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Books > Computing & IT > Computer software packages > Multimedia
Hollywood is going 3D! Join the revolution with this primer to all of the essential skills for live action 3D, from preproduction through distribution. 3D perception and science is presented in an accessible way that provides the principles of Stereoscopic vision you need to make the transition from the 2D world. Tools of the trade are enumerated with an eye on current constraints and what is coming down the pike to smooth the way. Step-by-step instructions detail how 3D processes affect every stage of the production including screenwriting, art direction, principle photography, editing, visual effects and distribution. The downloadable resources include an array of 2D and 3D images that demonstrate concepts and techniques, 3D movie shorts that showcase alternative techniques, After Effects project files to explore and manipulate for effect, and a resource list of software tools and tutorials that demonstrate techniques.
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.
Data Visualization for Design Thinking helps you make better maps. Treating maps as applied research, you'll be able to understand how to map sites, places, ideas, and projects, revealing the complex relationships between what you represent, your thinking, the technology you use, the culture you belong to, and your aesthetic practices. More than 100 examples illustrated with over 200 color images show you how to visualize data through mapping. Includes five in-depth cases studies and numerous examples throughout.
A temporal GIS is an information system designed to describe spatial change over time. As yet, there are no temporal GISs, although the seeds exist. This book examines the conceptual, logical and physical design of a temporal GIS. It provides a broad survey of research on spatiotemporality, the philosophy of time, temporal databases and spatial data structuring. The book also describes an investigation of spatiotemporal data structuring and accessing possibilities.
Mobile apps are a big part of people's lives, with apps for just about anything. An app's UX can help it stand out and be the key to its success. But often, developers find UX intimidating and don't know where to begin. Usability Matters gives app developers practical advice and guidance on how to improve the UX of their mobile apps on any platform. After they read this book from cover to cover, they'll find themselves reaching for it again and again as a reference each time they develop a new app. * Practical advice and guidance * Provides theory and background on the technology * Hands-on teaching This book is for anyone who is developing an app and wants to create a great user experience, regardless of mobile platform. ABOUT THE TECHNOLOGY The user experience (UX) of an app can be key to its success but is often something that developers don't know how to approach or is considered a part of design that is intimidating and overlooked. AUTHOR BIO Matt Lacey has been creating apps for mobile devices since 2001. He is currently working as an independent mobile development consultant, helping companies of all sizes with strategy, planning and implementation of mobile development solutions. Matt is a community leader and Microsoft MVP who organizes user group meetings to help people learn to create better apps.
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
In Advanced Visual Effects Compositing: Techniques for Working with Problematic Footage, learn to tackle difficult visual effect composites in layer-based and node-based compositing programs. In this book, industry veteran and compositing expert Lee Lanier offers tips, tricks, techniques, and workflows for difficult visual effects shots, including poorly shot green screen, moving shots with no visible motion tracking marks, shots requiring three-dimensional (3D) elements that lack 3D renders, poor-quality stock footage, and incorrectly lit shots. Lanier details the common problems of visual effects shots and offers practical solutions using examples from Adobe After Effects and Blackmagic Design Fusion. An accompanying eResource (www.routledge.com/9781138668348) features video image sequences, 3D renders, and other tutorial materials, allowing you to practice the discussed techniques. The visual effects challenges covered in this book include: Chroma keying Motion tracking Relighting in the composite Repairing plates Replicating damage Adding depth with 2.5D Working with stock footage
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics - character development, structure and the use of interactivity - and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry's biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficult and challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics. Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of Articulated Figures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computer graphics techniques for simulating human and animal figures in a natural and physically realistic manner.
This is a selection of the major papers from a meeting on database accuracy which took place in December 1988 in Montecito, USA. They look at errors and accuracy in spatial databases, particularly the problems of modelling uncertainties and reliability, testing accuracy and practical implications. The chapters of the book represent a number of different perspectives on the accuracy problem, from efforts to simulate and model error to techniques for accommodating to it. The 23 chapters are organized into seven sections, and to provide a brief introduction to each. The first and last sections are general overviews. In between, the papers in Section Two through Four look at error in GIS with increasing technical complexity and generality. Section Five groups together four papers on various aspects of error in the spatial analysis of socio-economic data, and Section Six contains four papers on more fundamental approaches to the particular problems of aggreation and reporting zone effects which underlie much modeling in human geography and related disciplines.
