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

Developing Graphics Frameworks with Python and OpenGL (Hardcover): Lee Stemkoski, Michael Pascale Developing Graphics Frameworks with Python and OpenGL (Hardcover)
Lee Stemkoski, Michael Pascale
R3,905 R3,294 Discovery Miles 32 940 Save R611 (16%) Ships in 12 - 19 working days

Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.

Fundamentals of Capturing and Processing Drone Imagery and Data (Hardcover): Amy Frazier, Kunwar Singh Fundamentals of Capturing and Processing Drone Imagery and Data (Hardcover)
Amy Frazier, Kunwar Singh
R3,592 Discovery Miles 35 920 Ships in 12 - 19 working days

Lays out a step-by-step approach to identify relevant tools and methods for UAS data/image acquisition and processing Provides practical hands-on knowledge with visual interpretation, well-organized and designed for a typical, 16-week, UAS course offered on college and university campuses Suitable for all levels of readers and does not require prior knowledge of UAS, remote sensing, digital image processing, or geospatial analytics Includes real-world environmental applications along with data interpretations and software used, often non-proprietary Combines the expertise of a wide range of UAS researchers and practitioners across the geospatial sciences

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover)
David L Craddock
R2,730 Discovery Miles 27 300 Ships in 12 - 19 working days

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.

Modelling Human Motion - From Human Perception to Robot Design (Hardcover, 1st ed. 2020): Nicoletta Noceti, Alessandra Sciutti,... Modelling Human Motion - From Human Perception to Robot Design (Hardcover, 1st ed. 2020)
Nicoletta Noceti, Alessandra Sciutti, Francesco Rea
R4,153 Discovery Miles 41 530 Ships in 10 - 15 working days

The new frontiers of robotics research foresee future scenarios where artificial agents will leave the laboratory to progressively take part in the activities of our daily life. This will require robots to have very sophisticated perceptual and action skills in many intelligence-demanding applications, with particular reference to the ability to seamlessly interact with humans. It will be crucial for the next generation of robots to understand their human partners and at the same time to be intuitively understood by them. In this context, a deep understanding of human motion is essential for robotics applications, where the ability to detect, represent and recognize human dynamics and the capability for generating appropriate movements in response sets the scene for higher-level tasks. This book provides a comprehensive overview of this challenging research field, closing the loop between perception and action, and between human-studies and robotics. The book is organized in three main parts. The first part focuses on human motion perception, with contributions analyzing the neural substrates of human action understanding, how perception is influenced by motor control, and how it develops over time and is exploited in social contexts. The second part considers motion perception from the computational perspective, providing perspectives on cutting-edge solutions available from the Computer Vision and Machine Learning research fields, addressing higher-level perceptual tasks. Finally, the third part takes into account the implications for robotics, with chapters on how motor control is achieved in the latest generation of artificial agents and how such technologies have been exploited to favor human-robot interaction. This book considers the complete human-robot cycle, from an examination of how humans perceive motion and act in the world, to models for motion perception and control in artificial agents. In this respect, the book will provide insights into the perception and action loop in humans and machines, joining together aspects that are often addressed in independent investigations. As a consequence, this book positions itself in a field at the intersection of such different disciplines as Robotics, Neuroscience, Cognitive Science, Psychology, Computer Vision, and Machine Learning. By bridging these different research domains, the book offers a common reference point for researchers interested in human motion for different applications and from different standpoints, spanning Neuroscience, Human Motor Control, Robotics, Human-Robot Interaction, Computer Vision and Machine Learning. Chapter 'The Importance of the Affective Component of Movement in Action Understanding' of this book is available open access under a CC BY 4.0 license at link.springer.com.

