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Software / programmer

  • Emotion in Animated Films
     

    Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "e;real world,"e; animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.

  • Emotion in Animated Films
     

    Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "e;real world,"e; animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.

  • Architectural Approach to Level Design af Christopher W. Totten
    af Christopher W. Totten

    Explore Level Design through the Lens of Architectural and Spatial Experience TheoryWritten by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals.Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer ApplicationsThe book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.Create Meaningful User Experiences in Your GamesBringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

  • Robust Statistical Methods with R, Second Edition af Jana Jureckova
    af Jana Jureckova, Jan Picek & Martin Schindler

    The second edition of Robust Statistical Methods with R provides a systematic treatment of robust procedures with an emphasis on new developments and on the computational aspects. There are many numerical examples and notes on the R environment, and the updated chapter on the multivariate model contains additional material on visualization of multivariate data in R. A new chapter on robust procedures in measurement error models concentrates mainly on the rank procedures, less sensitive to errors than other procedures. This book will be an invaluable resource for researchers and postgraduate students in statistics and mathematics.Features Provides a systematic, practical treatment of robust statistical methods Offers a rigorous treatment of the whole range of robust methods, including the sequential versions of estimators, their moment convergence, and compares their asymptotic and finite-sample behavior The extended account of multivariate models includes the admissibility, shrinkage effects and unbiasedness of two-sample tests Illustrates the small sensitivity of the rank procedures in the measurement error model Emphasizes the computational aspects, supplies many examples and illustrations, and provides the own procedures of the authors in the R software on the book's website

  • Robust Statistical Methods with R, Second Edition af Jana Jureckova
    af Jana Jureckova, Jan Picek & Martin Schindler

    The second edition of Robust Statistical Methods with R provides a systematic treatment of robust procedures with an emphasis on new developments and on the computational aspects. There are many numerical examples and notes on the R environment, and the updated chapter on the multivariate model contains additional material on visualization of multivariate data in R. A new chapter on robust procedures in measurement error models concentrates mainly on the rank procedures, less sensitive to errors than other procedures. This book will be an invaluable resource for researchers and postgraduate students in statistics and mathematics.Features Provides a systematic, practical treatment of robust statistical methods Offers a rigorous treatment of the whole range of robust methods, including the sequential versions of estimators, their moment convergence, and compares their asymptotic and finite-sample behavior The extended account of multivariate models includes the admissibility, shrinkage effects and unbiasedness of two-sample tests Illustrates the small sensitivity of the rank procedures in the measurement error model Emphasizes the computational aspects, supplies many examples and illustrations, and provides the own procedures of the authors in the R software on the book's website

  • Data Analytics
    - Effective Methods for Presenting Results
     

    If you are a manager who receives the results of any data analyst's work to help with your decision-making, this book is for you. Anyone playing a role in the field of analytics can benefit from this book as well. In the two decades the editors of this book spent teaching and consulting in the field of analytics, they noticed a critical shortcoming in the communication abilities of many analytics professionals. Specifically, analysts have difficulty in articulating in business terms what their analyses showed and what actionable recommendations were made. When analysts made presentations, they tended to lapse into the technicalities of mathematical procedures, rather than focusing on the strategic and tactical impact and meaning of their work. As analytics has become more mainstream and widespread in organizations, this problem has grown more acute.Data Analytics: Effective Methods for Presenting Results tackles this issue. The editors have used their experience as presenters and audience members who have become lost during presentation. Over the years, they experimented with different ways of presenting analytics work to make a more compelling case to top managers. They have discovered tried and true methods for improving presentations, which they share. The book also presents insights from other analysts and managers who share their own experiences. It is truly a collection of experiences and insight from academics and professionals involved with analytics.The book is not a primer on how to draw the most beautiful charts and graphs or about how to perform any specific kind of analysis. Rather, it shares the experiences of professionals in various industries about how they present their analytics results effectively. They tell their stories on how to win over audiences. The book spans multiple functional areas within a business, and in some cases, it discusses how to adapt presentations to the needs of audiences at different levels of management.

