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

New Realities in Audio - A Practical Guide for VR, AR, MR and 360 Video. (Hardcover): Stephan Schutze, Anna Irwin-Schutze New Realities in Audio - A Practical Guide for VR, AR, MR and 360 Video. (Hardcover)
Stephan Schutze, Anna Irwin-Schutze
R4,367 Discovery Miles 43 670 Ships in 10 - 15 working days

The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio doesn't work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we've seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.

Radar Imaging for Maritime Observation (Paperback): Fabrizio Berizzi, Marco Martorella, Elisa Giusti Radar Imaging for Maritime Observation (Paperback)
Fabrizio Berizzi, Marco Martorella, Elisa Giusti
R2,569 Discovery Miles 25 690 Ships in 10 - 15 working days

Based on the experiences of the Department of Information Engineering of the University of Pisa and the Radar and Surveillance System (RaSS) national laboratory of the National Interuniversity Consortium of Telecommunication (CNIT), Radar Imaging for Maritime Observation presents the most recent results in radar imaging for maritime observation. The book explores both the areas of sea surface remote sensing and maritime surveillance providing key theoretical concepts of SAR and ISAR imaging and more advanced and ad-hoc techniques for applications in maritime scenarios. The book is organized in two sections. The first section discusses the fundamentals of standard SAR/ISAR processing and novel imaging techniques, such as Bistatic, Passive, and, 3D Interferometric ISAR. The second section focuses on the applications and results obtained by processing real data from maritime observations like SAR image processing for oil spill, detection in SAR images and fractal analysis. Useful to both beginners and experts in maritime observation, this book provides several examples of (mainly space-borne) radar imaging of maritime targets. Nevertheless, the same principles and techniques apply to the case of manned or unmanned carriers and to ground and air moving targets.

Robust Kalman Filtering for Signals and Systems with Large Uncertainties (Hardcover): Ian Petersen, Andrey Savkin Robust Kalman Filtering for Signals and Systems with Large Uncertainties (Hardcover)
Ian Petersen, Andrey Savkin; Edited by William Levine
R2,420 Discovery Miles 24 200 Ships in 18 - 22 working days

1 Introduction.- 2 Continuous-Time Quadratic Guaranteed Cost Filtering.- 3 Discrete-Time Quadratic Guaranteed Cost Filtering.- 4 Continuous-Time Set-Valued State Estimation and Model Validation.- 5 Discrete-Time Set-Valued State Estimation.- 6 Robust State Estimation with Discrete and Continuous Measurements.- 7 Set-Valued State Estimation with Structured Uncertainty.- 8 Robust H? Filtering with Structured Uncertainty.- 9 Robust Fixed Order H? Filtering.- 10 Set-Valued State Estimation for Nonlinear Uncertain Systems.- 11 Robust Filtering Applied to Induction Motor Control.- References.

Quality of Experience Paradigm in Multimedia Services - Application to OTT Video Streaming and VoIP Services (Hardcover):... Quality of Experience Paradigm in Multimedia Services - Application to OTT Video Streaming and VoIP Services (Hardcover)
Muhammad Sajid Mushtaq, Abdelhamid Mellouk
R3,222 R3,015 Discovery Miles 30 150 Save R207 (6%) Ships in 10 - 15 working days

The analysis of QoE is not an easy task, especially for multimedia services, because all the factors (technical and non-technical) that directly or indirectly influence the user-perceived quality have to be considered. This book describes different methods to investigate users' QoE from the viewpoint of technical and non-technical parameters using multimedia services. It discusses the subjective methods for both controlled and uncontrolled environments. Collected datasets are used to analyze users' profiles, which sheds light on key factors to help network service providers understand end-users' behavior and expectations. Important adaptive video streaming technologies are discussed that run on unmanaged networks to achieve certain QoS features. The authors present a scheduling method to allocate resources to the end-user based on users' QoE and optimizes the power efficiency of users' device for LTE-A. Lastly, two key aspects of 5G networks are presented: QoE using multimedia services (VoIP and video), and power-saving model for mobile device and virtual base station.

