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

The Stationary Bionic Wavelet Transform and its Applications for ECG and Speech Processing (Hardcover, 1st ed. 2022): Talbi... The Stationary Bionic Wavelet Transform and its Applications for ECG and Speech Processing (Hardcover, 1st ed. 2022)
Talbi Mourad
R3,585 Discovery Miles 35 850 Ships in 10 - 15 working days

This book first details a proposed Stationary Bionic Wavelet Transform (SBWT) for use in speech processing. The author then details the proposed techniques based on SBWT. These techniques are relevant to speech enhancement, speech recognition, and ECG de-noising. The techniques are then evaluated by comparing them to a number of methods existing in literature. For evaluating the proposed techniques, results are applied to different speech and ECG signals and their performances are justified from the results obtained from using objective criterion such as SNR, SSNR, PSNR, PESQ , MAE, MSE and more.

Big Data in Medical Image Processing (Paperback): R. Suganya, S. Rajaram, A. Sheik Abdullah Big Data in Medical Image Processing (Paperback)
R. Suganya, S. Rajaram, A. Sheik Abdullah
R1,464 Discovery Miles 14 640 Ships in 12 - 17 working days

The field of medical imaging seen rapid development over the last two decades and has consequently revolutionized the way in which modern medicine is practiced. Diseases and their symptoms are constantly changing therefore continuous updating is necessary for the data to be relevant. Diseases fall into different categories, even a small difference in symptoms may result in categorising it in a different group altogether. Thus analysing data accurately is of critical importance. This book concentrates on diagnosing diseases like cancer or tumor from different modalities of images. This book is divided into the following domains: Importance of big data in medical imaging, pre-processing, image registration, feature extraction, classification and retrieval. It is further supplemented by the medical analyst for a continuous treatment process. The book provides an automated system that could retrieve images based on user's interest to a point of providing decision support. It will help medical analysts to take informed decisions before planning treatment and surgery. It will also be useful to researchers who are working in problems involved in medical imaging.

A History of Communication Technology (Hardcover): Philip Loubere A History of Communication Technology (Hardcover)
Philip Loubere
R4,747 Discovery Miles 47 470 Ships in 12 - 17 working days

Fully illustrated, with rich, four-color graphics, this book takes a unique illustrated approach to communication technologies, detailing graphically how each invention works Offers readers a comprehensive history of mass communication technologies, from the printing press to the Internet Covers key historical innovations, giving readers insight into the driving figures behind technologies and broader society impact

Forensic Digital Image Processing - Optimization of Impression Evidence (Paperback): Brian Dalrymple, Jill Smith Forensic Digital Image Processing - Optimization of Impression Evidence (Paperback)
Brian Dalrymple, Jill Smith
R2,075 Discovery Miles 20 750 Ships in 12 - 17 working days

The digital revolution over the past several decades has advanced every facet of evidence detection, photography, optimization, and interpretation. Forensic scientists and practitioners have benefited tremendously from the move from film to digital. With proper procedures in place, digital images and casework capabilities have increased tremendously in both complexity and range due to a vast array of tools to enhance evidence and photography. Forensic Digital Image Processing: Optimization of Impression Evidence provides the forensic investigator with the tools and understanding to extract, optimize, and interpret the maximum evidence possible from crime scenes to increase identifications. The book begins by examining the emergence of forensic digital image processing, and the gradual improvement and acceptance of the science over the past four decades. Coverage includes looking at the issues of image integrity and authentication including forensic image optimization and the manipulation of images. Chapters explore techniques exploiting color theory, modes, and channels to optimize signal-to-noise ratio in images. One of the greatest assets of digital image technology is the ability to combine multiple images of the same subject to create a final, blended image: one that displays the desired evidence and is especially useful for fingerprint or footwear impression. Later chapters demonstrate image subtraction, focus stacking, and high dynamic range, utilizing images in optimum focus and with substrate interference diminished or removed entirely. The authors look at fast Fourier transform as an optimal tool for noise removal, addressing basic theory and diagnosis of the noise signatures. The book discusses the history of digital imaging techniques and their treatment within the court system. Forensic Digital Image Processing: Optimization of Impression Evidence serves as an invaluable resource and tool for practicing professionals-as well as those new to the field-to look at best practices, the latest technology, and advances in utilizing the increasing array of tools of the trade.

