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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?
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.
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.
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.
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.
In the present digital world, the growing number of internet users
has made web quality an important factor for accessing online
services and increasing the customer base of an organization. The
advances in information technology and the internet have opened new
dimensions in many different industries. Currently, accessibility
research is an active area of research. Specifically, access for
everyone regardless of disability has become an essential aspect of
web development. As webpages will be used by both nondisabled and
disabled individuals, web pages must be designed with a technical
criterion that fits universal needs. The ambition to make websites
barrier-free is not limited to standards and laws but has been on
the agendas of all governments and public agencies recently, and
this universality of websites is a fundamental area of research.
App and Website Accessibility Developments and Compliance
Strategies intends to provide theoretical and practical
contributions for the accessibility of websites for both disabled
and nondisabled individuals. This book discusses how web quality
parameters like usability and accessibility are being evaluated for
their universal design and accessibility by different types of
disabled individuals. The chapters cover the current methodologies
for evaluation, accessible design criteria, inclusive practices in
web and app development, and policies and interventions across
different types of websites. This book is ideally intended for web
developers, designers, software engineers, IT specialists, social
organizations, governments, practitioners, researchers,
academicians, and students in the usability and accessibility of
websites for disabled individuals.
MESH ist ein mathematisches Video ber vielfl chige Netzwerke und
ihre Rolle in der Geometrie, der Numerik und der Computergraphik.
Der unter Anwendung der neuesten Technologie vollst ndig
computergenierte Film spannt einen Bogen von der antiken
griechischen Mathematik zum Gebiet der heutigen geometrischen
Modellierung. MESH hat zahlreiche wissenschaftliche Preise weltweit
gewonnen. Die Autoren sind Konrad Polthier, ein Professor der
Mathematik, und Beau Janzen, ein professioneller Filmdirektor.
Der Film ist ein ausgezeichnetes Lehrmittel f r Kurse in
Geometrie, Visualisierung, wissenschaftlichem Rechnen und
geometrischer Modellierung an Universit ten, Zentren f r
wissenschaftliches Rechnen, kann jedoch auch an Schulen genutzt
werden.
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