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Books > Computing & IT > Computer software packages > Multimedia

Maps and Monsters in Medieval England (Paperback): Asa Mittman Maps and Monsters in Medieval England (Paperback)
Asa Mittman
R1,784 Discovery Miles 17 840 Ships in 10 - 15 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.

Mathematical Tools In Computer Graphics With C# Implementations (Paperback): Alexandre Hardy, Willi-Hans Steeb Mathematical Tools In Computer Graphics With C# Implementations (Paperback)
Alexandre Hardy, Willi-Hans Steeb
R2,446 Discovery Miles 24 460 Ships in 10 - 15 working days

This work introduces computer graphics from a mathematical perspective, offering a balance of theory, applications, and code. The book begins with a discussion of basic graphics tools such as vectors, matrices, and quaternions, then builds up to more advanced topics such as the intersection of three-dimensional objects. Both classical and new topics are covered. Some topics discussed include basic transforms, curves, surfaces, and subdivision surfaces. New techniques such as wavelets, fractals, parameterization, and fluid simulation are also covered. Throughout a large portion of the book, a new curve and surface algorithm is developed to illustrate the use of mathematics to develop compute graphics algorithms. The book contains all of the classes in C# necessary for computer graphics, providing a full explanation of the C# code and C# implementations for many of the algorithms are provided. The authors are affiliated with the University of Johannesburg, South Africa.

Design Perspectives on Multimodal Documents - System, Medium, and Genre Relations (Paperback): Matthew David Lickiss Design Perspectives on Multimodal Documents - System, Medium, and Genre Relations (Paperback)
Matthew David Lickiss
R1,408 Discovery Miles 14 080 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.

Mobile Multimedia in Action (Hardcover): Ilpo Koskinen Mobile Multimedia in Action (Hardcover)
Ilpo Koskinen
R4,490 Discovery Miles 44 900 Ships in 10 - 15 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.

Virtual Vixens - 3D Character Modeling and Scene Placement (Paperback): Arndt von Koenigsmarck Virtual Vixens - 3D Character Modeling and Scene Placement (Paperback)
Arndt von Koenigsmarck
R1,224 Discovery Miles 12 240 Ships in 10 - 15 working days

Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI. Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens. Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters. Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit. Participants: Andrea Bertaccini Max Edwin Wahyudi Sze Jones Liam Kemp Arndt von Koenigsmarck K. C. Lee Daniel Moreno Diaz Marco Patrito Steven Stahlberg Francois de Swardt

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
R981 Discovery Miles 9 810 Ships in 9 - 17 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

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
R1,317 Discovery Miles 13 170 Ships in 10 - 15 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

Graphic Design in Museum Exhibitions - Display, Identity and Narrative (Hardcover): Jona Piehl Graphic Design in Museum Exhibitions - Display, Identity and Narrative (Hardcover)
Jona Piehl
R4,504 Discovery Miles 45 040 Ships in 10 - 15 working days

Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.

The Magic of Computer Graphics (Hardcover): Noriko Kurachi The Magic of Computer Graphics (Hardcover)
Noriko Kurachi
R4,811 Discovery Miles 48 110 Ships in 10 - 15 working days

Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected topics that represented original and promising new directions for research. Many of these novel ideas are the topics covered in The Magic of Computer Graphics. Starting from the basic behavior of light, the first section of the book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. The second section goes on to describe image-based techniques that rely on captured data to do their magic. In the final section, the author looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.

After Effects @ Work - DV Expert Series (Paperback): Richard Harrington After Effects @ Work - DV Expert Series (Paperback)
Richard Harrington
R1,378 Discovery Miles 13 780 Ships in 10 - 15 working days

Real-World commercial projects presented in full color feature the work of renowned artists, Chris and Trish Meyer, Jayse Hansen, Mark Coleran, Ken Locsmandi and others. The tutorials are commercial projects that the artists created for a client budget of $10,000 or less, using only the plug-ins that come with the software. Special focus is given to the fundamental techniques that are important to novice motion graphic artists. The companion DVD contains the source files required for the reader to replicate the techniques as well as Apple QuickTime presentations of the final projects. The projects cover a wide range of practical applications including broadcast animation, big-screen film trailers, music video compositing, trade show presentations, DVD menu graphics, and cel animation with Flash.

