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- Zhang, David, 1949- author.
- Switzerland : Springer, 2016.
- Description
- Book — 1 online resource (xv, 268 pages) : illustrations Digital: text file.PDF.
- Summary
-
- Overview
- Typical Facial Beauty Analysis
- Facial Landmark Model Designs
- Geometrics Facial Beauty Study
- Putative Ratio Rules for Facial Beauty
- Beauty Analysis Fusion Model of Texture and Geometric Features
- Optimal Feature Set for Facial Beauty Analysis
- Examination of Averageness Hypothesis on Large Database
- A New Hypothesis on Facial Beauty Perception
- Beauty Analysis by Learning Machine and Subspace Extension
- Combining a Causal Effect Criterion for Evaluation of Facial Beauty Models
- Data-Driven Facial Beauty Analysis: Prediction, Retrieval and Manipulation
- A Facial Beauty Analysis Simulation System
- Book Review and Future Work.
- Sumpter, Jodessiah, author.
- [Berkeley, California] : Apress, 2015. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xv, 159 pages) : color illustrations Digital: text file; PDF.
- Summary
-
- 1. Getting Started 2. Define Game Layout and Environment
- 3. Create Positioning and Movement
- 4. Scripting a Game Manager
- 5. Adding Sound and Music
- 6. Game Power Ups
- 7. Level Manager and Menu
- 8. Publishing to the App Store.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Lemle, Elise, author.
- Cham : Springer, 2015.
- Description
- Book — 1 online resource : color illustrations Digital: text file; PDF.
- Summary
-
- Swinging from Digital Playgrounds.- At the Intersection of Digital and Physical Play: The Lifecycle of a Two Bit Circus Game.- Story Room: The Computer as Live-action Storyteller for Adaptive Game Play.- Virtual Reality and the Future of Entertainment.- Interview with Brent N. Bushnell, Co-Founder and CEO of Two Bit Circus.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
4. Digital audio editing fundamentals [2015]
- Jackson, Wallace, author.
- [Berkeley, CA] : Apress, 2015. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xxi, 142 pages) : illustrations Digital: text file; PDF.
- Summary
-
- Chapter 1 The Foundation of Digital Audio: The Wave Chapter 2 The History of Digital Audio: MIDI Synthesis Chapter 3 The Accuracy of Digital Audio: Sample Resolution Chapter 4 The Clarity of Digital Audio: Sampling Frequency Chapter 5 The Compression of Digital Audio: Data Formats Chapter 6 The Isolation of Digital Audio: Trimming Tools Chapter 7 The Cleanup of Digital Audio: Noise Removal
- Chapter 8 The Algorithms of Digital Audio: Audio Processing Chapter 9 The Automation of Digital Audio: Plug-in Filters Chapter 10 The Work Process of Digital Audio: Editing Chapter 11 The Wow Factor of Digital Audio: Special Effects Chapter 12 The Data Footprint of Digital Audio: Optimization Chapter 13 The Automation of Digital Audio: Programming.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Frohlich, David M., author.
- Cham : Springer, 2015.
- Description
- Book — 1 online resource (xiv, 231 pages) : illustrations (some color) Digital: text file; PDF.
- Summary
-
- Preface.- Acknowledgements.- Introduction.- Part I: Audiophotography Defined.- Ambient Photographs.- Ambient Photographs.- Talking Photographs.- Conversational Photographs.- Paper Versus Screen Playback.- Part II: What Happened Next?.- Research and Development Within HP.- External Research.- External Development.- Lessons.- Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
6. Designing for iOS with Sketch [2015]
- Morson, Sian, author.
- Berkeley, CA : Apress, 2015. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xvii, 178 pages) : illustrations Digital: text file; PDF.
- Summary
-
- Chapter 1: Why Sketch?
- Chapter 2: The Sketch Interface
- Chapter 3: Shapes and Styles
- Chapter 4: Symbols
- Chapter 5: Text and Fonts
- Chapter 6: Optimizing Your Workflow
- Chapter 7: Creating a Simple App
- Chapter 8: Creating an Icon
- Chapter 9: Exporting Assets for Development
- Chapter 10: Sketch Resources and Plugins.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Strakhov, Pavel Vladimirovich.
- 2nd ed. - Birmingham : Packt Publishing, 2018.
- Description
- Book — 1 online resource (697 pages)
- Summary
-
- Table of Contents Introduction to Qt Installation Qt GUI Programming Custom 2D graphics with Graphics View Animations in Graphics View Qt Core Essentials Networking Custom Widgets Using OpenGL in Qt Scripting Introduction to Qt Quick Customization in Qt Quick Animations in Qt Quick games Advanced visual effects in Qt Quick 3D graphics with Qt Miscellaneous and Advanced Concepts.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Switzerland : Springer, 2016.
- Description
- Book — 1 online resource (xvi, 421 pages) : illustrations (some color)
- Summary
-
- 1 Introduction.- 2 Contributing Disciplines.- 3 Design of Serious Games.- 4 Authoring Processes and Tools.- 5 Content and Content Production.- 6 Game Engines.- 7 Personalization and Adaptation.- 8 Multiplayer Serious Games.- 9 Player Experience.- 10 Performance Assessment in Serious Games.- 11 Serious Games - Economic and Legal Issues.- 12 Serious Games Application Examples.- About the Authors.- Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Dubnov, Shlomo, author.
- Switzerland : Springer, [2016]
- Description
- Book — 1 online resource (xii, 62 pages) : illustrations
- Summary
-
- Introduction.- A 'Kansei' Multimedia and Semantic Computing System for Cross-Cultural Communication.- Cross-cultural Aesthetics: Analyses and Experiments in Verbal and Visual Arts.- Information Sensibility as a Cultural Characteristic: Tuning to Sound Details for Aesthetic Experience.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Lin, Yiqing, author.
