0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (2)
  • R100 - R250 (18)
  • R250 - R500 (103)
  • R500+ (5,349)
  • -
Status
Format
Author / Contributor
Publisher

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

Applications of Small Unmanned Aircraft Systems - Best Practices and Case Studies (Paperback): J.B. Sharma Applications of Small Unmanned Aircraft Systems - Best Practices and Case Studies (Paperback)
J.B. Sharma
R1,421 Discovery Miles 14 210 Ships in 12 - 17 working days

Advances in high spatial resolution mapping capabilities and the new rules established by the Federal Aviation Administration in the United States for the operation of Small Unmanned Aircraft Systems (sUAS) have provided new opportunities to acquire aerial data at a lower cost and more safely versus other methods. A similar opening of the skies for sUAS applications is being allowed in countries across the world. Also, sUAS can access hazardous or inaccessible areas during disaster events and provide rapid response when needed. Applications of Small Unmanned Aircraft systems: Best Practices and Case Studies is the first book that brings together the best practices of sUAS applied to a broad range of issues in high spatial resolution mapping projects. Very few sUAS pilots have the knowledge of how the collected imagery is processed into value added mapping products that have commercial and/or academic import. Since the field of sUAS applications is just a few years old, this book covers the need for a compendium of case studies to guide the planning, data collection, and most importantly data processing and map error issues, with the range of sensors available to the user community. Written by experienced academics and professionals, this book serves as a guide on how to formulate sUAS based projects, from choice of a sUAS, flight planning for a particular application, sensors and data acquisition, data processing software, mapping software and use of the high spatial resolution maps produced for particular types of geospatial modeling. Features: Focus on sUAS based data acquisition and processing into map products Broad range of case studies by highly experienced academics Practical guidance on sUAS hardware, sensors, and software utilized Compilation of workflow insights from expert professors and professionals Relevant to academia, government, and industry Positional and thematic map accuracy, UAS curriculum development and workflow replicability issues This book would be an excellent text for upper-level undergraduate to graduate level sUAS mapping application courses. It is also invaluable as a reference for educators designing sUAS based curriculum as well as for potential sUAS users to assess the scope of mapping projects that can be done with this technology.

Compressive Imaging: Structure, Sampling, Learning (Hardcover): Ben Adcock, Anders C. Hansen Compressive Imaging: Structure, Sampling, Learning (Hardcover)
Ben Adcock, Anders C. Hansen
R1,970 Discovery Miles 19 700 Ships in 12 - 17 working days

Accurate, robust and fast image reconstruction is a critical task in many scientific, industrial and medical applications. Over the last decade, image reconstruction has been revolutionized by the rise of compressive imaging. It has fundamentally changed the way modern image reconstruction is performed. This in-depth treatment of the subject commences with a practical introduction to compressive imaging, supplemented with examples and downloadable code, intended for readers without extensive background in the subject. Next, it introduces core topics in compressive imaging - including compressed sensing, wavelets and optimization - in a concise yet rigorous way, before providing a detailed treatment of the mathematics of compressive imaging. The final part is devoted to recent trends in compressive imaging: deep learning and neural networks. With an eye to the next decade of imaging research, and using both empirical and mathematical insights, it examines the potential benefits and the pitfalls of these latest approaches.

Flash 8 - Projects for Learning Animation and Interactivity +CD (Paperback): Richard Shupe Flash 8 - Projects for Learning Animation and Interactivity +CD (Paperback)
Richard Shupe
R911 Discovery Miles 9 110 Ships in 7 - 13 working days

Macromedia Flash is fast becoming the Web's most widely used platform for creating rich media with animation and motion graphics, but mastering Flash isn't easy. Most entry-level books teach through simple examples that concentrate on either animation or scripting, but rarely both together. To get the most from Flash 8, you not only need to be proficient in programming/interface design, you need the creativity for story telling and the artistic insights to design fluid animation. "Flash 8: Projects for Learning Animation and Interactivity" teaches Flash design rather than simply Flash itself. With a standalone series of walkthroughs and tutorials for Flash beginners coming from a graphics field, this book teaches Flash in the context of real-world projects. Rather than learn a Flash tool for the sake of it, you learn which areas of Flash are important, and which are less used, simply by seeing how typical content is actually created. And rather than a text-heavy approach, this graphically rich book leads you through hands-on examples by illustration. Each project in the book starts with goals and broad sketches before moving to design and scripting. This helps you understand design intent - the why of the process - rather than just learning the interfaces and the how of it all. Along the way, you'll create Flash content that includes traditional animation techniques (as seen in full-length animated features), and ActionScript-based interactive animation, such as custom web site interface designs. You also learn how to combine both traditional animation techniques and ActionScript to create feature-rich Flash assets from the ground up. Co-authored by educational developers with years of experience creating compelling content, interfaces, and applications, "Flash 8: Projects for Learning Animation and Interactivity" offers a content-driven approach that is also inspiration-driven. You learn because you're accomplishing something tangible, not because you think you need to know how a tool works. If you want to understand how various features of Flash come together to create a final end design, this book provides you with both the insight and the know-how.

