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Books > Computing & IT > Computer software packages > Multimedia
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die fotografische Gestaltung, die fotografische Optik und Aufnahmetechnik sowie die Bildoptimierung fur die Ausgabe in Digital- und Printmedien. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen und Hochschulen sowie zum Selbststudium.
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.
Combine high-end manga storytelling theory and advice with the
tools for digital creation in Manga Studio, guided by expert
professional manga-ka.
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.
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
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.
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:
Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI. Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens. Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters. Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit. Participants: Andrea Bertaccini Max Edwin Wahyudi Sze Jones Liam Kemp Arndt von Koenigsmarck K. C. Lee Daniel Moreno Diaz Marco Patrito Steven Stahlberg Francois de Swardt
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.
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.
A vivid look at China's shifting place in the global political economy of technology production How did China's mass manufacturing and "copycat" production become transformed, in the global tech imagination, from something holding the nation back to one of its key assets? Prototype Nation offers a rich transnational analysis of how the promise of democratized innovation and entrepreneurial life has shaped China's governance and global image. With historical precision and ethnographic detail, Silvia Lindtner reveals how a growing distrust in Western models of progress and development, including Silicon Valley and the tech industry after the financial crisis of 2007-8, shaped the rise of the global maker movement and the vision of China as a "new frontier" of innovation. Lindtner's investigations draw on more than a decade of research in experimental work spaces-makerspaces, coworking spaces, innovation hubs, hackathons, and startup weekends-in China, the United States, Africa, Europe, Taiwan, and Singapore, as well as in key sites of technology investment and industrial production-tech incubators, corporate offices, and factories. She examines how the ideals of the maker movement, to intervene in social and economic structures, served the technopolitical project of prototyping a "new" optimistic, assertive, and global China. In doing so, Lindtner demonstrates that entrepreneurial living influences governance, education, policy, investment, and urban redesign in ways that normalize the persistence of sexism, racism, colonialism, and labor exploitation. Prototype Nation shows that by attending to the bodies and sites that nurture entrepreneurial life, technology can be extricated from the seemingly endless cycle of promise and violence. Cover image: Courtesy of Cao Fei, Vitamin Creative Space and Spru th Magers
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.
Real-World commercial projects presented in full color feature the work of renowned artists, Chris and Trish Meyer, Jayse Hansen, Mark Coleran, Ken Locsmandi and others. The tutorials are commercial projects that the artists created for a client budget of $10,000 or less, using only the plug-ins that come with the software. Special focus is given to the fundamental techniques that are important to novice motion graphic artists. The companion DVD contains the source files required for the reader to replicate the techniques as well as Apple QuickTime presentations of the final projects. The projects cover a wide range of practical applications including broadcast animation, big-screen film trailers, music video compositing, trade show presentations, DVD menu graphics, and cel animation with Flash.
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.
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.
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.
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.
* Learn the end-to-end process, starting with capture from a video
or audio source through to the consumer's media player
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
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.
Offers an updated, comprehensive examination of design research, celebrating a plurality of voices and range of conceptual, methodological, technological and theoretical approaches evident in contemporary design research. Examines the nature and process of design research, the purpose of design research, and how one might embark on design research. Explores how leading design researchers conduct their design research through formulating and asking questions in novel ways, and the creative methods and tools they use to collect and analyse data.
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.
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.
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.
My iPad offers a full-color, fully illustrated resource to using your iPad. Each task is clearly titled and has corresponding visuals that are numbered to match the step they are referring to. Step-by-step instructions with callouts to iPad photos that show you exactly what to do. Help when you run into iPad problems or limitations. Tips and Notes to help you get the most from your iPad. Learn how to: •Connect your iPad to your Wi-Fi and your mobile carrier •Use the on-screen keyboard, predictive text, and dictation •Control frequently used settings with Control Center •Get information and control your iPad with spoken commands using Siri •Use iCloud to keep everything current between all your iOS devices (and even your Mac), including music, photos, messages, documents, and more •Surf the Web, and send and receive email and messages •Download and install apps to make your iPad even more useful •Secure your iPad using Touch ID, passcodes, and other security measures •Record and edit video using iMovie for iPad •Take photos, and then edit them using the Photos app •Share files and information with your other devices with AirDropand iCloudDrive •Take notes, make lists, draw sketches, and create reminders •Use FaceTime and Skype to stay connected with friends and family •Create documents and presentations using Pages, Numbers, and Keynote •Discover some of the most useful and entertaining apps |
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