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Books > Computing & IT > Computer software packages > Multimedia

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.

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.

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.

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.

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.

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.

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.

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

Practical Heat Transfer - Using MATLAB and COMSOL (Hardcover): Layla S Mayboudi Practical Heat Transfer - Using MATLAB and COMSOL (Hardcover)
Layla S Mayboudi
R1,731 R1,409 Discovery Miles 14 090 Save R322 (19%) Ships in 18 - 22 working days

This book guides the reader through the subject of heat transfer, covering the analytical, coding, finite element, and hybrid methods of thermal modeling. It leads the reader through the processes of model creation for heat transfer analysis and validating them using analytical techniques and partial differential equations. The primary focus is on the MATLAB (R) and COMSOL Multiphysics (R) software packages. The content can be utilized in a variety of engineering disciplines including mechanical, aerospace, biomedical, chemical, civil, and electrical. Mathematicians, analysts, and scientists might also benefit from the content, because it provides the reader with an introduction to the heat transfer science as well as numerical and analytical thermal modeling. Companion files with models and full color figures from the book are included. FEATURES: Includes 2D and 3D thermal modeling examples created with COMSOL Multiphysics version 5.6 (Heat Transfer Module) as well as general guidance on geometry creation and import Covers 2D and 3D thermal modeling examples created with the MATLAB PDE Toolbox and axisymmetric 2D thermal modeling examples created with the MATLAB PDE Modeler Provides case studies and example models which enable the reader to implement conceptual material in practical scenarios with broad industrial applications Validation of FEM analyses with analytical approaches Features an introduction to MATLAB v.R2021 for readers with no prior knowledge of the software Includes companion files with the models created with COMSOL Multiphysics and MATLAB.

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.

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.

Compressed Image File Formats - JPEG, PNG, GIF, XBM, BMP (Paperback): John Miano Compressed Image File Formats - JPEG, PNG, GIF, XBM, BMP (Paperback)
John Miano
R1,141 Discovery Miles 11 410 Ships in 10 - 15 working days

This comprehensive reference on the major graphics file formats and the compression technologies they employ is an indispensable resource for graphics programmers, especially those developing graphical applications for the Web.

"Compressed Image File Formats: JPEG, PNG, GIF, XBM, BMP" examines the most common graphics file formats in detail and demonstrates how to encode and decode image files for each. In particular, this book offers in-depth coverage of the elaborate JPEG and newer PNG formats, providing clear explanations of complex concepts, experience-based practical techniques, and plentiful code examples. GIF, XBM, and BMP are also covered, with a focus on some of the less familiar and less well-documented features of these common file formats.

Specific topics covered include:

  • Compression technologies that each file format utilizes
  • Color models employed by each file format
  • The advantages and disadvantages of each file format
  • Huffman Coding
  • LZW Compression
  • Deflate/Inflate
  • Progressive JPEG
  • The Discrete Cosine Transform
  • Animated GIF

The accompanying CD-ROM contains the complete source code for all of the image formats covered in the book, as well as working examples and sample images. If you want to learn how to read and write graphic file formats for the Web--including PNG and JPEG files--there is no better resource than this book. System requirements: Windows 95 or Windows NT, Borland C++ Builder 3, or Microsoft Visual C++ 5.0.
0201604434B04062001

Layout and Composition for Animation (Paperback): Ed Ghertner Layout and Composition for Animation (Paperback)
Ed Ghertner
R1,078 Discovery Miles 10 780 Ships in 9 - 17 working days

This essential, hands-on guide is filled with examples of what a composition should look like and example of poorly designed layouts. Spot potential problems before they cost time and money, and adapt creative solutions for your own projects with this invaluable resource for beginner and intermediate artists. With Beauty and the Beast examples and Simpson character layouts, readers will learn how to develop character layout and background layout as well as strengthen composition styles with a creative toolset of trick shot examples and inspirational case studies. A companion website will include further technique based tools, finalized layout and composition examples and tutorials for further artistic skill development.

Flash 3D - Animation, Interactivity, and Games (Paperback): Jim Ver Hague, Chris Jackson Flash 3D - Animation, Interactivity, and Games (Paperback)
Jim Ver Hague, Chris Jackson
R1,465 Discovery Miles 14 650 Ships in 18 - 22 working days

Push your creative ideas to the next level in content delivery. Use real and simulated 3D space in your Flash games and interactive systems. 3D possibilities offer an untapped creative approach to thinking and designing with Flash. Tap into this medium by: * Creating reusable templates to reduce costs and cycle time for project development. * Experimenting with author-provided interactive examples that demonstrate a broad range of Flash applications from website to DVD/CD-ROM delivery. * Practicing the real-world project techniques presented by the authors in full color. * Expanding your horizons with experimental projects. Jim Ver Hague is a professor of Computer Graphics Design at the Rochester Institute of Technology. He has more than 30 years' experience in the field of computer graphics and has lectured, consulted, and conducted workshops internationally in the fields of multimedia, electronic publishing, computer-aided information design, and computer art and sculpture. Chris Jackson is a computer graphics designer and Associate Professor at Rochester Institute of Technology. Chris has an extensive background in graphic design, printing and interactive multimedia. His professional work has received over 25 distinguished national and international awards for online communication. User Level: Intermediate

Graphics and Communications - Proceedings of an International Workshop Breuberg, FRG, October 15-17, 1990 (Hardcover, 1991... Graphics and Communications - Proceedings of an International Workshop Breuberg, FRG, October 15-17, 1990 (Hardcover, 1991 ed.)
David B. Arnold, Robert A. Day, David A. Duce, Christian Fuhrhop, Julian R. Gallop, …
R2,802 Discovery Miles 28 020 Ships in 18 - 22 working days

This volume is a record of the Workshop on Graphics and Communications organized within ESPRIT II Project 2463 ARGOSI (Applications Related Graphics and OSI Standards Integration). The workshop was included in the Eurographics workshop programme for 1990. The ARGOSI project essentially arose from the observation that international standards in the graphics and networking areas were generally being developed in isolation and that insufficient attention was being paid to the needs of applications whose requirements spanned several standards. The importance of the integration of graphics and networking has been growing over recent years, with the growth of interest in multi-media systems to support cooperative working, and the use of computer graphics techniques in the visualization of the results of scientific and engineering computations. The latter frequently involve high-speed links between workstations and supercomputers. The presentations in this volume cover a broad range of activities from a classification scheme for graphics and networking to interconnection experiments with broadband networks. Three topics were selected for detailed discussion in working groups: - Improvements to the computer graphics metafile standard, - The role of application profiles in graphics data exchange, - The impact of multi-media. The volume contains a record of the discussions and the recommendations from the working groups, subsequently endorsed by the workshop.

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