Computational Photography - Methods and Applications (Hardcover, New): Rastislav Lukac Computational Photography - Methods and Applications (Hardcover, New)
Rastislav Lukac
R5,358 Discovery Miles 53 580 Ships in 12 - 17 working days

Computational photography refers broadly to imaging techniques that enhance or extend the capabilities of digital photography. This new and rapidly developing research field has evolved from computer vision, image processing, computer graphics and applied optics-and numerous commercial products capitalizing on its principles have already appeared in diverse market applications, due to the gradual migration of computational algorithms from computers to imaging devices and software. Computational Photography: Methods and Applications provides a strong, fundamental understanding of theory and methods, and a foundation upon which to build solutions for many of today's most interesting and challenging computational imaging problems. Elucidating cutting-edge advances and applications in digital imaging, camera image processing, and computational photography, with a focus on related research challenges, this book: Describes single capture image fusion technology for consumer digital cameras Discusses the steps in a camera image processing pipeline, such as visual data compression, color correction and enhancement, denoising, demosaicking, super-resolution reconstruction, deblurring, and high dynamic range imaging Covers shadow detection for surveillance applications, camera-driven document rectification, bilateral filtering and its applications, and painterly rendering of digital images Presents machine-learning methods for automatic image colorization and digital face beautification Explores light field acquisition and processing, space-time light field rendering, and dynamic view synthesis with an array of cameras Because of the urgent challenges associated with emerging digital camera applications, image processing methods for computational photography are of paramount importance to research and development in the imaging community. Presenting the work of leading experts, and edited by a renowned authority in digital color imaging and camera image processing, this book considers the rapid developments in this area and addresses very particular research and application problems. It is ideal as a stand-alone professional reference for design and implementation of digital image and video processing tasks, and it can also be used to support graduate courses in computer vision, digital imaging, visual data processing, and computer graphics, among others.

Adobe Photoshop Elements 9: Maximum Performance - Unleash the hidden performance of Elements (Paperback): Mark Galer Adobe Photoshop Elements 9: Maximum Performance - Unleash the hidden performance of Elements (Paperback)
Mark Galer
R384 Discovery Miles 3 840 Ships in 2 - 4 working days

Let Mark Galer guide you through the most powerful photo editing tools and techniques that Elements has to offer! A unique cominbtion of step-by-step projects, movie tutorials and sample images will have you creating stunning images in no time at all. Whether you want to enhance your images for maximum impact, optimize your photos for perfect print quality, or creating impressive, seamless montages, Maximum Performance will give you the skills and know-how to create professional quality results, enabling you get maximum performance from this credit crunch approved software. The package is completed with an astonishingly supportive website packed with over 7 hours of movie tutorials, 100+ sample images, multimedia content and stock photography as well as automated actions to get even more out of the software.

Minecraft: Guide to Creative (Updated) (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Guide to Creative (Updated) (Hardcover)
Mojang AB, The Official Minecraft Team
R357 R335 Discovery Miles 3 350 Save R22 (6%) Ships in 10 - 15 working days
3ds Max Basics for Modeling Video Game Assets - Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game... 3ds Max Basics for Modeling Video Game Assets - Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines (Hardcover)
William Culbertson
R3,782 Discovery Miles 37 820 Ships in 12 - 17 working days

As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.

