![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Applications of computing > Image processing > Video
From iMovie to Final Cut Pro X offers an accessible, introductory guide to those taking up video editing using Final Cut Pro X, especially users making the transition from iMovie, Apple's free video software, helping aspirational and mobile filmmakers develop the skills needed to take their career to the next stage. Written by award-winning former Apple Education trainer and Final Cut Pro expert Tom Wolsky, this full-color book illuminates the key differences between these two applications and teaches users how to produce first-class results using the professional application. Wolsky also covers best practices for those working with iMovie on an iPhone or iPad and looking to move to a more advanced desktop program. Downloadable Final Cut Pro X project libraries included with the book offer readers hands-on examples of the techniques and practices discussed. Covers Final Cut Pro X 10.3.1.
Adobe Premiere Pro: A Complete Course and Compendium of Features is your guide to creating, editing, and enhancing videos in Adobe Premiere Pro. Whether you're organizing hours of interviews, rapidly splicing news clips before a deadline, or creating your magnum opus, Premiere Pro is the tool for you--and this book will teach you what you need to know. First, with a complete Course that includes a set of projects and lessons derived from video editor and Adobe Certified Instructor Ben Goldsmith, you will learn the procedures needed to use Premiere Pro effectively and professionally. Dozens of exercises are included that can be applied to any videos you have in mind. Through step-by-step lessons, you'll be exposed to all of Premiere Pro's features in practical contexts and its best practices for optimal workflows. To complete the Course, we'll supply lesson documents and their assets to download, so you can work alongside the text. Then, for greater depth of knowledge and subsequent reference, you'll use the Compendium to uncover more of the "how" and "why" of Premiere Pro. With each topic easy to access, you can find and explore all of Premiere Pro's key features and concepts in depth. With cross-references between the Course and Compendium, the two parts of the book complement each other perfectly. Best of all, when the lessons in the Course are done, the Compendium will continue to serve for months and years to come. Learn step by step how to: - Set up and organize a project - Create a timeline and edit your video and audio - Sweeten and master audio - Use Premiere's powerful multi-camera features - Control graphics and titles - Unlock Lumetri's professional color-grading tools - And much more!
The word "wargames" might seem like a contradiction in terms. After all, the declaration "This is war" is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war? This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare? Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.
Today's digital production tools empower the small team to produce multimedia projects that formerly required large teams. Orchestrating a production requires more than proficiency with the postproduction tools. Final Cut Pro Workflows: The Independent Studio Handbook offers a cookbook of postproduction workflows that teams can follow to deliver an array of products to their clients. It describes appropriate postproduction workflows, team roles and responsibilities, and required equipment for some of the most common media productions. Combining the wisdom of traditional roles and responsibilities with an understanding of how FCP facilitates a new flexibility where these roles/responsibilities can be redistributed, this book sheds light on workflow processes and responsibilities, and includes 7 real-world workflows from a diverse range of projects: * Money-Saving Digital Video Archive * Long-Form Documentary with Mixed Sources * Web-Based Viewing and Ordering System * 30-Second Spot for Broadcast * Multi-Part TV Series with Multiple Editors * DVD Educational Supplement * Music Video with Multi-Cam Editing and Multiple Outputs Written with a unique iconography to better convey key points and applicable to all levels of FCP users, Final Cut Pro Workflows: The Independent Studio Handbook is a vital reference tool for every postproduction house. The DVD files are also available at http://www.taylorandfrancis.com/cw/osder-9780240810058/.
Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.
