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Books > Computing & IT > Internet > Web design
Just as the AutoCAD software continues to be improved and perfected, so does the Beginning AutoCAD (R) Exercise Workbook. This work is truly the ideal package from which to learn AutoCAD, whether you're a complete beginner, or simply learning about the latest features. The new AutoCAD 2022 software includes features such as Installer, which reduces the number of steps needed for the initial install, Share Current Drawing, allowing other users to view or edit a drawing in the online AutoCAD Web application, and Trace, encouraging collaboration on drawing changes using the AutoCAD Web and Mobile apps. Readers can download the provided templates used for drawings in the book from the Industrial Press website. Expert author duo Shrock and Heather share their knowledge with students and instructors, including plenty of inside tips and dozens of exercises to help users get comfortable and see real progress. NEW AND/OR IMPROVED FEATURES IN BEGINNING AUTOCAD 2022: Redesigned Start Tab-There are three main sections that provide access to recent work, enabling users to carry on where they left off, and offering them access to online saved drawing files. (Included in Lesson 1) Count-The new Count feature allows users to count the instances of objects and Blocks that are placed in their drawing. (Included in Lesson 29) Floating Drawing Tabs-Users can now drag a drawing file Tab from the main AutoCAD application window to make it a separate drawing file window. This is extremely useful for those with two or more monitors. (Included in Lesson 2)
Rediscover how fun web development can be with Hugo, the static site generator and web framework that lets you build content sites quickly using the skills you already have. Design layouts with HTML and share common components across pages. Create Markdown templates that let you create new content quickly. Consume and generate JSON, enhance layouts with logic, and generate a site that works on any platform with no runtime dependencies or database. Hugo gives you everything you need to build your next content site and have fun doing it. Database-driven sites bring complexity you might not need, but building a site by hand is too much work. Hugo is a static site generator and web development framework that creates content sites quickly without the overhead or dependencies of a dyanmic web framework. With Hugo, you use HTML templates and Markdown to build static sites you can host anywhere, letting you use the skills you already have. Develop your own theme using standard HTML and CSS, using Hugo's powerful templating features to organize your site's components. Create your site's content with HTML or Markdown and use Hugo's content templating features to build new content quickly. Build a fully-featured blog with archive pages, tagging, and pagination, and integrate an external commenting system to provide interactivity. Use data from front-matter, site-wide configuration, and external JSON sources to add content, and generate JSON others can use. Integrate JavaScript with your site to create a search engine. Get Hugo working with Webpack so you can leverage the wider web development ecosystem, and explore ways to publish your site to various services. Finally, learn how you can move your existing content site to Hugo. Dive in and build your next site with Hugo!
Following the introduction of Myspace, Linkedin and Facebook, social networks have become part of people's everyday life. New online social networks appear almost daily developed to attract the attention of Internet users. However, design and implementation standards and guidelines are often sacrificed for innovation resulting in unusable social networking platforms destined to be doomed. Within this context, the present book recommends a design and implementation methodology which will allow future social networking platform designers and developers to work in a scientifically systematic and sound manner to reach their goal. The journey begins with the identification of the pursued objective of the social network and the potential participants. The presentation of various methods and techniques to collect the requirements of the intended user group of the social networking platform follows. Best practices, guidelines and standards that will facilitate the conceptual and physical design of the platform are portrayed. An analysis of advantages and limitations for existing implementation platforms and potential implementation techniques is subsequently offered to facilitate the selection of the most appropriate tool for the implementation of the online social networking website. Various representative visualization techniques are examined in order to enhance the visual representation of the social network participants. Various usability evaluation techniques are then presented to aid in the assessment of usability and improvement of the actual user experience. Finally, future trends in the design and use of social networks are presented.
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C , along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. Ithas been designed in a 4-color, "teach-yourself" format with numerousexamples that the reader can run just as presented. Every shader stage is explored,from the basics of modeling, textures, lighting, shadows, etc., throughadvanced techniques such as tessellation, normal mapping, noise maps, as wellas new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0 shaderprogramming in C , with instructions for both PC/Windows and Macintosh Illustrates every technique with runningcode examples. Everything needed to install the libraries, and complete sourcecode for each example Includes step-by-step instruction for usingeach GLSL programmable pipeline stage (vertex, tessellation, geometry, andfragment) Explores practical examples formodeling, lighting, and shadows (including soft shadows), terrain, water, and 3Dmaterials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code for tools such as Nvidia's Nsight debugger Includes companion files with code,object models, figures, and more.
