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Books > Computing & IT > Computer software packages > Multimedia

Geometric Data Structures for Computer Graphics (Paperback): Elmar Langetepe, Gabriel Zachmann Geometric Data Structures for Computer Graphics (Paperback)
Elmar Langetepe, Gabriel Zachmann
R1,789 Discovery Miles 17 890 Ships in 9 - 17 working days

Data structures and tools from computational geometry help to solve problems in computer graphics; these methods have been widely adopted by the computer graphics community yielding elegant and efficient algorithms. This book focuses on algorithms and data structures that have proven to be versatile, efficient, fundamental, and easy to implement. The book familiarizes students, as well as practitioners in the field of computer graphics, with a wide range of data structures. The authors describe each data structure in detail, highlight fundamental properties, and present algorithms based on the data structure. A number of recent representative and useful algorithms from computer graphics are described in detail, illuminating the utilization of the data structure in a creative way.

Title Sequences as Paratexts - Narrative Anticipation and Recapitulation (Paperback): Michael Betancourt Title Sequences as Paratexts - Narrative Anticipation and Recapitulation (Paperback)
Michael Betancourt
R819 Discovery Miles 8 190 Ships in 10 - 15 working days

In his third book on the semiotics of title sequences, Title Sequences as Paratexts, theorist Michael Betancourt offers an analysis of the relationship between the title sequence and its primary text-the narrative whose production the titles credit. Using a wealth of examples drawn from across film history-ranging from White Zombie (1931), Citizen Kane (1940) and Bullitt (1968) to Prince of Darkness (1987), Mission: Impossible (1996), Sucker Punch (2011) and Guardians of the Galaxy, Vol. 2 (2017)-Betancourt develops an understanding of how the audience interprets title sequences as instances of paranarrative, simultaneously engaging them as both narrative exposition and as credits for the production. This theory of cinematic paratexts, while focused on the title sequence, has application to trailers, commercials, and other media as well.

Between the Public and Private in Mobile Communication (Paperback): Ana Serrano Telleria Between the Public and Private in Mobile Communication (Paperback)
Ana Serrano Telleria
R1,402 Discovery Miles 14 020 Ships in 10 - 15 working days

Mobile devices' impact on daily life has raised relevant questions regarding public and private space and communication. Both the technological environment (operating systems, platforms, apps) and media ecosystems (interface design, participatory culture, social media) influence how users deal with the public and private, intimate and personal spheres. Leading researchers in communication, art, computer engineering, education, law, sociology, philosophy, and psychology here explore current methodologies for studying the dichotomy of the public and private in mobile communication, providing a foundation for further research.

Real-Time Rendering - Computer Graphics with Control Engineering (Hardcover): Gabriyel Wong, Jianliang Wang Real-Time Rendering - Computer Graphics with Control Engineering (Hardcover)
Gabriyel Wong, Jianliang Wang
R3,650 Discovery Miles 36 500 Ships in 10 - 15 working days

Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a challenge: how do you find optimal, sustainable solutions to accommodate both speed of rendering and quality? Real-Time Rendering: Computer Graphics with Control Engineering presents a novel framework for solving the perennial challenge of resource allocation and the trade-off between quality and speed in interactive computer graphics rendering. Conventional approaches are mainly based on heuristics and algorithms, are largely application specific, and offer fluctuating performance, particularly as applications become more complex. The solution proposed by the authors draws on powerful concepts from control engineering to address these shortcomings. Expanding the horizon of real-time rendering techniques, this book: Explains how control systems work with real-time computer graphics Proposes a data-driven modelling approach that more accurately represents the system behaviour of the rendering process Develops a control system strategy for linear and non-linear models using proportional, integral, derivative (PID) and fuzzy control techniques Uses real-world data from rendering applications in proof-of-concept experiments Compares the proposed solution to existing techniques Provides practical details on implementation, including references to tools and source code This pioneering work takes a major step forward by applying control theory in the context of a computer graphics system. Promoting cross-disciplinary research, it offers guidance for anyone who wants to develop more advanced solutions for real-time computer graphics rendering.

