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Books > Computing & IT > Computer software packages > Multimedia

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
R5,531 Discovery Miles 55 310 Ships in 12 - 19 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.

Geometric Algebra for Computer Science (Revised Edition) - An Object-Oriented Approach to Geometry (Hardcover, 2nd Revised... Geometric Algebra for Computer Science (Revised Edition) - An Object-Oriented Approach to Geometry (Hardcover, 2nd Revised edition)
Leo Dorst, Daniel Fontijne, Stephen Mann
R2,409 R2,154 Discovery Miles 21 540 Save R255 (11%) Ships in 12 - 19 working days

Until recently, all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. "Geometric Algebra for Computer Science" presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down.
Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Presents effective approaches to making GA an integral part of your programming. Includes numerous drills and programming exercises helpful for both students and practitioners. Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.

Digital Scholarship (Hardcover, New): Marta Mestrovic Deyrup Digital Scholarship (Hardcover, New)
Marta Mestrovic Deyrup
R3,487 R2,969 Discovery Miles 29 690 Save R518 (15%) Ships in 12 - 19 working days

Collecting important original essays by librarians and archivists - all of whom are actively engaged in building digital collections - Digital Scholarship details both challenges and proven solutions in establishing, maintaining, and servicing digital scholarship in the humanities. This volume further explores the ways in which the humanities have benefited from the ability to digitize text and page images of historic documents, mine large corpuses of texts and other forms of records, and assemble widely dispersed cultural objects into common repositories for comparison and analysis--making new research questions and methods possible for the first time.

The ten notable scholars included in Digital Scholarship offer a balanced view of the strengths and weaknesses of various approaches to digitization, reporting both progress and problems, examining new business models, new forms of partnerships, and the new technologies and resources that make many more library and archival services available. Librarians and library staff everywhere will find Digital Scholarship an essential text for the modern library and an illuminating resource for anyone looking to understand the changing face of research in the electronic age.

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
R1,557 Discovery Miles 15 570 Ships in 12 - 19 working days

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

Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback): Sylvie Bissonnette Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback)
Sylvie Bissonnette
R1,388 Discovery Miles 13 880 Ships in 12 - 19 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.

Graphic Design in Museum Exhibitions - Display, Identity and Narrative (Hardcover): Jona Piehl Graphic Design in Museum Exhibitions - Display, Identity and Narrative (Hardcover)
Jona Piehl
R4,486 Discovery Miles 44 860 Ships in 12 - 19 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.

Color Imaging - Fundamentals and Applications (Hardcover): Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson Color Imaging - Fundamentals and Applications (Hardcover)
Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson
R4,001 Discovery Miles 40 010 Ships in 12 - 19 working days

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

Beginner's Guide to Digital Painting in Procreate - How to Create Art on an iPad (R) (Paperback): 3DTotal Publishing Beginner's Guide to Digital Painting in Procreate - How to Create Art on an iPad (R) (Paperback)
3DTotal Publishing
R670 Discovery Miles 6 700 Ships in 9 - 17 working days

Learn how to paint on your iPad like the professionals in Beginner's Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you'll have all you need to create stunning concept art quickly and easily.

Professional Manga - Digital Storytelling with Manga Studio EX (Paperback): Steve Horton, Jeong Yang Professional Manga - Digital Storytelling with Manga Studio EX (Paperback)
Steve Horton, Jeong Yang
R807 R694 Discovery Miles 6 940 Save R113 (14%) Ships in 9 - 17 working days

Combine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka.
You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created.
See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com.
And there's more! The companion CD includes trial version of Manga Studio EX along with high-resolution image files from the book.
Smith Micro has also included a coupon for $100 off the full version of Manga Studio EX.
--Authors are expert professional manga-ka (creators), with credits such as TokyoPop's Star Trek: the Manga and Dyoz, Image Comics' Strongarm, and Grounded Angel on the web.
--There is no other Manga book that melds high-end Manga storytelling theory and advice, with the tools for digital creation in Manga Studio.
--In the book centerfold is a new manga short story: The Other Side of the Tracks, which shows at least one example from every technique described. This story will continue after publication as a webmanga.
--Demo version of Manga Studio EX on CD (plus exclusive value-adds not found elsewhere) along with high-resolutionimage files from the book.
--Smith Micro (makers of Manga Studio) will provide a coupon in the back of the book for $50 to $100 off the $220 Manga Studio EX software.

