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Books > Computing & IT > Applications of computing > Image processing > Video
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.
Would you like to earn millions by talking about your favourite
subject? A new generation of vloggers have become millionaires by
sharing make-up tutorials, comedy sketches and gaming videos. These
people didn't start off with fancy equipment, expert technical
knowledge or huge audiences. They are self-made. This book examines
how they achieved success and provides a step by step guide to the
process of finding fame and fortune online. Featuring advice from
vloggers including Jim Chapman, Fleur De Force and KSI alongside
business tips from YouTube CBO Robert Kyncl and Gleam Futures
founder Dominic Smales, this book contains insider information
about the mechanics of making money by vlogging. Subjects covered
include brand-building, filming and editing equipment techniques,
social media, working with talent managers, dealing with digital
marketing agencies, making merchandise and negotiating with brands.
Author Zoe Griffin is an established blogger, who set up her blog
Live Like a VIP in 2009. She's worked with several vloggers and has
noticed that the most popular ones have things in common. This book
explains what these things are - so you can adopt similar tactics
andget rich vlogging!
MEDIA COMPOSER 6: PART 2-EFFECTS ESSENTIALS is for video editors
who understand the basics of the editing tools in Media Composer
and are ready to move ahead and learn the fundamentals of
compositing within Avid Media Composer 6, the non-linear film/video
editing application used in most movie and television productions.
This book/DVD combo, an official Avid Learning Series User Level
guide, provides a solid foundation in Media Composer audio and
video effects capabilities and, in conjunction with Media Composer
6: Part 1-Editing Essentials, will prepare you for Avid's User
Level certification in Media Composer 6. You will be taken through
the basic effects-building interface; then, using a real-world,
hands-on approach, you'll learn fundamental audio adjustments and
effects, multilayered video compositing, tracking, stabilization,
various retiming methods, and basic color-grading techniques. This
official training course is a crucial step in mastering Avid Media
Composer, the standard editing system used by professionals in the
film and television industries. MEDIA COMPOSER 6: PART 2-EFFECTS
ESSENTIALS is part of the Avid Learning Series. To find more books
on Media Composer, Pro Tools, Sibelius, or any other Avid product,
visit www.courseptr.com/avid.
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.
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
Table of Contents
Introduction, Acknowledgements, Chapter 1 Visual Effects Today, Chapter 2 Digital Images, Chapter 3 Compositing CGI, Chapter 4 Bluescreen Compositing, Chapter 5 Creating Masks, Chapter 6 Rotoscoping, Chapter 7 Image Blending, Chapter 8 Animation, Chapter 9 The Art of Compositing, Chapter 10 Scene Salvage, Chapter 11 Working with Video, Chapter 12 Working with Film, Chapter 13 Digital Capture, Chapter 14 Stereo Compositing, Chapter 15 Life of a VFX Shot, Glossary, Index.
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
Discover the power of Rematch and its plugins by building a
real-world application from scratch Key Features Get to grips with
the capabilities of Rematch quickly as you build applications Learn
to use Rematch and its plugins to simplify everyday tasks Take
total control of the application state and manage its scalability
using Rematch Book DescriptionRematch is Redux best practices
without the boilerplate. This book is an easy-to-read guide for
anyone who wants to get started with Redux, and for those who are
already using it and want to improve their codebase. Complete with
hands-on tutorials, projects, and self-assessment questions, this
easy-to-follow guide will take you from the simplest through to the
most complex layers of Rematch. You'll learn how to migrate from
Redux, and write plugins to set up a fully tested store by
integrating it with vanilla JavaScript, React, and React Native.
You'll then build a real-world application from scratch with the
power of Rematch and its plugins. As you advance, you'll see how
plugins extend Rematch functionalities, understanding how they work
and help to create a maintainable project. Finally, you'll analyze
the future of Rematch and how the frontend ecosystem is becoming
easier to use and maintain with alternatives to Redux. By the end
of this book, you'll be able to have total control of the
application state and use Rematch to manage its scalability with
simplicity. What you will learn Understand the principal concepts
of Flux and Redux Find out what the main problems are that Rematch
solves Become familiar with the Rematch ecosystem Develop an
application using Rematch and React together Write unit and
integration tests to get 100% test coverage of your programs with
Rematch Create a React Native app with Rematch and Expo Persist
data with redux-persist and Rematch Build a Rematch plugin from
scratch Who this book is forThis book is for React and Redux users
looking for better alternatives for Redux. Familiarity with
JavaScript, React, and Redux will help you make the most of this
book.