The Visual Language of Technique - Volume 2 - Heritage and Expectations in Research (Hardcover, 2014): Luigi Cocchiarella The Visual Language of Technique - Volume 2 - Heritage and Expectations in Research (Hardcover, 2014)
Luigi Cocchiarella
R2,334 R1,838 Discovery Miles 18 380 Save R496 (21%) Ships in 10 - 15 working days

The book is inspired by the second seminar in a cycle connected to the celebrations of the 150th anniversary of the Politecnico di Milano. "Working with the Image Description Processing Prediction" was the motto of this meeting, aiming to point out the role of Visual Language not only in describing reality, but also in supporting the thinking processes in Science (prediction), in Art (invention), in Technical studies (prevision) and in identifying and working on both visible and invisible phenomena. As John Barrow states, "So often a picture is better than a thousand words" and "The visual language is the most natural, while the other language could reasonably be considered as 'postscripts' to the human story." The essays included in the volume (from lectures, the poster session, interviews and round table) will show the wide range of technical possibilities connected with the present use of the Image, especially thanks to Computer Graphics, from 3D Modeling to Augmented Reality, while also offering a glimpse of interesting theoretical perspectives. In the end, as noted by Martin Heidegger, the word "theory" not only comes from the Ancient Greek verb "theoreo," that is "to see, to observe," but it also echoes the words "theos" and "thea," namely "god" and "goddess," and above all, it shares the root with the term "aletheia," which is the "truth," which is not far from the ultimate goal of research.

One Dimensional Spline Interpolation Algorithms (Paperback): Helmuth Spath One Dimensional Spline Interpolation Algorithms (Paperback)
Helmuth Spath
R1,999 Discovery Miles 19 990 Ships in 10 - 15 working days

Together with its compagnion volume this book presents a practical introduction to computing spline functions, the fundamental tools for fitting curves and surfaces in computer-aided design (CAD) and computer graphics.

Two Dimensional Spline Interpolation Algorithms (Paperback): Helmuth Spath Two Dimensional Spline Interpolation Algorithms (Paperback)
Helmuth Spath
R1,976 Discovery Miles 19 760 Ships in 10 - 15 working days

These volumes present a practical introduction to computing spline functions, the fundamental tools for fitting curves and surfaces in computer-aided deisgn (CAD) and computer graphics.

Handbook on 3D3C Platforms - Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce... Handbook on 3D3C Platforms - Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce (Hardcover, 1st ed. 2016)
Yesha Sivan
R4,739 R3,656 Discovery Miles 36 560 Save R1,083 (23%) Ships in 10 - 15 working days

This book presents 3D3C platforms - three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic University When you read 3D3C Platforms you realize what a domain like ours -- 3D printing -- can and should do for the world. Clearly we are just starting. Inspiring.David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors- from privacy and taxation to fashion and health care-provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School

Advanced Video Coding Systems (Hardcover, 2014 ed.): Wen Gao, Siwei Ma Advanced Video Coding Systems (Hardcover, 2014 ed.)
Wen Gao, Siwei Ma
R3,388 Discovery Miles 33 880 Ships in 10 - 15 working days

This book presents an overview of the state of the art in video coding technology. Specifically, it introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AVS2; describes the key technologies used in the AVS2 standard, including prediction coding, transform coding, entropy coding, and loop-filters; examines efficient tools for scene video coding and surveillance video, and the details of a promising intelligent video coding system; discusses optimization technologies in video coding systems; provides a review of image, video, and 3D content quality assessment algorithms; surveys the hot research topics in video compression.

Sketching as Design Thinking (Paperback): Alma R. Hoffmann Sketching as Design Thinking (Paperback)
Alma R. Hoffmann
R1,240 Discovery Miles 12 400 Ships in 9 - 17 working days

This book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice. Through a wide range of analysis and discussion, the book looks at the history of sketching as a resource throughout the design process and asks questions such as: where does sketching come from? When did sketching become something different to drawing and how did that happen? What does sketching look like in the present day? Alongside an in-depth case study of students, teachers, and practitioners, this book includes a fascinating range of interviews with designers from a wide variety of backgrounds, including fashion, user experience, and architecture. Sketching as Design Thinking explains how drawing and sketching remain a prominent aspect in our learning and creative process, and provides a rich resource for students of visual art and design.