Put the essential concepts and techniques of digital compositing to work for you without the need of a single mathematical equation. Compositing Visual Effects is lavishly illustrated with hundreds of film shots, figures, illustrations, and diagrams to help the visual reader gain a valuable vocabulary and understanding of the full range of visual effects, in which digital compositing plays a key role. Beginning with an inspirational tour of the scope and magnitude of digital compositing, you get a solid overview of the kinds of digital effects routinely executed today. See how CGI is composited with live action, how set extensions are done, and what a match-move shot is. Following that you learn each of the key applications of digital compositing, which include bluescreen compositing, bullet-time shots, motion tracking, and rotoscoping. The subsequent chapters dig down into each of the major digital compositing applications, introducing the fundamental concepts, and processes behind them. Learn what is easy and hard, possible and impossible, and what to expect when working on a job that entails digital compositing. New to this edition are 4 new chapters on: * 3D compositing, with lessons on what camera tracking is, how it is used to put CGI into a live-action plate, as well as live action into a 3D scene. * Stereo compositing, with descriptions of key stereoscopic terms and concepts, lessons on compositing shots that were filmed in stereo (both bluescreen and CGI), as well as the stereo conversion process when a flat 2D movie is converted to a stereo 3D movie * RED and Digital Capture with Log Images, including log image formats. This is a very hot topic these days. Colleges hang around video because it is cheaper. Film is still big in the real world of production. * Tracking an entire project from start to finish This is in addition to robust updates on topics such as: * planar tracking, Z compositing, working with Anamorphic HD formats, mocap, and more This edition also includes a companion website (https://routledgetextbooks.com/textbooks/_author/wright-9780240817811/resources.php) with images from the book for you to work with in your own compositing exercises. An accessible introduction to a complex subject for novice and aspiring compositors, from experienced author and compositing whose compositing credits include Night at the Museum 2, Shutter Island, Solaris, Traffic, and more Full color presentation illustrating the art and techniques of the practice, provides inspiration along with instruction New to this edition is a companion website, new chapters on 3D compositing, stereo compositing, RED and digital capture with log images, and more will have you understanding the latest in compositing technology in no time
The word "wargames" might seem like a contradiction in terms. After all, the declaration "This is war" is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war? This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare? Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.
Brimming with workflow efficiencies for the experienced editor, The
Avid Handbook teaches you the hows and whys of operating the system
in order to reach streamlined, creative end solutions. The book
emphasizes time-saving techniques, shortcuts, and workflow
procedures- the true keys to getting a job done.
Compressed Video Communications addresses the compression and transmission of coded video streams over mobile IP networks. By analysing a broad spectrum of compression techniques and error resilience algorithms this book provides realistic solutions to the problems of quality degradation and transmission error. Features include:
H.264 Advanced Video Coding or MPEG-4 Part 10 is fundamental to a growing range of markets such as high definition broadcasting, internet video sharing, mobile video and digital surveillance. This book reflects the growing importance and implementation of H.264 video technology. Offering a detailed overview of the system, it explains the syntax, tools and features of H.264 and equips readers with practical advice on how to get the most out of the standard. * Packed with clear examples and illustrations to explain H.264 technology in an accessible and practical way. * Covers basic video coding concepts, video formats and visual quality. * Explains how to measure and optimise the performance of H.264 and how to balance bitrate, computation and video quality. * Analyses recent work on scalable and multi-view versions of H.264, case studies of H.264 codecs and new technological developments such as the popular High Profile extensions. * An invaluable companion for developers, broadcasters, system integrators, academics and students who want to master this burgeoning state-of-the-art technology. "[This book] unravels the mysteries behind the latest H.2 64 standard and delves deeper into each of the operations in the codec. The reader can implement (simulate, design, evaluate, optimize) the codec with all profiles and levels. The book ends with extensions and directions (such as SVC and MVC) for further research." Professor K. R. Rao, The University of Texas at Arlington, co-inventor of the Discrete Cosine Transform
Content protection and digital rights management (DRM) are fields that receive a lot of attention: content owners require systems that protect and maximize their revenues; consumers want backwards compatibility, while they fear that content owners will spy on their viewing habits; and academics are afraid that DRM may be a barrier to knowledge sharing. DRM technologies have a poor reputation and are not yet trusted. This book describes the key aspects of content protection and DRM systems, the objective being to demystify the technology and techniques. In the first part of the book, the author builds the foundations, with sections that cover the rationale for protecting digital video content; video piracy; current toolboxes that employ cryptography, watermarking, tamper resistance, and rights expression languages; different ways to model video content protection; and DRM. In the second part, he describes the main existing deployed solutions, including video ecosystems; how video is protected in broadcasting; descriptions of DRM systems, such as Microsoft's DRM and Apple's FairPlay; techniques for protecting prerecorded content distributed using DVDs or Blu-ray; and future methods used to protect content within the home network. The final part of the book looks towards future research topics, and the key problem of interoperability. While the book focuses on protecting video content, the DRM principles and technologies described are also used to protect many other types of content, such as ebooks, documents and games. The book will be of value to industrial researchers and engineers developing related technologies, academics and students in information security, cryptography and media systems, and engaged consumers.
