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Sunday Times bestselling author Sean Smith tells the extraordinary story of a modern cultural icon: Harry Styles. Harry Styles has grown up. The One Direction boy band member so loved by millions has become a truly global superstar - and he's done it without shouting from the rooftops or displaying a mammoth ego. In this captivating biography for fans from day one as well as a whole new generation, Sean Smith chronicles the development of a thoroughly modern man with boundless charisma who represents a better world devoid of prejudice. Harry's life changed forever when his mum Anne filled in a form requesting an audition to the X Factor. He left his home in rural Cheshire as a sixteen-year-old and never went back - setting out on a path to become a genuine icon of the age. Harry Styles: the Making of a Modern Man follows his journey, painting a picture of a man who at times remains an enigma while embracing the world he cares about - his family, his friends and lovers, his music, acting and, of course, the world of fashion. Harry is the only British male artist to have his first two albums debut at number one in the US; his movie career is flourishing with starring roles in Don't Worry Darling and My Policeman and he is the first man to appear solo on the cover of Vogue. A champion of gender fluid fashion he has proved himself to be an inspiring role model in a world where toxic masculinity has no place. In troubling and uncertain times, Harry Styles lives to his own mantra that would benefit us all - 'Treat People with Kindness.'
What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That's one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).
For junior- to graduate-level courses in computer graphics. Assuming no background in computer graphics, this junior- to graduate-level textbook presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.
An argument that great expressive power of computational media arises from the construction of phantasms-blends of cultural ideas and sensory imagination. In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms-blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms-cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking-influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine.
Create a YouTube channel that draws subscribers with top-notch content YouTube has the eyes and ears of two billion monthly users. YouTube Channels for Dummies, 2nd Edition offers proven steps to attracting a chunk of those billions to your personal or business channel. This updated guide offers insight from a quartet of YouTube channel content creators, managers, marketers, and analysts as they share the secrets of creating great content, building an audience, and interacting with your viewers. The book includes information on: - Setting up a channel - Creating videos that attract viewers - Putting together a video studio - Editing your final product - Reaching your target audience - Interacting with your fans - Building a profitable business - Tips on copyright law Written for both the budding YouTube creator and the business professional seeking to boost their company's profile on the popular social networking site, YouTube Channels for Dummies allows its readers to access the over two billion active YouTube users who log on each day. Learn how to create a channel, build a YouTube following, and get insight on content creation, planning, and marketing from established YouTube creators.
THE DESIGN COLLECTION REVEALED provides comprehensive step-by-step instruction and in-depth explanation for three of today's most widely used design and layout programs: Adobe (R) InDesign (R) CS5, Adobe (R) Photoshop (R) CS5, and Adobe (R) Illustrator (R) CS5. Readers gain practical experience with the software as they work through end-of-chapter learning projects and step-by-step tutorials. An integration chapter demonstrates how to move from one application to the other. Full-color illustrations and a user-friendly design combine to create a robust learning experience that reveals how to master the latest features of Adobe's popular design suite.
This updated and expanded fourth edition retains the strength of previous editions while adding new material relevant for the changing work environment. The book describes the latest industry trends and incorporates them into a project management framework. By developing practical skills it aids the project manager's own development, and provides a coherent overview of the issues that affect all in the converging industries of communications, media and computing.
This book describes a new, "e-Health" approach to stroke rehabilitation. The authors propose an alternative approach that combines state of the art ICT technologies ranging from Augmented and Virtual Reality gaming environments to latest advances in immersive user interfaces for delivering a mixed-reality training platform, along with advanced embedded micro sensing and computing devices exhibiting enhanced power autonomy by using the latest Bluetooth Smart communication interfaces and energy saving approaches. These technologies are integrated under the umbrella of an online Personal Health Record (PHR) services allowing for delivery of personalized, patient-centric medical services whether at home, in a clinic or on the move. Describes innovative ways for achieving mixed-reality gaming environments; Enhances immersive experience by combining virtual projections with user interfaces based on body motion analysis; Offers cost-effective body motion capture by hybridizing wearable sensor data; Utilizes energy-efficient micro-embedded sensors for wearable physiological and sensing and activity monitoring applications; Includes innovative, power autonomous sensing using Body Area Networks; Describes the prototype of the portable, integrated rehabilitation training solution.