Flash 8 (Paperback): E.A. Vander Veer Flash 8 (Paperback)
E.A. Vander Veer
R911 Discovery Miles 9 110 Ships in 7 - 13 working days

Macromedia's Flash 8 is the world's premier program for adding animation to websites. And with the latest version, this popular program becomes more versatile, letting beginning webmasters and expert developers alike create sophisticated web content. But Flash isn't intuitive. And it doesn't come with a manual. Whether you want to learn the basics or unleash the program's true power, "Flash 8: The Missing Manual" is the ideal instructor. This hands-on guide to today's hottest web design tool is aimed at nondevelopers, and it teaches you how to translate your ideas into great web content. It begins with a solid primer on animation, which helps you get comfortable with the Flash interface. Once you have these basics under your belt, "Flash 8: The Missing Manual" moves on to advanced animations, including adding special effects and audio, video, and interactivity to your presentations. When you're really feeling steady, the book shows how to use a dollop of ActionScript to customize your content. It then teaches you how to publish your Flash creations for web surfers everywhere to enjoy. Along the way, the book shows you good design principles and helps you avoid elements that can distract or annoy an audience. Author Emily Vander Veer has more than a dozen books to her credit, including titles on web design and scripting - most written for non-technical readers. Her background makes her the perfect author for a straightforward book on a complex subject. She takes "Flash 8: The Missing Manual" from the basics to the advanced, yet avoids a hasty jump into tough topics that can leave readers confused. Not only will "Flash 8: The Missing Manual" help you turn a concept into unique, dynamic content, but it will continue to serve as a reference as you develop your website.

A Moving Subject (Paperback): Giannalberto Bendazzi A Moving Subject (Paperback)
Giannalberto Bendazzi
R1,637 Discovery Miles 16 370 Ships in 12 - 17 working days

Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.

A Moving Subject (Hardcover): Giannalberto Bendazzi A Moving Subject (Hardcover)
Giannalberto Bendazzi
R3,833 Discovery Miles 38 330 Ships in 12 - 17 working days

Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.

Michael Dudok de Wit - A Life in Animation (Hardcover): Andrijana Ruzic Michael Dudok de Wit - A Life in Animation (Hardcover)
Andrijana Ruzic
R3,828 Discovery Miles 38 280 Ships in 12 - 17 working days

This unique survey of the career of Michael Dudok de Wit discusses all of his works and offers a glimpse into his private life. The biography of this European master of 2D animation, born in the Netherlands and based in London, is the first complete overview of the well-defined and canonic opus of this humble genius. Visually and thematically, Dudok de Wit's poetic and singular style of animation differs from the rest of contemporary independent animation production. This book reveals what still challenges and thrills Dudok de Wit in the art of animation and why he persistently continues to believe in the beauty of hand-drawn animation. Key Features The complete animation production of Michael Dudok de Wit, never-before reviewed in one volume An all-embracing approach regarding this auteur, unavailable elsewhere in one place (his biography, his peculiar method of work, his extracurricular activities) An ad hoc glossary of animation written by Michael Dudok de Wit and a critical reception of his body of work with a wide contribution of his colleagues and collaborators Filmography and bibliography Author Andrijana Ruzic graduated in History and Criticism of Art at the Universita degli Studi in Milan, Italy, where she fell in love with the medium of animation. She specialised in the History of Animated Film under Giannalberto Bendazzi's mentorship. For the past six years, she has curated the section dedicated to animated films at the International Comics Festival in Belgrade, Serbia. She is a member of the Selection Board of Animafest Scanner, the symposium for Contemporary Animation Studies at the World Festival of Animated Film held annually in Zagreb, Croatia. She writes about animation and art for the Belgrade weekly magazine Vreme.