"Save it in the edit" is a common saying among film professionals. Editing makes the difference between boring vacation movies and exciting travelogues...between the whole dull news conference and the highlights on the evening news. Whether you're a budding Spielberg, a proud parent who wants two-year-old Junior's every feat documented for posterity, or a band that wants your music video to rock, "Final Cut Pro HD For Dummies" tells you what you need to know to edit regular digital or high definition video like a pro. It covers the basics of capturing, importing, and editing digital videos, with detailed how-to for: Organizing your mediaNavigating the audio and video Timeline tracks and selecting clips and frames on the TimelinesGetting fancier with split, roll, ripple, slip, and slide editsWorking with audio, including mixing, editing out scratches and pops, and using filters to create effectsUsing Soundtrack to compose a musical score, even if you don't know the difference between horns and stringsApply transitions such as 3D simulation, dissolve, iris, stretch and squeeze, and moreAdding text for captions, opening titles, and closing creditsColor-correcting videoCompositing, rendering, and outputting your final product to tape, CD, DVD, or the Web Three bonus chapters online go into more depth about rendering, customizing the interface, and managing media so you can refine your skills even further. "Final Cut Pro HD For Dummies" was written by Helmut Kobler, a Los Angeles-based filmmaker, owner of K2Films, and a frequent contributor to Macaddict Magazine. Having this book next to your editing equipment is the next best thing to having him sit next to you and guide you through the editing process.
Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon's Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon's Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon's Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon's Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon's Lair offers a fascinating provisional solution to still-unsettled questions about screen media.
This book examines distributed video coding (DVC) and multiple description coding (MDC), two novel techniques designed to address the problems of conventional image and video compression coding. Covering all fundamental concepts and core technologies, the chapters can also be read as independent and self-sufficient, describing each methodology in sufficient detail to enable readers to repeat the corresponding experiments easily. Topics and features: provides a broad overview of DVC and MDC, from the basic principles to the latest research; covers sub-sampling based MDC, quantization based MDC, transform based MDC, and FEC based MDC; discusses Sleplian-Wolf coding based on Turbo and LDPC respectively, and comparing relative performance; includes original algorithms of MDC and DVC; presents the basic frameworks and experimental results, to help readers improve the efficiency of MDC and DVC; introduces the classical DVC system for mobile communications, providing the developmental environment in detail.
There is now no shortage of media for us to consume, from streaming services and video-on-demand to social media and everything else besides. This has changed the way media scholars think about the production and reception of media. Missing from these conversations, though, is the maker: in particular, the maker who has the power to produce media in their pocket. How might one craft a personal media-making practice that is thoughtful and considerate of the tools and materials at one's disposal? This is the core question of this original new book. Exploring a number of media-making tools and processes like drones and vlogging, as well as thinking through time, editing, sound and the stream, Binns looks out over the current media landscape in order to understand his own media practice. The result is a personal journey through media theory, history and technology, furnished with practical exercises for teachers, students, professionals and enthusiasts: a unique combination of theory and practice written in a highly personal and personable style that is engaging and refreshing. This book will enable readers to understand how a personal creative practice might unlock deeper thinking about media and its place in the world. The primary readership will be among academics, researchers and students in the creative arts, as well as practitioners of creative arts including sound designers, cinematographers and social media content producers. Designed for classroom use, this will be of particular importance for undergraduate students of film production, and may also be of interest to students at MA level, particularly on the growing number of courses that specifically offer a blend of theory and practice. The highly accessible writing style may also mean that it can be taken up for high school courses on film and production. It will also be of interest to academics delivering these courses, and to researchers and scholars of new media and digital cinema.
Discover the world's greatest record-breaking feats, stunts and tricks in this interactive celebration. YouTube is the world's most-visited video sharing site, where more than 1 billion hours of content are viewed every day. It's packed with seemingly endless amazing clips, many documenting incredible feats of human endeavour and endurance. YouTube World Records 2022 is the original and best interactive celebration of these heroic and often jaw-dropping efforts. Super-powered with on-the-page QR code links to more than 250 amazing videos, YouTube World Records 2022 showcases the greatest feats ever recorded on the internet. From the tallest and smallest to the greatest and maddest, this sensational collection covers music, sport, technology and everything in between - including pancake tossing. fiery-hot pepper eating, mega-quick drumming and unbelievable basketball slam-dunks. Vibrantly illustrated and incredibly entertaining, this is the ultimate celebration of the world's greatest records.
