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Books > Computing & IT > Computer software packages > Multimedia

Proceedings of the 2012 International Conference on Information Technology and Software Engineering - Information Technology... Proceedings of the 2012 International Conference on Information Technology and Software Engineering - Information Technology (Paperback, Softcover reprint of the original 1st ed. 2013)
Wei Lu, Guoqiang Cai, Weibin Liu, Weiwei Xing
R5,782 Discovery Miles 57 820 Ships in 10 - 15 working days

Proceedings of the 2012 International Conference on Information Technology and Software Engineering presents selected articles from this major event, which was held in Beijing, December 8-10, 2012. This book presents the latest research trends, methods and experimental results in the fields of information technology and software engineering, covering various state-of-the-art research theories and approaches. The subjects range from intelligent computing to information processing, software engineering, Web, unified modeling language (UML), multimedia, communication technologies, system identification, graphics and visualizing, etc. The proceedings provide a major interdisciplinary forum for researchers and engineers to present the most innovative studies and advances, which can serve as an excellent reference work for researchers and graduate students working on information technology and software engineering. Prof. Wei Lu, Dr. Guoqiang Cai, Prof. Weibin Liu and Dr. Weiwei Xing all work at Beijing Jiaotong University.

Mathematics and Modern Art - Proceedings of the First ESMA Conference, held in Paris, July 19-22, 2010 (Paperback, Softcover... Mathematics and Modern Art - Proceedings of the First ESMA Conference, held in Paris, July 19-22, 2010 (Paperback, Softcover reprint of the original 1st ed. 2012)
Claude Bruter
R4,092 Discovery Miles 40 920 Ships in 10 - 15 working days

The link between mathematics and art remains as strong today as it was in the earliest instances of decorative and ritual art. Arts, architecture, music and painting have for a long time been sources of new developments in mathematics, and vice versa. Many great painters have seen no contradiction between artistic and mathematical endeavors, contributing to the progress of both, using mathematical principles to guide their visual creativity, enriching their visual environment with the new objects created by the mathematical science. Owing to the recent development of the so nice techniques for visualization, while mathematicians can better explore these new mathematical objects, artists can use them to emphasize their intrinsic beauty, and create quite new sceneries. This volume, the content of the first conference of the European Society for Mathematics and the Arts (ESMA), held in Paris in 2010, gives an overview on some significant and beautiful recent works where maths and art, including architecture and music, are interwoven. The book includes a wealth of mathematical illustrations from several basic mathematical fields including classical geometry, topology, differential geometry, dynamical systems. Here, artists and mathematicians alike elucidate the thought processes and the tools used to create their work

Digital Sculpting with Mudbox - Essential Tools and Techniques for Artists (Paperback, New): Mike De La Flor, Bridgette Mongeon Digital Sculpting with Mudbox - Essential Tools and Techniques for Artists (Paperback, New)
Mike De La Flor, Bridgette Mongeon
R1,393 R1,124 Discovery Miles 11 240 Save R269 (19%) Ships in 9 - 17 working days

Digital sculpting is the use of tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Mudbox is the premier sculpting solution for digital artists, allowing them to naturally and easily sculpt detailed, organic characters and models in a way that feels like traditional sculpting.
This book guides CG professionals through the process of creating amazing digital sculptures using the Mudbox arsenal of ground-breaking digital sculpting and 3D painting tools, and porting the models into their Maya or Max work.
Artists will explore tried and true, traditional sculpting techniques and learn to apply them to digital sculpting. A series of in-depth tutorials are incluced, each challenging them with progressively more complex models as they go on.
Fine art sculptors transitioning from traditional sculpting to digital sculpting will benefit for unique never-before-published guidance on how to successfully integrate digital sculpting into their workflow.
Associated web site with: support files, models, materials, and textures for completing the tutorials in the book.