Cybernetic-Existentialism - Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance (Paperback): Steve Dixon Cybernetic-Existentialism - Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance (Paperback)
Steve Dixon
R1,379 Discovery Miles 13 790 Ships in 12 - 19 working days

Cybernetic-Existentialism: Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance offers a unique discourse and an original aesthetic theory. It argues that fusing perspectives from the philosophy of Existentialism with insights from the 'universal science' of cybernetics provides a new analytical lens and deconstructive methodology to critique art. In this study, Steve Dixon examines how a range of artists' works reveal the ideas of Existentialist philosophers including Kierkegaard, Camus, de Beauvoir, and Sartre on freedom, being and nothingness, eternal recurrence, the absurd, and being-for-others. Simultaneously, these artworks are shown to engage in complex explorations of concepts proposed by cyberneticians including Wiener, Shannon, and Bateson on information theory and 'noise', feedback loops, circularity, adaptive ecosystems, autopoiesis, and emergence. Dixon's groundbreaking book demonstrates how fusing insights and knowledge from these two fields can throw new light on pressing issues within contemporary arts and culture, including authenticity, angst and alienation, homeostasis, radical politics, and the human as system.

A Beginner's Guide to Image Shape Feature Extraction Techniques (Paperback): Jyotismita Chaki, Nilanjan Dey A Beginner's Guide to Image Shape Feature Extraction Techniques (Paperback)
Jyotismita Chaki, Nilanjan Dey
R1,389 Discovery Miles 13 890 Ships in 12 - 19 working days

Covers the fundamentals of shape feature extraction from images Discusses different applications of image shape feature in the field of content based image retrieval Includes polygonal approximation techniques of shape features Details moment based, scale space and geometric shape features Different approaches for extracting image shape features are reviewed affecting image retrieval from a large database

Critical Encounters with Immersive Storytelling (Paperback): Alke Groeppel-Wegener, Jenny Kidd Critical Encounters with Immersive Storytelling (Paperback)
Alke Groeppel-Wegener, Jenny Kidd
R786 Discovery Miles 7 860 Ships in 12 - 19 working days

A uniquely interdisciplinary look at storytelling in digital, analogue, and hybridised contexts, this book traces different ways stories are experienced in our contemporary mediascape. It uses an engaging range of current examples to explore interactive and immersive narratives. Critical Encounters with Immersive Storytelling considers exciting new forms of storytelling that are emerging in contemporary popular culture. Here, immersion is being facilitated in a variety of ways and in a multitude of contexts, from 3D cinema to street games, from immersive theatre plays to built environments such as theme parks, as well as in a multitude of digital formats. The book explores diverse modes and practices of immersive storytelling, discussing what is gained and lost in each of these 'genres'. Building on notions of experience and immersion, it suggests a framework within which we might begin to understand the quality of being immersed. It also explores the practical and ethical aspects of this exciting and evolving terrain. This accessible and lively study will be of great interest to students and researchers of media studies, digital culture, games studies, extended reality, experience design, and storytelling.

Buckminster Fuller's World Game and Its Legacy (Hardcover): Timothy Stott Buckminster Fuller's World Game and Its Legacy (Hardcover)
Timothy Stott
R1,696 Discovery Miles 16 960 Ships in 12 - 19 working days

This book studies R. Buckminster Fuller's World Game and similar world games, past and present. Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to 'make the world work'. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naive, utopian, or technocratic, but we share its problems, if not necessarily its solutions. Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.

The Use of Video Technologies in Refereeing Football and Other Sports (Paperback): Manuel Armenteros, Anto J. Benitez, Miguel... The Use of Video Technologies in Refereeing Football and Other Sports (Paperback)
Manuel Armenteros, Anto J. Benitez, Miguel Betancor
R1,398 Discovery Miles 13 980 Ships in 12 - 19 working days

For a long time, various different lobbying sectors have claimed that the use of video technology is an effective aid in decision-making. Now the IFAB has taken a historic step in the approval of experiments on the use of video to provide support to football refereeing. The Use of Video Technologies in Refereeing Football and Other Sports analyses the capacity of audio-visual technology from different perspectives to help understand the best implementation of the Video Assistant Referee (VAR) system in football and, more generally, in other sports. This book addresses in-depth interdisciplinary viewpoints on the need and the opportunity of the implementation procedures regarding how to use it, considering that it could lead to very important changes. The book goes on to examine various approaches to the most interesting topics for players, amateurs, coaches, referees and referees coaches. Offering viewpoints from both academics and professionals, this new volume addresses the VAR issue in a multidisciplinary way, analysing the implications of video replay application in football from the perspective of players, coaches, television professionals, referees, amateurs, sports lawyers, media and educators.