A Beginner's Guide to MultiLevel Image Thresholding (Hardcover): Venkatesan Rajinikanth, Nilanjan Dey, Nadaradjane Sri... A Beginner's Guide to MultiLevel Image Thresholding (Hardcover)
Venkatesan Rajinikanth, Nilanjan Dey, Nadaradjane Sri Madhava Raja
R4,726 Discovery Miles 47 260 Ships in 12 - 17 working days

A Beginner's Guide to Image Multi-Level Thresholding emphasizes various image thresholding methods that are necessary for image pre-processing and initial level enhancement. Explains basic concepts and the implementation of Image Multi-Level Thresholding (grayscale and RGB images) Presents a detailed evaluation in real-time application, including the need for heuristic algorithm, the choice of objective and threshold function, and the evaluation of the outcome Describes how the image thresholding acts as a pre-processing technique and how the region of interest in a medical image is enhanced with thresholding Illustrates integration of the thresholding technique with bio-inspired algorithms Includes current findings and future directions of image multi-level thresholding and its practical implementation Emphasizes the need for multi-level thresholding with suitable examples The book is aimed at graduate students and researchers in image processing, electronics engineering, computer sciences and engineering.

Independent Videogames - Cultures, Networks, Techniques and Politics (Hardcover): Paolo Ruffino Independent Videogames - Cultures, Networks, Techniques and Politics (Hardcover)
Paolo Ruffino
R4,134 Discovery Miles 41 340 Ships in 12 - 17 working days

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry - often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Hardcover):... The New Review Economy - Third-Party Review Sites, Reputation, and Neo-Liberal Public Relations in the Digital Age (Hardcover)
Alison N Novak
R1,560 Discovery Miles 15 600 Ships in 12 - 17 working days

This book examines third-party review sites (TPRS) and the intersection of the review economy and neoliberal public relations, in order to understand how users and organizations engage the 21st century global review economy. The author applies communication and digital media theories to evaluate contemporary case studies that challenge TPRS and control over digital reputation. Chapters analyze famous cases such as the Texas photographer who sued her clients for negative reviews and activists using Yelp to protest the hunt of "Cecil the Lion," to illustrate the complicated yet important role of TPRS in the review economy. Theories such as neoliberal public relations, digital dialogic communication and cultural intermediaries help explain the impact of reviews and how to apply lessons learned from infamous cases. This nuanced and up to date exploration of the contemporary review economy will offer insights and best practice for academic researchers and upper-level undergraduate students in public relations, digital media, or strategic communication programs.

Digital Image Processing and Analysis - Digital Image Enhancement, Restoration and Compression (Hardcover, 4th edition): Scott... Digital Image Processing and Analysis - Digital Image Enhancement, Restoration and Compression (Hardcover, 4th edition)
Scott E. Umbaugh
R3,285 Discovery Miles 32 850 Ships in 12 - 17 working days

1) Engineering approach, applications oriented 2) Numerous examples and exercises to illustrate concepts and their implementation 3) Clearly written and concise 4) Learn concepts so that the reader can develop their own algorithms 5) Software tools provided for both C and Matlab

Understanding Virtual Reality - Challenging Perspectives for Media Literacy and Education (Hardcover): Sarah Jones, Steve... Understanding Virtual Reality - Challenging Perspectives for Media Literacy and Education (Hardcover)
Sarah Jones, Steve Dawkins, Julian McDougall
R3,840 Discovery Miles 38 400 Ships in 12 - 17 working days

This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.

Videogames and Agency (Hardcover): Bettina Bodi Videogames and Agency (Hardcover)
Bettina Bodi
R3,844 Discovery Miles 38 440 Ships in 12 - 17 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Visualizations of Urban Space - Digital Age, Aesthetics, and Politics (Hardcover): Christiane Wagner Visualizations of Urban Space - Digital Age, Aesthetics, and Politics (Hardcover)
Christiane Wagner
R3,844 Discovery Miles 38 440 Ships in 12 - 17 working days

This book explores environments where art, imagination, and creative practice meet urban spaces at the point where they connect to the digital world. It investigates relationships between urban visualizations, aesthetics, and politics in the context of new technologies, and social and urban challenges toward the Sustainable Development Goals. Responding to questions stemming from critical theory, the book focuses on an interdisciplinary actualization of technological developments and social challenges. It demonstrates how art, architecture, and design can transform culture, society, and nature through artistic and cultural achievements, integration, and new developments. The book begins with the theoretical framework of social aesthetics theories before discussing global contemporary visual culture and technological evolution. Across the 12 chapters, it looks at how architecture and design play significant roles in causing and solving complex environmental transformations in the digital turn. By fostering transdisciplinary encounters between architecture, design, visual arts, and cinematography, this book presents different theoretical approaches to how the arts' interplay with the environment responds to the logic of the constructions of reality. This book will appeal to scholars, researchers, and upper-level students in aesthetics, philosophy, visual cultural studies, communication studies, and media studies with a particular interest in sociopolitical and environmental discussions.