The Internet has changed significantly from its beginnings as a simple network used to pass data from one computer to another. Containing essential tools for everyday information processing, the Internet is used by small and large organizations alike and continues to evolve with the changing information technology landscape. Technologies and Protocols for the Future of Internet Design: Reinventing the Web aims to provide relevant methods and theories in the area of the Internet design. It is written for the research community and professionals who wish to improve their understanding of future Internet technologies and gain knowledge of new tools and techniques in future Internet design.
Knowing the industry-standard animation and interactivity tool Adobe Animate CC (previously known as "Flash Professional") can help you get a foothold in the exciting web design and mobile app-development world. Learn Animate CC by building cool creative projects that will teach you how to: Design and animate vector artwork Compose an animated greeting card using HTML5 Build a promotional video with text and images animated in 3D Construct a working digital clock using ActionScript Design and code an interactive quiz for mobile devices This study guide uses more than 6 hours of video integrated with text to help you gain real-world skills that will get you started in your career designing and building interactive media using Adobe Animate CC. It lays the foundation for taking the Adobe Certified Associate (ACA) exam in Interactive Media Using Adobe Flash Professional CC (name correct at press time) and helps prepare you for an entry-level position in a competitive job market. Purchasing this book gives you access to valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: The Web Edition containing instructional video embedded in the complete text of the book with interactive review questions along with product updates Downloadable lesson file you need to work through the projects When creating the Adobe Certified Associate examination, Adobe conducted research to identify the foundational skills students need to effectively communicate using digital media tools. Based on feedback from educators, design professionals, businesses, and educational institutions around the world, the objectives cover entry-level skill expectations for each topic. The ACA exams have proved to be highly successful around the world. To create this new product, Peachpit and Adobe Press have joined forces with team of outstanding instructors who have a great track record getting students certified: Rob Schwartz and his colleagues at BrainBuffet.com Joseph Labrecque is a senior interactive software engineer at the University of Denver where he also teaches classes on Adobe Animate CC (formerly Flash Professional), web animation, graphics production, and mobile application design. Joseph is an Adobe Education Leader (AEL) and an Adobe Community Professional. He received the Adobe Education Impact Award in 2010 and currently serves on the AEL Advisory Board. Joseph produces written and video content for Adobe Press, Peachpit, O'Reilly, Lynda.com, and BrainBuffet.com. What you need to use this book: Adobe Animate CC (2015 release) software, for either Windows or Mac OS. (Software not included.)
This book aims at helping software teams work more efficiently by setting up their own design processes In a world where being able to satisfy users' needs becomes a crucial element for products' existence, this book helps organizations understand design processes, allowing them efficiently deliver experiences that address the real problems of their audiences. This book offers a combination of theory and practice that will help its readers understand how to design efficient processes and apply this knowledge in their own work. A large volume of insights in the form of colorful images and doodles.
Make your 3D world a reality Some of the dramatic visual effects you've seen in top-grossing movies and heralded television series got their start in Blender. This book helps you get your own start in creating three-dimensional characters, scenes, and animations in the popular free and open-source tool. Author Jason van Gumster shares his insight as an independent animator and digital artist to help Blender newcomers turn their ideas into three-dimensional drawings. From exporting and sharing scenes to becoming a part of the Blender community, this accessible book covers it all! Create 3D characters--no experience required Build scenes with texture and real lighting features Animate your creations and share them with the world Avoid common rookie mistakes This book is the ideal starting place for newcomers to the world of 3D modeling and animation.