Non-Photorealistic Rendering (Paperback): Bruce Gooch, Amy Gooch Non-Photorealistic Rendering (Paperback)
Bruce Gooch, Amy Gooch
R1,982 Discovery Miles 19 820 Ships in 10 - 15 working days

The ubiquity of computer-generated imagery around us, in movies, advertising or on the Internet is already being taken for granted and what impresses most people is the photorealistic quality of the images. Pictures, as we have often been told, are worth a thousand words and the information transported by an image can take many different forms. Many computer graphics researchers are exploring non-photorealistic rendering techniques as an alternative to realistic rendering. Defined by what it is not, non-photorealistic rendering brings art and science together, concentrating less on the process and more on the communication content of an image. Techniques that have long been used by artists can be applied to computer graphics to emphasize subtle attributes and to omit extraneous information. This book provides an overview of the published research on non-photorealistic rendering in order to categorize and distill the current research into a body of usable techniques. A summary of some of the algorithms as well as pseudo-code for producing some of the images is included.

Handbook of Mobile Broadcasting - Dvb-H, Dmb, Isdb-T, and Mediaflo (Paperback): Borko Furht, Syed A. Ahson Handbook of Mobile Broadcasting - Dvb-H, Dmb, Isdb-T, and Mediaflo (Paperback)
Borko Furht, Syed A. Ahson
R1,875 Discovery Miles 18 750 Ships in 10 - 15 working days

Operators are introducing mobile television and digital video content services globally. The Handbook of Mobile Broadcasting addresses all aspects of these services, providing a comprehensive reference on DVB-H, DMB, ISDB-T, and MediaFLO. Featuring contributions from experts in the field, the text presents technical standards and distribution protocols, offering detailed coverage of video coding, including design methodology and error resilience techniques; state-of-the-art technologies such as signaling, optimization, implementation, and simulation; and applications of mobile broadcasting, including emerging areas and new interactive services.

Languages for Developing User Interfaces (Paperback): Brad A. Myers Languages for Developing User Interfaces (Paperback)
Brad A. Myers
R1,895 Discovery Miles 18 950 Ships in 10 - 15 working days

This book brings together a number of researchers and developers from industry and academia who report on their work. It is of interest to language designers and the creators of toolkits, UIMSs, and other user interface tools.

Geometric Modeling with Splines - An Introduction (Paperback): Elaine Cohen, Richard F. Riesenfeld, Gershon Elber Geometric Modeling with Splines - An Introduction (Paperback)
Elaine Cohen, Richard F. Riesenfeld, Gershon Elber
R2,086 Discovery Miles 20 860 Ships in 10 - 15 working days

Written by researchers who have helped found and shape the field, this book is a definitive introduction to geometric modeling. The authors present all of the necessary techniques for curve and surface representations in computer-aided modeling with a focus on how the techniques are used in design. They achieve a balance between mathematical rigor and broad applicability. Appropriate for readers with a moderate degree of mathematical maturity, this book is suitable as an undergraduate or graduate text, or particularly as a resource for self-study.

Two- and Three-Dimensional Patterns of the Face (Paperback): Peter W. Hallinan, Gaile Gordon, A. L. Yuille, Peter Giblin, David... Two- and Three-Dimensional Patterns of the Face (Paperback)
Peter W. Hallinan, Gaile Gordon, A. L. Yuille, Peter Giblin, David Mumford
R1,867 Discovery Miles 18 670 Ships in 10 - 15 working days

The human face is perhaps the most familiar and easily recognized object in the world, yet both its three-dimensional shape and its two-dimensional images are complex and hard to characterize. This book develops the vocabulary of ridges and parabolic curves, of illumination eigenfaces and elastic warpings for describing the perceptually salient features of a face and its images. The book also explores the underlying mathematics and applies these mathematical techniques to the computer vision problem of face recognition, using both optical and range images.

