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Books > Computing & IT > Computer software packages > Multimedia
"A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
You know what's even better than playing games? Programming your own! Make your own online games, even if you're an absolute beginner. Let your imagination come to 3D life as you learn real-world programming skills with the JavaScript programming language - the language used everywhere on the web. This new edition is completely revised, and takes advantage of new programming features to make game programming even easier to learn. Plus, new effects make your games even cooler. When you're done, you're going to be amazed at what you can create. Jump right in! Start programming cool stuff on page 1. Keep building new and different things until the very last page. This book wants you to play. Not just play games, but play with code. Play with programming. Because the best way to learn something is to have fun with it! This second edition is updated from start to finish to make it even easier to get started programming in JavaScript. Every example has been updated to make it easier, with new example games to explore and new 3D effects that make your games even more fun! Want a red donut? You can make hundreds of them, spinning around like mad. Want to create a star field? Make a hundred or a thousand stars. Make them red, green, or blue. Explosions? Fireworks? Planets? It's up to you. And, using a code editor created especially for this book, you'll program right in your web browser. You'll see the results of your work and imagination right away - right next to the code that you just typed! Along the way, you'll pick up a ton of programming knowledge, and dive in even deeper with some more advanced chapters. Whatever you want to do, this book has your back. Best of all, you get to create awesome games and say, "I made this!" What You Need: You need the latest version of the Google Chrome Web browser, available for free from https: //chrome.google.com. You also need an Internet connection to access the ICE Code Editor the first time. ICE Code Editor will be loaded onto your computer, so you won't need Internet access for later projects.
Poly-modeling is a modeling technique used in 3d modeling. Unlike
box modeling, or other forms of modeling where you start out with a
basic form or primitive object that determines the mass of an
object, artists can use the polygon (the basic building block of
all of the primitives available in 3ds Max). This approach allows
for more control over the flow, placement and detail of the meshes
that are built. Placement of vertices/points, edges and all other
sub-elements that build our models is determined by the user,
rather than pre-determined by a computer generated primitive.
This book gathers high-quality research papers presented at the International Conference on Computing in Engineering and Technology (ICCET 2020) [formerly ICCASP], a flagship event in the area of engineering and emerging next-generation technologies jointly organized by the Dr. Babasaheb Ambedkar Technological University and MGM's College of Engineering in Nanded, India, on 9-11 January 2020. Focusing on next-generation information processing systems, this second volume of the proceedings includes papers on cloud computing and information systems, artificial intelligence and the Internet of Things, hardware design and communication, and front-end design.
"Wireless Multimedia: A Handbook to the IEEE 802.15.3 Standard" clarifies the IEEE 802.15.3 standard for individuals who are implementing compliant devices and shows how the standard can be used to develop wireless multimedia applications. The 802.15.3 standard addresses an untapped market that does beyond 802.11 and Bluetooth wireless technologies. The standard addresses the consumer need for low-cost, high data-rate, ad-hoc wireless connections. Some of these applications include: wireless keyboards and printers, personal video and digital cameras, cordless telephones and intercoms, digital audio players and headphones, gaming (including interactive gaming, multiplayer consoles, handheld multiplayer gaming, digital music, video, and image uploads to handheld games), home theater system and stereo system components, video conferencing, and more Navigating through the IEEE 802.15.3 standard to find the required information can be a difficult task for anyone who has not spent a considerable amount of time involved in standards development within the IEEE 802.15.3 Working Group. Written by Dr. James Gilb, Technical Editor of the "IEEE 802.15.3 Standard, Wireless Multimedia" contains an "insider's view" of the standard in which implementation issues that are not obvious in the text of the standard are highlighted with in-depth explanations. Impact the future of your business "Wireless Multimedia: A Handbook to the IEEE 802.15.3 Standard" brings it all together for those looking to standardize their wireless applications. It introduces and eases the implementation of devices compliant to the IEEE 802.15.3 standard. You will discover the types of implementations that were anticipated when the standard was developed, which will help you to determine what architectures are ideal for developing IEEE 802.15.3 products.
If you're an executive, designer, product manager, marketer, or engineer, communication is part of your work. Using images and text in unique ways, comics can engage readers in ways traditional methods can't. In See What I Mean, you'll learn how to create comics about your products and processes without an illustrator--just like Google, eBay, and Adobe do.