Digital Icons - Memes, Martyrs and Avatars (Hardcover): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Hardcover)
Yasmin Ibrahim
R4,134 Discovery Miles 41 340 Ships in 12 - 17 working days

This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.

20th Century Media and the American Psyche - A Strange Love (Hardcover): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Hardcover)
Charisse L'Pree Corsbie-Massay
R4,130 Discovery Miles 41 300 Ships in 12 - 17 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

20th Century Media and the American Psyche - A Strange Love (Paperback): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Paperback)
Charisse L'Pree Corsbie-Massay
R1,198 Discovery Miles 11 980 Ships in 12 - 17 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

Women Comedians in the Digital Age - Media Work and Critical Reputations After Trump (Hardcover): Alex Symons Women Comedians in the Digital Age - Media Work and Critical Reputations After Trump (Hardcover)
Alex Symons
R3,843 Discovery Miles 38 430 Ships in 12 - 17 working days

This book offers a thorough examination of digital work by women comedians in the US, exploring their use of digital media to perform jokes, engage with fans, remake their reputations, and become political activists This book argues that despite its many adverse effects, digital work is changing comedy, empowering women to create new comic forms and negotiate the contentious political climate incited by former President Donald. J. Trump Chapters are focused on video-podcasting, TikTok, Twitter, Instagram, YouTube, and the streaming platform Netflix - each containing informative case studies on significant women comedians who use them, including Sarah Silverman, Amy Schumer, Leslie Jones, Mindy Kaling, Colleen Ballinger, Lilly Singh, Ms. Pat, Whitney Cummings, Issa Rae, and others To understand their strategies, this book examines the popularity of their digital content, their career-outcomes in television and film, as well as the ups and downs of their critical reputations in magazines, newspapers, the trade press, and with their participatory audiences online This insightful and timely work will appeal to scholars researching and teaching in the areas of media studies, digital communication, gender studies and performance

Responsive Web Design with Adobe Photoshop (Paperback): Dan Rose Responsive Web Design with Adobe Photoshop (Paperback)
Dan Rose
R1,023 R180 Discovery Miles 1 800 Save R843 (82%) Ships in 9 - 15 working days

For a couple of decades now, designers have used Photoshop to mock up Web page designs. However, that work generally results in a static graphic of the page, which has to be translated by a developer into the components of a Web page: HTML files and Web-compatible image files. Our multi-device world has shown us that this approach to web design, including full-page comps done in Photoshop, is increasingly problematic. Modern web designers are adopting a new approach: creating flexible web pages whose layout can adapt to suit the screen on which they are displayed. This is "Responsive Web Design" [RWD]. Until now, books on designing responsive Web sites have focused on HTML and CSS - in other words, they've been very code-centric, and visual creativity seems to take a back seat. This new book is aimed at the visual Web designer who's accustomed to working in Photoshop. Adobe Photoshop CC contains many new features that help streamline the process of converting a static page design to a set of components for a responsive web page. Dan Rose is one of the best-known advocates of this new way of working in Photoshop. He's observed that only a few people are talking about Photoshop for RWD constructively, yet a majority (63% as of his last informal poll) of web designers are using Photoshop for more than simple asset creation. This transition is a pain point for many designers. His new book will balance coverage of conceptual issues (how to fit tools like Photoshop to the design workflow rather than fitting a workflow to the tools) with practical design exercises tailored to help communicate the overall design direction of the page while respecting the needs of the fluid Web. In addition, he will introduce methods for taking HTML back into Photoshop for further refinement.

Questions in Dataviz - A Design-Driven Process for Data Visualisation (Paperback): Neil Richards Questions in Dataviz - A Design-Driven Process for Data Visualisation (Paperback)
Neil Richards
R1,167 Discovery Miles 11 670 Ships in 12 - 17 working days

- the book can be used by beginners in the field, tracking from basic principles to how to bend the rules, in reader-friendly language throughout - the book is based on a popular blog which dovetails as a fantastic companion website: https://questionsindataviz.com/ - the author is a very experienced and well-respected practitioner in the field, with a good-size following on social media: https://twitter.com/theneilrichards

Questions in Dataviz - A Design-Driven Process for Data Visualisation (Hardcover): Neil Richards Questions in Dataviz - A Design-Driven Process for Data Visualisation (Hardcover)
Neil Richards
R2,669 Discovery Miles 26 690 Ships in 12 - 17 working days

- the book can be used by beginners in the field, tracking from basic principles to how to bend the rules, in reader-friendly language throughout - the book is based on a popular blog which dovetails as a fantastic companion website: https://questionsindataviz.com/ - the author is a very experienced and well-respected practitioner in the field, with a good-size following on social media: https://twitter.com/theneilrichards