The Geometry Toolbox for Graphics and Modeling (Paperback): Dianne Hansford, Gerald Farin The Geometry Toolbox for Graphics and Modeling (Paperback)
Dianne Hansford, Gerald Farin
R1,984 Discovery Miles 19 840 Ships in 10 - 15 working days

The Geometry Toolbox takes a novel and particularly visual approach to teaching the basic concepts of two- and three-dimensional geometry. It explains the geometry essential for today's computer modeling, computer graphics, and animation systems. While the basic theory is completely covered, the emphasis of the book is not on abstract proofs but rather on examples and algorithms. The Geometry Toolbox is the ideal text for professionals who want to get acquainted with the latest geometric tools. The chapters on basic curves and surfaces form an ideal stepping stone into the world of graphics and modeling. It is also a unique textbook for a modern introduction to linear algebra and matrix theory.

Fast Design, Slow Innovation - Audiophotography Ten Years On (Hardcover, 1st ed. 2015): David M. Frohlich Fast Design, Slow Innovation - Audiophotography Ten Years On (Hardcover, 1st ed. 2015)
David M. Frohlich
R1,440 Discovery Miles 14 400 Ships in 18 - 22 working days

As well as updating the manifesto for an audio photography technology and practice, this book addresses issues in design history, the social shaping of technology and the management of innovation. In particular, it reveals the very different timescales over which design and innovation operate, and the way in which design ideas evolve across different research groups, companies and application areas. The capture of photographs with sound is a simple idea, proposed 10 years ago, that has still not become widespread. In this new edition of the seminal 2004 book on Audio photography, the author asks "Why?" A journey through the book's citations and related commercial products shows considerable progress in understanding the role of sound in photography, and myriad design experiments to support audio visual storytelling as a new media form. The book is a story in itself about the "long nose of innovation", and a lesson about the need for patience and persistence in the computer industry. To reinforce this point five of the 2004 chapters are re-published in their original form. These describe invariant properties of ambient musical, talking and conversational photographs, and the possibility of playback from paper as well as screen. Fast Design, Slow Innovation will be of interest to researchers and designers of new media systems and experiences, and to innovation scholars or managers looking for a ten year case study of innovation in action.

Design Perspectives on Multimodal Documents - System, Medium, and Genre Relations (Hardcover): Matthew David Lickiss Design Perspectives on Multimodal Documents - System, Medium, and Genre Relations (Hardcover)
Matthew David Lickiss
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This volume integrates multimodal theoretical frameworks with those from graphic communication and information design and applies this critical synthesis to the examination of the changes and relationships that occur when multimodal documents are distributed across various means and channels of consumption. Drawing on examples from popular newspapers and store catalogs, the book's specific focus is on documents as sets, here defined as the collective of all the assorted forms of a document published across multiple mediums and modes. This approach affords a multi-layered analysis of multimodal documents more broadly, in addition to engaging in questions about the very definition of a document and the terminology we use in relation to documents, including genres, mediums, and modes. As both a critical examination of the theoretical frameworks employed in literature on documents and a way forward for new approaches to analyzing multimodal texts, this volume is key reading for students and scholars in multimodality, graphic communication, design, media studies, and information science.

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
R3,913 Discovery Miles 39 130 Ships in 9 - 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.

Avatare - Digitale Sprecher Fur Business Und Marketing (English, German, Hardcover): Christian Lindner Avatare - Digitale Sprecher Fur Business Und Marketing (English, German, Hardcover)
Christian Lindner
R1,502 Discovery Miles 15 020 Ships in 10 - 15 working days

