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Books > Computing & IT > Computer software packages > Multimedia

Modern Digital Halftoning (Hardcover, 2nd edition): Daniel L. Lau, Gonzalo R. Arce Modern Digital Halftoning (Hardcover, 2nd edition)
Daniel L. Lau, Gonzalo R. Arce
R6,817 Discovery Miles 68 170 Ships in 10 - 15 working days

The late 1980s, revolutionary advances in digital halftoning enabled inkjet printers to achieve much higher image fidelity. The rapid rate of progress has resulted in numerous breakthroughs scattered throughout the literature, rendering old technologies obsolete and renewing the need for a centralized source on the current state of the art. Entirely revised and updated, Modern Digital Halftoning, Second Edition provides an integrated and up-to-date treatment of stochastic halftoning and digital printing.

Using full-color illustrations to enhance the text, this edition incorporates new topics as well as updated models, algorithms, and methods used to construct and improve the quality of green-noise, blue-noise, and multitone images. Following a review of various halftoning techniques, this edition now covers amplitude modulated dither arrays, adapting to human visual models, direct binary search, and handling stochastic moire problems. It also presents a new chapter on lenticular printing, a means for printing color holographic images. An accompanying CD-ROM contains MATLAB(R) software files and illustrated examples employing algorithms, statistics, and other key concepts from the book.

Documenting the development of digital printing since the first edition, Modern Digital Halftoning, Second Edition offers a well-rounded and accurate perspective on the technological capabilities of digital printing and provides all the necessary tools for continuing research in the field.

Character Modeling with Maya and ZBrush - Professional Polygonal Modeling Techniques (Paperback): Jason Patnode Character Modeling with Maya and ZBrush - Professional Polygonal Modeling Techniques (Paperback)
Jason Patnode
R1,349 Discovery Miles 13 490 Ships in 10 - 15 working days

Create believable CG character models with this unique book and downloadable resource package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the downloadable resources to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0. You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel

Bluescreen Compositing - A Practical Guide for Video & Moviemaking (Paperback): John Jackman Bluescreen Compositing - A Practical Guide for Video & Moviemaking (Paperback)
John Jackman
R1,496 Discovery Miles 14 960 Ships in 10 - 15 working days

Master the art and technique of blue and greenscreen compositing with this comprehensive how-to course in creating effective and realistic composited scenes in video formats. You get clear, understandable explanations of the different types of keying techniques and how they work, including real-world examples and tutorials. Topics include setting up a greenscreen studio, how to light the screen effectively, how to light the talent or foreground material, and matching lighting to the composited background plate. Complete tutorials of each of the major software keyers walk you through the process for creating a clean and accurate composite.

Social Media Modeling and Computing (Hardcover, 2011 ed.): Steven C.H. Hoi, Jiebo Luo, Susanne Boll, Dong Xu, Rong Jin, Irwin... Social Media Modeling and Computing (Hardcover, 2011 ed.)
Steven C.H. Hoi, Jiebo Luo, Susanne Boll, Dong Xu, Rong Jin, …
R2,681 Discovery Miles 26 810 Ships in 18 - 22 working days

This timely text/reference presents the latest advances in various aspects of social media modeling and social media computing research. Gathering together superb research from a range of established international conferences and workshops, the editors coherently organize and present each of the topics in relation to the basic principles and practices of social media modeling and computing. Individual chapters can be also be used as self-contained references on the material covered. Topics and features: presents contributions from an international selection of preeminent experts in the field; discusses topics on social-media content analysis; examines social-media system design and analysis, and visual analytic tools for event analysis; investigates access control for privacy and security issues in social networks; describes emerging applications of social media, for music recommendation, automatic image annotation, and the analysis and improvement of photo-books.

LabView - Advanced Programming Techniques, Second Edition (Hardcover, 2nd edition): Rick Bitter, Taqi Mohiuddin, Matt Nawrocki LabView - Advanced Programming Techniques, Second Edition (Hardcover, 2nd edition)
Rick Bitter, Taqi Mohiuddin, Matt Nawrocki
R4,254 Discovery Miles 42 540 Ships in 10 - 15 working days

Whether seeking deeper knowledge of LabVIEW(R)'s capabilities or striving to build enhanced VIs, professionals know they will find everything they need in LabVIEW: Advanced Programming Techniques. Updated to reflect the functionalities and changes made to LabVIEW Version 8.0, this second edition delves deeply into the enhancements that continue to make LabVIEW one of the most popular and widely used graphical programming environments across the engineering community.

