovery Miles 8 410 Save R518 (38%) Ships in 9 - 15 working days

Add 3D to your mograph skillset! For the experienced 2D artist, this lavishly illustrated, 4 color book presents the essentials to building and compositing 3D elements into your 2D world of film and broadcast. Concepts and techniques are presented in concise, step-by-step tutorials, hundreds of which are featured throughout. Featured applications include Photoshop, Illustrator, After Effects, and Cinema 4D. Lessons include exploring the expanded 3D functionality of the Adobe Creative Suite applications (After Effects, Photoshop, and Illustrator) through a series of practical tutorials. More advanced lessons then follow, with tutorials and insight provided in specifically geared lessons for 2D artists working in Cinema 4D, 3ds Max, and ZBrush. 4-color presentation is further enhanced by various sidebars, tips, and "gotchas" to watch for through-out the book. The downloadable resources contain hours of project files with which you can work along the tutorials in the book.

New Heritage - New Media and Cultural Heritage (Paperback): Yehuda Kalay, Thomas Kvan, Janice Affleck New Heritage - New Media and Cultural Heritage (Paperback)
Yehuda Kalay, Thomas Kvan, Janice Affleck
R1,426 Discovery Miles 14 260 Ships in 12 - 17 working days

The use of new media in the service of cultural heritage is a fast growing field, known variously as virtual or digital heritage. New Heritage, under this denomination, broadens the definition of the field to address the complexity of cultural heritage such as the related social, political and economic issues. This book is a collection of 20 key essays, of authors from 11 countries, representing a wide range of professions including architecture, philosophy, history, cultural heritage management, new media, museology and computer science, which examine the application of new media to cultural heritage from a different points of view. Issues surrounding heritage interpretation to the public and the attempts to capture the essence of both tangible (buildings, monuments) and intangible (customs, rituals) cultural heritage are investigated in a series of innovative case studies.

Game Character Creation with Blender and Unity (Paperback): C Totten Game Character Creation with Blender and Unity (Paperback)
C Totten
R1,075 R812 Discovery Miles 8 120 Save R263 (24%) Ships in 12 - 17 working days

A complete guide to creating usable, realistic game characters with two powerful tools

Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the processArtists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledgeProvides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and exportEmphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine

Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.

Topology-Based Modeling of Textile Structures and Their Joint Assemblies - Principles, Algorithms and Limitations (Hardcover,... Topology-Based Modeling of Textile Structures and Their Joint Assemblies - Principles, Algorithms and Limitations (Hardcover, 1st ed. 2019)
Yordan Kyosev
R2,881 Discovery Miles 28 810 Ships in 12 - 17 working days

This book presents the textile-, mathematical and mechanical background for the modelling of fiber based structures such as yarns, braided and knitted textiles. The hierarchical scales of these textiles and the structural elements at the different levels are analysed and the methods for their modelling are presented. The author reports about problems, methods and algorithms and possible solutions from his twenty year experience in the modelling and software development of CAD for textiles.

Automatic Tuning of Compilers Using Machine Learning (Paperback, 1st ed. 2018): Amir H. Ashouri, Gianluca Palermo, John... Automatic Tuning of Compilers Using Machine Learning (Paperback, 1st ed. 2018)
Amir H. Ashouri, Gianluca Palermo, John Cavazos, Cristina Silvano
R1,502 R1,318 Discovery Miles 13 180 Save R184 (12%) Ships in 12 - 17 working days

This book explores break-through approaches to tackling and mitigating the well-known problems of compiler optimization using design space exploration and machine learning techniques. It demonstrates that not all the optimization passes are suitable for use within an optimization sequence and that, in fact, many of the available passes tend to counteract one another. After providing a comprehensive survey of currently available methodologies, including many experimental comparisons with state-of-the-art compiler frameworks, the book describes new approaches to solving the problem of selecting the best compiler optimizations and the phase-ordering problem, allowing readers to overcome the enormous complexity of choosing the right order of optimizations for each code segment in an application. As such, the book offers a valuable resource for a broad readership, including researchers interested in Computer Architecture, Electronic Design Automation and Machine Learning, as well as computer architects and compiler developers.