Data Management in Pervasive Systems (Paperback, Softcover reprint of the original 1st ed. 2015): Francesco Colace, Massimo De... Data Management in Pervasive Systems (Paperback, Softcover reprint of the original 1st ed. 2015)
Francesco Colace, Massimo De Santo, Vincenzo Moscato, Antonio Picariello, Fabio A Schreiber, …
R2,583 Discovery Miles 25 830 Ships in 10 - 15 working days

This book contributes to illustrating the methodological and technological issues of data management in Pervasive Systems by using the DataBenc project as the running case study for a variety of research contributions: sensor data management, user-originated data operation and reasoning, multimedia data management, data analytics and reasoning for event detection and decision making, context modelling and control, automatic data and service tailoring for personalization and recommendation. The book is organized into the following main parts: i) multimedia information management; ii) sensor data streams and storage; iii) social networks as information sources; iv) context awareness and personalization. The case study is used throughout the book as a reference example.

Art and Technology of Entertainment Computing and Communication (Paperback, Softcover reprint of the original 1st ed. 2010):... Art and Technology of Entertainment Computing and Communication (Paperback, Softcover reprint of the original 1st ed. 2010)
Adrian David Cheok
R2,914 Discovery Miles 29 140 Ships in 10 - 15 working days

Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It's main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.

Managing Electronic Media - Making, Moving and Marketing Digital Content (Paperback): Joan Van Tassel Managing Electronic Media - Making, Moving and Marketing Digital Content (Paperback)
Joan Van Tassel
R2,034 Discovery Miles 20 340 Ships in 12 - 19 working days

Managing Electronic Media recognizes the changes in technology in the global marketplace and the impact these innovations have on media organizations and their integral business practices. It goes beyond the typical media management book by covering media enterprises as large scale businesses that must operate in a converged environment, rather than in separate silos of activity.

Managing Electronic Media lays the groundwork for understanding and participating in digital content creation, marketing, and distribution. It provides the concepts and vocabulary that managers use to meet the challenges of today's market and to position their organizations to succeed in a relentlessly dynamic 24/7 business environment.

Day in the Life sections highlight the daily activities of top media executives, providing insight into the excitement, the fun, and the challenges, of careers in today's media industries. Case studies utilize exercises to promote further understanding of real-world situations.

Digital Watermarking Techniques in Curvelet and Ridgelet Domain (Paperback, 1st ed. 2016): Channapragada Rama Seshagiri Rao,... Digital Watermarking Techniques in Curvelet and Ridgelet Domain (Paperback, 1st ed. 2016)
Channapragada Rama Seshagiri Rao, Munaga V. N. K. Prasad
R1,791 Discovery Miles 17 910 Ships in 10 - 15 working days

This book describes the design, development, and testing of a novel digital watermarking technique for color images using Magic Square and Ridgelet transforms. The novel feature of the method is that it generates and uses multiple copies of the digital watermark. The book describes how the method was tested for embedding digital watermarks into color cover images, resulting in very high PSNR value and yielding comparable results with existing watermarking techniques.To reach this new method, eight different techniques are designed, developed and tested. First, the authors test two digital watermarking techniques based on encryption: Image Watermark Using Complete Complementary Code Technique (CCCT) and Image Watermarking Using CCC-Fast Walsh Hadamard Transform Technique (CCC-FWHTT). Next, four digital watermarking techniques based on curvelet transforms are discussed: Image Watermarking Using Curvelet Transform (WCT), Watermark Wavelets in Curvelets of Cover Image (WWCT), Resized Watermark into Curvelets of Cover Image (RWCT), and Resized Watermark Wavelets into Curvelets of Cover Image (RWWCT). Then, two final techniques are presented: Image Watermarking Based on Magic Square (MST) and Image watermarking based on Magic Square and Ridgelet Transform (MSRTT). Future research directions are explored in the final chapter.Designed for professionals and researchers in computer graphics and imaging, Digital Watermarking Techniques in Curvelet and Ridgelet Domain is also a useful tool for advanced-level students.