LabVIEW's new features are by no means trivial and neither are the updates made to the new edition of this popular bestseller. The authors introduce the changes to the front panel controls, the Standard State Machine template, new drivers, the instrument I/O assistant, new error handling functions, hyperthreading, and Express VIs. A new chapter mirrors the introduction of the Shared Variables function in LabVIEW 8.0 and a new section explores the LabVIEW project view. The chapter on ActiveX was revised to include discussion of the Microsoft(TM) .NET(R) framework and new examples of programming in LabVIEW using .NET. Numerous illustrations and step-by-step explanations provide hands-on guidance.

Reflecting not only changes to LabVIEW but also to the programming environment in general, LabVIEW: Advanced Programming Techniques, Second Edition remains an indispensable resource to help programmers take their LabVIEW knowledge to the next level.

Advanced Global Illumination (Hardcover, 2nd edition): Kavita Bala, Philippe Bekaert, Philip Dutre Advanced Global Illumination (Hardcover, 2nd edition)
Kavita Bala, Philippe Bekaert, Philip Dutre
R3,936 Discovery Miles 39 360 Ships in 10 - 15 working days

This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.

Proceedings of the International Conference on Human-centric Computing 2011 and Embedded and Multimedia Computing 2011 -... Proceedings of the International Conference on Human-centric Computing 2011 and Embedded and Multimedia Computing 2011 - HumanCom & EMC 2011 (Hardcover, 2011 ed.)
James J. Park, Hai Jin, Xiaofei Liao, Ran Zheng
R5,269 Discovery Miles 52 690 Ships in 18 - 22 working days

Proceedings of the International Conference on Human-centric Computing and Embedded and Multimedia Computing (HumanCom & EMC 2011) will cover topics of HumanCom and EMC, the current hot topics satisfying the world-wide ever-changing needs. Human-centric computing is to create novel solutions so that the humans are always connected, portable, and available. As with pervasive-computing, human-centric computing requires a variety of devices; however, such devices exist simply to obtain inputs from the human and are embedded in objects that humans interact with on a daily basis. Moreover, during the past couple of decades, Information Science technologies influenced and changed every aspect of our lives and our cultures. Without various Information Science technology-based applications, it would be difficult to keep information stored securely, to process information efficiently, and to communicate conveniently. Embedded computing ranges from portable devices such as digital watches and MP3 players, to large stationary installations like traffic lights, factory controllers, or the systems controlling nuclear power plants. Complexity varies from low, with a single microcontroller chip, to very high with multiple units, peripherals and networks mounted inside a large chassis or enclosure. Multimedia computing covers multimedia I/O devices, OS, storage systems, streaming media middleware, continuous media representations, media coding, media processing, etc., and also includes multimedia communications; real-time protocols, end-to-end streaming media, resource allocation, multicast protocols, and multimedia applications; databases, distributed collaboration, video conferencing, 3D virtual environments.

Digital Image Processing with Application to Digital Cinema (Paperback): KS Thyagarajan Digital Image Processing with Application to Digital Cinema (Paperback)
KS Thyagarajan
R2,821 Discovery Miles 28 210 Ships in 10 - 15 working days

With crystal clarity, this book conveys the most current principles in digital image processing, providing both the background theory and the practical applications to various industries, such as digital cinema, video compression, and streaming media.
* Learn the role of human vision in image visualization
* Contains the MATLAB codes used to generate most of the figures and tables listed in the book, as well as a few MATLAB projects
* Case studies though out illustrate the practical application of the theory

Hands-On Guide to Webcasting - Internet Event and AV Production (Paperback): Steve Mack, Dan Rayburn Hands-On Guide to Webcasting - Internet Event and AV Production (Paperback)
Steve Mack, Dan Rayburn
R1,133 Discovery Miles 11 330 Ships in 10 - 15 working days

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.
* Step-by-step instructions and advice unique to the technical and business challenges of webcasting
* Organized in the order which a webcast is executed, and divided into sections that correspond to the different components of a webcast
* Detailed data on pricing and what you should pay when outsourcing webcasting services

Advances in Design, Music and Arts - 7th Meeting of Research in Music, Arts and Design, EIMAD 2020, May 14-15, 2020 (Hardcover,... Advances in Design, Music and Arts - 7th Meeting of Research in Music, Arts and Design, EIMAD 2020, May 14-15, 2020 (Hardcover, 1st ed. 2021)
Daniel Raposo, Joao Neves, Jose Silva, Luisa Correia Castilho, Rui Dias
R5,965 Discovery Miles 59 650 Ships in 18 - 22 working days

This book presents the outcomes of recent endeavors that will contribute to significant advances in the areas of communication design, fashion design, interior design and product design, music and musicology, as well as overlapping areas. Gathering the proceedings of the 7th EIMAD conference, held on May 14-15, 2020, and organized by the School of Applied Arts, Campus da Talagueira, in Castelo Branco, Portugal, it proposes new theoretical perspectives and practical research directions in design and music, while also discussing teaching practices and some areas of intersection. It addresses strategies for communication and culture in a global, digital world, that take into account key individual and societal needs.