Make your websites more dynamic by adding a feedback form, creating a private area where members can upload images that are automatically resized, or storing all your content in a database. David Powers has updated his definitive book to incorporate the latest techniques and changes to PHP with the arrival of PHP 8. New features include named attributes, constructor property promotion, the stricter and more concise match expression, union types, and more. The problem is, you're not a programmer and the thought of writing code sends a chill up your spine. Or maybe you've dabbled a bit in PHP and MySQL, but you can't get past baby steps. If this describes you, then you've just found the right book. PHP powers four out of every five websites that use a server-side language. In combination with the MySQL database it's ideal for creating dynamic websites. PHP and MySQL are free, easy to use, and provided by many web hosting companies in their standard packages. This book also covers MariaDB, a seamless replacement for MySQL that has been adopted on many web servers. Unfortunately, most PHP books either expect you to be an expert already or force you to go through endless exercises of little practical value. In contrast, this book gives you real value right away through a series of practical examples that you can incorporate directly into your sites, optimizing performance and adding functionality such as file uploading, email feedback forms, image galleries, content management systems, and much more. Each solution is created with not only functionality in mind, but also visual design. But this book doesn't just provide a collection of ready-made scripts: each PHP solution builds on what's gone before, teaching you the basics of PHP and database design quickly and painlessly. You'll learn how to optimize your code using object-oriented programming (OOP) techniques. By the end of the book, you'll have the confidence to start writing your own scripts or-if you prefer to leave that task to others-to adapt existing scripts to your own requirements. Right from the start, you're shown how easy it is to protect your sites by adopting secure coding practices. What You Will Learn Design and build dynamic PHP-based web sites and applications Get started right away through practical examples that you can reuse Incorporate PHP 8 elements including named attributes, constructor property promotion, and union types Understand the subtle, but important differences between switch and match Work with the latest PHP 8 techniques, innovations, and best practices Who This Book Is For Readers should ideally have some prior exposure to web development using PHP.
Make your 3D world a reality Some of the dramatic visual effects you've seen in top-grossing movies and heralded television series got their start in Blender. This book helps you get your own start in creating three-dimensional characters, scenes, and animations in the popular free and open-source tool. Author Jason van Gumster shares his insight as an independent animator and digital artist to help Blender newcomers turn their ideas into three-dimensional drawings. From exporting and sharing scenes to becoming a part of the Blender community, this accessible book covers it all! Create 3D characters--no experience required Build scenes with texture and real lighting features Animate your creations and share them with the world Avoid common rookie mistakes This book is the ideal starting place for newcomers to the world of 3D modeling and animation.
New media is like a giant jigsaw puzzle; a combination of different skills and media. We know all about the pieces, but the biggest problem is putting them all together to get the 'big picture' of new media design. Design for New Media gives a unified approach to looking at the area, covering both the separate elements, and putting them in the context of new media design as a whole. The book is divided into four sections; The first section considers some of the issues that arise from designing with new and developing technology. The author then moves on to look at the 'building blocks' of new media (sound, colour and animation), and their role in the design of a new media product is explained. The third section covers interaction design and those elements of new media that are connected with the use and understanding of the product. Finally, the process of design itself is considered in a practical way; how do you take that first step in designing a new media product?