GPU Pro 360 Guide to Mobile Devices (Paperback): Wolfgang Engel GPU Pro 360 Guide to Mobile Devices (Paperback)
Wolfgang Engel
R1,490 Discovery Miles 14 900 Ships in 9 - 15 working days

Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

3D Technology in Fine Art and Craft - Exploring 3D Printing, Scanning, Sculpting and Milling (Paperback): Bridgette Mongeon 3D Technology in Fine Art and Craft - Exploring 3D Printing, Scanning, Sculpting and Milling (Paperback)
Bridgette Mongeon
R1,455 Discovery Miles 14 550 Ships in 12 - 17 working days

The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net

Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 - Autodesk Official Press (Paperback): P Munford Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 - Autodesk Official Press (Paperback)
P Munford
R2,349 R2,064 Discovery Miles 20 640 Save R285 (12%) Ships in 12 - 17 working days

Your real-world introduction to mechanical design with Autodesk Inventor 2016 Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 is a complete real-world reference and tutorial for those learning this mechanical design software. With straightforward explanations and practical tutorials, this guide brings you up to speed with Inventor in the context of real-world workflows and environments. You'll begin designing right away as you become acquainted with the interface and conventions, and then move into more complex projects as you learn sketching, modeling, assemblies, weldment design, functional design, documentation, visualization, simulation and analysis, and much more. Detailed discussions are reinforced with step-by-step tutorials, and the companion website provides downloadable project files that allow you to compare your work to the pros. Whether you're teaching yourself, teaching a class, or preparing for the Inventor certification exam, this is the guide you need to quickly gain confidence and real-world ability. Inventor's 2D and 3D design features integrate with process automation tools to help manufacturers create, manage, and share data. This detailed guide shows you the ins and outs of all aspects of the program, so you can jump right in and start designing with confidence. * Sketch, model, and edit parts, then use them to build assemblies * Create exploded views, flat sheet metal patterns, and more * Boost productivity with data exchange and visualization tools * Perform simulations and stress analysis before the prototyping stage This complete reference includes topics not covered elsewhere, including large assemblies, integrating other CAD data, effective modeling by industry, effective data sharing, and more. For a comprehensive, real-world guide to Inventor from a professional perspective, Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 is the easy-to-follow hands-on training you've been looking for.

Agile Modeling - Effective Practices for EXtreme Programming and the Unified Process (Paperback): Scott W Ambler Agile Modeling - Effective Practices for EXtreme Programming and the Unified Process (Paperback)
Scott W Ambler
R1,303 R970 Discovery Miles 9 700 Save R333 (26%) Ships in 12 - 17 working days

The first book to cover Agile Modeling, a new modeling technique created specifically for XP projects eXtreme Programming (XP) has created a buzz in the software development community-much like Design Patterns did several years ago. Although XP presents a methodology for faster software development, many developers find that XP does not allow for modeling time, which is critical to ensure that a project meets its proposed requirements. They have also found that standard modeling techniques that use the Unified Modeling Language (UML) often do not work with this methodology. In this innovative book, Software Development columnist Scott Ambler presents Agile Modeling (AM)-a technique that he created for modeling XP projects using pieces of the UML and Rational's Unified Process (RUP). Ambler clearly explains AM, and shows readers how to incorporate AM, UML, and RUP into their development projects with the help of numerous case studies integrated throughout the book.
* AM was created by the author for modeling XP projects-an element lacking in the original XP design
* The XP community and its creator have embraced AM, which should give this book strong market acceptance
Companion Web site at www.agilemodeling.com features updates, links to XP and AM resources, and ongoing case studies about agile modeling.

A Focus on SLM and SLS Methods in 3D Printing (Paperback): Emerald Group Publishing Limited A Focus on SLM and SLS Methods in 3D Printing (Paperback)
Emerald Group Publishing Limited
R1,524 Discovery Miles 15 240 Ships in 12 - 17 working days

A Focus on SLM and SLS Methods in 3D Printing is an indispensable collection of articles for anyone involved in additive manufacturing - from academics and researchers through to engineers and managers within the manufacturing industry. The collection features examples of innovative research involving selective laser melting and selective laser sintering techniques applied across a range of contexts.