Steel-Engraved Book Illustration in England (Hardcover): Basil Hunnisett Steel-Engraved Book Illustration in England (Hardcover)
Basil Hunnisett
R3,518 Discovery Miles 35 180 Ships in 10 - 15 working days

First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century. With an extensive range of illustrations, the book refutes the assumption that steel engravings are of little artistic value or importance, a common attitude rooted largely in the connection between steel engravings and mass-produced books. Beginning with an exploration of the identification problems and early history of steel engravings, it moves through the production and printing of the plates and on to a study of several engravers and artists, as well as of the books themselves. Steel-Engraved Book Illustration in England will appeal to anyone interested in the history of printing and illustration.

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
R998 Discovery Miles 9 980 Ships in 10 - 15 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

Using Soundtrack - Produce Original Music for Video, DVD, and Multimedia (Hardcover): Douglas Spotted Eagle Using Soundtrack - Produce Original Music for Video, DVD, and Multimedia (Hardcover)
Douglas Spotted Eagle
R5,487 Discovery Miles 54 870 Ships in 10 - 15 working days

Covering the basics of producing great audio tracks to accompany video projects, Using Soundtrack provides recording and editing tips and guidance on noise reduction tools, audio effects, and Final Cut Pro's powerful real-time audio mixer. Readers also learn how Soundtrack can be used to give video projects a professional finish with the addition of custom, royalty-free scoring. Theory is presented on a need-to-know basis and practical tutorials provide hands-on techniques for common tasks, including editing video to audio, editing audio to video, changing the length of a music bed, editing dialog, and mixing dialog with music and sound effects. The accompanying downloadable resources include tutorial lessons and sample media.

The Focal Easy Guide to Combustion 4 - For New Users and Professionals (Paperback): Gary Davis The Focal Easy Guide to Combustion 4 - For New Users and Professionals (Paperback)
Gary Davis
R834 Discovery Miles 8 340 Ships in 10 - 15 working days

Software programs are complex, the books that explain them shouldn t be. This thoroughly illustrated, full-color guide explains everything you need to know to get up and running quickly with Combustion. Get a jump-start learning the major features or the software without bogging you down with unnecessary detail.
The author shares his professional insight and extensive training experience to ensure you'll get the most out of all the professional paint, animation, editing and 3D compositing tools Combustion offers. Also featured are many workflow tips which show how to tap into the full power of Combustion 4 in your effects and motion graphics work.
For useful tips and tutorials, visit the book's companion site at www.elsevierdirect.com/companions/9780240520100
* Unique, fast introduction to Combustion 4, but relevant to all versions
* Concise color coverage, written by an experienced professional and trainer
* Ideal for professionals, new users and those migrating to Combustion from other compositing or effects packages
* Companion site with useful tips and tutorials can be found at http: //www.elsevierdirect.com/companions/9780240520100

Hands-On Guide to Windows Media (Paperback): Joe Follansbee Hands-On Guide to Windows Media (Paperback)
Joe Follansbee
R1,022 Discovery Miles 10 220 Ships in 10 - 15 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

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
R1,315 Discovery Miles 13 150 Ships in 10 - 15 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
R1,554 Discovery Miles 15 540 Ships in 10 - 15 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.

OpenGL Insights (Paperback): Patrick Cozzi, Christophe Riccio OpenGL Insights (Paperback)
Patrick Cozzi, Christophe Riccio
R1,588 Discovery Miles 15 880 Ships in 10 - 15 working days

Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the BasicsThe book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your SkillsFocusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback): Sylvie Bissonnette Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback)
Sylvie Bissonnette
R1,394 Discovery Miles 13 940 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.

Art and Activism in the Age of Systemic Crisis - Aesthetic Resilience (Hardcover, 1st Edition): Marijke De Valck, Bram Ieven,... Art and Activism in the Age of Systemic Crisis - Aesthetic Resilience (Hardcover, 1st Edition)
Marijke De Valck, Bram Ieven, Eliza Steinbock; Edited by Eliza Steinbock, Bram Ieven, …
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book examines how renewed forms of artistic activism were developed in the wake of the neoliberal repression since the 1980s.

The volume shows the diverse ways in which artists have sought to confront systemic crises around the globe, searching for new and enduring forms of building communities and reimagining the political horizon. The authors engage in a dialogue with these artistic efforts and their histories – in particular the earlier artistic activism that was developed during the civil rights era in the 1960s and 70s – providing valuable historical insight and new conceptual reflection on the future of aesthetic resilience.

This book will be of interest to scholars in contemporary art, history of art, film and literary studies, protest movements, and social movements.