Advances in Biometrics - Modern Methods and Implementation Strategies (Hardcover, 1st ed. 2019): G. R. Sinha Advances in Biometrics - Modern Methods and Implementation Strategies (Hardcover, 1st ed. 2019)
G. R. Sinha
R2,926 Discovery Miles 29 260 Ships in 10 - 15 working days

This book provides a framework for robust and novel biometric techniques, along with implementation and design strategies. The theory, principles, pragmatic and modern methods, and future directions of biometrics are presented, along with in-depth coverage of biometric applications in driverless cars, automated and AI-based systems, IoT, and wearable devices. Additional coverage includes computer vision and pattern recognition, cybersecurity, cognitive computing, soft biometrics, and the social impact of biometric technology. The book will be a valuable reference for researchers, faculty, and practicing professionals working in biometrics and related fields, such as image processing, computer vision, and artificial intelligence. Highlights robust and novel biometrics techniques Provides implementation strategies and future research directions in the field of biometrics Includes case studies and emerging applications

V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Paperback, 2nd edition): Jamie Cardoso V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Paperback, 2nd edition)
Jamie Cardoso
R1,884 Discovery Miles 18 840 Ships in 12 - 19 working days

Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.

The Routledge Companion to Critical Approaches to Contemporary Architecture (Paperback): Swati Chattopadhyay, Jeremy White The Routledge Companion to Critical Approaches to Contemporary Architecture (Paperback)
Swati Chattopadhyay, Jeremy White
R1,531 Discovery Miles 15 310 Ships in 12 - 19 working days

The Routledge Companion to Critical Approaches to Contemporary Architecture convenes a wide array of critical voices from architecture, art history, urbanism, geography, anthropology, media and performance studies, computer science, bio-engineering, environmental studies, and sociology that help us understand the meaning and significance of global architecture of the twenty-first century. New chapters by 36 contributors illustrated with over 140 black-and-white images are assembled in six parts concerning both real and virtual spaces: design, materiality, alterity, technologies, cityscapes, and practice.

V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Hardcover, 2nd edition): Jamie Cardoso V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Hardcover, 2nd edition)
Jamie Cardoso
R4,416 Discovery Miles 44 160 Ships in 12 - 19 working days

Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.

JPEG Series (Hardcover): K.R. Rao, Humberto Ochoa Dominguez JPEG Series (Hardcover)
K.R. Rao, Humberto Ochoa Dominguez
R3,038 Discovery Miles 30 380 Ships in 12 - 19 working days

While the JPEG image standard was developed more than 25 years ago, it is still dominant in terms of image formation, manipulation and transmission over the internet and other media. As technology advances, new demands have arisen for the efficient transmission and storage of images causing other formats to emerge. Over the years, several extensions such as, JPEGLS, JPEG2K, JPEGXT, JPEGXR, JPEGXS and JPEG Pleno, have been added, constructing a series of standards for the compression and transmission of images. This book is the first to bring together most of the series of JPEG standards in a book. This book covers the descriptions of the JPEG standards and gives the reader an overview of the latest advances in the standards of the Joint Photographic Experts Group. Topics discussed include: * JEPG; * JPEG XR; * JPEG XT; * JPEG 2000; * JPEG XS; * JPEG Pleno; * JPEG AIC; * JPEG LS; * JPEG XL; * JPSearch; * JPEG Systems; * JBIG.