Cellular Image Classification (Hardcover, 1st ed. 2017): Xiang Xu, Xingkun Wu, Feng Lin Cellular Image Classification (Hardcover, 1st ed. 2017)
Xiang Xu, Xingkun Wu, Feng Lin
R3,204 Discovery Miles 32 040 Ships in 18 - 22 working days

This book introduces new techniques for cellular image feature extraction, pattern recognition and classification. The authors use the antinuclear antibodies (ANAs) in patient serum as the subjects and the Indirect Immunofluorescence (IIF) technique as the imaging protocol to illustrate the applications of the described methods. Throughout the book, the authors provide evaluations for the proposed methods on two publicly available human epithelial (HEp-2) cell datasets: ICPR2012 dataset from the ICPR'12 HEp-2 cell classification contest and ICIP2013 training dataset from the ICIP'13 Competition on cells classification by fluorescent image analysis. First, the reading of imaging results is significantly influenced by one's qualification and reading systems, causing high intra- and inter-laboratory variance. The authors present a low-order LP21 fiber mode for optical single cell manipulation and imaging staining patterns of HEp-2 cells. A focused four-lobed mode distribution is stable and effective in optical tweezer applications, including selective cell pick-up, pairing, grouping or separation, as well as rotation of cell dimers and clusters. Both translational dragging force and rotational torque in the experiments are in good accordance with the theoretical model. With a simple all-fiber configuration, and low peak irradiation to targeted cells, instrumentation of this optical chuck technology will provide a powerful tool in the ANA-IIF laboratories. Chapters focus on the optical, mechanical and computing systems for the clinical trials. Computer programs for GUI and control of the optical tweezers are also discussed. to more discriminative local distance vector by searching for local neighbors of the local feature in the class-specific manifolds. Encoding and pooling the local distance vectors leads to salient image representation. Combined with the traditional coding methods, this method achieves higher classification accuracy. Then, a rotation invariant textural feature of Pairwise Local Ternary Patterns with Spatial Rotation Invariant (PLTP-SRI) is examined. It is invariant to image rotations, meanwhile it is robust to noise and weak illumination. By adding spatial pyramid structure, this method captures spatial layout information. While the proposed PLTP-SRI feature extracts local feature, the BoW framework builds a global image representation. It is reasonable to combine them together to achieve impressive classification performance, as the combined feature takes the advantages of the two kinds of features in different aspects. Finally, the authors design a Co-occurrence Differential Texton (CoDT) feature to represent the local image patches of HEp-2 cells. The CoDT feature reduces the information loss by ignoring the quantization while it utilizes the spatial relations among the differential micro-texton feature. Thus it can increase the discriminative power. A generative model adaptively characterizes the CoDT feature space of the training data. Furthermore, exploiting a discriminant representation allows for HEp-2 cell images based on the adaptive partitioned feature space. Therefore, the resulting representation is adapted to the classification task. By cooperating with linear Support Vector Machine (SVM) classifier, this framework can exploit the advantages of both generative and discriminative approaches for cellular image classification. The book is written for those researchers who would like to develop their own programs, and the working MatLab codes are included for all the important algorithms presented. It can also be used as a reference book for graduate students and senior undergraduates in the area of biomedical imaging, image feature extraction, pattern recognition and classification. Academics, researchers, and professional will find this to be an exceptional resource.

Essential Skills in Organic Modeling (Paperback): Nicholas B. Zeman Essential Skills in Organic Modeling (Paperback)
Nicholas B. Zeman
R1,873 Discovery Miles 18 730 Ships in 10 - 15 working days

This is a beginner's guide to learning and implementing the essential aspects of modeling organic objects and using an organic workflow to model anything. This book gives an aspiring modeler all the tools that they need to know in order to begin creating great models that are efficient and laid out properly for rigging and texturing. The reader will be taken through all the primary techniques and methodologies for making "liveable" creatures for video, film, or games. The reader will also learn the basic physical structure that designates something as organic vs artificial, and how these varying structures can be tackled from a modeling perspective.through a practical, hands-on approach. Features Designed to approach organic modeling in a software-independent manner. Builds fundamental knowledge of 3D digital art from the ground up. Each lesson builds on the previous lesson. Has industry standard knowledge, based on simplicity and efficiency that will work for either production rendering or game development. Defines what organic modeling is and how it works, and why each technique was developed and implemented as it currently stands.