  • Data Analytics
    - Effective Methods for Presenting Results
     

    If you are a manager who receives the results of any data analyst's work to help with your decision-making, this book is for you. Anyone playing a role in the field of analytics can benefit from this book as well. In the two decades the editors of this book spent teaching and consulting in the field of analytics, they noticed a critical shortcoming in the communication abilities of many analytics professionals. Specifically, analysts have difficulty in articulating in business terms what their analyses showed and what actionable recommendations were made. When analysts made presentations, they tended to lapse into the technicalities of mathematical procedures, rather than focusing on the strategic and tactical impact and meaning of their work. As analytics has become more mainstream and widespread in organizations, this problem has grown more acute.Data Analytics: Effective Methods for Presenting Results tackles this issue. The editors have used their experience as presenters and audience members who have become lost during presentation. Over the years, they experimented with different ways of presenting analytics work to make a more compelling case to top managers. They have discovered tried and true methods for improving presentations, which they share. The book also presents insights from other analysts and managers who share their own experiences. It is truly a collection of experiences and insight from academics and professionals involved with analytics.The book is not a primer on how to draw the most beautiful charts and graphs or about how to perform any specific kind of analysis. Rather, it shares the experiences of professionals in various industries about how they present their analytics results effectively. They tell their stories on how to win over audiences. The book spans multiple functional areas within a business, and in some cases, it discusses how to adapt presentations to the needs of audiences at different levels of management.

  • Fluid Simulation for Computer Graphics af Robert Bridson
    af Robert Bridson

    A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition.Highlights of the Second EditionNew chapters on level sets and vortex methodsEmphasizes hybrid particle-voxel methods, now the industry standard approachCovers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animationAdds new discussions on meshing, particles, and vortex methodsThe book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson's experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.

  • Computational Modelling of Objects Represented in Images. Fundamentals, Methods and Applications
    - Proceedings of the International Symposium CompIMAGE 2006 (Coimbra, Portugal, 20-21 October 2006)
     

    This book contains keynote lectures and full papers presented at the International Symposium on Computational Modelling of Objects Represented in Images (CompIMAGE), held in Coimbra, Portugal, on 20-21 October 2006. International contributions from nineteen countries provide a comprehensive coverage of the current state-of-the-art in the fields of: - Image Processing and Analysis; - Image Segmentation; - Data Interpolation; - Registration, Acquisition and Compression; - 3D Reconstruction; - Objects Tracking; - Motion and Deformation Analysis; - Objects Simulation; - Medical Imaging; - Computational Bioimaging and Visualization. Related techniques also covered in this book include the finite element method, modal analyses, stochastic methods, principal and independent components analyses and distribution models. Computational Modelling of Objects Represented in Images will be useful to academics, researchers and professionals in Computational Vision (image processing and analysis), Computer Sciences, and Computational Mechanics.

  • Computational Modelling of Objects Represented in Images. Fundamentals, Methods and Applications
    - Proceedings of the International Symposium CompIMAGE 2006 (Coimbra, Portugal, 20-21 October 2006)
     

    This book contains keynote lectures and full papers presented at the International Symposium on Computational Modelling of Objects Represented in Images (CompIMAGE), held in Coimbra, Portugal, on 20-21 October 2006. International contributions from nineteen countries provide a comprehensive coverage of the current state-of-the-art in the fields of: - Image Processing and Analysis; - Image Segmentation; - Data Interpolation; - Registration, Acquisition and Compression; - 3D Reconstruction; - Objects Tracking; - Motion and Deformation Analysis; - Objects Simulation; - Medical Imaging; - Computational Bioimaging and Visualization. Related techniques also covered in this book include the finite element method, modal analyses, stochastic methods, principal and independent components analyses and distribution models. Computational Modelling of Objects Represented in Images will be useful to academics, researchers and professionals in Computational Vision (image processing and analysis), Computer Sciences, and Computational Mechanics.