The Gig Economy - Workers and Media in the Age of Convergence (Paperback): Brian Dolber, Michelle Rodino-Colocino, Chenjerai... The Gig Economy - Workers and Media in the Age of Convergence (Paperback)
Brian Dolber, Michelle Rodino-Colocino, Chenjerai Kumanyika, Todd Wolfson
R1,270 Discovery Miles 12 700 Ships in 12 - 19 working days

This edited collection examines the gig economy in the age of convergence from a critical political economic perspective. Contributions explore how media, technology, and labor are converging to create new modes of production, as well as new modes of resistance. From rideshare drivers in Los Angeles to domestic workers in Delhi, from sex work to podcasting, this book draws together research that examines the gig economy's exploitation of workers and their resistance. Employing critical theoretical perspectives and methodologies in a variety of national contexts, contributors consider the roles that media, policy, culture, and history, as well as gender, race, and ethnicity play in forging working conditions in the 'gig economy'. Contributors examine the complex and historical relationships between media and gig work integral to capitalism with the aim of exposing and, ultimately, ending exploitation. This book will appeal to students and scholars examining questions of technology, media, and labor across media and communication studies, information studies, and labor studies as well as activists, journalists, and policymakers.

The Gig Economy - Workers and Media in the Age of Convergence (Hardcover): Brian Dolber, Michelle Rodino-Colocino, Chenjerai... The Gig Economy - Workers and Media in the Age of Convergence (Hardcover)
Brian Dolber, Michelle Rodino-Colocino, Chenjerai Kumanyika, Todd Wolfson
R4,479 Discovery Miles 44 790 Ships in 12 - 19 working days

This edited collection examines the gig economy in the age of convergence from a critical political economic perspective. Contributions explore how media, technology, and labor are converging to create new modes of production, as well as new modes of resistance. From rideshare drivers in Los Angeles to domestic workers in Delhi, from sex work to podcasting, this book draws together research that examines the gig economy's exploitation of workers and their resistance. Employing critical theoretical perspectives and methodologies in a variety of national contexts, contributors consider the roles that media, policy, culture, and history, as well as gender, race, and ethnicity play in forging working conditions in the 'gig economy'. Contributors examine the complex and historical relationships between media and gig work integral to capitalism with the aim of exposing and, ultimately, ending exploitation. This book will appeal to students and scholars examining questions of technology, media, and labor across media and communication studies, information studies, and labor studies as well as activists, journalists, and policymakers.

Game Design Deep Dive - Roguelikes (Paperback): Joshua Bycer Game Design Deep Dive - Roguelikes (Paperback)
Joshua Bycer
R1,298 Discovery Miles 12 980 Ships in 12 - 19 working days

Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon's Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.

Introduction to Computer Graphics with OpenGL ES (Paperback): Jung Hyun Han Introduction to Computer Graphics with OpenGL ES (Paperback)
Jung Hyun Han
R1,540 Discovery Miles 15 400 Ships in 12 - 19 working days

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance. Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

Dance Lexicon in Shakespeare and His Contemporaries - A Corpus Based Approach (Hardcover): Fabio Ciambella Dance Lexicon in Shakespeare and His Contemporaries - A Corpus Based Approach (Hardcover)
Fabio Ciambella
R1,673 Discovery Miles 16 730 Ships in 12 - 19 working days

This book provides a thorough analysis of terpsichorean lexis in Renaissance drama. Besides considering not only the Shakespearean canon but also the Bard's contemporaries (e.g., dramatists as John Marston and Ben Jonson among the most refined Renaissance dance aficionados), the originality of this volume is highlighted in both its methodology and structure. As far as methods of analysis are concerned, corpora such as the VEP Early Modern Drama collection and EEBO, and corpus analysis tools such as #LancsBox are used in order to offer the widest range of examples possible from early modern plays and provide co-textual references for each dance. Examples from Renaissance playwrights are fundamental for the analysis of connotative meanings of the dances listed and their performative, poetic and metaphoric role in sixteenth- and seventeenth-century drama. This study will be of great interest to Renaissance researchers, lexicographers and dance historians.

