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Books > Computing & IT > Computer software packages > Multimedia

Displays - Fundamentals & Applications, Second Edition (Paperback, 2nd edition): Rolf R. Hainich, Oliver Bimber Displays - Fundamentals & Applications, Second Edition (Paperback, 2nd edition)
Rolf R. Hainich, Oliver Bimber
R1,283 Discovery Miles 12 830 Ships in 12 - 17 working days

In the extensive fields of optics, holography and virtual reality, technology continues to evolve. Displays: Fundamentals and Applications, Second Edition addresses these updates and discusses how real-time computer graphics and vision enable the application and displays of graphical 2D and 3D content. This book explores in detail these technological developments, as well as the shifting techniques behind projection displays, projector-camera systems, stereoscopic and autostereoscopic displays. This new edition contains many updates and additions reflecting the changes in fast developing areas such as holography and near-eye displays for Augmented and Virtual reality applications. Perfect for the student looking to sharpen their developing skill or the master refining their technique, Rolf Hainich and Oliver Bimber help the reader understand the basics of optics, light modulation, visual perception, display technologies, and computer-generated holography. With almost 500 illustrations Displays will help the reader see the field of augmentation and virtual reality display with new eyes. Features: * Covers physics, technology and techniques behind flat-panel as well as projection displays, projector-camera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays * Discusses how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content * Augmented by close to 500 rich illustrations, which give readers a clear understanding of existing and emerging display technology

Digital Representations of the Real World - How to Capture, Model, and Render Visual Reality (Paperback): Marcus A. Magnor,... Digital Representations of the Real World - How to Capture, Model, and Render Visual Reality (Paperback)
Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt
R1,498 Discovery Miles 14 980 Ships in 12 - 17 working days

Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements. Overcome Challenges in Your Own Research Experiments This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.

Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback): Sylvie Bissonnette Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback)
Sylvie Bissonnette
R1,336 Discovery Miles 13 360 Ships in 12 - 17 working days

This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Emile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer's perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. 'Affect and Embodied Meaning in Animation' will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.

Professional Manga - Digital Storytelling with Manga Studio EX (Paperback): Steve Horton, Jeong Yang Professional Manga - Digital Storytelling with Manga Studio EX (Paperback)
Steve Horton, Jeong Yang
R747 R649 Discovery Miles 6 490 Save R98 (13%) Ships in 9 - 15 working days

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 companion CD includes 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.
--Authors are expert professional manga-ka (creators), with credits such as TokyoPop's Star Trek: the Manga and Dyoz, Image Comics' Strongarm, and Grounded Angel on the web.
--There is no other Manga book that melds high-end Manga storytelling theory and advice, with the tools for digital creation in Manga Studio.
--In the book centerfold is a new manga short story: The Other Side of the Tracks, which shows at least one example from every technique described. This story will continue after publication as a webmanga.
--Demo version of Manga Studio EX on CD (plus exclusive value-adds not found elsewhere) along with high-resolutionimage files from the book.
--Smith Micro (makers of Manga Studio) will provide a coupon in the back of the book for $50 to $100 off the $220 Manga Studio EX software.

Color Imaging - Fundamentals and Applications (Hardcover): Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson Color Imaging - Fundamentals and Applications (Hardcover)
Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson
R3,844 Discovery Miles 38 440 Ships in 12 - 17 working days

This book provides the reader with an understanding of what color is, where color comes from, and how color can be used correctly in many different applications. The authors first treat the physics of light and its interaction with matter at the atomic level, so that the origins of color can be appreciated. The intimate relationship between energy levels, orbital states, and electromagnetic waves helps to explain why diamonds shimmer, rubies are red, and the feathers of the Blue Jay are blue. Then, color theory is explained from its origin to the current state of the art, including image capture and display as well as the practical use of color in disciplines such as computer graphics, computer vision, photography, and film.

Maps and Monsters in Medieval England (Paperback): Asa Mittman Maps and Monsters in Medieval England (Paperback)
Asa Mittman
R1,734 Discovery Miles 17 340 Ships in 12 - 17 working days

This study centers on issues of marginality and monstrosity in medieval England. In the middle ages, geography was viewed as divinely ordered, so Britain's location at the periphery of the inhabitable world caused anxiety among its inhabitants. Far from the world's holy center, the geographic margins were considered monstrous. Medieval geography, for centuries scorned as crude, is now the subject of several careful studies. Monsters have likewise been the subject of recent attention in the growing field of "monster studies," though few works situate these creatures firmly in their specific historical contexts. This book sits at the crossroads of these two discourses (geography and monstrosity), treated separately in the established scholarship but inseparable in the minds of medieval authors and artists.