Interactivity, Game Creation, Design, Learning, and Innovation - 5th International Conference, ArtsIT 2016, and First... Interactivity, Game Creation, Design, Learning, and Innovation - 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2-3, 2016, Proceedings (Paperback, 1st ed. 2017)
Anthony L. Brooks, Eva Brooks
R2,445 Discovery Miles 24 450 Ships in 10 - 15 working days

This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as "The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation". The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.

Human-Computer Interaction - Designing for Diverse Users and Domains (Paperback): Andrew Sears, Julie A. Jacko Human-Computer Interaction - Designing for Diverse Users and Domains (Paperback)
Andrew Sears, Julie A. Jacko
R2,428 Discovery Miles 24 280 Ships in 12 - 19 working days

Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking resource, Human-Computer Interaction: Designing for Diverse Users and Domains emphasizes design for users as such as children, older adults, and individuals with physical, cognitive, visual, and hearing impairments. It also discusses HCI in the context of specific domains including healthcare, games, and the aerospace industry. Topics include the role of gender in HCI, information technology and older adults, motor vehicle driver interfaces, and user-centered design in games. While human-computer interaction may have emerged from within computing, significant contributions have come from a variety of fields including industrial engineering, psychology, education, and graphic design. No where is this more apparent then when designing solutions for users as diverse as children, older adults, and individuals with physical, cognitive, visual, or hearing impairments.

Digital Design in Action - Creative Solutions for Designers (Hardcover): Chris Jackson, Nancy Ciolek Digital Design in Action - Creative Solutions for Designers (Hardcover)
Chris Jackson, Nancy Ciolek
R4,486 Discovery Miles 44 860 Ships in 12 - 19 working days

Digital design is not only about creating visually appealing products and promotions; it needs to possess a practical aspect in addition to being aesthetically appealing. Digital Design in Action explores these pragmatic applications and the creative design aspects for various mediums, including the web, apps, ePub, visual presentations, and PDF. Using the latest digital publishing tools and a project-based pedagogy, this book includes projects ranging from real-world to experimental. Each chapter contains the perfect balance of vibrant figures, techniques and applications to help guide the reader into harnessing their inner potential. Key Features Presents methodologies used to deploy layouts for multiple digital output, using the latest tools and techniques Includes a supporting companion website containing digital examples, plus all exercise files and supporting art Contains end-of-chapter exercises and real-world and experimental projects Structured to help design students create dynamic content in class and on the job later down the line.

Handbook on 3D3C Platforms - Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce... Handbook on 3D3C Platforms - Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce (Paperback, Softcover reprint of the original 1st ed. 2016)
Yesha Sivan
R4,360 Discovery Miles 43 600 Ships in 10 - 15 working days

This book presents 3D3C platforms - three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic University When you read 3D3C Platforms you realize what a domain like ours -- 3D printing -- can and should do for the world. Clearly we are just starting. Inspiring.David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors- from privacy and taxation to fashion and health care-provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School

E-Learning, E-Education, and Online Training - Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18,... E-Learning, E-Education, and Online Training - Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Giovanni Vincenti, Alberto Bucciero, Carlos Vaz de Carvalho
R2,554 Discovery Miles 25 540 Ships in 10 - 15 working days

This book constitutes the proceedings of the Second International Conference on E-Learning, E-Education, and Online Training, eLEOT 2015, held in Novedrate, Italy, in September 2015. The 26 revised full papers presented were carefully reviewed and selected from 52 submissions. They focus on e-learning and distance education in science, technology, engineering and math.