Adobe Photoshop Classroom in a Book (2022 release) (Paperback): Conrad Chavez, Andrew Faulkner Adobe Photoshop Classroom in a Book (2022 release) (Paperback)
Conrad Chavez, Andrew Faulkner
R1,333 Discovery Miles 13 330 Ships in 12 - 17 working days

Learn to correct and improve digital images. Seamlessly remove backgrounds and repair images using content-aware tools. Explore advanced filters that enhance images using machine learning and cloud processing. Select subjects with complex outlines, including hair, quickly and precisely. Design composite images, including instant sky replacement. Create advanced typography. Edit video, including transitions and motion effects. Automate tasks with actions. Save as a Photoshop cloud document to easily edit across desktop and mobile devices. Export your work for web, mobile devices, and print. The fastest, easiest, most comprehensive way to learn Adobe Photoshop Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does-an official training series from Adobe, developed with the support of Adobe product experts. Adobe Photoshop Classroom in a Book (2022 release) contains 15 lessons that cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe Photoshop (2022 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe Photoshop software. This book covers Photoshop on desktop only. It does not address Photoshop on the iPad.

Astrophysical Techniques (Paperback, 7th edition): C.R. Kitchin Astrophysical Techniques (Paperback, 7th edition)
C.R. Kitchin
R2,737 Discovery Miles 27 370 Ships in 12 - 17 working days

Long used in undergraduate and introductory graduate courses, Astrophysical Techniques, Seventh Edition provides an accessible yet comprehensive account of the innovate instruments, detectors, and techniques employed in astronomy and astrophysics. Emphasizing the underlying unity of all astronomical observations, this popular textbook provides a coherent state-of-the-art account of the instruments and techniques used in current astronomy and astrophysics. Fully updated throughout, this seventh edition builds upon the sixth edition, covering improved techniques and cutting-edge methods in the field, as well as other exciting new developments in gravitational waves, dark matter and energy, the use of photonics, and astronomy education and outreach, in addition to further detailed discussions on the latest scientific instruments and individual detectors. The book is written in a very accessible manner, and most of the mathematics is accessible to those who have attended a mathematics course in their final years at school. Nevertheless, the treatment of the topics in general is at a sufficiently high level to be of use to those professionals seeking technical information in areas of astronomy with which they might not be completely familiar. Key Features: Details the instrumentation and theory of astronomical observations, including radio waves, gamma rays, cosmic rays, neutrinos, gravitational waves and dark matter and energy and more Presents the background theory and operating practice of state-of-the-art detectors and instruments Fully updated to contain the latest technology and research developments

Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Paperback): Alayna Cole, Jessica Zammit Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Paperback)
Alayna Cole, Jessica Zammit
R1,151 Discovery Miles 11 510 Ships in 12 - 17 working days

Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features * Explores the history of diversity in games * Provides important information around what it is like to be a marginalized person in the industry * Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.

Gaming Culture(s) in India - Digital Play in Everyday Life (Hardcover): Aditya Deshbandhu Gaming Culture(s) in India - Digital Play in Everyday Life (Hardcover)
Aditya Deshbandhu
R4,141 Discovery Miles 41 410 Ships in 12 - 17 working days

This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player's perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products' many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants' gaming habits, practices and contexts from a cultural perspective and analyzes the participants' responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
The Animator's Survival Kit: Runs, Jumps…
Richard E. Williams Paperback R262 R239 Discovery Miles 2 390
Minecraft: Guide to Survival (Updated)
Mojang AB, The Official Minecraft Team Hardcover R374 R309 Discovery Miles 3 090
Digital Character Creation for Video…
Samuel King Paperback R1,524 Discovery Miles 15 240
Secrets of the Animator
Julia Peguet Hardcover R3,548 Discovery Miles 35 480
Adobe Photoshop Classroom in a Book…
Conrad Chavez Paperback R1,338 Discovery Miles 13 380
Media Analytics - Understanding Media…
Ann Hollifield, Amy Jo Coffey Paperback R1,719 Discovery Miles 17 190
Drawn to Life: 20 Golden Years of Disney…
Walt Stanchfield Paperback R2,244 Discovery Miles 22 440
Going Digital - Simple Tools and…
Alex L Goldfayn Paperback R358 R299 Discovery Miles 2 990
Drawn to Life: 20 Golden Years of Disney…
Walt Stanchfield Hardcover R5,277 Discovery Miles 52 770
Blender 2D Animation - The Complete…
John M. Blain Hardcover R3,554 Discovery Miles 35 540

 

Partners