Create and distribute PDF (Portable Document Format) files using Adobe Acrobat 7.0. This easy-to-follow guide shows you how to generate Adobe PDF files that retain the look and feel of the original documents, share PDFs, initiate and participate in PDF document reviews, and prepare PDFs for print or the Web. You'll also learn to develop interactive forms, secure your documents, and create PDFs from Microsoft Office and other authoring applications. With coverage of Adobe Acrobat Standard and Professional editions, this hands-on resource will help you take full advantage of the premier paperless publishing and collaboration solution.Read and search PDF documents Convert virtually any document to PDF Capture documents from a scanner, digital camera, or Web page Create bookmarks, links, navigation menus, and use thumbnails Add digital signatures and document security Optimize documents for print, the Web, or other purposes Review, edit, and annotate PDFs in multi-author environments Create a searchable index Create PDF forms using Adobe Designer Add multimedia elements to PDFs
About the author: Doug Sahlin is a best-selling author, Web site designer, and Acrobat trainer. He teaches corporations and government organizations how to save time and money by converting paper documents to PDF. Sahlin's other books include "How to Do Everything with Adobe Acrobat 6.0, How to Do Everything with Adobe Encore DVD," and "Digital Photography QuickSteps."
Each Student Book and ActiveBook have has clearly laid out pages with a range of supportive features to aid learning and teaching: Getting to know your unit sections ensure learners understand the grading criteria and unit requirements. Getting ready for Assessment sections focus on preparation for external assessment with guidance for learners on what to expect. Hints and tips will help them prepare for assessment and sample answers are provided for a range of question types including, short and long answer questions, all with a supporting commentary. Learners can also prepare for internal assessment using this feature. A case study of a learner completing the internal assessment for that unit covering 'How I got started', 'How I brought it all together' and 'What I got from the experience'. Pause Point feature provide opportunities for learners to self-evaluate their learning at regular intervals. Each Pause Point point feature gives learners a Hint or Extend option to either revisit and reinforce the topic or to encourage independent research or study skills. Case Study and Theory into Practice features enable development of problem-solving skills and place the theory into real life situations learners could encounter. Assessment Activity/Practice provide scaffolded assessment practice activities that help prepare learners for assessment. Within each assessment practice activity, a Plan, Do and Review section supports learners' formative assessment by making sure they fully understand what they are being asked to do, what their goals are and how to evaluate the task and consider how they could improve. Dedicated Think Future pages provide case studies from the industry, with a focus on aspects of skills development that can be put into practice in a real work environment and further study.
Exam Board: SQA Level: Higher Subject: Graphic Communication First Teaching: 2018, First Exam: 2019 The Higher Graphic Communication Course Notes helps teachers and students map their route through the CfE programme, providing comprehensive and authoritative guidance for the course. Full coverage of the new Higher course specifications with list of learning intentions Attractive layout with clear text features Key questions highlight crucial concepts and techniques that need to be grasped by students in order to progress to the next learning intention What the examiner/assessor is looking for to help teachers & students feel secure End of unit material - unit assessment, exam-style questions with worked answers and examiners commentary, self-assessment Course Notes give a practical, supportive approach to help deliver the new curriculum and offer a blend of sound teaching and learning with assessment guidance
Do you want to be able to receive satellite images using nothing but your computer, an old TV antenna, and a $20 USB stick? Now you can. At last, the technology exists to turn your computer into a super radio receiver, capable of tuning in to FM, shortwave, amateur ham, and even satellite frequencies, around the world and above it. Listen to police, fire, and aircraft signals, both in the clear and encoded. And with the book's advanced antenna design, there's no limit to the signals you can receive. Combine your desktop or laptop computer with easy-to-find, Software Defined Radio (SDR) equipment, and tune in a wide range of signals in no time at all. Then, go one step further by converting a Raspberry Pi into your own dedicated SDR device. SDR USB dongles are usually designed to receive and decode high-definition digital television broadcasts, but the rising popularity of SDR has led to several of these devices being specifically made for - and marketed to - the software radio crowd. With step-by-step instructions, you'll have no problem getting everything up and running on both Windows and Linux. The antenna is the final piece in the SDR puzzle: Which antenna do you use? What shape do you need? How big does it have to be? And where do you point it? Get all the answers you need and learn what's possible when it comes to picking out or building an antenna. And if you're not particularly handy, don't worry. You can use an old-school set of rabbit ear antennas without too much modification. Discover the fun of this growing hobby and then open your ears to the hidden signals that surround you. What You Need: You will need a relatively recent computer or laptop, running either Windows or Ubuntu Linux. You can also use a Raspberry Pi. All of the software necessary is free and open-source, and the book describes in detail where to get it and how to install it, depending on your operating system.
