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Books > Computing & IT > Computer software packages > Multimedia
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?
Learn how to paint on your iPad like the professionals in
Beginner's Guide to Procreate, a comprehensive introduction to this
industry-standard software. Accessible and versatile, Procreate is
an ideal tool for anyone wanting to give digital painting a go.
Step-by-step tutorials, quick tips, and inspiring artwork ensure
you'll have all you need to create stunning concept art quickly and
easily.
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.
Host of public television's Mark Kistler's Imagination Station, shows young artists the cool and fun way to draw in 3-D! Hey, you! Open this book and learn how to draw in three dimensions! Mark Kistler's Imagination Station has thirty-six exciting drawing adventures. Mark teaches you the different skills you need in order to create such masterpieces as: * Dinosaurs in the Sky * The Cool Cloud Colony * The Magnificent Moon Base * The Delightful Diving Dolphins * Professional Pollution Patrollers * Super Solar System * And thirty other excellent adventures that will have you drawing like this: There's also a special guide for parents and teachers at the end of the book.
The definitive art book for the remastered Spyro Reignited Trilogy,
for fans young and old. In 2018 Toys for Bob Studios thrilled fans
world wide by releasing Spyro Reignited Trilogy, a faithful
remaster encompassing all three titles from the beloved Spyro
trilogy introduced in 1998. The Art of Spyro is a meticulously
crafted compendium filled with in-depth behind-the-scenes content,
insightful quotes from top illustrators in the industry, anecdotes
from the game developers, and a dazzling assortment of incredible
concept art, some of which has never been seen by the public. It is
a must-have for art lovers, games, fans... and the fun-loving
adventurer in all of us.
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.
In recent years, falsification and digital modification of video
clips, images, as well as textual contents have become widespread
and numerous, especially when deepfake technologies are adopted in
many sources. Due to adopted deepfake techniques, a lot of content
currently cannot be recognized from its original sources. As a
result, the field of study previously devoted to general multimedia
forensics has been revived. The Handbook of Research on Advanced
Practical Approaches to Deepfake Detection and Applications
discusses the recent techniques and applications of illustration,
generation, and detection of deepfake content in multimedia. It
introduces the techniques and gives an overview of deepfake
applications, types of deepfakes, the algorithms and applications
used in deepfakes, recent challenges and problems, and practical
applications to identify, generate, and detect deepfakes. Covering
topics such as anomaly detection, intrusion detection, and security
enhancement, this major reference work is a comprehensive resource
for cyber security specialists, government officials, law
enforcement, business leaders, students and faculty of higher
education, librarians, researchers, and academicians.
This book investigates multiple facets of the emerging discipline
of Tangible, Embodied, and Embedded Interaction (TEI). This is a
story of atoms and bits. We explore the interweaving of the
physical and digital, toward understanding some of their wildly
varying hybrid forms and behaviors. Spanning conceptual,
philosophical, cognitive, design, and technical aspects of
interaction, this book charts both history and aspirations for the
future of TEI. We examine and celebrate diverse trailblazing works,
and provide wide-ranging conceptual and pragmatic tools toward
weaving the animating fires of computation and technology into
evocative tangible forms. We also chart a path forward for TEI
engagement with broader societal and sustainability challenges that
will profoundly (re)shape our children's and grandchildren's
futures. We invite you all to join this quest.
The use of digital images in today's modernized market is rapidly
increasing throughout organizations due to the prevalence of social
media and digital content. Companies who wish to distribute their
content over the internet face numerous security risks such as
copyright violation. Advanced methods for the protection and
security of digital data are constantly emerging, and up-to-date
research in this area is lacking. Advancements in Security and
Privacy Initiatives for Multimedia Images is a collection of
innovative research on the methods and applications of contemporary
techniques for the security and copyright protection of images and
their distribution. While highlighting topics including
simulation-based security, digital watermarking protocols, and
counterfeit prevention, this book is ideally designed for security
analysts, researchers, developers, programmers, academicians,
practitioners, students, executives, educators, and policymakers
seeking current research on modern security improvements for
multimedia images.
3D image reconstruction is used in many fields, such as medicine,
entertainment, and computer science. This highly demanded process
comes with many challenges, such as images becoming blurry by
atmospheric turbulence, getting snowed with noise, or becoming
damaged within foreign regions. It is imperative to remain
well-informed with the latest research in this field. Recent
Advances in 3D Imaging, Modeling, and Reconstruction is a
collection of innovative research on the methods and common
techniques of image reconstruction as well as the accuracy of these
methods. Featuring coverage on a wide range of topics such as ray
casting, holographic techniques, and machine learning, this
publication is ideally designed for graphic designers, computer
engineers, medical professionals, robotics engineers, city
planners, game developers, researchers, academicians, and students.
In just the last few years, the visualization industry has arguably
become the fastest-growing 3D industry and may soon overtake all
others in total number of users. Just as the use of computer-aided
design became the norm for nearly all architectural, engineering,
and construction firms in the 1990s, 3D visualizations have become
standard practice today. Autodesk (R) 3ds Max (R) is a powerful and
versatile 3D software package that requires a thorough
understanding in order to use it effectively. 3D Modeling Using
Autodesk 3ds Max With Rendering View considers the challenges of
learning 3ds Max (R), focuses on the critical aspects of the
program needed to produce stunning architectural visualizations,
and discusses some of the fastest and most efficient ways to
accomplish tasks. Covering a range of topics such as camera
rendering and standard light effects, this reference work is ideal
for researchers, academicians, scholars, practitioners, industry
professionals, instructors, and students.
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Hardcover
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