Broadcast Graphics On the Spot - Timesaving Techniques Using Photoshop and After Effects for Broadcast and Post Production... Broadcast Graphics On the Spot - Timesaving Techniques Using Photoshop and After Effects for Broadcast and Post Production (Paperback)
Richard Harrington
R1,213 Discovery Miles 12 130 Ships in 10 - 15 working days

Packed with more than 350 techniques, this book delivers what you need to know - on the spot. If you create graphics for television, this book is for you. 'Broadcast Graphics on the Spot' show you how to produce more compelling TV graphics. From gathering images for use in broadcast graphics to working with fonts, mastering keying and rotoscoping, or working with logo motion, this book includes step-by-step procedures for creating over-the-shoulder graphics for news anchors, lower thirds, titles, and full-screens that can be used in everyday news productions.

The Technology of Video and Audio Streaming (Paperback, 2nd edition): David Austerberry The Technology of Video and Audio Streaming (Paperback, 2nd edition)
David Austerberry
R1,991 Discovery Miles 19 910 Ships in 10 - 15 working days

* Learn the end-to-end process, starting with capture from a video or audio source through to the consumer's media player
* A quick-start quide to streaming media technologies
* How to monetize content and protect revenue with digital rights management
For broadcasters, web developers, project managers implementing streaming media systems, David Austerberry shows how to deploy the technology on your site, from video and audio capture through to the consumer's media player.
The book first deals with Internet basics and gives a thorough coverage of telecommunications networks and the last mile to the home. Video and audio formats are covered, as well as compression standards including Windows Media and MPEG-4. The book then guides you through the streaming process, showing in-depth how to encode audio and video. The deployment of media servers, live webcasting and how the stream is displayed by the consumer's media player are also covered.
A final section on associated technologies illustrates how you can protect your revenue sources with digital rights management, looks at content delivery networks and provides examples of successful streaming applications.
The supporting website, www.davidausterberry.com/streaming.html, offers updated links to sources of information, manufacturers and suppliers.
David Austerberry is co-owner of the new media communications consultancy, Informed Sauce. He has worked with streaming media since the late nineties. Before that, he has been product manager for a number of broadcast equipment manufacturers, and formerly had many years with a leading broadcaster.
* Learn the end-to-end process, starting with capture from a video oraudio source through to the consumer's media player
* A quick-start guide to streaming media technologies
* Fully updated and revised to include a new chapter on streaming to wireless devices and up-to-date technology information for all streaming companies and products
* How to monetize content and protect revenue with digital rights management

Metaprogramming GPUs with Sh (Paperback, illustrated edition): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Paperback, illustrated edition)
Michael McCool, Stefanus Du Toit
R1,555 R1,392 Discovery Miles 13 920 Save R163 (10%) Ships in 10 - 15 working days

Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most shaders are created using proprietary shading languages, Sh, a new open-source system, simplifies the shader programming process by making it part of the C++ language. This book introduces Sh and describes how to program a GPU using C++ to implement both basic and advanced shading techniques. Readers of this book will be able to start writing advanced, modular shaders using Sh within a day

Instant Boris Effects (Paperback): Chris Vadnais Instant Boris Effects (Paperback)
Chris Vadnais
R1,011 Discovery Miles 10 110 Ships in 10 - 15 working days

Boris plug-in applications, including Graffiti, FX, and Red, permit video editors to add titling, effects, compositing, and 3D capabilities to their nonlinear editing (NLE) systems. Documentation and training materials have been notoriously lacking for these applications. Instant Boris Effects is a complete guide for novice and intermediate users of Boris Graffiti, FX, and Red applications. Beginning with an orientation to the user interface, readers learn how masks, splines, containers, and filters work. They'll learn how to apply Boris effects through their NLE, and the benefits of using them as stand-alone applications. The second section provides detailed, step-by-step instructions on building example effects that readers can incorporate into their own work - including rotoscoping effects, animating still images, text on a path, 3D extruded objects with media mapping, and clean chroma-key effects.
Create your own awesome effects and titles with this complete guide for users of Boris Graffiti, FX, and Red.