Mobile Multimedia in Action (Hardcover): Ilpo Koskinen Mobile Multimedia in Action (Hardcover)
Ilpo Koskinen
R4,295 Discovery Miles 42 950 Ships in 12 - 17 working days

Mobile Multimedia in Action displays a revealing picture of how people communicate using camera phones and other mobile multimedia devices. With such devices spreading faster than practically any other new technology, questions about how these devices are being used (and abused) to capture and distribute embarrassing or raunchy images and content, and what should be done about it, are surfacing. This volume presents the first detailed study of the use of these devices. Using a variant of social science research known as ethnomethodology, Koskinen explores the kinds of images people take with camera phones and how they use sound to enhance these images. The book asks two main questions. First, what kinds of methods of expression, such as visuals or sound, do people use when they design multimedia messages? Second, how do people interact with and respond to each other through mobile multimedia devices? Koskinen has a broader objective centering on the impact of these devices on human relationships and society at large. He asks, what do people do with these devices? Is mobile telephony moving toward a more practical direction, or will it simply become a visual chatty channel fit for gossip but not for real news or other practical purposes? What kind of social activities and organizations does it best serve--peer-to-peer networks or institutional ones? Koskinen examines these questions from three unique perspectives: the design elements of mobile multimedia, which considers methods of expression people use in designing multimedia messages; mobile multimedia as interaction, which looks into how people interact with each other using this technology and makes a case for studying multimedia as a naturally occurring activity; and mobile multimedia in society, which searches for answers as to the societal consequences of mobile multimedia usage. A groundbreaking work, "Mobile Multimedia in Action" will be a fascinating read for both multimedia device professionals and everyday users alike. Providing a glimpse into the future, Koskinen asks where mobile multimedia technology is taking mankind and society.

Microsoft Flight Simulator X For Pilots - Real World Training (Paperback): S Van West Microsoft Flight Simulator X For Pilots - Real World Training (Paperback)
S Van West
R634 R569 Discovery Miles 5 690 Save R65 (10%) Ships in 12 - 17 working days

Get ready to take flight as two certified flight instructors guide you through the pilot ratings as it is done in the real world, starting with Sport Pilot training, then Private Pilot, followed by the Instrument Rating, Commercial Pilot, and Air Transport Pilot. They cover the skills of flight, how to master Flight Simulator, and how to use the software as a learning tool towards your pilot's license. More advanced topics demonstrate how Flight Simulator X can be used as a continuing learning tool and how to simulate real-world emergencies.

Houdini On the Spot - Time-Saving Tips and Shortcuts from the Pros (Paperback): Craig Zerouni Houdini On the Spot - Time-Saving Tips and Shortcuts from the Pros (Paperback)
Craig Zerouni
R915 Discovery Miles 9 150 Ships in 9 - 15 working days

Packed with more than 350 techniques, this book delivers what you need to know-on the spot. Its concise presentation of professional techniques is suited to experienced artists whether you are:
*Migrating from another visual effects application
*Upgrading to Houdini 9
*Seeking a handy reference to raise your proficiency with Houdini
Houdini On the Spot presents immediate solutions in an accessible format. It clearly illustrates the essential methods that pros use to get the job done efficiently and creatively. Screenshots and step-by-step instructions show you how to:
*Navigate and manipulate the version 9 interface
*Create procedural models that can be modified quickly and efficiently with Surface Operators (SOPs)
*Use Particle Operators (POPs) to build complex simulations with speed and precision
*Minimize the number of operators in your simulations with Dynamics Operators (DOPs)
*Extend Houdini with customized tools to include data or scripts with Houdini Digital Assets (HDAs)
*Master the version 9 rendering options including Physically Based Rendering (PBR), volume rendering and motion blur
*Quickly modify timing, geometry, space and rotational values of your animations with Channel Operators (CHOPs)
*Create and manipulate elements with Composite Operators (COPs); Houdini's full-blown compositor toolset
*Make your own SOPs, COPs, POPs, CHOPs, and shaders with the Vector Expressions (VEX) shading language
*Configure the Houdini interface with customized environments and hotkeys
*Mine the treasures of the dozens of standalone applications that are bundled with Houdini
-Boost your efficiency and creativity
-Find immediatesolutions in an accessible format
-Unleash the power of Houdini with unpublished techniques

