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Books > Computing & IT > Computer software packages > Multimedia
Algorithms are a central concept in computer science. The German Science Foundation (DFG) started a special joint initiative on data structures and efficient algorithms in 1986 with the aim of encouraging collaborative research on algorithms. For a period of five years about a dozen projects were funded with an emphasis on algorithms and data structures for geometric problems, on the one hand, and parallel and distributed algorithms, on the other. This volume contains 18 papers that are intended to give an impression of the achievements of this joint research initiative. The first group of papers addresses research on fundamental data structures, computational geometry, graph algorithms, computer graphics, and spatial databases. The second group of papers centers on the following problems: the design of parallel architectures and routing strategies, simulation of parallel machines, and the design of distributed algorithms for solving difficult problems.
ICCAL, the International Conference on Computers and Learning, is a forum for the exchange of ideas and presentation of developments in the theory andpractice of computer uses in education, with a focus on post-secondary education. ICCAL '92 was held at Acadia University in Wolfville, Nova Scotia, Canada, June 17-20, 1992. This volume presents the proceedings of ICCAL '92, and features 45 submitted and 6 invited papers. Topics addressed include hypermedia systems, multimedia learning environments, educational strategies, knowledge based tutors, program visualization systems, intelligent tutoring systems, mouse and touchscreen comparison, cooperative multimedia, authoring systems, language learning, spelling remediation, teaching geometry, a tutoring assistant for arithmetic, a learning package for statistics, conversational pattern learning, adaptive navigational tools, and many more.
This volume presents the proceedings of the Seventh International Workshop on Computational Geometry, CG'91, held at the University of Berne, Switzerland, March 21/22, 1991. Computational geometry is not a precisely defined field. Often, it is understood as a nearly mathematical discipline, dealing mainly with complexity questions concerning geometrical problems and algorithms. But often too, and perhaps increasingly, questions of more practical relevance are central, such as applicability, numerical behavior and performance for all kinds of input size. Topics considered in CG'91 include: - Generalizations and applications of the Voronoi diagram - Problems with rectangular objects - Path determination - Moving objects - Visibility questions - Layout problems - Representation of spatial objects and spatial queries - Problems in higher dimensions - Implementation questions - Relations to artificial intelligence.
If you are in charge of the user experience, development, or strategy for a web site, A Web for Everyone will help you make your site accessible without sacrificing design or innovation. Rooted in universal design principles, this book provides solutions: practical advice and examples of how to create sites that everyone can use.
Photoshop is the tool of the modern artist and provides everything you need to succeed as a designer in the popular and growing video games and movie industries. Featuring thorough guidance from the point of installing Photoshop to the creation of your very first concept, this reboot of the definitive beginner's guide to digital painting is sure to both educate and inspire. Photoshop is an expansive and daunting piece of software, but in-depth tutorials and insightful exercises will help even a complete novice build up the skills they need to bring their own imagination to life as digital concepts. This second edition of Beginner's Guide to Digital Painting in Photoshop is a complete resource for any artist wanting to start their adventure into the world of digital art.
In this volume the author gives an introduction to the theory of group representations and their applications in image science. The main feature of the presentation is a systematic treatment of the invariance principle in image processing and pattern recognition with the help of group theoretical methods. The invariance properties of a problem often largely define the solution to the problem. Invariance principles are well known in theoretical physics but their use in image processing is only a few years old. The reader will find that group theory provides a unifying framework for many problems in image science. The volume is based on graduate-level lectures given by the author, and the book is intended for students and researchers interested in theoretical aspects of computer vision.
COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.
Combine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka. You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created. See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com. And there's more! The downloadable resources include trial version of Manga Studio EX along with high-resolution image files from the book. Smith Micro has also included a coupon for $100 off the full version of Manga Studio EX.
In the present time, objects generated by computers are replacing models made from wood, wire, and plaster. It is interesting to see how computer graphics can help us to understand the geometry of surfaces and illustrate some recent results on representations of the real projective plane.