Journalism Design - Interactive Technologies and the Future of Storytelling (Hardcover): Skye Doherty Journalism Design - Interactive Technologies and the Future of Storytelling (Hardcover)
Skye Doherty
R1,770 Discovery Miles 17 700 Ships in 10 - 15 working days

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

Image Analysis and Modeling in Ophthalmology (Paperback): Eddie Y. K. Ng, U Rajendra Acharya, Jasjit S. Suri, Aurelio Campilho Image Analysis and Modeling in Ophthalmology (Paperback)
Eddie Y. K. Ng, U Rajendra Acharya, Jasjit S. Suri, Aurelio Campilho
R3,099 Discovery Miles 30 990 Ships in 10 - 15 working days

Digital fundus images can effectively diagnose glaucoma and diabetes retinopathy, while infrared imaging can show changes in the vascular tissues. Likening the eye to the conventional camera, Image Analysis and Modeling in Ophthalmology explores the application of advanced image processing in ocular imaging. This book considers how images can be used to effectively diagnose ophthalmologic problems. It introduces multi-modality image processing algorithms as a means for analyzing subtle changes in the eye. It details eye imaging, textural imaging, and modeling, and highlights specific imaging and modeling techniques. The book covers the detection of diabetes retinopathy, glaucoma, anterior segment eye abnormalities, instruments on detection of glaucoma, and development of human eye models using computational fluid dynamics and heat transfer principles to predict inner temperatures of the eye from its surface temperature. It presents an ultrasound biomicroscopy (UBM) system for anterior chamber angle imaging and proposes an automated anterior segment eye disease classification system that can be used for early disease diagnosis and treatment management. It focuses on the segmentation of the blood vessels in high-resolution retinal images and describes the integration of the image processing methodologies in a web-based framework aimed at retinal analysis. The authors introduce the A-Levelset algorithm, explore the ARGALI system to calculate the cup-to-disc ratio (CDR), and describe the Singapore Eye Vessel Assessment (SIVA) system, a holistic tool which brings together various technologies from image processing and artificial intelligence to construct vascular models from retinal images. The text furnishes the working principles of mechanical and optical instruments for the diagnosis and healthcare administration of glaucoma, reviews state-of-the-art CDR calculation detail, and discusses the existing methods and databases. Image Analysis and Modeling in Ophthalmology includes the latest research development in the field of eye modeling and the multi-modality image processing techniques in ocular imaging. It addresses the differences, performance measures, advantages and disadvantages of various approaches, and provides extensive reviews on related fields.

Punk Playthings - Provocations for 21st Century Game Makers (Paperback): Chris Lowthorpe, Sean Taylor Punk Playthings - Provocations for 21st Century Game Makers (Paperback)
Chris Lowthorpe, Sean Taylor
R1,863 Discovery Miles 18 630 Ships in 10 - 15 working days

Punk Playthings Provocations for 21st Century Game Makers "Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that." Malcolm Mclaren Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you're in the wrong place. Put the book back on the shelf. Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.

Digital Love - Romance and Sexuality in Games (Hardcover): Heidi McDonald Digital Love - Romance and Sexuality in Games (Hardcover)
Heidi McDonald
R4,645 Discovery Miles 46 450 Ships in 10 - 15 working days

Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games- both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design

Twice the First - Quirino Cristiani and the Animated Feature Film (Hardcover): Giannalberto Bendazzi Twice the First - Quirino Cristiani and the Animated Feature Film (Hardcover)
Giannalberto Bendazzi
R1,855 Discovery Miles 18 550 Ships in 10 - 15 working days

Giannalberto Bendazzi brings to light some of the lost relics of animation history with his new book, Twice the First: Quirino Cristiani and the Animated Feature Film. Unlike other works, however, Bendazzi focuses on the growth of animation in non-western countries. This book particularly emphasizes the contributions of Quirino Cristiani and how his work influenced other animators. Bendazzi provides in-depth coverage about Cristiani's life, both professionally and personally. Twice the First takes the reader on an exciting journey through the historical development of animation through the eyes of Quirino Cristiani. Key Features A look back at the modest beginnings of feature film animation. An exciting account of some facts never before revealed in the history and development of animated film Among the fascinating information the reader can learn from this book, is that not all the action in cinematography took place in North America and Western Europe This book provides an important service in documenting the early period of animation and filling in the gaps in the history of the development of animation.