Fly higher in your Creative Cloud Adobe Creative Cloud makes the most popular tools used by designers, photographers, and other creative professionals accessible in a single place. Adobe Creative Cloud All-in-One For Dummies is the ultimate one-stop reference guide for how to use them all. Whatever gets your creative juices flowing, you'll find the in-depth guidance required to deliver the results you want, from polishing-up photos and images to creating illustrations and designs. And once your assets are just how you want them, you can pick up best practices for managing and publishing via the amazing Adobe Bridge. Written by pro designers for those getting started with this powerful set of tools, this book gives you an overview of Creative Cloud and step-by-step coverage of the major applications--InDesign, Illustrator, Photoshop, Acrobat Pro, and Adobe XD, and Adobe Bridge--in seven mini-books that take you from the basics to more advanced topics. You'll also discover how to get your work noticed by building personal galleries and displaying your creative wares. Find the essentials on the top tools in Adobe Creative Cloud Build and enhance your design skills Protect your documents with Acrobat Pro Get the most out of each program with insider tips Whatever your skill level and project needs, you'll find the essentials you need to demystify these complex programs and the knowledge to make your work shine even more brightly through the Cloud!
Curating a Literacy Life spotlights the idea of curation as a process for inspiring student-centered learning with digital media. Young people need to learn to become purposeful collectors and, thus, curators of their own learning. In this book, Kist shows educators how to empower students as they make sense of all the books, videos, websites, and social media they access. Packed with ideas and activities developed over time in a high school setting, the author presents a model for learning to learn-a way of processing, making meaning, and repurposing all the texts around us. Kist demonstrates how curating can happen no matter where the teaching and learning are taking place, whether virtually or face-to-face, in school or out of school. Using Smart phones; a Netflix account, and access to a variety of YA, canonical, and media texts, this resource provides a foundation for becoming lifelong scholars and artists. Curating a Literacy Life is for both teachers and parents who are interested in helping young people harness, manage, and learn from the multiple messages and texts they encounter every day. Book Features: A powerful model to help teens make sense of and even repurpose the texts they encounter daily. Ideas for making use of digital media in ways that are meaningful to today's students. Strategies for bridging the divide between in-school and out-of-school literacies. Activities developed during the author's years as an instructional coach at Cleveland's Glenville High School.
Machine learning builds models of the world using training data from the application domain and prior knowledge about the problem. The models are later applied to future data in order to estimate the current state of the world. An implied assumption is that the future is stochastically similar to the past. The approach fails when the system encounters situations that are not anticipated from the past experience. In contrast, successful natural organisms identify new unanticipated stimuli and situations and frequently generate appropriate responses. The observation described above lead to the initiation of the DIRAC EC project in 2006. In 2010 a workshop was held, aimed to bring together researchers and students from different disciplines in order to present and discuss new approaches for identifying and reacting to unexpected events in information-rich environments. This book includes a summary of the achievements of the DIRAC project in chapter 1, and a collection of the papers presented in this workshop in the remaining parts."
Complete Coverage of OpenGL (R) 4.5-the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) The latest version of today's leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders. OpenGL (R) Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code. This edition of the best-selling "Red Book" fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders. New coverage in this edition includes Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques
A fresh look at visualization from the author of "Visualize This" Whether it's statistical charts, geographic maps, or the snappy graphical statistics you see on your favorite news sites, the art of data graphics or visualization is fast becoming a movement of its own. In "Data Points: Visualization That Means Something," author Nathan Yau presents an intriguing complement to his bestseller "Visualize This," this time focusing on the graphics side of data analysis. Using examples from art, design, business, statistics, cartography, and online media, he explores both standard-and not so standard-concepts and ideas about illustrating data. Shares intriguing ideas from Nathan Yau, author of "Visualize This" and creator of flowingdata.com, with over 66,000 subscribersFocuses on visualization, data graphics that help viewers see trends and patterns they might not otherwise see in a tableIncludes examples from the author's own illustrations, as well as from professionals in statistics, art, design, business, computer science, cartography, and moreExamines standard rules across all visualization applications, then explores when and where you can break those rules Create visualizations that register at all levels, with "Data Points: Visualization That Means Something."