Table of Contents

Introduction: Taking Aesthetics from Resistance to Resilience

Bram Ieven, Eliza Steinbock, and Marijke de Valck

Part 1. Resilience: Searching for New Weapons While Fleeing

1. Resilience Thinking, Storytelling and Aesthetic Resilience

Marijke de Valck

2. But does it Work in Theory? Androcentric Blind Spots and Omissions

Hilary Robinson

3. Learning from Documenta: Aesthetic Resilience and the Politics of Institutionalized Art

Bram Ieven

4. Blackout: The Necropolitics of Extraction

T.J. Demos

5. Movement of Movements: Resilient Strategies in the ‘Global South’

Kitty Zijlmans

Part 2. Global Conjunctions of Aesthetic Resilience

6. Of Tricksters and Zombies: Re-imagining Outsideness in Contemporary Russian Activist Art

Ksenia Robbe

7. An Alloy Made from Art and Activism, in North Macedonia

Jon Blackwood

8. Drones and Streets: On the Image Composition of the Tahrir and Gezi Occupations

Begüm Özden Fırat

9. The Resilient City: When Social Activism meets Media Arts in Hong Kong

Isaac Leung

10. Art-activism in Decolonising a South African University Space

Zethu Matebeni

Part 3. Artistic Practices of Embodied Resilience

11. Feminist and Anti-Racist Graffiti: Disrupting Public Space in the 1970s in Britain

Na`ama Klorman-Eraqi

12. The Black Radical: Fungibility, Activism, and Portraiture in These Times

Syrus Marcus Ware

13. Practicing Aesthetic Resilience through Collaboration

Keri Watson

14. Embodied Narratives: Art, Corporeality, and Creative Processes

Ana Cristina Bohrer Gilbert

Computer Science and its Applications - CSA 2012 (Hardcover, 2012 ed.): Sang-Soo Yeo, Yi Pan, Yang Sun Lee, Hang-Bae Chang Computer Science and its Applications - CSA 2012 (Hardcover, 2012 ed.)
Sang-Soo Yeo, Yi Pan, Yang Sun Lee, Hang-Bae Chang
R5,389 Discovery Miles 53 890 Ships in 18 - 22 working days

The 4th FTRA International Conference on Computer Science and its Applications (CSA-12) will be held in Jeju, Korea on November 22 25, 2012.CSA-12 will be the most comprehensive conference focused on the various aspects of advances in computer science and its applications.CSA-12 will provide an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of CSA.
In addition, the conference will publish high quality papers which are closely related to the various theories and practical applications in CSA. Furthermore, we expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject. CSA-12 is the next event in a series of highly successful International Conference on Computer Science and its Applications, previously held as CSA-11 (3rd Edition: Jeju, December, 2011), CSA-09 (2nd Edition: Jeju, December, 2009), and CSA-08 (1st Edition: Australia, October, 2008)."

Multimedia Security Handbook (Hardcover, New): Borko Furht, Darko Kirovski Multimedia Security Handbook (Hardcover, New)
Borko Furht, Darko Kirovski
R6,696 Discovery Miles 66 960 Ships in 10 - 15 working days

Intellectual property owners who exploit new ways of reproducing, distributing, and marketing their creations digitally must also protect them from piracy. Multimedia Security Handbook addresses multiple issues related to the protection of digital media, including audio, image, and video content. This volume examines leading-edge multimedia security concepts including protection architectures, encryption, watermarking, fingerprinting, authentication, and various applications. Comprinsing 26 chapters, the Handbook begins by introducing security fundamentals and discussing the vulnerabilities of individual protection schemes. Part II focuses on multimedia encryption, detailing audio, image, and video encryption techniques. Part III examines watermarking techniques, reviewing current and future trends and discussing multidimensional, fragile, and robust watermarks. Part IV covers multimedia data hiding, fingerprinting, and authentication. The text concludes with chapters describing applications of multimedia protection schemes, presenting topics such as application taxonomy, digital rights management, and techniques for adult image filtering. The Handbook offers comprehensive reference material on advanced topics in the field. It delivers invaluable insight for researchers, practitioners, and engineers involved in designing and developing systems that protect digital multimedia content.

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
R1,517 Discovery Miles 15 170 Ships in 10 - 15 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.

Graphics and GUIs with MATLAB (Paperback, 3rd edition): Patrick Marchand, O. Holland Graphics and GUIs with MATLAB (Paperback, 3rd edition)
Patrick Marchand, O. Holland
R2,385 Discovery Miles 23 850 Ships in 10 - 15 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.

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
R4,484 Discovery Miles 44 840 Ships in 10 - 15 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.

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