The book represents the culmination of a hugely successful heritage preservation project initiated by the Government of India's Department of Science and Technology. It presents extensive research on the digital preservation of the history, mythology, art, architecture and culture of the world heritage site Hampi in Karnataka, the seat of the Vijayanagara dynasty in medieval India. Further, the book introduces readers to a range of techniques developed by Indian technical research groups for digitally preserving both the tangible and intangible cultural heritage of the region. These techniques are sufficiently generic to be applied in heritage preservation efforts for other historical sites around the world as well. Technological advances have made it possible to not only create digital archives of these heritage artifacts, but to also share these resources for people to view, explore, experience, and analyze. This book showcases how cutting-edge technology can be combined with cultural and historical research to digitize and preserve heritage. It is the consolidation of work conducted under the Indian Digital Heritage project, a unique initiative of the Department of Science & Technology (DST), Government of India. The project involved collaboration between researchers in the areas of Technology, Computer Science, Architecture and the Humanities for the digital documentation and interpretation of India's tangible and intangible heritage. It highlights the art, architecture, and cultural legacy of the world heritage site of Hampi in Karnataka, the medieval capital of the 14th-16th century Vijayanagara dynasty. The contributors to this book are scientists and technology experts from prominent academic institutes in India such as the IITs (Indian Institutes of Technology), NIIT, and NID (National Institute of Design) working in collaboration with some of India's top architects, art historians, anthropologists, heritage groups and multi-disciplinary cultural institutions such as the National Institute of Advanced Studies (NIAS). Their papers will introduce readers to cutting-edge technologies from research areas such as computer vision, 3D modeling and artificial intelligence as they are employed to preserve art and culture in the digital domain. The book is divided into four parts. Part 1 details efforts and techniques for modeling and representing the tangible heritage of Hampi, such as the reconstruction of damaged structures, realistic walk-throughs, and haptic rendering. Part 2 includes chapters detailing the analysis and digital restoration of artifacts such as mural paintings, inscriptions and sculptures, as well as mobile-based visual search for artifacts. Part 3 includes chapters on conjectural re-constructions of the architectural life, social life and traditions of Hampi. Lastly, Part 4 addresses the knowledge-based archiving and exploration of cultural heritage.
This latest volume in the series, Socio-Affective Computing, presents a set of novel approaches to analyze opinionated videos and to extract sentiments and emotions. Textual sentiment analysis framework as discussed in this book contains a novel way of doing sentiment analysis by merging linguistics with machine learning. Fusing textual information with audio and visual cues is found to be extremely useful which improves text, audio and visual based unimodal sentiment analyzer. This volume covers the three main topics of: textual preprocessing and sentiment analysis methods; frameworks to process audio and visual data; and methods of textual, audio and visual features fusion. The inclusion of key visualization and case studies will enable readers to understand better these approaches. Aimed at the Natural Language Processing, Affective Computing and Artificial Intelligence audiences, this comprehensive volume will appeal to a wide readership and will help readers to understand key details on multimodal sentiment analysis.
Lay down some tracks--no garage required! GarageBand has become the default musical sketchpad for both well-known artists and hobbyists musicians who want a simple way to record, edit, and share their own tunes. GarageBand For Dummies is your go-to guide to navigating the interface and making the tweaks to create your own songs. Look inside to discover how to lay down a beat with the virtual drum kits, layer on sweet sounds with built-in virtual instruments, and attach simple hardware to record vocals or live instruments on a Mac, iPad, or even an iPhone. Use built-in instruments to create a song Attach your guitar or mic to record live sounds Export your final product or individual tracks Add effects and edit your song GarageBand is the simplest way to create basic tracks without investing in costly hardware and learning a complex digital audio workstation software package--and this book shows you how.
The Unofficial Guide to all things Tik Tok!
Discover everything you ever wanted to know about the dance-moving, lip-syncing legends of the Tik Tok world. Featuring bios of your favourite Tik Tok stars, Charli and Dixie D'Amelio, Zach King, Baby Ariel, Amelia Gething and more!