Advances in Image and Graphics Technologies - 11th Chinese Conference, IGTA 2016, Beijing, China, July 8-9, 2016, Proceedings... Advances in Image and Graphics Technologies - 11th Chinese Conference, IGTA 2016, Beijing, China, July 8-9, 2016, Proceedings (Paperback, 1st ed. 2016)
Tieniu Tan, Guoping Wang, Shengjin Wang, Yue Liu, Xiaoru Yuan, …
R1,521 Discovery Miles 15 210 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 11th Chinese Conference on Image and Graphics Technologies and Applications, IGTA 2016, held in Beijing, China in July 2016. The 27 papers presented were carefully reviewed and selected from 69 submissions. They provide a forum for sharing progresses in the areas of image processing technology; image analysis and understanding; computer vision and pattern recognition; big data mining, computer graphics and VR; as well as image technology applications.

Getting the Message Across - Using Slideware Effectively in Technical Presentations (Paperback, 1st ed.): Stephane Faroult Getting the Message Across - Using Slideware Effectively in Technical Presentations (Paperback, 1st ed.)
Stephane Faroult
R1,481 R1,370 Discovery Miles 13 700 Save R111 (7%) Ships in 10 - 15 working days

Create memorable presentations on technical and complex topics in slideware such as Microsoft PowerPoint and Apple's Keynote for Mac. Learn good pacing and rhythm as well as judicious use of special effects. Whether the goal is to help a sale or to educate, and whether the final delivery is a live presentation, a webinar, or a short video presentation, this book focuses on the particular difficulties linked to technical presentations. You will learn to create a story when there is none, gain the interest of an audience who may not feel as strongly for the topic as the speaker does, turn abstract concepts into visual models, overcome the limitations of the medium (limited space, two dimensions), maintain interest through rhythm, and use effects, not to look cool or get that "WOW" moment, but to serve the message. Getting The Message Across presents a number of field-tested ideas for raising interest. The use of various techniques and careful scripting will help you, even if you aren't a natural-born show-person, to communicate effectively, and to make your audience remember your message, and not necessarily your slides. This book will teach you: Rhythm and animations, and the use of transitions To hold audience interest even with "dry" topics To create memorable presentations Techniques useful for PowerPoint, Keynote for Mac, and any similar presentation medium or environment What You Will Learn Turn austere topics into interesting stories. Give rhythm and pacing to your presentations. Build a narrative during transitions and animations. Hold audience interest and make listeners feel clever. Make people remember your presentation rather than your cool use of slideware. Who This Book Is For People who have to communicate effectively on strongly technical topics. This book targets educators and trainers as well as technical consultants who need to present complex solutions to customers or leads, as well as would-be speakers at scientific or technical conferences. Getting The Message Across is a book for people who want to make their presentations not only more attractive, but really memorable. It is for people who aren't looking for a standing ovation, but who are willing to do what they can to be understood and to make their messages remembered. Getting The Message Across focuses on using slideware such as PowerPoint and Keynote. Such slideware, for all its flaws, is still one of the best ways to communicate, not only live, but also in dematerialized communications (webinars, video tutorials) for reaching an ever-growing audience.

Ubiquitous Information Technologies and Applications - CUTE 2013 (Paperback, Softcover reprint of the original 1st ed. 2014):... Ubiquitous Information Technologies and Applications - CUTE 2013 (Paperback, Softcover reprint of the original 1st ed. 2014)
Young-Sik Jeong, Young Ho Park, Ching-Hsien (Robert) Hsu, James J (Jong Hyuk) Park
R9,681 Discovery Miles 96 810 Ships in 10 - 15 working days

The theme of CUTE is focused on the various aspects of ubiquitous computing for advances in ubiquitous computing and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of ubiquitous computing. Therefore this book will be include the various theories and practical applications in ubiquitous computing

Interactive Storytelling - 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, Los Angeles, CA, USA,... Interactive Storytelling - 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, Los Angeles, CA, USA, November 15-18, 2016, Proceedings (Paperback, 1st ed. 2016)
Frank Nack, Andrew S Gordon
R2,870 Discovery Miles 28 700 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.