Introduction to Visual Computing - Core Concepts in Computer Vision, Graphics, and Image Processing (Paperback): Aditi... Introduction to Visual Computing - Core Concepts in Computer Vision, Graphics, and Image Processing (Paperback)
Aditi Majumder, M Gopi
R1,461 Discovery Miles 14 610 Ships in 12 - 17 working days

Introduction to Visual Computing: Core Concepts in Computer Vision, Graphics, and Image Processing covers the fundamental concepts of visual computing. Whereas past books have treated these concepts within the context of specific fields such as computer graphics, computer vision or image processing, this book offers a unified view of these core concepts, thereby providing a unified treatment of computational and mathematical methods for creating, capturing, analyzing and manipulating visual data (e.g. 2D images, 3D models). Fundamentals covered in the book include convolution, Fourier transform, filters, geometric transformations, epipolar geometry, 3D reconstruction, color and the image synthesis pipeline. The book is organized in four parts. The first part provides an exposure to different kinds of visual data (e.g. 2D images, videos and 3D geometry) and the core mathematical techniques that are required for their processing (e.g. interpolation and linear regression.) The second part of the book on Image Based Visual Computing deals with several fundamental techniques to process 2D images (e.g. convolution, spectral analysis and feature detection) and corresponds to the low level retinal image processing that happens in the eye in the human visual system pathway. The next part of the book on Geometric Visual Computing deals with the fundamental techniques used to combine the geometric information from multiple eyes creating a 3D interpretation of the object and world around us (e.g. transformations, projective and epipolar geometry, and 3D reconstruction). This corresponds to the higher level processing that happens in the brain combining information from both the eyes thereby helping us to navigate through the 3D world around us. The last two parts of the book cover Radiometric Visual Computing and Visual Content Synthesis. These parts focus on the fundamental techniques for processing information arising from the interaction of light with objects around us, as well as the fundamentals of creating virtual computer generated worlds that mimic all the processing presented in the prior sections. The book is written for a 16 week long semester course and can be used for both undergraduate and graduate teaching, as well as a reference for professionals.

Hands-On Guide to Flash Video - Web Video and Flash Media Server (Paperback, New): Stefan Richter, Jan Ozer Hands-On Guide to Flash Video - Web Video and Flash Media Server (Paperback, New)
Stefan Richter, Jan Ozer
R1,286 Discovery Miles 12 860 Ships in 12 - 17 working days

The Hands-On Guide to Flash Video is a professional reference book written by industry experts that are currently helping professionals produce Web video and implement Flash Media Server. This book covers Flash Video production from soup to nuts, beginning with how to configure your camcorder and ending to advanced server techniques like bandwidth detection and FMS logging and reporting. Real word lessons from case studies of successful Flash Video deployments are also included.
Supplemental files located at: www.flashvideobook.com
By reading this book, you'll learn to:
* Shoot high quality video for streaming
* Choose the best encoder and encoding techniques for producing Flash Video
* Deploy Flash Video via progressive download or via the Flash Media Server.
* Create and light a compression friendly set
* Deinterlace and preprocess your video prior to encoding
* Choose encoding parameters like data rate, resolution and frame rate
* Optimize encoding with Sorenson Squeeze, Flix Pro and the Adobe Flash Video Encoder
* Shoot and produce chromakey video for alpha channel delivery
* Customize a Flash player via skinning, and use Cue Points for navigation
* Setup, install, and maintain Flash Media Server
Key Features Include:
* Advanced Flash Media Server guidance and support
* Tecniques for shooting Web video specifically for Flash streaming
* Author tips from "in the trenches" experiences from two industry experts
* Case studies show you real-world examples of successful Flash video deployment

Career Management for Artists - A Practical Guide to Representation and Sustainability for Your Studio Practice (Hardcover):... Career Management for Artists - A Practical Guide to Representation and Sustainability for Your Studio Practice (Hardcover)
Stacy Miller
R4,295 Discovery Miles 42 950 Ships in 12 - 17 working days

Both pragmatic and motivational, this book addresses what it means to have a successful long-term career in the arts, taking stock of the current landscape of the art world, introducing new venues in the field, reflecting on issues of social media and exhibition, and ultimately encouraging artists to take control of their professional lives. Weaving conversations from a range of internationally based artists who have negotiated alternative paths to success, lauded artist and teacher Stacy Miller provides a practical, lively reflection on what it takes to be an artist in our new global landscape. This book covers practical needs, different approaches, and philosophical ways of creating a life and career in the arts. It lays out conventional and nonconventional means to representation, describes being an entrepreneur versus funding independent creative projects, and examines social media for the potential powerhouse it is. Most importantly, it gives artists a way to think about being a professional and the different paths to a successful career in the arts. Perfect for emerging, mid-career, and experienced artists, this book encourages readers to redefine personal success and to act locally, nationally, and internationally in an expanding art world.