This volume provides informative chapters on the emerging issues, challenges, and new methods and state-of-the-art technologies on the Internet of Things and blockchain technology. It presents case studies and solutions that can be applied in the current business scenario, resolving challenges and providing solutions by integrating IoT with blockchain technology. The chapters discuss how the Internet of Things (IoT) represents a revolution of the Internet that can connect nearly all environment devices over the Internet to share data to create novel services and applications for improving quality of life. Although the centralized IoT system provides countless benefits, it raises several challenges. The volume presents IoT techniques and methodologies, blockchain techniques and methodologies, and case studies and applications for data mining algorithms, heart rate monitoring, climate prediction, disease prediction, security issues, automotive supply chains, voting prediction, forecasting particulate matter pollution, customer relationship management, and more.
1) The book provides a basic understanding to readers who want to start their career in web application development. The book develops an understanding of the basics concepts and then takes a broader turn to enlighten the readers about the horizons which can be accessed using JavaScript. 2) JavaScript is exhaustively used in almost all kinds of application development, be it the web applications, cross platform mobile applications, server backend applications. JavaScript is now being used for full stack development and is thus used to write independent applications. Since the need for JavaScript web developers is high, the numbers of students should be high as well. 3) As compared to other books in the market, the proposed book would cover more topics (or, better, levels) in a single volume.
"User Experience in the Age of Sustainability" focuses on the
economic, sociological and environmental movement in business to
make all products including digital ones more sustainable. Not only
are businesses finding a significant ROI from these choices,
customers are demanding this responsible behaviour. The author
looks at user experience practice through the lens of
sustainability whether it be a smart phone, service - based
subscription solutions or sustainable packaging to expose the ways
in which user researchers and designers can begin to connect to the
sustainability not merely as a theoretical. This book has a
practical take on the matter providing a framework along with case
studies and personal stories from doing this work successfully.
Both hardware and software design are covered. Learn how to integrate sustainability into designs with a solid framework using user research methodology, techniques, and purposeful metrics Find out how to integrate sustainability frameworks into the software and product development cycles Find out how sustainability applies to mobile and digital products with discussions on user messaging, dematerialization, and efficient design See how companies have made it work with case studies
Describes how to create websites based on R Markdown Describes how to publish data analysis results and R computing/graphics output Can be used to create general-purpose websites, not just blogs
Visual Experiences: A Concise Guide to Digital Interface Design provides step-by-step examples to enable readers to create an interface, guiding them from sketching an idea to creating an interactive prototype. This creation of a visual experience is achieved in three steps: thought, design, and interaction. This book focuses on the visual experience of digital interface design from the initial idea to end-user prototype. Key Features Shows how to design visual digital interface experiences: a concise guide to creating successful prototypes without programming. Teaches the whole process of how to sketch, design, and create interactions. Unlike other books, this book does not just give a list of terminologies, but workable examples and methods. Includes a wide range of basic to advanced exercises geared towards professionals and students alike. Includes many illustrations throughout the book, guiding the reader through the process.
Computing is ubiquitous and if you think otherwise, that in itself might be the best evidence that it is so. Computers are omnipresent in modern life and the multimedia computing environment of today is becoming more and more seamless. Bringing together contributions from dozens of leading experts, Ubiquitous Multimedia Computing educates readers on Ubi-Media Computing on three levels: infrastructures, where fundamental technologies are being developed; middleware, where the integration of technologies and software systems continues to be defined; and applications, where its concepts are evolving into real-world products and processes. In presenting a wealth of new directions and new technology that is changing the way we communicate, learn, play, and live day by day, this book - Examines various architectures for delivering multimedia content including streaming devices , wireless networks, and various hybrids Looks at rapidly developing sensor technology including wearable computers Demonstrates the use of advanced HCI devices that allow the simplest body gestures to govern increasingly complex tasks Introduces newsputers that take the use of embedded image information in a host of practical directions Looks at how ubiquitous computing can eliminate traffic congestion and improve the efficiency and quality of medical care Looks at how computing is personalizing learning environments and revolutionizing our approach to the three R's. While these pages serve as a timely reference for researchers working in all areas of product development and human computer interaction, they also provide engineers, doctors, and many other professionals, as well as educators and graduate students with a view that reveals the otherwise invisible seams of this age of ubi-media computing.