Your Adobe Creative Cloud subscription delivers a breathtaking collection of state-of-the-art creativity tools-for web, print, video, interactive, digital marketing, UX/UI design, and more. With so much power, where do you start? If you're familiar with one or two of Adobe's tools, how do you extend your knowledge to make the most of the entire Creative Cloud, choose the right tool for each job, and do amazing work? Start right here, with the only classroom-proven guide to the entire Adobe Creative Cloud suite: Adobe Creative Cloud Classroom in a Book. Authored by leading designer and instructor Joseph Labrecque, this guide reflects his experience teaching hundreds of students at the University of Colorado Boulder College of Media, Communication & Information. Each chapter combines an overview of a Creative Cloud app with well-crafted hands-on practice. Labrecque introduces the software, explains essential concepts and design principles surrounding its use, guides you through basic tools and workflows, and then walks you through executing a project from beginning to end. You'll learn how each tool works in real life, and how to apply design concepts and theory in your own creative practice. Labrecque introduces the fundamentals of Creative Cloud for both desktop and mobile, Creative Cloud Express, and all these skills: Cloud-based photography with Lightroom Raster image compositing with Photoshop Vector graphics design with Illustrator Page layout management with InDesign Prototyping for screens with Adobe XD 3D rendering with Dimension Audio content production with Audition Video content sequencing with Premiere Pro Motion graphics compositing with After Effects Live performance capture with Character Animator Interactive content animation with Animate
This book consists of a series of essays which addresses the essentials of the development processes in user-experience design (UX design) planning, research, analysis, evaluation, training and implementation, and deals with the essential components (metaphors, mental models, navigation, and appearance) of user-interfaces and user-experiences during the period of 2002-2007. These essays grew from the authors own column entitled 'Fast Forward' which appeared in Interaction Magazine - the flagship publication of the ACM Special Interest Group on Human-Computing Interaction (SIGCHI). Written in such a way as to ensure longevity, these essays have not been edited or updated, however a short Postscripts has been added to provide some comments on each topic from a current perspective. HCI and User-Experience Design provides a fascinating historical review of the professional and research world of UX and HCI during a period of significant growth and development and would be of interest to students, researchers, and designers who are interested in recent developments within the field.
Professionals who use multimedia documents as a tool to communicate concepts will find this a hugely illuminating text. It provides a comprehensive and up to date account of relevant research issues, methodologies and results in the area of multimedia comprehension. More specifically, the book draws connections between cognitive research, instructional strategies and design methodologies. It includes theoretical reviews, discussions of research techniques, ad original experimental contributions. The book highlights essential aspects of current theories, and trends for future research on the use of multimedia documents.
This edited volume focuses on the latest and most impactful advancements of multimedia data globally available for environmental and earth biodiversity. The data reflects the status, behavior, change as well as human interests and concerns which are increasingly crucial for understanding environmental issues and phenomena. This volume addresses the need for the development of advanced methods, techniques and tools for collecting, managing, analyzing, understanding and modeling environmental & biodiversity data, including the automated or collaborative species identification, the species distribution modeling and their environment, such as the air quality or the bio-acoustic monitoring. Researchers and practitioners in multimedia and environmental topics will find the chapters essential to their continued studies.
This book introduces readers to Web content credibility evaluation and evaluation support. It highlights empirical research and establishes a solid foundation for future research by presenting methods of supporting credibility evaluation of online content, together with publicly available datasets for reproducible experimentation, such as the Web Content Credibility Corpus. The book is divided into six chapters. After a general introduction in Chapter 1, including a brief survey of credibility evaluation in the social sciences, Chapter 2 presents definitions of credibility and related concepts of truth and trust. Next, Chapter 3 details methods, algorithms and user interfaces for systems supporting Web content credibility evaluation. In turn, Chapter 4 takes a closer look at the credibility of social media, exemplified in sections on Twitter, Q&A systems, and Wikipedia, as well as fake news detection. In closing, Chapter 5 presents mathematical and simulation models of credibility evaluation, before a final round-up of the book is provided in Chapter 6. Overall, the book reviews and synthesizes the current state of the art in Web content credibility evaluation support and fake news detection. It provides researchers in academia and industry with both an incentive and a basis for future research and development of Web content credibility evaluation support services.
This book explores the digitization of culture as a means of experiencing and understanding cultural heritage in Namibia and from international perspectives. It provides various views and perspectives on the digitization of culture, the goal being to stimulate further research, and to rapidly disseminate related discoveries. Aspects covered here include: virtual and augmented reality, audio and video technology, art, multimedia and digital media integration, cross-media technologies, modeling, visualization and interaction as a means of experiencing and grasping cultural heritage. Over the past few decades, digitization has profoundly changed our cultural experience, not only in terms of digital technology-based access, production and dissemination, but also in terms of participation and creation, and learning and partaking in a knowledge society. Computing researchers have developed a wealth of new digital systems for preserving, sharing and interacting with cultural resources. The book provides important information and tools for policy makers, knowledge experts, cultural and creative industries, communication scientists, professionals, educators, librarians and artists, as well as computing scientists and engineers conducting research on cultural topics.