I Grundlagen.- Wer braucht wofur Avatare? Konzeption und Implementierung naturlichsprachlicher Systeme - Zur Einfuhrung.- Die Bedeutung von naturlichsprachlichen Dialogsystemen im Internet-Business.- Technische Grundlagen von naturlichsprachlichen Dialogsystemen.- Ein Quantensprung fur Dialogsysteme.- II E-Business und Avatare.- "Ich habe Ihre Eingabe leider nicht verstanden" - Qualitatskriterien fur Online-Tests von Bots.- Strategien fur Dialogfuhrungssysteme - Automation der Kundenkommunikation im Kontaktkanal Internet.- Schoen - schnell - schlau: Online-Marketing mit Avataren.- Avatare und die Usability von Websites.- Support-Chat und Avatare als Mittel der persoenlichen Kundenbetreuung im World Wide Web.- Cor@: Der Avatar der Deutschen Bank - Eine Fallstudie aus der Sicht des Auftragnehmers.- PIA - Der virtuelle Einkaufs-Guide - Eine Fallstudie des Club Bertelsmann.- Ein virtueller Berater fur Yello - Auswahl, Implementierung und Betrieb eines Avatars.- III Marketing und Avatare.- Darf's ein bisschen menschlicher sein? - Virtuelle Charaktere am Point of Sale.- Robert T-Online - Eine Karriere zwischen Wirklichkeit und Cyberspace.- Robert T-Online - Ein universeller Markenbotschafter.- Avatare und Entertainment.- It's time for a Strike! - Wahlkampf einer digitalen Prasidentschaftskandidatin.- IV Ausblick.- Mehr als nur ein nettes Gesicht: Embodied conversational interface agents.- Mit Hand und Fuss - Die Bedeutung der nonverbalen Kommunikation fur die Emotionalisierung von Dialogfuhrungssystemen.- Virtualisierung und Personalisierung - Technologietrends machen Avatare zur innovativen Mensch-Maschine-Schnittstelle.

Handbook of Geometric Programming Using Open Geometry GL (Hardcover, 2002): Georg Glaeser, Hans-Peter Schroecker Handbook of Geometric Programming Using Open Geometry GL (Hardcover, 2002)
Georg Glaeser, Hans-Peter Schroecker
R4,879 Discovery Miles 48 790 Ships in 18 - 22 working days

¿..Take advantage of open-source software tools for practical 2-D and 3-D programming¿. "Handbook of Geometric Programming Using Open Geometry GL" is a comprehensive reference on the practice of geometrics and graphics programming. It is based upon and utilizes the industry standard open-source graphics API, Open GL. Readers will find a complete compendium of all methods and classes for Open Geometry GL, using any standard computer operating system (Windows 2000, Windows NT, Unix, and Linux). They will learn how to use these methods and classes and apply them in theoretical and practical applications for 2-D and 3-D graphics and animation, and data exchange, as well as create their own easily programmed extensions using C++ language. Topics and features: *Reinforced with more than 100 extensive documented examples *Flexibility and extendibility with open-source code and API library, for custom solutions to any geometric or graphics problems *Object-oriented viewpoint for all methods and programming in C++ *Based upon Open GL API and standards *More than 200 sample programs and executables on CD-ROM, covering wide areas of application, and with full source code *A comprehensive ¿toolkit¿ that is easy-to-use for beginning and advanced users of Open Geometry GL *Includes new coverage on projective geometry, fractals or Bézier surfaces, and B-spline surfaces With its accessibility, breadth, and well-devised organization, this handbook is a superb resource for those looking to develop a solid grounding and expertise in geometric programming with Open Geometry GL. It is an indispensable reference work ideally suited for practitioners, professionals, and researchers.

Multimedia for Accessible Human Computer Interfaces (Hardcover, 1st ed. 2021): Troy Mcdaniel, Xueliang Liu Multimedia for Accessible Human Computer Interfaces (Hardcover, 1st ed. 2021)
Troy Mcdaniel, Xueliang Liu
R2,689 Discovery Miles 26 890 Ships in 18 - 22 working days