An avid gamer and sharp media critic explains meritocracy's
negative contribution to video game culture-and what can be done
about it Video games have brought entertainment, education, and
innovation to millions, but gaming also has its dark sides. From
the deep-bred misogyny epitomized by GamerGate to the endemic
malice of abusive player communities, gamer culture has had serious
real-world repercussions, ranging from death threats to sexist
industry practices and racist condemnations. In The Toxic
Meritocracy of Video Games, new media critic and longtime gamer
Christopher A. Paul explains how video games' focus on meritocracy
empowers this negative culture. Paul first shows why meritocracy is
integral to video-game design, narratives, and values. Games
typically valorize skill and technique, and common video-game
practices (such as leveling) build meritocratic thinking into the
most basic premises. Video games are often assumed to have an even
playing field, but they facilitate skill transfer from game to
game, allowing certain players a built-in advantage. The Toxic
Meritocracy of Video Games identifies deep-seated challenges in the
culture of video games-but all is not lost. As Paul argues,
similarly meritocratic institutions like professional sports and
higher education have found powerful remedies to alleviate their
own toxic cultures, including active recruiting and strategies that
promote values such as contingency, luck, and serendipity. These
can be brought to the gamer universe, Paul contends, ultimately
fostering a more diverse, accepting, and self-reflective culture
that is not only good for gamers but good for video games as well.
A comprehensive, best practice guide from Apple Certified Trainer
Iain Anderson, with illustrated step-by-step instructions to
explore a Final Cut Pro editing workflow from shoot to delivery Key
Features Explore the best ways to use FCP, from importing and
editing to finishing and exporting the final cut Unlock the power
of editing in the magnetic timeline to make huge changes or subtle
adjustments Finish with pro-level color correction, tracking,
effects, transitions, audio, titles, and captions Book
DescriptionFinal Cut Pro (also known as FCP, previously Final Cut
Pro X) is Apple's efficient and accessible video editing software
for everyone, offering powerful features that experienced editors
and novices will find useful. FCP is the quickest way to transform
your raw clips into a finished piece, so if speed is important,
make this a key tool in your editing arsenal. Final Cut Pro
Efficient Editing is a comprehensive best practice guide for all
editors. You'll not only learn how to use the features but also
find out which ones are the most important and when you should use
them. With the help of practical examples, the book will show you
how typical footage can be assembled, trimmed, colored, and
finessed to produce a finished edit, exploring a variety of
techniques. As you progress through the book, you'll follow a
standard editing workflow to get the feel of working on real-world
projects and answer self-assessment questions to make sure that
you're on track. By the end of this Final Cut Pro book, you'll be
well versed with the key features of this app and have all the
tools you need to create impressive edits. What you will learn
Understand the media import process and delve into media management
Effectively organize your footage so you can find the right shot
quickly Discover how to assemble a rough cut edit Explore trimming
and advanced editing techniques to finesse and finalize the edit
Enhance an edit with color correction, effects, transitions,
titles, captions, and much more Sweeten the audio by controlling
volume, using compression, and adding effects Share your final
edited video and archive the job Who this book is forThe book is
for creative professionals, anyone starting out in video editing,
and editors switching to Final Cut Pro from another video editing
system. Whether you are a beginner or a professional, you'll find
this FCP book useful. All you need to get started is familiarity
with macOS.
Discover techniques to enhance your videos with complex animation
Key Features Design, animate, and sequence a complete motion
graphics project Work with compositions and pre-compositions to
create animations speedily Maximize your motion graphics and visual
effects skills Book DescriptionIf you're thinking seriously about
making and publishing your videos with professional editing and
animation, look no further! Adobe After Effects is a popular tool
among video editors and YouTubers to enhance their videos and bring
them to life by implementing visual effects and motion graphics.