Understanding Macromedia Flash 8 ActionScript 2 - Basic techniques for creatives (Paperback, 2nd Revised edition): Andrew Rapo,... Understanding Macromedia Flash 8 ActionScript 2 - Basic techniques for creatives (Paperback, 2nd Revised edition)
Andrew Rapo, Alex Michael
R959 Discovery Miles 9 590 Ships in 12 - 17 working days

Andrew Rapo and Alex Michael explain all the important programming concepts from a designer's point of view, making them completely accessible to non-programmers. Completely revised and rewritten this second edition will help you develop professional ActionScript 2 applications, and communicate knowledgably about current, Object Oriented ActionScript 2 techniques.
Divided into four sections to take you from novice to professional results:
* Flash Fundamentals: Introduces the Flash authoring environment and basic core Flash concepts.
* ActionScript 2 Fundamentals: Explains basic programming concepts and terminology, and shows how ActionScript 2 classes are constructed and used.
* Built-in Classes: Describes the built-in ActionScript classes that are available for use in applications, including the MovieClip class, Key class, Sound class, etc.
* Using ActionScript to Build a Game: Describes the development process for creating a complex Flash application and presents commercial-quality game coding examples.
- Benefit from explanations and examples of why and how ActionScript can simplify Flash production and expand your design potential
- Learn all the basics of strong scripting skills to produce professional results
- Example code is available and ready to use with either Flash MX 2004 or Flash 8 - at www.rapo.org/as2book

Graphic Novels and Visual Cultures in South Asia (Hardcover): E. Varughese, Rajinder Dudrah Graphic Novels and Visual Cultures in South Asia (Hardcover)
E. Varughese, Rajinder Dudrah
R4,001 Discovery Miles 40 010 Ships in 12 - 17 working days

Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today. This exciting volume explores the ever-developing scene of graphic novels, graphic narratives and related visual cultures in South Asia. Covering topics such as Tamil comics, material memory, the politics of graphic adaptation, the fandom of Ms Marvel as well as watching Pakistani social lives on Indian TV, this collection of essays are testament to how visual cultures across South Asia are responding to a new world order. The collection of work explores how certain visual cultures in South Asia are attempting to re-shape previous modes of visuality by unpacking what it means to be living in South Asia today. Through its inclusion of articles, visual essays and in-conversation pieces, this collection offers insight into the ways in which this narrative is unfolding, the kind of stories which are being told and how, in telling these stories, South Asian society is called upon to engage and crucially, to react to what we see, how and why we see it. This book was originally published as a special issue of the South Asian Popular Culture journal.

iPhoto 5 (Paperback, 5th Revised edition): David Pogue iPhoto 5 (Paperback, 5th Revised edition)
David Pogue; Contributions by Joseph Schorr, Derrick Story
R728 R582 Discovery Miles 5 820 Save R146 (20%) Out of stock

Our Missing Manual is hands-down the bestselling book on iPhoto. And now, updated to cover Apple's newest release, "iPhoto 5: The Missing Manual" comes fully loaded--and in full color--so you can exercise all the power, flexibility, and creativity of the stunning new iPhoto 5.

Some of iPhoto 5's fifty new features are tiny nips and tucks, such as menu rewordings, quiet refinements, and secret keystrokes that take most people days to stumble through. Others are big-ticket overhauls aimed at both power users (RAW-file import and editing, color correction sliders, real-time histogram) and everyday shutterbugs (nested file folders, individual-photo control in slideshows, and a completely rewritten book-layout kit). Additional improvements include a robust search feature (similar to that of iTunes) and the addition of "objects" for slideshow and book projects (using objects, you can manipulate images without affecting pictures in your master library).

"iPhoto 5: The Missing Manual" covers them all with the scrupulous objectivity, clever wit, and technical wisdom you count on from David Pogue along with the Mac and digital photography expertise of Derrick Story.