The book Multimedia for Accessible Human Computer Interfaces is to be the first resource to provide in-depth coverage on topical areas of multimedia computing (images, video, audio, speech, haptics, VR/AR, etc.) for accessible and inclusive human computer interfaces. Topics are grouped into thematic areas spanning the human senses: Vision, Hearing, Touch, as well as Multimodal applications. Each chapter is written by different multimedia researchers to provide complementary and multidisciplinary perspectives. Unlike other related books, which focus on guidelines for designing accessible interfaces, or are dated in their coverage of cutting edge multimedia technologies, Multimedia for Accessible Human Computer Interfaces takes an application-oriented approach to present a tour of how the field of multimedia is advancing access to human computer interfaces for individuals with disabilities. Under Theme 1 "Vision-based Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through vision will be presented including: "A Framework for Gaze-contingent Interfaces", "Sign Language Recognition", "Fusion-based Image Enhancement and its Applications in Mobile Devices", and "Open-domain Textual Question Answering Systems". Under Theme 2 "Auditory Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through hearing will be presented including: "Speech Recognition for Individuals with Voice Disorders" and "Socially Assistive Robots for Storytelling and Other Activities to Support Aging in Place". Under Theme 3 "Haptic Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through haptics will be presented including: "Accessible Smart Coaching Technologies Inspired by Elderly Requisites" and "Haptic Mediators for Remote Interpersonal Communication". Under Theme 4 "Multimodal Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through multiple modalities will be presented including: "Human-Machine Interfaces for Socially Connected Devices: From Smart Households to Smart Cities" and "Enhancing Situational Awareness and Kinesthetic Assistance for Clinicians via Augmented-Reality and Haptic Shared-Control Technologies".

Affect and Embodied Meaning in Animation - Becoming-Animated (Hardcover): Sylvie Bissonnette Affect and Embodied Meaning in Animation - Becoming-Animated (Hardcover)
Sylvie Bissonnette
R4,496 Discovery Miles 44 960 Ships in 10 - 15 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.

Computer Aided Architectural Design Futures 2005 - Proceedings of the 11th International CAAD Futures Conference held at the... Computer Aided Architectural Design Futures 2005 - Proceedings of the 11th International CAAD Futures Conference held at the Vienna University of Technology, Vienna, Austria, on June 20-22, 2005 (Hardcover, 2005 ed.)
Bob Martens, Andre Brown
R5,407 Discovery Miles 54 070 Ships in 18 - 22 working days

MARTENS Bob and BROWN Andre Co-conference Chairs, CAAD Futures 2005 Computer Aided Architectural Design is a particularly dynamic field that is developing through the actions of architects, software developers, researchers, technologists, users, and society alike. CAAD tools in the architectural office are no longer prominent outsiders, but have become ubiquitous tools for all professionals in the design disciplines. At the same time, techniques and tools from other fields and uses, are entering the field of architectural design. This is exemplified by the tendency to speak of Information and Communication Technology as a field in which CAAD is embedded. Exciting new combinations are possible for those, who are firmly grounded in an understanding of architectural design and who have a clear vision of the potential use of ICT. CAAD Futures 2005 called for innovative and original papers in the field of Computer Aided Architectural Design, that present rigorous, high-quality research and development work. Papers should point towards the future, but be based on a thorough understanding of the past and present.

Business Publishing - Mit Ragtime 5.6 (English, German, Hardcover, 2nd ed.): Thomas Maschke Business Publishing - Mit Ragtime 5.6 (English, German, Hardcover, 2nd ed.)
Thomas Maschke
R1,224 Discovery Miles 12 240 Ships in 18 - 22 working days

RagTime 5.6 f r Windows und MacOS eignet sich besonders zur Erstellung von Expos s, Gesch ftsberichten, Auswertungen, Pr sentationen, Katalogen und Periodika. Diese vielf ltige Verwendbarkeit ergibt sich aus den Layoutm glichkeiten und den integrierten Office-Funktionalit ten der Software wie Tabellenkalkulation, Textverarbeitung, Grafik- und Zeichenwerkzeuge, zahlreicher Import- und Exportoptionen, sowie professionellem Farbmanagement nach ICC-Standard (kommerzielle Version) und Funktionserweiterungen durch Zusatzmodule. Mit zahlreichen Projektbeispielen aus den benannten Anwendungen gibt das vorliegende Arbeitsbuch nach einer konzisen Einf hrung in Konzept und Bedienung von RagTime wertvolle Tipps, Tricks und Techniken f r Novizen und bereits erfahrene Anwender. Die beiliegende Hybrid-CD-ROM f r MacOS und Windows enth lt die Vollversion von RagTime 5.6.1 privat, n tzliche Tools, Informationen und Autorenbeispiele.

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