Managing and Mining Graph Data (Hardcover, 2010 ed.): Charu C. Aggarwal, Haixun Wang Managing and Mining Graph Data (Hardcover, 2010 ed.)
Charu C. Aggarwal, Haixun Wang
R5,485 Discovery Miles 54 850 Ships in 18 - 22 working days

Managing and Mining Graph Data is a comprehensive survey book in graph management and mining. It contains extensive surveys on a variety of important graph topics such as graph languages, indexing, clustering, data generation, pattern mining, classification, keyword search, pattern matching, and privacy. It also studies a number of domain-specific scenarios such as stream mining, web graphs, social networks, chemical and biological data. The chapters are written by well known researchers in the field, and provide a broad perspective of the area. This is the first comprehensive survey book in the emerging topic of graph data processing.
Managing and Mining Graph Data is designed for a varied audience composed of professors, researchers and practitioners in industry. This volume is also suitable as a reference book for advanced-level database students in computer science and engineering.

HTML5 Game Development from the Ground Up with Construct 2 (Hardcover): Roberto Dillon HTML5 Game Development from the Ground Up with Construct 2 (Hardcover)
Roberto Dillon
R5,209 Discovery Miles 52 090 Ships in 10 - 15 working days

Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author's own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author's website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

Final Cut Pro X Beyond the Basics - Advanced Techniques for Editors (Hardcover, 2nd edition): Tom Wolsky Final Cut Pro X Beyond the Basics - Advanced Techniques for Editors (Hardcover, 2nd edition)
Tom Wolsky
R5,643 Discovery Miles 56 430 Ships in 10 - 15 working days

Going beyond where introductory books leave off and written for experienced editors, especially those new to Final Cut Pro X, this new and revised edition of Final Cut Pro X Beyond the Basics is brimming with cutting-edge methods to bring your editing skills to the next level. Explained in jargon-free language by a seasoned teacher and digital editor, Tom Wolsky's text has been fully updated to address the new Final Cut Pro X 10.3 interface and changes to the software. This full-color workshop features tutorials that provide firsthand experience on the art and technique of editing at an advanced level with Final Cut Pro X, as well as in-depth information and time-saving tips that will allow you to master the application's interface elements, tools, and nuances. Wolsky covers all the bases, including: Library workflows and collaboration; Media organization and metadata customization for different genres; Editing techniques for projects of various lengths and types; Using markers and the timeline index; Audio tools; Multicam editing; Audio and video effects; Color correction, including secondary corrections and isolated color adjustments; Compositing and complex animation. An accompanying eResource features downloadable Final Cut Pro X project libraries for the tutorials discussed in the book, offering readers hands-on examples of the techniques and practices covered.

Animate to Harmony - The Independent Animator's Guide to Toon Boom (Hardcover): Adam Phillips Animate to Harmony - The Independent Animator's Guide to Toon Boom (Hardcover)
Adam Phillips
R5,234 Discovery Miles 52 340 Ships in 10 - 15 working days

Want to create studio-quality work and get noticed? Just coming off Flash and looking for a Toon Boom intro? Are you a traditional pencil-and-paper animator? From scene setup to the final render, learn how to navigate the Toon Boom interface to create animation that can be published on a variety of platforms and formats. Animate to Harmony guides you through Toon Boom's Animate, Animate Pro and Harmony programs, teaching you how to create high-quality 2D animation of all complexities. The main text focuses onfeatures that are common across all three programs while "Advanced Techniques" boxes throughout the book elaborate on Pro and Harmony features, appealing to all levels of experience with any of the three main Toon Boom products.

Digital Image Processing - An Algorithmic Approach with MATLAB (Paperback): Uvais Qidwai, C.H. Chen Digital Image Processing - An Algorithmic Approach with MATLAB (Paperback)
Uvais Qidwai, C.H. Chen
R2,325 Discovery Miles 23 250 Ships in 10 - 15 working days

Avoiding heavy mathematics and lengthy programming details, Digital Image Processing: An Algorithmic Approach with MATLAB (R) presents an easy methodology for learning the fundamentals of image processing. The book applies the algorithms using MATLAB (R), without bogging down students with syntactical and debugging issues. One chapter can typically be completed per week, with each chapter divided into three sections. The first section presents theoretical topics in a very simple and basic style with generic language and mathematics. The second section explains the theoretical concepts using flowcharts to streamline the concepts and to form a foundation for students to code in any programming language. The final section supplies MATLAB codes for reproducing the figures presented in the chapter. Programming-based exercises at the end of each chapter facilitate the learning of underlying concepts through practice. This textbook equips undergraduate students in computer engineering and science with an essential understanding of digital image processing. It will also help them comprehend more advanced topics and sophisticated mathematical material in later courses. A color insert is included in the text while various instructor resources are available on the author's website.