Including v.8, this text covers all of the skills for building effective multimedia presentations for creating screen-captured, software based tutorials, demonstrations, and lectures using Camtasia Studio (and prior versions). It uses the complete line of TechSmith products for both Windows and Mac OS and a companion DVD with support files that includes over 30 tutorial video clips, project practice files, all text images in color, and sample video creations. The strategy for this text is to introduce concepts from the ground up to include development milestones, planning the presentation based on the targeted audience, story boarding, screen captures, editing and production based on the desired project. The text also covers Snagit to create sophisticated training documents using advanced image editing features and it uses Jing to make fast video presentations that can quickly be loaded on the Web. Completing the text will provide the reader with all the skills needed towards developing an array of rich multimedia based curriculum in any educational setting. Features: Companion DVD with support files including over 30 tutorial video clips, project practice files, all text images in color, and sample video creations Shows tips and notes on creating a professional presentation, a screencast, and a video project Includes a step-by-step Quick Reference List, outlining important recording and producing procedures in their entirety Provides chapters detailing the support programs, Snagit and Jing. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Beginning HTML5 Media, Second Edition is a comprehensive introduction to HTML5 video and audio. The HTML5 video standard enables browsers to support audio and video elements natively. This makes it very easy for web developers to publish audio and video, integrating both within the general presentation of web pages. For example, media elements can be styled using CSS (style sheets), viewed on a mobile device, and manipulated in a Canvas or an audio filter graph. The book offers techniques for providing accessibility to media elements, enabling consistent handling of alternative representations of media resources. The update includes all of the changes and revisions since the first HTML5 draft. Beginning HTML5 Media dives deep into the markup that is introduced for media element support in browsers. You'll explore the default user interface offered through browsers for media elements, as well as the JavaScript API provided to control their behavior. You'll also learn how to account for H.264, WebM and Ogg Theora codecs as well as explore the emerging Web Audio API standard, which provides an extensive set of hardware-accelerated audio filters to achieve a level of audio signal manipulation in the browser previously only available to audio professionals.
Step-by-step instructions with callouts to the GoPro HERO5 Black, HERO5 Session (TM), or HERO Session (TM) camera. Photos and sample images show you exactly what to do. Help when you run into problems or limitations with your GoPro camera in specific shooting situations. Tips and Notes to help you get the most from your GoPro camera when taking pictures or shooting HD video in a wide range of shooting situations. Full-color, step-by-step tasks walk you through getting and keeping your GoPro camera working just the way you want in order to shoot the absolute best photos and videos possible. Learn how to: Set up your GoPro camera and prepare for any type of shooting situation Take awesome first- or third-person videos just about anywhere, including underwater or in low-light situations Select and use the best camera housing, mount, and accessories to capture the perfect shots Take detailed and vibrant high-resolution, digital images with your GoPro camera Shoot stunning HD video using your GoPro camera Record high-quality audio in conjunction with your videos Choose the best resolution and camera settings for each shooting situation you encounter Wirelessly transfer your digital content from your camera to your smartphone or tablet using the GoPro Capture (TM) mobile app Transfer content from your camera to your computer to view, edit, enhance, archive, and share it using photo editing software or the GoPro QUIK Desktop (TM) and GoPro Studio (TM) video editing software Learn strategies used by the pros to achieve your own professional results
For a long time, various different lobbying sectors have claimed that the use of video technology is an effective aid in decision-making. Now the IFAB has taken a historic step in the approval of experiments on the use of video to provide support to football refereeing. The Use of Video Technologies in Refereeing Football and Other Sports analyses the capacity of audio-visual technology from different perspectives to help understand the best implementation of the Video Assistant Referee (VAR) system in football and, more generally, in other sports. This book addresses in-depth interdisciplinary viewpoints on the need and the opportunity of the implementation procedures regarding how to use it, considering that it could lead to very important changes. The book goes on to examine various approaches to the most interesting topics for players, amateurs, coaches, referees and referees coaches. Offering viewpoints from both academics and professionals, this new volume addresses the VAR issue in a multidisciplinary way, analysing the implications of video replay application in football from the perspective of players, coaches, television professionals, referees, amateurs, sports lawyers, media and educators.
|
![]() ![]() You may like...
Minecraft: Blockopedia - Updated Edition
Mojang AB, The Official Minecraft Team
Hardcover
Minecraft: Guide to Survival (Updated)
Mojang AB, The Official Minecraft Team
Hardcover
Handbook of Research on Advanced…
MD Imtiyaz Anwar, Arun Khosla, …
Hardcover
R7,441
Discovery Miles 74 410
Lighting for Animation - The Art of…
Jasmine Katatikarn, Michael Tanzillo
Hardcover
R3,570
Discovery Miles 35 700
Minecraft: Guide to Creative (Updated)
Mojang AB, The Official Minecraft Team
Hardcover
R349
Discovery Miles 3 490
|