Digital Painting Techniques - Using Corel Painter 2016 (Paperback, 1st ed.): Wallace Jackson Digital Painting Techniques - Using Corel Painter 2016 (Paperback, 1st ed.)
Wallace Jackson
R1,532 Discovery Miles 15 320 Ships in 10 - 15 working days

Learn the foundational concepts of vector graphics and raster imaging, including what new media formats are best for use with Android Studio, Java and JavaFX, iOS, Kindle and HTML5, as well as key factors regarding the data footprint optimization work process, and why data footprint optimization is important. Digital Painting Techniques covers concepts central to digital painting using the Inkscape 0.91 open source software package as well as the Corel Painter 2016 professional digital painting software package. You'll learn: The terminology of digital painting What comprises a digital painting 2D modeling and rendering pipeline Concepts and principles behind digital painting content production How to install and utilize 64-bit Inkscape 0.91 and Corel Painter 2016 Concepts behind curves, strokes, fills, patterns, rendering and physics Digital painting data formats and data footprint optimization Who This Book is For: Digital Artists, Illustrators, Painters, User Interface Designers, Digital Signage Content Developers, e-Learning Content Creators, eBook Cover Artists, Album Cover Artists Secondary: Android Developers, iOS Developers, Website Developers, Flash Developers, Multimedia Producers, Rich Internet Application (RIA) Programmers, Game Designers, Teachers, Educators.

iPhoneography - How to Create Inspiring Photos with Your Smartphone (Paperback, 1st ed.): Michael Clawson iPhoneography - How to Create Inspiring Photos with Your Smartphone (Paperback, 1st ed.)
Michael Clawson
R1,367 R1,267 Discovery Miles 12 670 Save R100 (7%) Ships in 10 - 15 working days

This book introduces you to professional photography and composition principles, tricks and techniques of iphoneography, photosharing, and more. Do you have a smartphone with you right now? If you do, along with this book, you've got everything you need to make amazing photography. The first three chapters of the book use digital photography history to give you an overview of the capabilities that you can employ, and the remainder of the book is focused on hands on techniques of iphoneography so that you are getting professional results. This title uses the iPhone and iPhone apps in its examples; your own smart phone and individual apps may be different, but the techniques you'll gain from this book, and the insights into your own creative potential are not dependent on specific equipment. Maybe you occasionally take a great shot with your smartphone camera but you wonder what you need to keep doing right to make that kind of difference in all your shots. Maybe you're suspecting that you no longer need to lug around a DSLR camera to bring home great photographs. And maybe you just get a charge out of capturing inspired moments and sharing them in all the glory deserve with others. WHAT YOU'LL LEARN: * An understanding of the methods used in DSLR photography vs iPhoneography. * The connection between the iPhone and the artist. * Practical tips and techniques for creating photos and art with your iPhone. * Taking your visions further with discovery and chance explorations.* Connecting with the iPhoneography and iPhone Art community. WHO THIS BOOK IS FOR: The audience is threefold: 1.) Amateur photographers who already sense that their smartphone is the only tool they truly need in order to grow their skills 2.) Serious photographers who are part of the growing "mobile art" movement that emphasizes creative eye over hardware 3.) Anyone with a smartphone who wants to take better photos (because anyone with a smartphone is already taking photos with regularity anyway)

Digital Illustration Fundamentals - Vector, Raster, WaveForm, NewMedia with DICF, DAEF and ASNMF (Paperback, 1st ed.): Wallace... Digital Illustration Fundamentals - Vector, Raster, WaveForm, NewMedia with DICF, DAEF and ASNMF (Paperback, 1st ed.)
Wallace Jackson
R1,272 Discovery Miles 12 720 Ships in 10 - 15 working days