Offers access to projects of some of the top professionals working in Real-Time Content Production today like engineering teams from "The Mandalorian" & League of Legends as well as video content designers for The Foo Fighters and Back to the Future, The Musical Includes reviews of real-time content production workflow for virtual production Features discussion from the software developers about the origins of their platforms
For a couple of decades now, designers have used Photoshop to mock up Web page designs. However, that work generally results in a static graphic of the page, which has to be translated by a developer into the components of a Web page: HTML files and Web-compatible image files. Our multi-device world has shown us that this approach to web design, including full-page comps done in Photoshop, is increasingly problematic. Modern web designers are adopting a new approach: creating flexible web pages whose layout can adapt to suit the screen on which they are displayed. This is "Responsive Web Design" [RWD]. Until now, books on designing responsive Web sites have focused on HTML and CSS - in other words, they've been very code-centric, and visual creativity seems to take a back seat. This new book is aimed at the visual Web designer who's accustomed to working in Photoshop. Adobe Photoshop CC contains many new features that help streamline the process of converting a static page design to a set of components for a responsive web page. Dan Rose is one of the best-known advocates of this new way of working in Photoshop. He's observed that only a few people are talking about Photoshop for RWD constructively, yet a majority (63% as of his last informal poll) of web designers are using Photoshop for more than simple asset creation. This transition is a pain point for many designers. His new book will balance coverage of conceptual issues (how to fit tools like Photoshop to the design workflow rather than fitting a workflow to the tools) with practical design exercises tailored to help communicate the overall design direction of the page while respecting the needs of the fluid Web. In addition, he will introduce methods for taking HTML back into Photoshop for further refinement.
XQuery is the best language for querying, manipulating, and transforming XML and JSON documents. Because XML is in many ways the lingua franca of the digital humanities, learning XQuery empowers humanists to discover and analyze their data in new ways. Until now, though, XQuery has been difficult to learn because there was no textbook designed for non- or beginner programmers. XQuery for Humanists fills this void with an approachable guidebook aimed directly at digital humanists. Clifford B. Anderson and Joseph C. Wicentowski introduce XQuery in terms accessible to humanities scholars and do not presuppose any prior background in programming. It provides an informed, opinionated overview and recommends the best implementations, libraries, and paradigms to empower those who need it most. Emphasizing practical applicability, the authors go beyond the XQuery language to include the basics of underlying standards like XPath, related standards like XQuery Full Text and XQuery Update, and explain the difference between XQuery and languages like Python and R. This book will afford readers the skills they need to build and analyze large-scale documentary corpora in XML. XQuery for Humanists is immeasurably valuable to instructors of digital humanities and library science courses alike and likewise is a ready reference for faculty, graduate students, and librarians who seek to master XQuery for their projects.
This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words. With emerging digital technology, these images will become more sophisticated, manipulable, and multidimensional, and provide historians with new tools and environments to construct historical narratives. Moving beyond the traditional book based on linear narrative, digital scholarship based on visualization and hypertext will offer multiple perspectives, dimensions, and experiences that transform the ways historians work and people imagine and learn about history. This second edition of Computers, Visualization, and History features expanded coverage of such topics as sequential narratives, 3-D modeling, simulation, and video games, as well as our theoretical understanding of space and immersive experience. The author has also added "Guidelines for Visual Composition in History" for history and social studies teachers who wish to use technology for student assignments. Also new to the second edition is a web link feature that users of the digital edition can use to enhance visualization within the text.
This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words. With emerging digital technology, these images will become more sophisticated, manipulable, and multidimensional, and provide historians with new tools and environments to construct historical narratives. Moving beyond the traditional book based on linear narrative, digital scholarship based on visualization and hypertext will offer multiple perspectives, dimensions, and experiences that transform the ways historians work and people imagine and learn about history. This second edition of Computers, Visualization, and History features expanded coverage of such topics as sequential narratives, 3-D modeling, simulation, and video games, as well as our theoretical understanding of space and immersive experience. The author has also added "Guidelines for Visual Composition in History" for history and social studies teachers who wish to use technology for student assignments. Also new to the second edition is a web link feature that users of the digital edition can use to enhance visualization within the text. |
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