Maps and Monsters in Medieval England (Paperback): Asa Mittman Maps and Monsters in Medieval England (Paperback)
Asa Mittman
R1,803 Discovery Miles 18 030 Ships in 12 - 19 working days

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

Mobile Multimedia in Action (Hardcover): Ilpo Koskinen Mobile Multimedia in Action (Hardcover)
Ilpo Koskinen
R4,471 Discovery Miles 44 710 Ships in 12 - 19 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.

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
R1,518 Discovery Miles 15 180 Ships in 12 - 19 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.

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
R1,333 Discovery Miles 13 330 Ships in 12 - 19 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

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
R980 Discovery Miles 9 800 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
R1,336 Discovery Miles 13 360 Ships in 12 - 19 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

Contextual Design - Design for Life (Paperback, 2nd edition): Karen. Holtzblatt, Hugh Beyer Contextual Design - Design for Life (Paperback, 2nd edition)
Karen. Holtzblatt, Hugh Beyer
R1,991 R1,811 Discovery Miles 18 110 Save R180 (9%) Ships in 12 - 19 working days

Contextual Design: Design for Life, Second Edition, describes the core techniques needed to deliberately produce a compelling user experience. Contextual design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now, the basic CD approach has needed little revision, but with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people's lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to "design for life", fulfilling core human motives while supporting activities. This completely updated and revised edition is written in a clear, informal style without excessive jargon, and is the must-have book for any UX Design library. Users will find coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussions on how to use CD with the agile development and other project requirements methods.

Interviewing Users - How to Uncover Compelling Insights (Paperback): Steve Portigal Interviewing Users - How to Uncover Compelling Insights (Paperback)
Steve Portigal
R1,611 R864 Discovery Miles 8 640 Save R747 (46%) Ships in 12 - 19 working days

Interviewing is a foundational user research tool that people assume they already possess. Everyone can ask questions, right? Unfortunately, that's not the case. Interviewing Users provides invaluable interviewing techniques and tools that enable you to conduct informative interviews with anyone. You'll move from simply gathering data to uncovering powerful insights about people.

Career Management for Artists - A Practical Guide to Representation and Sustainability for Your Studio Practice (Hardcover):... Career Management for Artists - A Practical Guide to Representation and Sustainability for Your Studio Practice (Hardcover)
Stacy Miller
R4,471 Discovery Miles 44 710 Ships in 12 - 19 working days

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

Understanding Macromedia Flash 8 ActionScript 2 - Basic techniques for creatives (Paperback, 2nd Revised edition): Andrew Rapo,... Understanding Macromedia Flash 8 ActionScript 2 - Basic techniques for creatives (Paperback, 2nd Revised edition)
Andrew Rapo, Alex Michael
R996 Discovery Miles 9 960 Ships in 12 - 19 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

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 12 - 19 working days

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

The 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
R822 Discovery Miles 8 220 Ships in 12 - 19 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

The Essentials of CAGD (Paperback): Gerald Farin, Dianne Hansford The Essentials of CAGD (Paperback)
Gerald Farin, Dianne Hansford
R1,887 Discovery Miles 18 870 Ships in 12 - 19 working days

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

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
R4,465 Discovery Miles 44 650 Ships in 12 - 19 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.

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
R5,844 Discovery Miles 58 440 Ships in 10 - 15 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)."

Advanced Game Development with Programmable Graphics Hardware (Paperback): Alan Watt, Fabio Policarpo Advanced Game Development with Programmable Graphics Hardware (Paperback)
Alan Watt, Fabio Policarpo
R1,907 Discovery Miles 19 070 Ships in 12 - 19 working days

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

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