Their authoritative guide starts out with a crash course on digital photography, complete with tutorials on buying a digital camera, composing brilliant photos in various situations (including sports photography, portraits, nighttime photography--even kid photography!) and making digital movies. "iPhoto 5: The Missing Manual" then launches into every detail of iPhoto, from camera-meets-Mac basics to storing, searching, and editing; from sharing your digital photography with the world (via customized slideshows--completewith iTunes soundtrack, if you like--prints, photo books, email, the Web, and even your network) to exporting to QuickTime and iDVD. And don't forget iPhoto "stunts," such as building custom screen savers and desktop backdrops; exporting pictures; making the most of plug-ins, add-ons, and beef-ups; using AppleScript; and managing files with backups, CDs, and photo libraries.

"iPhoto 5: The Missing Manual" gives you everything you need to become the digital photographer extraordinaire you want to be.

Hands-On Guide to Windows Media (Paperback): Joe Follansbee Hands-On Guide to Windows Media (Paperback)
Joe Follansbee
R985 Discovery Miles 9 850 Ships in 12 - 17 working days

Hands-On Guide to Windows Media is a practical guide that teaches how to distribute audio and video efficiently and effectively over computer networks.
This book enables you to get up and running quickly and focuses on one of the most popular tools in the streaming media universe, Windows Media. This book will help you to understand the unique characteristics and demands of streaming audio and video information over packet-switched networks. Ideal even for non-technical readers.
* Learn how to deliver audio and video products and messages in a way that meets business goals without compromising quality or breaking budgets
* Contains step-by-step examples and code easy enough for those of us that are not-so-technical
* Real-world case studies and anecdotes provide examples, illustrate pitfalls, and provide best-practices

The Essentials of CAGD (Paperback): Gerald Farin, Dianne Hansford The Essentials of CAGD (Paperback)
Gerald Farin, Dianne Hansford
R1,814 Discovery Miles 18 140 Ships in 12 - 17 working days

Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal background in mathematics is needed to understand the bookis concepts, the book covers an amazing array of topics such as Bezier and B-spline curves and their corresponding surfaces, subdivision surfaces, and NURBS (Non-Uniform Rational B-Splines). Also included are techniques such as interpolation and least squares methods.

Advanced Game Development with Programmable Graphics Hardware (Paperback): Alan Watt, Fabio Policarpo Advanced Game Development with Programmable Graphics Hardware (Paperback)
Alan Watt, Fabio Policarpo
R1,834 Discovery Miles 18 340 Ships in 12 - 17 working days

This book addresses the new possibilities that are becoming available in games technology through the development of programmable hardware. It is helpful for students of game technology and established game programmers and developers who want to update their expertise to the new technology.

Computer Graphics for Java Programmers 2e (Paperback, 2nd Edition): L. Ammeraal Computer Graphics for Java Programmers 2e (Paperback, 2nd Edition)
L. Ammeraal
R1,580 Discovery Miles 15 800 Ships in 12 - 17 working days

A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts – and a knowledge of how they can be implemented in a particular programming language – is essential.

"Computer Graphics for Java Programmers, 2nd edition" covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden-line elimination. 

Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready-to-run-programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self-study, it provides a perfect foundation for programming computer graphics using Java.

Graphics and GUIs with MATLAB (Paperback, 3rd edition): Patrick Marchand, O. Holland Graphics and GUIs with MATLAB (Paperback, 3rd edition)
Patrick Marchand, O. Holland
R2,318 Discovery Miles 23 180 Ships in 12 - 17 working days

MATLABŪ, now the industry-standard engineering language for computation, analysis, and visualization, continues to evolve in its capabilities. Version 6.x incorporated several major improvements, including significant enhancements to its graphics features, such as transparencies, increased 3-D visualization, and an improved rendering engine.

The bestselling Graphics and GUIs with MATLAB has been fully revised to reflect MATLAB version 6. The third edition also features a number of improvements in both content and organization that ensure its readers get the optimum level of detail and best possible instruction.

New in the Third Edition:

· Full updates that reflect MATLAB 6.x enhancements
· Expanded discussions on 2-D and 3-D graphics
· New chapters on good GUI design and data visualization techniques
· Volume visualizations
· Updated language commands
· Deeper coverage of programming techniques, such as data structures and callback techniques
· Exercises in each chapter
· Additional examples and updated illustrations

Graphics and GUIs with MATLAB, Third Edition retains the comprehensible, almost conversational tutorial style that made its predecessors so popular but offers a streamlined organization and deeper coverage that make this edition an even better way to acquire or increase proficiency in using MATLAB to its fullest graphics capabilities.