The Anti-HDR HDR Photography Book contains everything you'll need to know in order to get the best results from your High Dynamic Range images. Designed for those who want to extend the dynamic range in their work, but are frustrated by over-processed and hyper-saturated images, this book proves that HDR techniques are capable of producing photographs that are both stunning and realistic. In addition to helping you choose the right equipment and settings to optimize your shoot for HDR, the book explains how to use post-processing software to create natural-looking photographs, blend source images with layer masks, and establish an efficient workflow. By teaching you to effectively use all the most important tools of HDR, it will expand the scope of your portfolio and allow you to create images that you never thought were possible. Key features include: What to look for when choosing a camera for HDR Description of gear that is important to the HDR photographer How to use the HDR software applications Photomatix and SNS-HDR Pro to achieve natural-looking results Discussion of blending multiple source images using simple masks and techniques An in-depth examination of the use of Luminance Masks for blending and editing bracketed images to a photorealistic composite Guide to workflow, from organizing images on the computer to pre-merge editing of RAW files using both Adobe Lightroom and Adobe Bridge The use of black-and-white in HDR and image-blending, including ways to convert color images to black-and-white
In "Hands-On Guide to Webcasting," industry experts address the fastest-growing application for streaming media - broadcasting live audio and video on the Internet. Used in all industry verticals from corporate to entertainment, this book provides an end-to-end technical overview of the webcasting process. Providing you with step-by-step instructions from audio/video production, encoding and authoring to delivery and business issues, this guide provides both the depth and breadth necessary for mastery of the subject.
My iPad for Seniors, 5th Edition, is a comprehensive guide to using all of Apple’s iPad models. It includes everything from basic setup information to finding and installing new apps to using the iPad for communication, entertainment, and productivity. The information presented in this book is targeted at users aged 50 and up; whenever possible, one best way for any given task is presented, and instructions are simplified with older users in mind. In addition, much content specific for people 50+ is included. This edition features completely new content from front to back. The emphasis is on how this audience uses their iPads, covering those apps and features in simple step-by-step fashion. Coverage of relevant apps is included in the appropriate content chapters, instead of taking up space in their own chapters. - Use Siri to dictate email, messages, notes and more - Take video with the front and rear camera - Video chat with your friends using FaceTime over Wi-Fi or cellular - Stream audio and video to Apple TV and other devices - Connect your iPad to your Wi-Fi network and cellular networks - Move information between your computer and iPad - Share photos using Shared Photo Stream - Edit and share photos and video - Entertain yourself with movies, TV shows, YouTube, podcasts, games and more - Quickly and easily keep up with your social networks using integrated FaceBook and Twitter features - Use iCloud tabs in Safari to make browsing easier across devices - Download apps to make your iPad even more useful - Use Passbook to keep track of movie and airline tickets and much more - Create documents and spreadsheets - Build and display presentations - Find locations and get directions using the new Maps app - Connect with your friends and family using apps such as FaceTime, Skype and Facebook
Have you ever wanted to summon magical powers? Appear in a graphic novel? Or control the weather and seasons? There's a whole world of opportunity out there for creating fun photomontages, powerful panoramas, and dynamic distortions. How to Cheat in Photoshop Elements 12 starts you at the basics of photomontage with selection techniques, layers and transformations; leading up to full-length projects for creating magazine covers, fantasy scenes, poster artwork and much, much more. This book also features: A dedicated website where you can download images and tutorial videos that show you how to expand, develop, and master top techniques. Full color images, a glossary of terms, useful keyboard shortcuts, and a detailed index that will help you locate that fantastic technique in a flash.
Multimedia Technology IV is a collection of papers from the 4th International Conference on Multimedia Technology (ICMT 2015, Sydney, Australia, 28-29 March 2015). The book discusses a wide range of topics, including: - Image and signal processing - Video and audio processing - Multimedia data communication and transmission, and - Multimedia tools. Presenting recent advances, and new techniques and applications, the contributions will be of interest to academics and professionals involved in the field of multimedia technology.