Collision Detection in Interactive 3D Environments (Hardcover, New): Gino Van Den Bergen Collision Detection in Interactive 3D Environments (Hardcover, New)
Gino Van Den Bergen
R2,811 Discovery Miles 28 110 Ships in 10 - 15 working days

The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer!
Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point systemtend to fail exactly in the most important case in a collision system-when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID.
About the CD-ROM
The companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats. Both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1. Use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details).
About the Author
Gino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content.
*Explains the fundamental geometric and numerical concepts that underlie the key algorithms of collision detection.
*CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32.
*Discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra.
*Presents techniques for accelerating collision detection for complex models and scenes.

Advanced Mathematics and Mechanics Applications Using MATLAB (Hardcover, 3rd edition): David Halpern, Howard B. Wilson, Louis... Advanced Mathematics and Mechanics Applications Using MATLAB (Hardcover, 3rd edition)
David Halpern, Howard B. Wilson, Louis H. Turcotte
R5,831 Discovery Miles 58 310 Ships in 10 - 15 working days

Since its introduction in 1984, MATLAB's ever-growing popularity and functionality have secured its position as an industry-standard software package. The user-friendly, interactive environment of MATLAB 6.x, which includes a high-level programming language, versatile graphics capabilities, and abundance of intrinsic functions, helps users focus on their applications rather than on programming errors. MATLAB has now leapt far ahead of FORTRAN as the software of choice for engineering applications.

Realtime 3D Character Animation with Visual C++ (Paperback): Nik Lever Realtime 3D Character Animation with Visual C++ (Paperback)
Nik Lever
R2,354 Discovery Miles 23 540 Ships in 10 - 15 working days

Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website.
Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine.
Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.
* Learn how to create and program real-time 3D character animation using the Visual C++ source code on the free CD-ROM
* Get up to speed with compression, vital for distribution of your games across the Internet
* Improveyour most marketable skills - see how you can import data from LightWave 3D and 3D Studio Max

Geometric Modeling with Splines - An Introduction (Hardcover): Elaine Cohen, Richard F. Riesenfeld, Gershon Elber Geometric Modeling with Splines - An Introduction (Hardcover)
Elaine Cohen, Richard F. Riesenfeld, Gershon Elber
R5,541 Discovery Miles 55 410 Ships in 10 - 15 working days

Written by researchers who have helped to found and shape the field, this book provides an introduction to geometric modelling. The authors present a broad base of fundamentally important techniques for curve and surface representations in computer-aided modelling with a focus on how the techniques can be used in design. In achieving a balance between mathematical rigour and broad applicability, they show how theoretical properties can be harnessed to practical algorithms, how a somewhat more abstract treatment can occasionally provide unifying elegance and implement a rational advantage.

Machine Learning for Big Data Analysis (Hardcover): Siddhartha Bhattacharyya, Hrishikesh Bhaumik, Anirban Mukherjee, Sourav De Machine Learning for Big Data Analysis (Hardcover)
Siddhartha Bhattacharyya, Hrishikesh Bhaumik, Anirban Mukherjee, Sourav De
R3,633 Discovery Miles 36 330 Ships in 10 - 15 working days

This volume comprises six well-versed contributed chapters devoted to report the latest fi ndings on the applications of machine learning for big data analytics. Big data is a term for data sets that are so large or complex that traditional data processing application software is inadequate to deal with them. The possible challenges in this direction include capture, storage, analysis, data curation, search, sharing, transfer, visualization, querying, updating and information privacy. Big data analytics is the process of examining large and varied data sets - i.e., big data - to uncover hidden patterns, unknown correlations, market trends, customer preferences and other useful information that can help organizations make more-informed business decisions. This volume is intended to be used as a reference by undergraduate and post graduate students of the disciplines of computer science, electronics and telecommunication, information science and electrical engineering. THE SERIES: FRONTIERS IN COMPUTATIONAL INTELLIGENCE The series Frontiers In Computational Intelligence is envisioned to provide comprehensive coverage and understanding of cutting edge research in computational intelligence. It intends to augment the scholarly discourse on all topics relating to the advances in artifi cial life and machine learning in the form of metaheuristics, approximate reasoning, and robotics. Latest research fi ndings are coupled with applications to varied domains of engineering and computer sciences. This field is steadily growing especially with the advent of novel machine learning algorithms being applied to different domains of engineering and technology. The series brings together leading researchers that intend to continue to advance the fi eld and create a broad knowledge about the most recent research.