With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid of hundreds of diagrams, ray-traced images, and sample code. It is suitable for undergraduate and graduate computer graphics courses and for individual programmers who would like to learn ray tracing.
What are the implications of comics for law? Tackling this question, On Comics and Legal Aesthetics explores the epistemological dimensions of comics and the way this once-maligned medium can help think about - and reshape - the form of law. Traversing comics, critical, and cultural legal studies, it seeks to enrich the theorisation of comics with a critical aesthetics that expands its value and significance for law, as well as knowledge more generally. It argues that comics' multimodality - its hybrid structure, which represents a meeting point of text, image, reason, and aesthetics - opens understanding of the limits of law's rational texts by shifting between multiple frames and modes of presentation. Comics thereby exposes the way all forms of knowledge are shaped out of an unstructured universe, becoming a mask over this chaotic 'beyond'. This mask of knowing remains haunted - by that which it can never fully capture or represent. Comics thus models knowledge as an infinity of nested frames haunted by the chaos without structure. In such a model, the multiple aspects of law become one region of a vast and bottomless cascade of perspectives - an infinite multiframe that extends far beyond the traditional confines of the comics page, rendering law boundless.
Das Buch fuhrt auf einfache und verstandliche Weise in die Bayes-Statistik ein. Ausgehend vom Bayes-Theorem werden die Schatzung unbekannter Parameter, die Festlegung von Konfidenzregionen fur die unbekannten Parameter und die Prufung von Hypothesen fur die Parameter abgeleitet. Angewendet werden die Verfahren fur die Parameterschatzung im linearen Modell, fur die Parameterschatzung, die sich robust gegenuber Ausreissern in den Beobachtungen verhalt, fur die Pradiktion und Filterung, die Varianz- und Kovarianzkomponentenschatzung und die Mustererkennung. Fur Entscheidungen in Systemen mit Unsicherheiten dienen Bayes-Netze. Lassen sich notwendige Integrale analytisch nicht losen, werden numerische Verfahren mit Hilfe von Zufallswerten eingesetzt."
Experimental Animation: From Analogue to Digital, focuses on both experimental animation's deep roots in the twentieth century, and its current position in the twenty-first century media landscape. Each chapter incorporates a variety of theoretical lenses, including historical, materialist, phenomenological and scientific perspectives. Acknowledging that process is a fundamental operation underlining experimental practice, the book includes not only chapters by international academics, but also interviews with well-known experimental animation practitioners such as William Kentridge, Jodie Mack, Larry Cuba, Martha Colburn and Max Hattler. These interviews document both their creative process and thoughts about experimental animation's ontology to give readers insight into contemporary practice. Global in its scope, the book features and discusses lesser known practitioners and unique case studies, offering both undergraduate and graduate students a collection of valuable contributions to film and animation studies.
A new edition of the bestselling book that covers the basic principles of digital multimedia Digital multimedia combines text, graphics, video, animation, sound, and other components and presents endless options and potential for computer users. This new edition of a perennial bestseller serves as an ideal foundation to the basic principles of each media type and describes their digitization and the possibilities that exist when different media elements are combined. Offering completely revised and rewritten material, the book features an emphasis on Web/Flash and provides in-depth coverage of MPEG4 and DVD in accordance with current trends. Offers a clear, easy-to-understand introduction to digital multimedia and examines the elements that comprise it, including text, graphics, video, animation, sound, and moreWalks you through the fundamentals and basic principles of digital multimediaLooks at vector graphics, bitmapped images, hypermedia, interactivity, accessbility, and scriptingExplores the possibilities that exist when various media are combined With this new edition by your side, you?ll quickly discover how to make the most of every aspect of digital multimedia
Dr. Alireza Tavakkoli's Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader's understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers' understanding of Unreal Engine to the next level.