Timing for Animation, 40th Anniversary Edition (Hardcover, 3rd edition): Tom Sito Timing for Animation, 40th Anniversary Edition (Hardcover, 3rd edition)
Tom Sito; Harold Whitaker, John Halas
R3,721 Discovery Miles 37 210 Ships in 12 - 17 working days

Timing for Animation has been one of the pillars of animation since it was first published in 1981. Now this 40th anniversary edition captures the focus of the original and enhances this new edition with fresh images, techniques, and advice from world-renowned animators. Not only does the text explore timing in traditional animation, but also timing in digital works. Vibrant illustrations and clear directions line the pages to help depict the various methods and procedures to bring your animation to life. Examples include timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, and the use of After Effects, as well as interactive games, television, animals, and more. Learn how animated scenes should be arranged in relation to each other, how much space should be used, and how long each drawing should be shown for maximum dramatic effect. All you need to breathe life into your animation is at your fingertips with Timing for Animation. Key Features: Fully revised and updated with modern examples and techniques Explores the fundamentals of timing, physics, and animation Perfect for the animation novice and the expert Get straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation. Trying to time weight, mood, and power can make or break an animation-get it right the first time with these tried and tested techniques. Authors Harold Whitaker was a BAFTA-nominated professional animator and educator for 40 years; many of his students number among today's most outstanding animation artists. John Halas, known as "The father of British animation" and formerly of Halas & Batchelor Animation Studio, produced more than 2,000 animation films, including the legendary Animal Farm (1954) and the award-winning Dilemma (1981). He was also the founder and president of the International Animated Film Association (ASIFA) and former Chairman of the British Federation of Film Societies. Tom Sito is Professor of Animation at the University of Southern California and has written numerous books and articles on animation. Tom's screen credits include Shrek (2001) and the Disney classics Who Framed Roger Rabbit (1988), The Little Mermaid (1989), Beauty and the Beast (1991), Aladdin (1992), and The Lion King (1994). In 1998, Tom was named by Animation Magazine as one of the 100 Most Important People in Animation.

An Essential Introduction to Maya Character Rigging (Hardcover, 2nd edition): Cheryl Briggs An Essential Introduction to Maya Character Rigging (Hardcover, 2nd edition)
Cheryl Briggs
R3,769 Discovery Miles 37 690 Ships in 12 - 17 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.

Adaptive Image Processing - A Computational Intelligence Perspective (Hardcover, 2nd edition): Kim-Hui Yap, Ling Guan, Stuart... Adaptive Image Processing - A Computational Intelligence Perspective (Hardcover, 2nd edition)
Kim-Hui Yap, Ling Guan, Stuart William Perry, Hau-San Wong
R4,189 R3,732 Discovery Miles 37 320 Save R457 (11%) Ships in 12 - 17 working days

Illustrating essential aspects of adaptive image processing from a computational intelligence viewpoint, the second edition of Adaptive Image Processing: A Computational Intelligence Perspective provides an authoritative and detailed account of computational intelligence (CI) methods and algorithms for adaptive image processing in regularization, edge detection, and early vision.

With three new chapters and updated information throughout, the new edition of this popular reference includes substantial new material that focuses on applications of advanced CI techniques in image processing applications. It introduces new concepts and frameworks that demonstrate how neural networks, support vector machines, fuzzy logic, and evolutionary algorithms can be used to address new challenges in image processing, including low-level image processing, visual content analysis, feature extraction, and pattern recognition.

Emphasizing developments in state-of-the-art CI techniques, such as content-based image retrieval, this book continues to provide educators, students, researchers, engineers, and technical managers in visual information processing with the up-to-date understanding required to address contemporary challenges in image content processing and analysis.

Urban Ecology and Intervention in the 21st Century Americas - Verticality, Catastrophe, and the Mediated City (Hardcover):... Urban Ecology and Intervention in the 21st Century Americas - Verticality, Catastrophe, and the Mediated City (Hardcover)
Allison M. Schifani
R4,293 Discovery Miles 42 930 Ships in 12 - 17 working days

This book takes a hemispheric approach to contemporary urban intervention, examining urban ecologies, communication technologies, and cultural practices in the twenty-first century. It argues that governmental and social regimes of control and forms of political resistance converge in speculation on disaster and that this convergence has formed a vision of urban environments in the Americas in which forms of play and imaginations of catastrophe intersect in the vertical field. Schifani explores a diverse range of resistant urban interventions, imagining the city as on the verge of or enmeshed in catastrophe. She also presents a model of ecocriticism that addresses aesthetic practices and forms of play in the urban environment. Tracing the historical roots of such tactics as well as mapping their hopes for the future will help the reader to locate the impacts of climate change not only on the physical space of the city, but also on the epistemological and aesthetic strategies that cities can help to engender. This book will be of great interest to students and scholars of Urban Studies, Media Studies, American Studies, Global Studies, and the broad and interdisciplinary field of Environmental Humanities.