This book will take you right from the basics through to the
advanced techniques in Adobe After Effects CC 2018. You will start
by setting up your editing environment to learn and improve
techniques to sharpen your video editing skills. Furthermore, you
will work with basic and advanced special effects to create,
modify, and optimize motion graphics in your videos. Lastly, you
will not only learn how to create 2.5D animations, but also get to
grips with using Cinema 4D Lite to build and animate complete 3D
scenes. By the end of the book, you'll have learned how to package
a video efficiently with the help of the projects covered. What you
will learn Create a lower third project for a TV show with complex
layers Work with shape layer animation to create an animated lyrics
video Explore different tools to animate characters Apply text
animation to create a dynamic film-opening title Use professional
visual effects to create a VFX project Model, light, and composite
your 3D project in After Effects Who this book is forIf you're a
student, professional, YouTuber, or anyone who is interested in
video editing, animation, and motion graphics, this book is for
you. You'll also find this resource useful if you're an Illustrator
looking to put your creations in motion.
Make your WebAssembly journey fun while making a game with it Key
Features Create a WebAssembly game that implements sprites,
animations, physics, particle systems, and other game development
fundamentals Get to grips with advanced game mechanics in
WebAssembly Learn to use WebAssembly and WebGL to render to the
HTML5 canvas element Book DescriptionWithin the next few years,
WebAssembly will change the web as we know it. It promises a world
where you can write an application for the web in any language, and
compile it for native platforms as well as the web. This book is
designed to introduce web developers and game developers to the
world of WebAssembly by walking through the development of a retro
arcade game. You will learn how to build a WebAssembly application
using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book
covers a lot of ground in both game development and web application
development. When creating a game or application that targets
WebAssembly, developers need to learn a plethora of skills and
tools. This book is a sample platter of those tools and skills. It
covers topics including Emscripten, C/C++, WebGL, OpenGL,
JavaScript, HTML5, and CSS. The reader will also learn basic
techniques for game development, including 2D sprite animation,
particle systems, 2D camera design, sound effects, 2D game physics,
user interface design, shaders, debugging, and optimization. By the
end of the book, you will be able to create simple web games and
web applications targeting WebAssembly. What you will learn Build
web applications with near-native performance using WebAssembly
Become familiar with how web applications can be used to create
games using HTML5 Canvas, WebGL, and SDL Become well versed with
game development concepts such as sprites, animation, particle
systems, AI, physics, camera design, sound effects, and shaders
Deploy C/C++ applications to the browser using WebAssembly and
Emscripten Understand how Emscripten HTML shell templates,
JavaScript glue code, and a WebAssembly module interact Debug and
performance tune your WebAssembly application Who this book is
forWeb developers and game developers interested in creating
applications for the web using WebAssembly. Game developers
interested in deploying their games to the web Web developers
interested in creating applications that are potentially orders of
magnitude faster than their existing JavaScript web apps C/C++
developers interested in using their existing skills to deploy
applications to the web
Use Blender to edit and produce video for YouTube or any other
social media platforms Key Features Use the Blender Video editing
toolkit and UI Make 3D info-graphics and interactive video with the
latest Blender toolkit Prepare a video production with live
markings for tracking Book DescriptionOne of the critical
components of any workflow related to video production is a
reliable tool to create and edit media such as video and audio. In
most cases, you will find video producers using software that can
only cut and mount video in a "traditional" way. What if you could
use a software that offers not only options to edit and cut video,
but also create 3D content and animation? With Blender, you can
make use of a fantastic set of tools to edit and cut video, and
also produce 3D content that will enable you to take your
productions to the next level. Do you want to take footage from a
camera and cut or add sound and titles? This book will show you how
Blender can do that for you! You will learn to add 3D virtual
objects to the same footage that will help you to create a full 3D
environment. Using some camera tricks, you can even turn Blender
into a powerful 2.5D animation software to create compelling
infographics to produce educational, marketing, and instructional
videos. You will also learn how to work with motion tracking to mix
live-action footage with virtual objects. You will then learn how
to use the video editing capabilities of Blender and match 3D
content to your project for YouTube or any other media. Toward the
end of the book, you will export the project to YouTube using
optimal settings for the best performance in the platform. What you
will learn Import video and audio footage to Blender Use the Video
Sequencer Editor to manipulate footage Prepare a project related to
video in Blender Cut and reorganize video footage in Blender Create
animations and add voiceover and sound to video Build infographics
based on 3D content Blend 3D content with live-action footage
Export video for YouTube using optimal settings Who this book is
forAnyone trying to produce content based on video for platforms
like YouTube. Those artists will need a software to cut and edit
video footage or make small intro clips, animations, or info
graphics for video.
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