An Architectural Approach to Level Design - Second Edition (Hardcover, 2nd edition): Christopher W. Totten An Architectural Approach to Level Design - Second Edition (Hardcover, 2nd edition)
Christopher W. Totten
R3,782 Discovery Miles 37 820 Ships in 12 - 17 working days

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

Discord For Dummies (Paperback): T. Morris Discord For Dummies (Paperback)
T. Morris
R561 R459 Discovery Miles 4 590 Save R102 (18%) Ships in 9 - 15 working days

Connect with the newest and most vibrant online community Though it was originally a virtual meeting place primarily for gamers, Discord's userbase has quintupled in size in just two years and branched to include discussions on a multitude of topics. Discord For Dummies shows readers how to connect with the massive Discord audience, both within and well beyond the gaming niche. Celebrated writer, broadcaster, gamer, and technologist Tee Morris teaches readers how to set up a profile, establish channels, and join other conversations. Along the way, he'll show you how to grow your audience and utilize Discord in your business. You'll also learn to: - Play by the rules of Discord, both written and unwritten - Build a Discord studio - Create a community - Acquire must-have accessories With an audience of over 250,000,000 active users, you can't afford to ignore the Discord community. Discord For Dummies is perfect for businesses seeking a larger audience, established media looking for a presence in private chat, and groups looking to organize their communication.

Developing Effective Websites - A Project Manager's Guide (Paperback, 2nd Ed): Roy Strauss, Patrick Hogan Developing Effective Websites - A Project Manager's Guide (Paperback, 2nd Ed)
Roy Strauss, Patrick Hogan
R1,411 Discovery Miles 14 110 Ships in 12 - 17 working days

Is your website project out of control?
Every website project needs a manager. Developing Effective Websites describes Internet technologies in plain language and helps you see beyond your expertise to the big picture. It does this by drawing on established software project and management principles.
Like any project, effective management of website development starts by understanding and balancing the constraints of time, resources, and tasks. You can deliver your project on time and on budget, by following a process that includes:
- Analyzing the requirements of users and your market
- Developing a workplan for the site and breaking it down to tasks
- Scheduling with Gantt and PERT charts and measuring slippage for more accurate revisions
- Estimating cost by the budget-first or design-first methods
- Using the team development process and covering all the necessary roles
- Aligning contractor and client interests to create a win-win relationship
- Following an iterative development process for designing, prototyping, and building out
- Applying software testing principles to website development
- Making hosting decisions and planning for maintenance
Practical techniques for managing a variety of projects from simple presentations to consumer web sites and applications (e-commerce, web-based training)
New chapters on web development tools & technologies and hosting options & solutions
Based on real-world experiences and current development techniques

GPU Pro 360 Guide to Image Space (Hardcover): Wolfgang Engel GPU Pro 360 Guide to Image Space (Hardcover)
Wolfgang Engel
R4,015 Discovery Miles 40 150 Ships in 12 - 17 working days

Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Multimedia - A Critical Introduction (Hardcover, illustrated edition): Richard Wise Multimedia - A Critical Introduction (Hardcover, illustrated edition)
Richard Wise
R1,365 Discovery Miles 13 650 Ships in 12 - 17 working days


Multimedia: A Critical Introduction is a comprehensive guide to the new media form which has resulted from the application of computer technology to existing techniques of broadcasting and telecommunications transmission. The rapid growth of multimedia technologies such as the internet, e-mail and digital television holds the promise of a new 'information age' in which individual tastes are catered for, citizens become better informed, and new wealth is created. But are new media technologies really designed to achieve these utopian aims?
Multimedia: A Critical Introduction provides a historical, cultural and political context to the development of multimedia, as both a technology and a concept. Individual chapters address:
* the origins of multimedia in the unlikely interaction between the military and 1960s counter-culture: how the phenomenal US budgets allocated to US military research resulted in the microchip, and why the efforts of counter-culture computer hobbyists evolved into a multi-billion dollar industry.
* the wider democratic and cultural implications of multimedia in the wake of the deregulation of the media industries by 'new right' governments in the 1980s, which has led to the domination of the media by transnational conglomerates.
* issues of privacy and censorship in relation to new media, including discussion of cryptography, electronic surveillance, and attempts to regulate material such as pornography on the internet.
* the use of digital technology to create special effects in feature films

eBook available with sample pages: PB:0415121515

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