Create Top-Quality Figures Using SAS Producing High-Quality Figures Using SAS/GRAPH (R) and ODS Graphics Procedures gives statisticians and SAS programmers practical guidance on presenting research data in high-quality figures that meet the publication requirements of academic institutions and various industries, such as pharmaceutical companies, agricultural businesses, and financial organizations. Choose the Proper Graph Formats, Options, and Fonts The book provides all the details on selecting the right figure formats, options, and fonts to produce high-quality figures. In-depth instructions and SAS programs using procedures in both SAS/GRAPH and ODS Graphics show how to generate sample figures in listing graphics formats and ODS document files. Each chapter includes practical examples and SAS programs. Readers can easily modify the SAS programs to develop high-quality figures to meet their own needs. For those unfamiliar with SAS programming and SAS Graphics, the author describes how to produce sample figures in SAS ODS Graphics designer, a convenient tool for generating figures without having to write SAS programs. The book also discusses how to produce figures in a SAS Enterprise Guide project.
Developing Your Design Process is your primary source for acquiring knowledge of how and why you design. It will help you understand how architects think as well as learn why you should educate yourself about design culture. You'll explore the spark of imagination that leads to a strong concept, realize the importance of sketching and rough drafts, focus your original concept to make your abstract idea visible, and finally step away for a moment to critically question your concept by identifying its strengths and weaknesses. You'll also be introduced to the language of design, architectural terminology, historic precedents, and designers, in addition to the why, what, and how of the design process. The book is illustrated throughout with international examples of work by professionals and students in the discipline of architecture, and other related design professions.
Developing Your Design Process is your primary source for acquiring knowledge of how and why you design. It will help you understand how architects think as well as learn why you should educate yourself about design culture. You'll explore the spark of imagination that leads to a strong concept, realize the importance of sketching and rough drafts, focus your original concept to make your abstract idea visible, and finally step away for a moment to critically question your concept by identifying its strengths and weaknesses. You'll also be introduced to the language of design, architectural terminology, historic precedents, and designers, in addition to the why, what, and how of the design process. The book is illustrated throughout with international examples of work by professionals and students in the discipline of architecture, and other related design professions.
This book is the proceedings of the 40th annual Graphics Interface conference the oldest continuously scheduled conference in the field. The book includes high-quality papers on recent advances in interactive systems, human computer interaction, and graphics from around the world. It covers the following topics: shading and rendering, geometric modeling and meshing, image-based rendering, image synthesis and realism, computer animation, real-time rendering, non-photorealistic rendering, interaction techniques, human interface devices, augmented reality, data and information visualization, mobile computing, haptic and tangible interfaces, and perception."
You are hereLearning Mastercam X5 Mill 2D Step-by-Step Learning Mastercam X5 Mill 2D Step-by-Step James Valentino Joseph Goldenberg Learning Mastercam X5 Mill 2D Step-by-Step Back to CAD / CAM / CIM 600 pages, Published: October, 2010 ISBN 9780831134235 $74.95 Add To Cart Overview This unique text presents a thorough introduction to Mastercam X5 Mill for students with little or no prior experience. It can be used in virtually any educational setting -- from four-year engineering schools to community colleges and voc/tech schools to industrial training centers -- and will also serve as a reliable reference for on-the-job use or as a self-study manual. The award-winning authors have carefully arranged the contents in a clear and logical sequence and have used many hundreds of visuals instead of wordy explanations. Two enclosed CDs contain Mastercam X5 Demo and also include examples and exercises from the text for student practice. Features * Emphasizes student-friendly graphical displays in place of long explanations and definitions. * Includes an overview of the process of generating a word address program.* Presents numerous examples that provide step-by-step instructions with graphical displays. * Eliminates flipping between pages by featuring all explanations on the same page as the example. * Contains exercises at the end of each chapter. * Features a process plan for many machining exercises to indicate the machining operations to be performed and the tools to be used. * Contains a new chapter on Creating 2D Solid Models by extrusion, revolving and Boolean Operations. * Contains new material on editing solids and building a history tree for imported solids. * Contains a chapter on Executing 2D Milling Operations on Solid Models. * Contains new material on creating a user defined tool plane and machining on the plane. * Contains a new chapter on File tracking and Change Recognition. * Includes an in-depth presentation of how to customize Mastercam X5 for user applications in the appendix.
Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a challenge: how do you find optimal, sustainable solutions to accommodate both speed of rendering and quality? Real-Time Rendering: Computer Graphics with Control Engineering presents a novel framework for solving the perennial challenge of resource allocation and the trade-off between quality and speed in interactive computer graphics rendering. Conventional approaches are mainly based on heuristics and algorithms, are largely application specific, and offer fluctuating performance, particularly as applications become more complex. The solution proposed by the authors draws on powerful concepts from control engineering to address these shortcomings. Expanding the horizon of real-time rendering techniques, this book: Explains how control systems work with real-time computer graphics Proposes a data-driven modelling approach that more accurately represents the system behaviour of the rendering process Develops a control system strategy for linear and non-linear models using proportional, integral, derivative (PID) and fuzzy control techniques Uses real-world data from rendering applications in proof-of-concept experiments Compares the proposed solution to existing techniques Provides practical details on implementation, including references to tools and source code This pioneering work takes a major step forward by applying control theory in the context of a computer graphics system. Promoting cross-disciplinary research, it offers guidance for anyone who wants to develop more advanced solutions for real-time computer graphics rendering.
ThisvolumecontainstheProceedingsofthe2ndInternationalSymposiumon Intelligent Interactive Multimedia Systems and Services (KES-IIMSS 2009) This second edition of the KES-IIMSS Symposium was organized by the Department of Information Technologies of University of Milan, Italy in c- junctionwithHanyangUniversity, KoreaandKESInternational. KES-IIMSS is a new series of international scienti?c symposia aimed at presenting novel research in the ?elds of intelligent multimedia systems relevant to the dev- opment of a new generation of interactive, user-centric services. The major theme underlying this year's symposium is the rapid integration of mul- media processing techniques within a new wave of user-centric services and processes. Indeed, pervasive computing has blurred the traditional disti- tion between conventional information technologies and multimedia proce- ing, making multimedia an integral part of a new generation of IT-based interactive systems. The aim of the KES-IIMSS symposium, following the general structure of KES events, is to provide an internationally respected forum for publishing high-quality results of scienti?c research while all- ing for timely dissemination of research breakthroughs and novel ideas via a number of autonomous special sessions and workshops on emerging - sues and topics identi?ed each year. IMSS 2009 co-located events include the International Workshop on Human-Computer Interaction in Knowled- based Environments, and three invited sessions respectively on Intelligent Systems for Healthcare, Design of Intelligent Environments for Supporting Human Interaction and Multimedia Techniques for Device and Ambient - telligence (MTDAI).
Exploring theories and applications developed during the last 30 years, Digital Geometry in Image Processing presents a mathematical treatment of the properties of digital metric spaces and their relevance in analyzing shapes in two and three dimensions. Unlike similar books, this one connects the two areas of image processing and digital geometry, highlighting important results of digital geometry that are currently used in image analysis and processing. The book discusses different digital geometries in multi-dimensional integral coordinate spaces. It also describes interesting properties of the geometries, including metric and topological properties, shapes of circles and spheres, proximity to Euclidean norms, and number theoretic representations of geometric objects such as straight lines and circles. The authors all active researchers in image processing and digital geometry demonstrate how these concepts and properties are useful in various techniques for image processing and analysis. In particular, the book covers applications in object representation and shape analysis. With many figures (some in color) and end-of-chapter exercises, this book provides an in-depth, unified account of digital metrics, the characterization of digital curves and straight lines, and their uses in shape analysis. It gives you insight on the latest two- and three-dimensional image processing applications."
This second volume of the "Handbook of Digital Homecare" reviews the attempts to develop new ICT services for digital homecare, i.e. services to deliver, maintain and improve care in the home environment using the latest ICT technology and devices. The book highlights the successful projects as well as failures of Digital homecare and provides several "lessons learned" to the wide audience of Health and ICT professionals. |
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