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R4,317 Discovery Miles 43 170 Ships in 12 - 17 working days

Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.

Advances and Trends in Geodesy, Cartography and Geoinformatics - Proceedings of the 10th International Scientific and... Advances and Trends in Geodesy, Cartography and Geoinformatics - Proceedings of the 10th International Scientific and Professional Conference on Geodesy, Cartography and Geoinformatics (GCG 2017), October 10-13, 2017, Demanovska Dolina, Low Tatras, Slovakia (Paperback)
Sona Molcikova, Viera Hurcikova, Vladislava Zeliznakova, Peter Blist'an
R1,465 Discovery Miles 14 650 Ships in 12 - 17 working days

The International Scientific and Professional Conference on Geodesy, Cartography and Geoinformatics 2017 (GCG 2017) was organized under the auspices of the Faculty of Mining, Ecology, Process Control and Geotechnologies, Technical University of Kosice (SK), Pavol Jozef Safarik University in Kosice (SK), Faculty of Civil Engineering, STU Bratislava (SK), Faculty of Civil Engineering, CTU Prague (CZ), University of Technology, Kielce (PL), AGH University of Science and Technology, Krakow (PL), Upper Nitra Mines Prievidza, plc. (SK) and the Slovakian Mining Society (SK). The conference was held from October 10 - 13, 2017, in Low Tatras, Slovakia. The purpose of the conference was to provide a forum for prominent scientists, researchers and professionals from Slovakia, Poland and the Czech Republic to present novel and fundamental advances in the fields of geodesy, cartography and geoinformatics. Conference participants had the opportunity to exchange and share their experiences, research and results solved within scientific research projects with other colleagues. The conference focused on a wide spectrum of actual topics and subject areas in Surveying and Mine Surveying, Geodetic Control and Geodynamics, and Cartography and Geoinformatics and collected in this proceedings volume.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Paperback): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Paperback)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R1,815 Discovery Miles 18 150 Ships in 12 - 17 working days

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

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
R1,504 Discovery Miles 15 040 Ships in 9 - 15 working days

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

The Game Programmer's Guide to Torque - Under the Hood of the Torque Game Engine (Hardcover): Edward F. Maurina The Game Programmer's Guide to Torque - Under the Hood of the Torque Game Engine (Hardcover)
Edward F. Maurina
R5,077 Discovery Miles 50 770 Ships in 12 - 17 working days

The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.

Radar Scattering and Imaging of Rough Surfaces - Modeling and Applications with MATLAB (R) (Hardcover): Kun-Shan Chen Radar Scattering and Imaging of Rough Surfaces - Modeling and Applications with MATLAB (R) (Hardcover)
Kun-Shan Chen
R3,885 Discovery Miles 38 850 Ships in 12 - 17 working days