The two-volume set LNCS 11295 and 11296 constitutes the thoroughly refereed proceedings of the 25th International Conference on MultiMedia Modeling, MMM 2019, held in Thessaloniki, Greece, in January 2019. Of the 172 submitted full papers, 49 were selected for oral presentation and 47 for poster presentation; in addition, 6 demonstration papers, 5 industry papers, 6 workshop papers, and 6 papers for the Video Browser Showdown 2019 were accepted. All papers presented were carefully reviewed and selected from 204 submissions.
This book provides insight into the challenges in providing data authentication over wireless communication channels. The authors posit that established standard authentication mechanisms - for wired devices - are not sufficient to authenticate data, such as voice, images, and video over wireless channels. The authors propose new mechanisms based on the so-called soft authentication algorithms, which tolerate some legitimate modifications in the data that they protect. The authors explain that the goal of these algorithms is that they are tolerant to changes in the content but are still able to identify the forgeries. The authors go on to describe how an additional advantage of the soft authentication algorithms is the ability to identify the locations of the modifications and correct them if possible. The authors show how to achieve this by protecting the data features with the help of error correcting codes. The correction methods are typically based on watermarking, as the authors discuss in the book. Provides a discussion of data (particularly image) authentication methods in the presence of noise experienced in wireless communication; Presents a new class of soft authentication methods, instead of the standard hard authentication methods, used to tolerate minor changes in image data; Features authentication methods based on the usage of authentication tags as well as digital watermarks.
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.
LEGOfied: Building Blocks as Media provides a multi-faceted exploration of LEGO fandom, addressing a blindspot in current accounts of LEGO and an emerging area of interest to media scholars: namely, the role of hobbyist enthusiasts and content producers in LEGO's emergence as a ubiquitous transmedia franchise. This book examines a range of LEGO hobbyism and their attendant forms of mediated self-expression and identity (their "technicities"): artists, aspiring Master Builders, collectors, and entrepreneurs who refashion LEGO bricks into new commodities (sets, tchotchkes, and minifigures). The practices and perspectives that constitute this diverse scene lie at the intersection of multiple transformations in contemporary culture, including the shifting relationships between culture industries and the audiences that form their most ardent consumer base, but also the emerging forms of entrepreneurialism, professionalization, and globalization that characterize the burgeoning DIY movement. What makes this a compelling project for media scholars is its mutli-dimensional articulation of how LEGO functions not just as a toy, cultural icon, or as transmedia franchise, but as a media platform. LEGOfied is centered around their shared experiences, qualitative observations, and semi-structured interviews at a number of LEGO hobbyist conventions. Working outwards from these conventions, each chapter engages additional modes of inquiry-media archaeology, aesthetics, posthumanist philosophy, feminist media studies, and science and technology studies-to explore the origins, permutations and implications of different aspects of the contemporary LEGO fandom scene.
Multimedia searching and management have become popular due to demanding applications and competition among companies. Despite the increase in interest, there is no existing book covering basic knowledge on state-of-the-art techniques within the field. ""Semantic Mining Technologies for Multimedia Databases"" provides an introduction to the most recent techniques in multimedia semantic mining necessary to researchers new to the field. This book serves as an important reference in multimedia for academicians, multimedia technologists and researchers, and academic libraries.
Get the most out of Digidesign's Pro Tools software with this comprehensive home studio guide that will show you how to create the highest quality recordings by honing your production skills and engineering techniques. With a complete explanation of the entire production process, you'll find out everything you need to know to make your music projects stand out from the rest. You'll learn how to: mix and master recordings like the pros; run a recording session and produce great songs; set up your home studio and improve its efficiency; set up mics to capture superior sounds; master the intricacies of Pro Tools with keystroke shortcuts and technical instruction; record real-sounding MIDI tracks; and much more. Ideal for producers, engineers, songwriters and artists. The Second Edition is fully updated for the new features of Pro Tools 6.X software and all Digidesign home studio hardware products. A new chapter on Digital Audio Editing was added to the book, and new hands-on projects have been added in every chapter. Additionally, there are new, more advanced Pro Tools sessions with audio examples that explain many in-demand Pro Tools techniques. |
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