  • Game Devs & Others af Tanya DePass
    - Tales from the Margins
    af Tanya DePass

    Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "e;majority"e;.

  • Game Devs & Others af Tanya DePass
    - Tales from the Margins
    af Tanya DePass

    Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "e;majority"e;.

  • Digital Creature Rigging af Stewart Jones
    - Wings, Tails & Tentacles for Animation & VFX
    af Stewart Jones

    In a follow-up book, which re-iterates the principles of "e;Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max"e;, and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon! Key FeaturesThis is the next step in CG creature setups in 3ds Max.Although 3ds Max specific, the techniques and foundations will work for any 3D application.By following the step-by-step guides in this book, you can finish and complete a portfolioready.Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest!This book includes a companion website where chapter supplements and core files and documents could be easily accessed.

  • Digital Creature Rigging af Stewart Jones
    - Wings, Tails & Tentacles for Animation & VFX
    af Stewart Jones

    In a follow-up book, which re-iterates the principles of "e;Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max"e;, and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon! Key FeaturesThis is the next step in CG creature setups in 3ds Max.Although 3ds Max specific, the techniques and foundations will work for any 3D application.By following the step-by-step guides in this book, you can finish and complete a portfolioready.Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest!This book includes a companion website where chapter supplements and core files and documents could be easily accessed.

  • Mechanical Creations in 3D af Stewart Jones
    - A Practical Look into Complex and Technical Setups for Animation & VFX
    af Stewart Jones

    Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges. Key FeaturesThis is the only book available for mechanical setups in Autodesk 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train. Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest! Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "e;Memory Refresh"e; section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they won't have to re-read the whole thing!

  • Mechanical Creations in 3D af Stewart Jones
    - A Practical Look into Complex and Technical Setups for Animation & VFX
    af Stewart Jones

    Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges. Key FeaturesThis is the only book available for mechanical setups in Autodesk 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train. Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest! Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "e;Memory Refresh"e; section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they won't have to re-read the whole thing!

  • CAD/CAM af Peter F. Jones
    af Peter F. Jones

    This is a practical guide intended for anyone who is, or may in future be responsible for procuring or managing CAD/CAM facilities.

  • Procedural Storytelling in Game Design
     

    This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.Key FeaturesIntroduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysWorld's finest guide for how to begin thinking about procedural design

  • Procedural Storytelling in Game Design
     

    This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.Key FeaturesIntroduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysWorld's finest guide for how to begin thinking about procedural design

  • Dungeons and Desktops af Matt Barton
    - The History of Computer Role-Playing Games 2e
    af Matt Barton & Shane Stacks

    Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Featuresgives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs.comprehensive index at the back, letting you quickly look up your favourite titles

  • Dungeons and Desktops af Matt Barton
    - The History of Computer Role-Playing Games 2e
    af Matt Barton & Shane Stacks

    Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Featuresgives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs.comprehensive index at the back, letting you quickly look up your favourite titles

  • Creative Character Design 2e af Bryan Tillman
    af Bryan Tillman

    What makes the difference between great video game animation and the purely functional, and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book demystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best possible game animation for beginners and professionals alike. Taking readers through a complete game production, this book provides a clear understanding of expectations of the game animator at every stage, featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation.

  • Creative Character Design 2e af Bryan Tillman
    af Bryan Tillman

    What makes the difference between great video game animation and the purely functional, and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book demystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best possible game animation for beginners and professionals alike. Taking readers through a complete game production, this book provides a clear understanding of expectations of the game animator at every stage, featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation.

  • GPU Pro 360 Guide to Rendering af Wolfgang Engel
    af Wolfgang Engel

    This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering the vaarious algorithms that are used to generate shadow data in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the ability to acheive good visual results in rendering shadows.

  • GPU Pro 360 Guide to Rendering af Wolfgang Engel
    af Wolfgang Engel

    This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering the vaarious algorithms that are used to generate shadow data in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the ability to acheive good visual results in rendering shadows.