High-Speed 3D Imaging with Digital Fringe Projection Techniques (Hardcover): Song Zhang High-Speed 3D Imaging with Digital Fringe Projection Techniques (Hardcover)
Song Zhang
R5,330 Discovery Miles 53 300 Ships in 12 - 17 working days

Digital fringe projection (DFP) techniques are used for non-contact shape measurement of 3D images. In the rapidly expanding field of 3D high-speed imaging, the demand for DFP continues to grow due to the technology's fast speed, flexibility, low cost, and high accuracy. High-Speed 3D Imaging with Digital Fringe Projection Techniques discusses the generation of digital fringe with digital video projection devices, covering a variety of core technical aspects. The book begins by establishing the theoretical foundations of fringe pattern analysis, reviewing various 3D imaging techniques while highlighting the advantages of DFP. The author then: Describes the differences between digital light processing (DLP), liquid crystal display (LCD), and liquid crystal on silicon (LCoS) Explains how to unwrap phase maps temporally and spatially Shows how to generate fringe patterns with video projectors Demonstrates how to convert phase to coordinates through system calibrations Provides a detailed example of a built-from-scratch 3D imaging system Incorporating valuable insights gained during the author's 15+ years of 3D imaging research, High-Speed 3D Imaging with Digital Fringe Projection Techniques illuminates the pathway to advancement in high-speed 3D optical imaging using DFP.

Introduction to Geometric Algebra Computing (Hardcover): Dietmar Hildenbrand Introduction to Geometric Algebra Computing (Hardcover)
Dietmar Hildenbrand
R2,640 Discovery Miles 26 400 Ships in 12 - 17 working days

From the Foreword: "Dietmar Hildenbrand's new book, Introduction to Geometric Algebra Computing, in my view, fills an important gap in Clifford's geometric algebra literature...I can only congratulate the author for the daring simplicity of his novel educational approach taken in this book, consequently combined with hands on computer based exploration. Without noticing, the active reader will thus educate himself in elementary geometric algebra algorithm development, geometrically intuitive, highly comprehensible, and fully optimized." --Eckhard Hitzer, International Christian University, Tokyo, Japan Geometric Algebra is a very powerful mathematical system for an easy and intuitive treatment of geometry, but the community working with it is still very small. The main goal of this book is to close this gap with an introduction to Geometric Algebra from an engineering/computing perspective. This book is intended to give a rapid introduction to computing with Geometric Algebra and its power for geometric modeling. From the geometric objects point of view, it focuses on the most basic ones, namely points, lines and circles. This algebra is called Compass Ruler Algebra, since it is comparable to working with a compass and ruler. The book explores how to compute with these geometric objects, and their geometric operations and transformations, in a very intuitive way. The book follows a top-down approach, and while it focuses on 2D, it is also easily expandable to 3D computations. Algebra in engineering applications such as computer graphics, computer vision and robotics are also covered.

Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition): James M. Van Verth, Lars M. Bishop Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition)
James M. Van Verth, Lars M. Bishop
R3,239 Discovery Miles 32 390 Ships in 9 - 15 working days

Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.

Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition): Kent McQuilkin, Anne Powers Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition)
Kent McQuilkin, Anne Powers
R1,875 Discovery Miles 18 750 Ships in 12 - 17 working days

CINEMA 4D is a fully integrated 3D modeling, animation, and rendering package used extensively in the film, television, science, architecture, and engineering industries. Generally ranked as the 3rd most widely used 3D application, CINEMA 4D is widely praised for its stability, speed, and ease of use. Recent film and broadcast productions that have used CINEMA 4D include Beowulf, The Golden Compass, Spider-Man 3, Open Season, Monster House, Superman Returns, Polar Express, and Monday Night Football. This 3e of CINEMA 4D is updated to address the latest release of the application as well as its critically acclaimed MoGraph module. Packed with full-color illustrations that engage and inspir novice and seasoned users alike, this artist's project sourcebook teaches how to use the application with a tutorial approach that gets the reader creating 3D objects in the very first pages and builds skills progressively as they proceed to learn the complete toolset.