Design Thinking Research - Building Innovation Eco-Systems (Hardcover, 2014 ed.): Larry Leifer, Hasso Plattner, Christoph Meinel Design Thinking Research - Building Innovation Eco-Systems (Hardcover, 2014 ed.)
Larry Leifer, Hasso Plattner, Christoph Meinel
R5,294 Discovery Miles 52 940 Ships in 10 - 15 working days

This book summarizes the results of Design Thinking Research carried out at Stanford University in Palo Alto, California, USA, and Hasso Plattner Institute in Potsdam, Germany.

The authors offer readers a closer look at Design Thinking with its processes of innovations and methods. The contents of the articles range from how to design ideas, methods, and technologies via creativity experiments and wicked problem solutions, to creative collaboration in the real world and the connectivity of designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields and even from a management perspective.

The authors show how these methods and strategies work in companies, introduce new technologies and their functions and demonstrate how Design Thinking can influence as diverse a topic area as marriage. Furthermore, we see how special design thinking use functions in solving wicked problems in complex fields.

Thinking and creating innovations are basically and inherently human - so is Design Thinking. Due to this, Design Thinking is not only a factual matter or a result of special courses nor of being gifted or trained: it's a way of dealing with our environment and improving techniques, technologies and life.

Cambridge Technicals Level 3 Digital Media (Paperback): Victoria Allen, Karl Davis, Richard Howe, Ian Marshall, Kevin Wells Cambridge Technicals Level 3 Digital Media (Paperback)
Victoria Allen, Karl Davis, Richard Howe, Ian Marshall, Kevin Wells
R1,158 Discovery Miles 11 580 Ships in 10 - 15 working days

Exam Board: Cambridge Level: KS4 Subject: Digital Media First Teaching: September 2016 First Exam: June 2018 Support your teaching of the new Cambridge Technicals 2016 suite with Cambridge Technical Level 3 Digital Media, developed in partnership between OCR and Hodder Education; this textbook covers each specialist pathway and ensures your ability to deliver a flexible course that is both vocationally focused and academically thorough. Cambridge Technical Level 3 Digital Media is matched exactly to the new specification and follows specialist pathways in digital content for interactive media, and moving image and audio production. - Ensures effective teaching of each specialist pathway offered within the qualification. - Focuses learning on the skills, knowledge and understanding demanded from employers and universities. - Provides ideas and exercises for the application of practical skills and knowledge. - Developed in partnership between Hodder Education and OCR, guaranteeing quality resources which match the specification perfectly Hodder Education have worked with OCR to make updates to our Cambridge Technicals textbooks to bring them more closely in line with the model assignment course requirements. We would like to let you know about a recent change to this textbook, updated pages which are now available free of charge as a PDF when you click on the 'Amended Pages' link on the left of this webpage.

Grammatical Picture Generation - A Tree-Based Approach (Mixed media product, 2006 ed.): Frank Drewes Grammatical Picture Generation - A Tree-Based Approach (Mixed media product, 2006 ed.)
Frank Drewes
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

This book introduces the reader to the notions, the techniques, and the theory of grammatical picture generation, a research field focusing on formal systems that describe sets of pictures by means of syntactic rules.

The book presents important types of picture generators, using a tree-based approach to stress their common algorithmic basis, the treatment influenced by the theory of computation, and the theory of formal languages in particular. It guides the reader through the basics of the tree-based approach on to dedicated chapters on line-drawing languages, collage grammars, iterated function systems, grid picture languages, languages of fractals, and languages of coloured collages, while presenting results about (un)decidable, NP-complete, or efficiently solvable problems, normal forms, hierarchies of language classes, and related phenomena.

In support, the book contains detailed exercises throughout, and the software on the enclosed CD allows the reader to experiment with the picture generators explained in the text. The book is of interest to researchers and graduate students in computer science and mathematics who are engaged with the theory and practice of picture-generating systems.

Electronic and Digital Media: Past, Present and Future (Hardcover): Ted Sharp Electronic and Digital Media: Past, Present and Future (Hardcover)
Ted Sharp
R3,264 R2,954 Discovery Miles 29 540 Save R310 (9%) Ships in 18 - 22 working days
Interactive Computer Graphics (Hardcover): Henry Lloyd Interactive Computer Graphics (Hardcover)
Henry Lloyd
R3,217 R2,910 Discovery Miles 29 100 Save R307 (10%) Ships in 18 - 22 working days
Advanced Multimedia in the 21st Century (Hardcover): Christopher Maxwell Advanced Multimedia in the 21st Century (Hardcover)
Christopher Maxwell
R3,189 R2,881 Discovery Miles 28 810 Save R308 (10%) Ships in 18 - 22 working days
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