  • World of DC Comics af Andrew Friedenthal
    af Andrew Friedenthal

    The first sustained study of the DC Comics Multiverse, this book explores its history, meanings, and lasting influence. The multiverse is a unique exercise in world-building: a series of parallel and interactive worlds with a cohesive cosmology, developed by various creators over more than 50 years.In examining DC's unique worlds and characters, the book illustrates the expansive potential of a multiverse, full of characters, histories, geographies, religions, ethnographies, and more, and allowing for expressions of legacy, multiplicity, and play that have defined much of DC Comics' output. It shows how a multiverse can be a vital, energizing part of any imaginary world, and argues that students and creators of such worlds would do well to explore the implications and complexities of this world-building technique.Andrew J. Friedenthal has crafted a groundbreaking, engaging, and thoughtful examination of the multiverse, of interest to scholars and enthusiasts of not just comics studies, but also the fields of media studies and imaginary world studies.

  • World of DC Comics af Andrew Friedenthal
    af Andrew Friedenthal

    The first sustained study of the DC Comics Multiverse, this book explores its history, meanings, and lasting influence. The multiverse is a unique exercise in world-building: a series of parallel and interactive worlds with a cohesive cosmology, developed by various creators over more than 50 years.In examining DC's unique worlds and characters, the book illustrates the expansive potential of a multiverse, full of characters, histories, geographies, religions, ethnographies, and more, and allowing for expressions of legacy, multiplicity, and play that have defined much of DC Comics' output. It shows how a multiverse can be a vital, energizing part of any imaginary world, and argues that students and creators of such worlds would do well to explore the implications and complexities of this world-building technique.Andrew J. Friedenthal has crafted a groundbreaking, engaging, and thoughtful examination of the multiverse, of interest to scholars and enthusiasts of not just comics studies, but also the fields of media studies and imaginary world studies.

  • Art of Producing af David Gibson
    - How to Create Great Audio Projects
    af David Gibson & Maestro B Curtis

    The Art of Producing is the first book to standardize a specific production process for creating a successful music project from start to finish. Learn how to develop a step-by-step process for critiquing all of the musical components that go into creating a highly refined production that works for all styles of music. The book provides a well-rounded perspective on everything that goes into producing, including vital information on how to creatively work with bands, groups and record companies, and offers insight into high level values and secrets that famous producers have developed through years of trial and error. The book covers detailed production techniques for working with today's latest digital technologies including virtual recording, virtual instruments, and MIDI tracking. Take these concepts, adapt them to your own personal style and you will end up with a successful project of the highest attainable quality with the most potential to be become a hit - or just affect people really deeply.

  • Art of Producing af David Gibson
    - How to Create Great Audio Projects
    af David Gibson & Maestro B Curtis

    The Art of Producing is the first book to standardize a specific production process for creating a successful music project from start to finish. Learn how to develop a step-by-step process for critiquing all of the musical components that go into creating a highly refined production that works for all styles of music. The book provides a well-rounded perspective on everything that goes into producing, including vital information on how to creatively work with bands, groups and record companies, and offers insight into high level values and secrets that famous producers have developed through years of trial and error. The book covers detailed production techniques for working with today's latest digital technologies including virtual recording, virtual instruments, and MIDI tracking. Take these concepts, adapt them to your own personal style and you will end up with a successful project of the highest attainable quality with the most potential to be become a hit - or just affect people really deeply.

  • Intellectual Property Rights and Emerging Technology
    - 3D Printing in China
     

    3D printing poses many challenges to the traditional law of intellectual property (IP). This book develops a technical method to help overcome some of these legal challenges and difficulties. This is a collection of materials from empirical interviews, workshops and publications that have been carried out in one of the world's leading research projects into the legal impact of 3D printing. The project was designed to establish what legal challenges 3D printing companies thought they faced, and having done that, to establish a technical framework for a solution.

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