This fun, concise, full color book introduces the fundamentals of digital illustration, and covers how to develop and optimize these types of scalable vector graphics (SVG) using Inkscape 0.91 or later. It also covers concepts central to digital painting using the Corel Painter 2016 professional digital painting and illustration paid software package, which also has a free trial version, and a discount for purchasers of this book. The book builds upon the foundational concepts of vector graphics and the SVG format, and gets more advanced as chapters progress, covering what vector new media formats, and SVG commands and SVG filters, are best for use with Android Studio, Java 8, JavaFX, iOS, Kindle Fire and HTML5. The book covers key factors regarding the data footprint optimization work process, and why data footprint optimization is important, and covers programming languages used for digital illustration, and publishing platforms which support digital illustration, and how to assimilate these into your digital illustration and digital painting content production pipelines and workflow. You will learn: The terminology of vector imaging and digital illustration What comprises a digital illustration 2D modeling and rendering pipeline Concepts and principles behind digital illustration content production How to install and utilize 64-bit Inkscape 0.91 for Windows, Mac OSX and Linux Concepts behind spline curves, strokes, fills, patterns and rendering Digital illustration data formats and data footprint optimization Audience Primary: Artists, Illustrators, Website Developers, Flash Developers, User Interface Designers, Digital Signage Content Developers, e-Learning Content Creators, eBook Authors. Secondary: Android Developers, iOS Developers, Multimedia Producers, Rich Internet Application (RIA) Programmers, Game Designers, Teachers, Educators.

The Work of Art in a Digital Age: Art, Technology and Globalisation (Paperback, Softcover reprint of the original 1st ed.... The Work of Art in a Digital Age: Art, Technology and Globalisation (Paperback, Softcover reprint of the original 1st ed. 2014)
Melissa Langdon
R3,350 Discovery Miles 33 500 Ships in 10 - 15 working days

This book explores digital artists' articulations of globalization. Digital artworks from around the world are examined in terms of how they both express and simulate globalization's impacts through immersive, participatory and interactive technologies. The author highlights some of the problems with macro and categorical approaches to the study of globalization and presents new ways of seeing the phenomenon as a series of processes and flows that are individually experienced and expressed. Instead of providing a macro analysis of large-scale political and economic processes, the book offers imaginative new ways of knowing and understanding globalization as a series of micro affects. Digital art is explored in terms of how it re-centers articulations of globalization around individual experiences and offers new ways of accessing a complex topic often expressed in general and intangible terms. The Work of Art in a Digital Age: Art, Technology and Globalization is analytic and accessible, with material that is of interest to a range of researchers from different disciplines. Students studying digital art, film, globalization, cultural studies or digital media trends will also find the content fascinating.

User-centric Social Multimedia Computing (Paperback, Softcover reprint of the original 1st ed. 2014): Jitao Sang User-centric Social Multimedia Computing (Paperback, Softcover reprint of the original 1st ed. 2014)
Jitao Sang
R1,521 Discovery Miles 15 210 Ships in 10 - 15 working days

This book presents the first paradigm of social multimedia computing completely from the user perspective. Different from traditional multimedia and web multimedia computing which are content-centric, social multimedia computing rises under the participatory Web2.0 and is essentially user-centric. The goal of this book is to emphasize the user factor in facilitating effective solutions towards both multimedia content analysis, user modeling and customized user services. Advanced topics like cross-network social multimedia computing are also introduced as extensions and potential directions along this research line.

Collaboration and Technology - 22nd International Conference, CRIWG 2016, Kanazawa, Japan, September 14-16, 2016, Proceedings... Collaboration and Technology - 22nd International Conference, CRIWG 2016, Kanazawa, Japan, September 14-16, 2016, Proceedings (Paperback, 1st ed. 2016)
Takaya Yuizono, Hiroaki Ogata, Ulrich Hoppe, Julita Vassileva
R2,021 Discovery Miles 20 210 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 22nd International Conference on Collaboration and Technology, CRIWG 2016, held in Kanazawa, Japan, in September 2016. The 10 revised full papers presented together with 3 work-in-progress papers werecarefully reviewed and selected from 27 submissions. The papers reflect the current diversity of collaborative computing research and its evolution and deal with topics such as< group support, AR and 3D technology, wearable technology, intercultural collaboration, remote physical tasks, recommendation systems, collaborative learning, and health support.