Packed with quizzes, top tens, the very best Tik Tok playlist and dance move tips, this Unofficial Tik Tok book is the ultimate guide to everything in the Tik Tok universe!
Comics have been an important locus of queer female identity, community, and politics for generations. Whether taking the form of newspaper strips, comic books, or graphic novels and memoirs, the medium has a long history of featuring female same-sex attraction, relationships, and identity. This book explores the past place, current presence, and possible future status of lesbianism in comics. What role has the medium played in the cultural construction, social (and literal) visibility, and political advocacy of same-sex female attraction and identity? Likewise, how have these features changed over time? How have nonheteronormative female characters been raced, classed, and gendered? What is the relationship between lesbian comics and queer comics? What role has the medium played in establishing the distinction between lesbian and queer female identity as well as blurring, reinforcing, or policing it? What roles have queer female comics, characters, and cartoonists played in the origins, history, and evolution of sequential art as a genre? The essays in this book inspire an engagement with these and other questions as well as provide an exploration of possible answers. They provide a compelling examination of a variety of important titles, characters, creators, topics, themes, and issues. The chapters in this book were originally published as a special issue of the Journal of Lesbian Studies.
ADOBE(R) CREATIVE SUITE 5 PROJECTS BINDER BASICS offers students a way to apply their skills with the Photoshop, Dreamweaver, Flash, Illustrator, InDesign and Fireworks CS5 software applications in a project-based environment. The projects, including Integration projects, provide hands-on practice for students to develop their skills within real-world scenarios. The variety of project scenarios will help students retain what they're learned and will prepare students for how they will use the Adobe applications in a professional setting. This projects binder can be used in conjunction with any Adobe application book to provide additional hands-on reinforcement of the skills learned in the course.
This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.
Infertility Comics and Graphic Medicine examines women's graphic memoirs on infertility, foregrounding the complex interrelationship between women's life writing, infertility studies, and graphic medicine. Through a scholarly examination of the artists' use of visual-verbal codes of the comics medium in narrating their physical ordeals and affective challenges occasioned by infertility, the book seeks to foreground the intricacies of gender identity, embodiment, subjectivity, and illness experience. Providing long-overdue scholarly attention on the perspectives of autobiographical and comics studies, the authors examine the gendered nature of the infertility experience and the notion of motherhood as an ideological force which interpolates socio-cultural discourses, accentuating the potential of graphic medicine as a creative space for the infertile women to voice their hitherto silenced perspectives on childlessness with force and urgency. This interdisciplinary volume will be of interest to scholars and students in comics studies, the health humanities, literature, and women's and gender studies, and will also be suitable for readers in visual studies and narrative medicine.
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author's website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
This unique text/reference advocates a novel forgetful approach to dealing with personal multimedia content in the long run, which is inspired by the effectiveness of human forgetting as a mechanism for helping us to stay focused on important things. The text presents theoretical foundations, technologies, applications, and case study results that help the reader to understand the problems and challenges associated with personal digital preservation, and the solutions that can be developed in response to these challenges. Topics and features: Highlights the value of an intelligent and selective approach to personal multimedia preservation, involving managed forgetting and contextualized remembering; considers how a conceptual understanding of human memory function can be used to inspire the design of digital managed preservation and forgetting; discusses methods that endow computers with capabilities to understand digital content, in order to support intelligent preservation decisions; examines the assessment of the importance of information items, introducing the concepts of memory buoyancy and preservation value; reviews methods for preserving the context associated with a digital item, and for assessing how this context evolves over time; proposes a reference model for the Preserve-or-Forget (PoF) approach which is integrative, value-driven, brain-inspired, forgetful, and evolution-aware; describes the integration of preservation functionalities in a Personal Information Management (PIM) application; presents a user study on a photo selection task, using the results to design methods for automatically selecting important photos from personal collections. This interdisciplinary volume provides significant insights from computer science, engineering and psychology that will be of great interest to researchers involved in multimedia and software engineering, multimedia preservation, cultural informatics, digital heritage, and the digital humanities.
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