Modeling Human and Organizational Behavior - Application to Military Simulations (Paperback): National Research Council,... Modeling Human and Organizational Behavior - Application to Military Simulations (Paperback)
National Research Council, Division of Behavioral and Social Sciences and Education, Board on Human-Systems Integration, Panel on Modeling Human Behavior and Command Decision Making: Representations for Military Simulations; Edited by Anne S. Mavor, …
R2,778 Discovery Miles 27 780 Ships in 12 - 17 working days

Simulations are widely used in the military for training personnel, analyzing proposed equipment, and rehearsing missions, and these simulations need realistic models of human behavior. This book draws together a wide variety of theoretical and applied research in human behavior modeling that can be considered for use in those simulations. It covers behavior at the individual, unit, and command level. At the individual soldier level, the topics covered include attention, learning, memory, decisionmaking, perception, situation awareness, and planning. At the unit level, the focus is on command and control. The book provides short-, medium-, and long-term goals for research and development of more realistic models of human behavior. Table of Contents Front Matter Executive Summary 1 Introduction 2 Human Behavior Representation: Military Requirements and Current Models 3 Integrative Architectures for Modeling the Individual Combatant 4 Attention and Multitasking 5 Memory and Learning 6 Human Decision Making 7 Situation Awareness 8 Planning 9 Behavior Moderators 10 Modeling of Behavior at the Unit Level 11 Information Warfare: A Structural Perspective 12 Methodological Issues and Approaches 13 Conclusions and Recommendations References Appendix: Biographical Sketches Index

Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development... Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development (Hardcover)
Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi
R2,699 Discovery Miles 26 990 Ships in 12 - 17 working days

In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.

GPU Pro 360 Guide to Mobile Devices (Hardcover): Wolfgang Engel GPU Pro 360 Guide to Mobile Devices (Hardcover)
Wolfgang Engel
R4,305 Discovery Miles 43 050 Ships in 12 - 17 working days

Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Market Driven Enterprise - Product Development, Supply Chains & Manufacturing (Hardcover): A.K. Chakravarty Market Driven Enterprise - Product Development, Supply Chains & Manufacturing (Hardcover)
A.K. Chakravarty
R3,498 Discovery Miles 34 980 Ships in 12 - 17 working days

A complete handbook on a critical issue for today’s business leaders–how to improve customer satisfaction, control costs, and maximize profits

Producing a product or service to heighten customer satisfaction–and doing so cost effectively–do not have to be mutually exclusive objectives. With Market Driven Enterprise, Amiya Chakravarty presents a state-of-the-art, clearly designed framework for responding to market forces while keeping total costs in check.

The book’s twelve chapters are divided into three sections: interfaces and decision-making in an enterprise, product design and time-to-market, and responsive supply chains and manufacturing. A generous supply of real-world examples and more than 200 illustrations enhance the book’s readability–as does its detailed table of contents breaking down each chapter into subsections for quick reference. Some of the book’s most valuable features include:

  • An analysis of the entire product development and manufacturing processes in light of customer needs
  • An innovative treatment of digitally connected supply networks and new business models
  • A focus on the optimization of manufacturing and marketing processes for greater managerial insights leading to the highest potential profit
  • Coverage of the most vital management techniques and philosophies–concurrent engineering and quality function deployment, manufacturing flexibility, information transparency, collaboration, and the virtual enterprise–and their relationship to the market-driven manufacturing process
  • Mathematical models for product-platform, product launch, supply-chain coordination, and market-driven manufacturing

For students and professionals in business and engineering, production and operations management, marketing, or production and design engineering, Market Driven Enterprise is an essential handbook. Anyone whose business is striving to attain an optimal position in a demanding marketplace will find it an excellent place to start.

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