This third edition of Paul Murrell's classic book on using R for graphics represents a major update, with a complete overhaul in focus and scope. It focuses primarily on the two core graphics packages in R - graphics and grid - and has a new section on integrating graphics. This section includes three new chapters: importing external images in to R; integrating the graphics and grid systems; and advanced SVG graphics. The emphasis in this third edition is on having the ability to produce detailed and customised graphics in a wide variety of formats, on being able to share and reuse those graphics, and on being able to integrate graphics from multiple systems. This book is aimed at all levels of R users. For people who are new to R, this book provides an overview of the graphics facilities, which is useful for understanding what to expect from R's graphics functions and how to modify or add to the output they produce. For intermediate-level R users, this book provides all of the information necessary to perform sophisticated customizations of plots produced in R. For advanced R users, this book contains vital information for producing coherent, reusable, and extensible graphics functions.
Das Internet ist inzwischen ein fester Bestandteil des Alltags. Die Autoren erl utern die technologischen Grundlagen, auf denen es beruht. Ausgehend von den physikalischen Grundlagen der Daten bertragung erfahren Leser, nach welchen Prnzipien und auf Grundlage welcher Technologien lokale Netzwerke (LANs) und Weitverkehrsnetzwerke (WANs) funktionieren. Das Kompendium zur Internet-Technologie vermittelt allgemein verst ndlich das dem Internet zugrunde liegende TCP/IP-Referenzmodell sowie dessen Protokolle und zahlreichen Anwendungen.
International surgical meetings with thousands of participants speaking a dozen different languages tend to be frustrating for the individual who comes with the hope of learning about progress in his fields, but who additionally would like to be able to ex change ideas on controversial topics and to meet competent people with whom to discuss specific problems. In the "one-way" ses sions in which long papers are presented, details or specific points may be missed. Differing views often are not adequately discussed, because the meeting and its participants are pressed for time. The 44 breakfast and luncheon sessions, covering different topics of interest to the practicing surgeon, were mainly planned to overcome these classical "congress handicaps" and also to do away with the anonymous atmosphere of such a large congress. Slides and formal papers were banished from these sessions. The outcome of these very lively and pleasant discussions taking place around small well-dressed tables was unexpected by most participants. A chairman and several panel members shared their repast, caloric and intellectual, with some 10-30 congress par ticipants. The result was in each instance a lively, informative intimate discussion, very different from the anonymous atmo sphere of a large meeting. In the hope of preserving these ex changes, the chairmen were requested immediately the session finished to "distill the essence" of the 90-minute exchange into a summary captured on tape."
Die Herausgeber legen mit diesem Buch eine UEbersicht zum elektronischen Geschaftsverkehr vor. Das Buch richtet sich dabei vor allem an Leser, die sich nicht nur uber die Entwicklung auf dem Gebiet des "Electronic Commerce" informieren moechten, sondern konkrete Projekte starten und realisieren wollen. Der Leser erhalt Einblick in die Technologie, die organisatorischen Aspekte sowie in die rechtlichen Rahmenbedingungen. Die Darstellung aktueller Projekte und Anwendungsfelder erlaubt es, eigene Projektideen einzuordnen. Konkrete Handlungsempfehlungen helfen bei der Umsetzung.
As major universities and professional organizations like the Poynter Institute have begun to examine graphic nonfiction from a critical perspective, new courses are emerging that give student writers and artists the tools to tell their own nonfiction stories in comics form. Nonfiction Comics is the first textbook to bring these tools and techniques together in a single volume. Most novices who first attempt the form arrive at it from a background of journalism or art, meaning they arrive with at least one deficit in the required skill set. Journalists, for example, typically have had little training in illustration. Artists and designers may not know how to conduct interviews or to avoid the potential legal pitfalls of telling the personal stories of real people. This book aims to fill in the gaps providing student journalists, artists, designers, creative writers, web producers and others the tools they need to tell stories visually and graphically. Based on the authors' popular team-taught nonfiction comics course, Nonfiction Comics teaches readers how to create a graphic nonfiction story from start to finish, providing guidance on:
Interviews with well-known nonfiction comics creators--showcased in the book and on the book's companion website--will discuss best practice and offer readers inspiration to begin creating their own work. |
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