Design and Implementation of 3D Graphics Systems (Hardcover): Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa Design and Implementation of 3D Graphics Systems (Hardcover)
Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa
R5,220 Discovery Miles 52 200 Ships in 10 - 15 working days

Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

Advances In Chinese Document And Text Processing (Hardcover): Chenglin Liu, Yue Lu Advances In Chinese Document And Text Processing (Hardcover)
Chenglin Liu, Yue Lu
R3,059 Discovery Miles 30 590 Ships in 18 - 22 working days

The book is a collection of invited chapters by experts in Chinese document and text processing, and is part of a series on Language Processing, Pattern Recognition, and Intelligent Systems. The chapters introduce the latest advances and state-of-the-art methods for Chinese document image analysis and recognition, font design, text analysis and speaker recognition. Handwritten Chinese character recognition and text line recognition are at the core of document image analysis (DIA), and therefore, are addressed in four chapters for different scripts (online characters, offline characters, ancient characters, and text lines). Two chapters on character recognition pay much attention to deep convolutional neural networks (CNNs), which are widely used and performing superiorly in various pattern recognition problems. A chapter is contributed to describe a large handwriting database consisting both online and offline characters and text pages. Postal mail reading and writer identification, addressed in two chapters, are important applications of DIA. The collection can serve as reference for students and engineers in Chinese document and text processing and their applications.

The Art of Fluid Animation (Hardcover): Jos Stam The Art of Fluid Animation (Hardcover)
Jos Stam
R5,493 Discovery Miles 54 930 Ships in 10 - 15 working days

Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.

The Indie Game Developer Handbook (Hardcover): Richard Hill-Whittall The Indie Game Developer Handbook (Hardcover)
Richard Hill-Whittall
R5,210 Discovery Miles 52 100 Ships in 10 - 15 working days

The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

Composing Music for Games - The Art, Technology and Business of Video Game Scoring (Hardcover): Chance Thomas Composing Music for Games - The Art, Technology and Business of Video Game Scoring (Hardcover)
Chance Thomas
R5,223 Discovery Miles 52 230 Ships in 10 - 15 working days

Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.

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
R2,924 Discovery Miles 29 240 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.

Game Development for iOS with Unity3D (Hardcover): Jeff  W. Murray Game Development for iOS with Unity3D (Hardcover)
Jeff W. Murray
R5,493 Discovery Miles 54 930 Ships in 10 - 15 working days

Demystifies the Processes of Game DevelopmentGame Development for iOS with Unity3D takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store. Encompasses the Whole Range of iOS Game DevelopmentThis practical book begins with advice on writing a game design document and getting Apple developer certification. It then covers the build processes of the Unity Remote application and explains how to use the Unity editor. After focusing on debugging and optimization, the author describes tips for designing and marketing a successful App Store page. The book also features two iOS-ready games to explore, adapt, and play. Source files for the game examples are available at www.crcpress.com. Guides You in Creating a Functional iOS Game Accessible to indie game developers and small- to medium-sized studios, this hands-on guide gives you the tools and knowledge needed to start building and launching iOS games. It helps you create games using Unity3D and publish them to the App Store.

Interactive Storytelling - Techniques for 21st Century Fiction (Hardcover): Andrew Glassner Interactive Storytelling - Techniques for 21st Century Fiction (Hardcover)
Andrew Glassner
R5,526 Discovery Miles 55 260 Ships in 10 - 15 working days

We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of classical story structure and classical game structure and explains why it has been surprisingly difficult to bring these two activities together. With this foundation in place, the book presents several ideas for ways to move forward in this appealing quest. The author has a conversational and friendly style, making reading a pleasure.

Create 2D Mobile Games with Corona SDK - For iOS and Android (Hardcover): David Mekersa Create 2D Mobile Games with Corona SDK - For iOS and Android (Hardcover)
David Mekersa
R5,482 Discovery Miles 54 820 Ships in 10 - 15 working days

Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!

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