Loving Fanfiction - Exploring the Role of Emotion in Online Fandoms (Hardcover): Brit Kelley Loving Fanfiction - Exploring the Role of Emotion in Online Fandoms (Hardcover)
Brit Kelley
R4,470 Discovery Miles 44 700 Ships in 12 - 19 working days

Loving Fanfiction explores emotion within the context of fandoms, specifically online fanfiction. Through exploring fans' narratives about themselves and the fanwork they produce and consume, the author theorizes how identity, cognition, emotion, the body, and embodiment come together in literacy development and practices. Drawing on affect theory to explore the complex roles of emotions, literacy, identity, and the digital, both in their own position and in the worlds of engaged fans, Brit Kelley systematically analyses work from a six-year ethnographic study across fandoms-from Harry Potter and WWE, to Gotham and Twilight. Their analysis expands upon current understandings of fandom by more thoroughly theorizing the deeply emotional element of fanfiction practices, and connects to the academic fan community to draw connections and implications for the role of emotion in teaching and research. This unique perspective on emotions, love, and fandoms will be of significant interest to scholars and students of media and communication studies, fan studies, literature, creative writing, cultural studies, digital humanities, and literacy studies.

Virtual Reality Designs (Paperback): Adriana Pena Perez Negron, Graciela Lara Lopez, Hector Rafael Orozco Aguirre Virtual Reality Designs (Paperback)
Adriana Pena Perez Negron, Graciela Lara Lopez, Hector Rafael Orozco Aguirre
R2,361 Discovery Miles 23 610 Ships in 12 - 19 working days

Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people's perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.

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 (Paperback)
William Culbertson
R1,851 Discovery Miles 18 510 Ships in 12 - 19 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.

A Computational Introduction to Digital Image Processing (Paperback, 2nd edition): Alasdair McAndrew A Computational Introduction to Digital Image Processing (Paperback, 2nd edition)
Alasdair McAndrew
R1,728 Discovery Miles 17 280 Ships in 12 - 19 working days

Highly Regarded, Accessible Approach to Image Processing Using Open-Source and Commercial Software A Computational Introduction to Digital Image Processing, Second Edition explores the nature and use of digital images and shows how they can be obtained, stored, and displayed. Taking a strictly elementary perspective, the book only covers topics that involve simple mathematics yet offer a very broad and deep introduction to the discipline. New to the Second Edition This second edition provides users with three different computing options. Along with MATLAB (R), this edition now includes GNU Octave and Python. Users can choose the best software to fit their needs or migrate from one system to another. Programs are written as modular as possible, allowing for greater flexibility, code reuse, and conciseness. This edition also contains new images, redrawn diagrams, and new discussions of edge-preserving blurring filters, ISODATA thresholding, Radon transform, corner detection, retinex algorithm, LZW compression, and other topics. Principles, Practices, and Programming Based on the author's successful image processing courses, this bestseller is suitable for classroom use or self-study. In a straightforward way, the text illustrates how to implement imaging techniques in MATLAB, GNU Octave, and Python. It includes numerous examples and exercises to give students hands-on practice with the material.

Game Anim - Video Game Animation Explained (Hardcover, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Hardcover, 2nd edition)
Jonathan Cooper
R3,896 Discovery Miles 38 960 Ships in 12 - 19 working days

Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book

The Image Processing Handbook (Paperback, 7th edition): John C. Russ, F Brent Neal The Image Processing Handbook (Paperback, 7th edition)
John C. Russ, F Brent Neal
R2,958 Discovery Miles 29 580 Ships in 9 - 17 working days

Consistently rated as the best overall introduction to computer-based image processing, The Image Processing Handbook covers two-dimensional (2D) and three-dimensional (3D) imaging techniques, image printing and storage methods, image processing algorithms, image and feature measurement, quantitative image measurement analysis, and more. Incorporating image processing and analysis examples at all scales, from nano- to astro-, this Seventh Edition: Features a greater range of computationally intensive algorithms than previous versions Provides better organization, more quantitative results, and new material on recent developments Includes completely rewritten chapters on 3D imaging and a thoroughly revamped chapter on statistical analysis Contains more than 1700 references to theory, methods, and applications in a wide variety of disciplines Presents 500+ entirely new figures and images, with more than two-thirds appearing in color The Image Processing Handbook, Seventh Edition delivers an accessible and up-to-date treatment of image processing, offering broad coverage and comparison of algorithms, approaches, and outcomes.

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