Musical Creativity - Strategies and Tools in Composition and Improvisation (Paperback, Softcover reprint of the original 1st... Musical Creativity - Strategies and Tools in Composition and Improvisation (Paperback, Softcover reprint of the original 1st ed. 2011)
Guerino Mazzola, Joomi Park, Florian Thalmann
R2,434 Discovery Miles 24 340 Ships in 10 - 15 working days

This book represents a new approach to musical creativity, dealing with the semiotics, mathematical principles, and software for creativity processes. After a thorough introduction, the book offers a first practical part with a detailed tutorial for students in composition and improvisation, using musical instruments and music software. The second, theoretical part deals with historical, actual, and new principles of creative processes in music, based on the results and methods developed in the first author's book Topos of Music and referring to semiotics, predicative objects, topos theory, and object-oriented concept architectures. The third part of the book details four case studies in musical creativity, including an analysis of the six variations of Beethoven's sonata op. 109, a discussion of the creative process in a CD coproduced in 2011 by the first and second authors, a recomposition of Boulez's "Structures pour deux pianos" using the Rubato software module BigBang developed by the third author, and the Escher theorem from mathematical gesture theory in music. This is both a textbook addressed to undergraduate and graduate students of music composition and improvisation, and also a state-of-the-art survey addressed to researchers in creativity studies and music technology. The book contains summaries and end-of-chapter questions, and the authors have used the book as the main reference to teach an undergraduate creativity studies program and also to teach composition. The text is supported throughout with musical score examples.

SMIL 3.0 - Flexible Multimedia for Web, Mobile Devices and Daisy Talking Books (Paperback, Softcover reprint of the original... SMIL 3.0 - Flexible Multimedia for Web, Mobile Devices and Daisy Talking Books (Paperback, Softcover reprint of the original 2nd ed. 2009)
Dick C. a. Bulterman, Lloyd W. Rutledge
R1,647 Discovery Miles 16 470 Ships in 10 - 15 working days

SMIL 3.0: Multimedia for the Web, Mobile Devices and Daisy Talking Books is a revised introduction to - and resource guide for - the W3C SMIL language. It covers all aspects of the SMIL specification and covers all of SMIL's implem- tation profiles, from the desktop through the world of mobile SMIL devices. Based on the first version of the book, which covered SMIL 2.0, this edition has been updated with information from the past two releases of the SMIL l- guage. We have benefitted from comments and suggestions from many readers of the first edition, and have produced what we feel is the most comprehensive guide to SMIL available anywhere. Motivation for this Book While we were working on various phases of the SMIL recommendations, it became clear to us that the richness of the SMIL language could easily ov- whelm many Web authors and designers. In the 500+ pages that the SYMM working group needed to describe the 30+ SMIL elements and the 150+ SMIL attributes, there was not much room for background information or extensive examples. The focus of the specification was on implementation aspects of the SMIL language, not on the rationale or the potential uses of SMIL's declarative power.

Applications and Usability of Interactive TV - Third Iberoamerican Conference, jAUTI 2014, and Third Workshop on Interactive... Applications and Usability of Interactive TV - Third Iberoamerican Conference, jAUTI 2014, and Third Workshop on Interactive Digital TV, Held as Part of Webmedia 2014, Joao Pessoa, PB, Brazil, November 18-21, 2014. Revised Selected Papers (Paperback, 1st ed. 2015)
Maria Jose Abasolo, Raoni Kulesza
R1,917 Discovery Miles 19 170 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Third Iberoamerican Conference on Applications and Usability of Interactive TV, jAUTI 2014, and the Third Workshop on Interactive Digital TV, WTVDI 2014, held as part of Webmedia 2014, Joao Pessoa, Brazil, in November 2014. The 10 revised full papers presented were carefully reviewed and selected from 26 submissions. The papers are organized in topical sections on IDTV overview; IDTV development tools; IDTV evaluation and testing; IDTV accessibility and usability.

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