Radar scattering and imaging of rough surfaces is an active interdisciplinary area of research with many practical applications in fields such as mineral and resource exploration, ocean and physical oceanography, military and national defense, planetary exploration, city planning and land use, environmental science, and many more. By focusing on the most advanced analytical and numerical modeling and describing both forward and inverse modeling, Radar Scattering and Imaging of Rough Surfaces: Modeling and Applications with MATLAB (R) connects the scattering process to imaging techniques by vivid examples through numerical and experimental demonstrations and provides computer codes and practical uses. This book is unique in its simultaneous treatment of radar scattering and imaging. Key Features Bridges physical modeling with simulation for resolving radar imaging problems (the first comprehensive work to do so) Provides excellent basic and advanced information for microwave remote-sensing professionals in various fields of science and engineering Covers most advanced analytical and numerical modeling for both backscattering and bistatic scattering Includes MATLAB (R) codes useful not only for academics but also for radar engineers and scientists to develop tools applicable in different areas of earth studies Covering both the theoretical and the practical, Radar Scattering and Imaging of Rough Surfaces: Modeling and Applications with MATLAB (R) is an invaluable resource for professionals and students using remote sensing to study and explain the Earth and its processes. University and research institutes, electrical and radar engineers, remote-sensing image users, application software developers, students, and academics alike will benefit from this book. The author, Kun-Shan Chen, is an internationally known and respected engineer and scientist and an expert in the field of electromagnetic modeling.

An Architectural Approach to Level Design - Second Edition (Paperback, 2nd edition): Christopher W. Totten An Architectural Approach to Level Design - Second Edition (Paperback, 2nd edition)
Christopher W. Totten
R1,778 Discovery Miles 17 780 Ships in 9 - 15 working days

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

The Visual Effects Arsenal - VFX Solutions for the Independent Filmmaker (Hardcover): Bill Byrne The Visual Effects Arsenal - VFX Solutions for the Independent Filmmaker (Hardcover)
Bill Byrne
R4,582 Discovery Miles 45 820 Ships in 12 - 17 working days

Build your VFX arsenal with quick-access, step-by-step instruction on how to create today's hottest digital VFX shots. This essential toolkit provides techniques for creating effects seen in movies such as 300, Spiderman 3, Predator and others, with lessons on how-to: * splatter blood or digitally lop someone's arm off * create a scene with actors running from an explosion * create the "twin effect" (same actor, same location, 2 performances) * produce space-ship dog fights Organized in a 'cookbook' style, this allows you to reference a certain effect in the index and immediately access concise instructions to create that effect. Techniques are demonstrated in each of the most popular software tools- After Effects, Final Cut Studio, Photoshop, and Combustion are all covered. Brilliant, 4-color presentation provides inspiration and stimulating visual guidance to the lessons presented, while the downloadable resources contain project media files enabling you to put concepts learned into immediate practice.

Adobe Photoshop Lightroom CC Book for Digital Photographers, The (Paperback): Scott Kelby Adobe Photoshop Lightroom CC Book for Digital Photographers, The (Paperback)
Scott Kelby
R1,123 R1,065 Discovery Miles 10 650 Save R58 (5%) Ships in 12 - 17 working days

Since Lightroom 1.0 first launched, Scott's Kelby's The Adobe Photoshop Lightroom Book for Digital Photographers has been the world's #1 bestselling Lightroom book (it has been translated into a dozen different languages), and in this latest version for Lightroom 6, Scott uses his same award-winning, step-by-step, plain-English style and layout to make learning Lightroom easy and fun. Scott doesn't just show you which sliders do what (every Lightroom book will do that). Instead, by using the following three simple, yet brilliant, techniques that make it just an incredible learning tool, this book shows you how to create your own photography workflow using Lightroom: * Throughout the book, Scott shares his own personal settings and studio-tested techniques. Each year he trains thousands of Lightroom users at his live seminars and through that he's learned what really works, what doesn't, and he tells you flat out which techniques work best, which to avoid, and why. * The entire book is laid out in a real workflow order with everything step by step, so you can begin using Lightroom like a pro from the start. * What really sets this book apart is the last chapter. This is where Scott dramatically answers his #1 most-asked Lightroom question, which is: "Exactly what order am I supposed to do things in, and where does Photoshop fit in?" You'll see Scott's entire start-to-finish Lightroom 6 workflow and learn how to incorporate it into your own workflow. * Plus, this book includes a downloadable collection of some of the hottest Lightroom Develop module presets to give you a bunch of amazing effects with just one click! Scott knows firsthand the challenges today's digital photographers are facing, and what they want to learn next to make their workflow faster, easier, and more fun. He has incorporated all of that into this major update for Lightroom 6. It's the first and only book to bring the whole process together in such a clear, concise, and visual way. Plus, the book includes a special chapter on integrating Adobe Photoshop seamlessly right into your workflow, and you'll learn some of Scott's latest Photoshop portrait retouching techniques and special effects, which take this book to a whole new level. There is no faster, more straight to the point, or more fun way to learn Lightroom than with this groundbreaking book.

We Are Not Garbage! - The Homeless Movement in Tokyo, 1994-2002 (Paperback): Miki Hasegawa We Are Not Garbage! - The Homeless Movement in Tokyo, 1994-2002 (Paperback)
Miki Hasegawa
R1,080 R976 Discovery Miles 9 760 Save R104 (10%) Ships in 12 - 17 working days

This book offers a full history of a homeless movement in Tokyo that lasted nearly a decade. It shows how homeless people and their external supporters in the city combined their scarce resources to generate and sustain the movement. The study advocates a more nuanced analysis of movement gains to appreciate how poor people can benefit by acting collectively. It also draws attention to potential difficulties faced by lower-stratum movements aided by external allies. In particular, the study highlights how actions of the state can undermine the relations between aggrieved allies in such a way as to limit gains. The book is the first in English to detail homeless mobilization in Japan. It also addresses the origins of increased homelessness and development of homelessness policy in the country. Besides homelessness, it covers a number of current social issues, including economic globalization, social exclusion, and politics over space.

2D Game Development with Unity (Hardcover): Franz Lanzinger 2D Game Development with Unity (Hardcover)
Franz Lanzinger
R3,757 Discovery Miles 37 570 Ships in 12 - 17 working days

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

Computational Intelligence in Image Processing (Hardcover, 2013 ed.): Amitava Chatterjee, Patrick Siarry Computational Intelligence in Image Processing (Hardcover, 2013 ed.)
Amitava Chatterjee, Patrick Siarry
R2,910 Discovery Miles 29 100 Ships in 10 - 15 working days

Computational intelligence based techniques have firmly established themselves as viable, alternate, mathematical tools for more than a decade. They have been extensively employed in many systems and application domains, among these signal processing, automatic control, industrial and consumer electronics, robotics, finance, manufacturing systems, electric power systems, and power electronics. Image processing is also an extremely potent area which has attracted the atten tion of many researchers who are interested in the development of new computational intelligence-based techniques and their suitable applications, in both research prob lems and in real-world problems. Part I of the book discusses several image preprocessing algorithms; Part II broadly covers image compression algorithms; Part III demonstrates how computational intelligence-based techniques can be effectively utilized for image analysis purposes; and Part IV shows how pattern recognition, classification and clustering-based techniques can be developed for the purpose of image inferencing. The book offers a unified view of the modern computational intelligence tech niques required to solve real-world problems and it is suitable as a reference for engineers, researchers and graduate students.

CINEMA 4D 11 Workshop (Paperback): Arndt von Koenigsmarck CINEMA 4D 11 Workshop (Paperback)
Arndt von Koenigsmarck
R1,696 R1,470 Discovery Miles 14 700 Save R226 (13%) Ships in 10 - 15 working days

Model, texture and animate with Cinema 4D 11 using the techniques and tips provided in Cinema 4D 11 Workshop. Starting with all of the basic concepts, functions, and tools - follow along to the workshop tutorials that deliver a hands-on knowledge of the new R11 toolset as well as the returning advanced features. The companion website provides all of the required tutorial media from the projects in the book so that you create your own working models and animations.
*Covers new features of version 11 such as Motion Clips, as well as advanced features such as MoGraph, Dynamics, Thinking Particles, HyperNURBS modeling, XPresso programming, and Advanced Renderer
*A unique tutorial-based approach teaches readers the workflow process for modeling, texturing, and animation using Cinema 4D 11
*Companion website includes the project files for the tutorials, a video workshop on Expresso, a sample chapter on character modeling, and plug-in samples

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