- Cham : Springer, [2014]
- Description
- Book — 1 online resource (xx, 199 pages) : illustrations (some color) Digital: text file; PDF.
- Summary
-
- Introduction.- Principles of Psychoacoustics.- Audio Watermarking Techniques.- Proposed Audio Watermarking Scheme.- Experimental Results of Performance Evaluation.- Perceptual Evaluation Using Objective Quality Measures.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Marcus, Aaron, 1943- author.
- London : Springer., [2015]
- Description
- Book — 1 online resource (272 pages) : illustrations Digital: text file; PDF.
- Summary
-
- Foreword.- Preface.- Metaphors and User Interfaces in the 21st Century.- Culture Class vs. Culture Clash.- CHI as a Cross-Tribal Community.- Dare We Define User-Interface Design?.- The Cult of Cute: The Challenge of User-Experience Design.- User-Interface Design and China: A Great Leap Forward.- Universal, Ubiquitous, User-Interface Design for the Disabled and Elderly.- Icons/Symbols and More: Visible Languages to Facilitate Communication.- What Do UI Designers Think About Protecting Their Designs?.- When is a User Not a User? Who Are We? What Do We Do?.- The Emotion Commotion.- The Next Revolution: Vehicle User Interfaces.- Patterns within Patterns.- User-Experience Planning for Corporate Success.- Insights on Outsourcing.- Branding 101 It's About Time.- User-Centered Design (UCD) in the Enterprise: Corporations Begin to Focus on UCD.- Dreaming of Robots: An Interview About Robots with Bruce Sterling.- The Out-of-Box Home Experience: Remote from Reality.- Usability Grows Up: The Great Debate.- Education and CHI.- When in Rome, Do as the Romans Do: HCII 2005 Recap.- Dashboards in Your Future.- Visualizing the Future of Information Visualization.- HCI Sci-Fi at the Movies and on TV.- Wit and Wisdom: Where Do We Turn for Advice?.- From KidCHI to BabyCHI
- SeniorCHI: The Geezers are Coming!.- Taxonomies to Tax the Couch-Potato's Cortex
- Happy Birthday! CHI at 25.- Big Spaces, Big Lives, Big Challenges.- Fun! Fun! Fun! In the User Experience.- Am I Pushing Your Buttons?
- The Sun Rises in the East.- HCI Goes Mainstream in the Comics.- Saving the USA, and So Can You: FaceBucks to the Rescue.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Rao, Channapragada Rama Seshagiri, author.
- Switzerland : Springer, 2016.
- Description
- Book — 1 online resource (xviii, 92 pages) : illustrations (some color)
- Summary
-
- Introduction
- Color Image Watermarking Using Magic Square and Curvelet Based Technique
- Color Still Image Watermarking Using Magic Square and Ridgelet Based Technique
- Color Image Watermarking Using Fractals and Curvelets
- Conclusions and Future Scope.
13. Digital sound studies [2018]
- Durham : Duke University Press, 2018
- Description
- Book — 1 online resource (xii, 298 pages)
- Summary
-
- Preface vii Acknowledgements xi Introduction / Mary Caton Lingold, Darren Mueller, and Whitney Trettien 1 I. Theories and Genealogies
- 1. Ethnodigital Sonics and the Historical Imagination / Richard Cullen Rath 29
- 2. Performing Zora: Critical Ethnography, Digital Sound, and Not Forgetting / Myron M. Beasley 47
- 3. Rhetorical Folkness: Reanimating Walter J. Ong in the Pursuit of Digital Humanity / Jonathan W. Stone 64 II. Digital Communities
- 4. The Pleasure (Is) Principle: Sounding Out! and the Digitizing of Community / Aaron Trammell, Jennifer Lynn Stover, and Liana Silva 83
- 5. Becoming OutKasted: Archiving Contemporary Black Southernness in a Digtal Age / Regina N. Bradley 120
- 6. Reprogramming Sounds of Learning: Pedagogical Experiments with Critical Making and Community-Based Ethnography / W. F. Umi Hsu 130 III. Disciplinary Translations
- 7. Word. Spoken. Articulating the Voice for High-Performance Sound Technologies for Access and Scholarship (HiPSTAS) / Tanya E. Clement 155
- 8. "A Foreign Sound to Your Ear": Digital Image Sonification for Historical Interpretation / Michael J. Kramer 178
- 9. Augmenting Musical Arguments: Interdisciplinary Publishing Platforms and Augmented Notes / Joanna Swafford 215 IV. Points Forward
- 10. Digital Approaches to Historical Acoustemologies: Replication and Reenactment / Rebecca Dowd Geoffroy-Schwinden 231
- 11. Sound Practices for Digital Humanities / Steph Ceraso 250 Afterword. Demands of Duration: The Futures of Digital Sound Scholarship / Jonathan Sterne, with Mary Caton Lingold, Darren Mueller, and Whitney Trettien 267 Contributors 285 Index 291.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Trebilcox-Ruiz, Paul, author.
- Berkeley, CA : Apress, 2016. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xi, 120 pages) : illustrations Digital: text file.PDF.
- Summary
-
- Introduction
- Discuss what Android TV is Discuss what needs to be considered before making the app (is it a game, or a media app? Does it make sense for the TV? DRM, supported formats, hardware restrictions. Why apps that are already created for tablets/phones need a design revamp) Creating a Hello World application in Android Studio
- Designing for TV
- Overscan, grids, 10' view, anti-patterns Colors and fonts
- Using voice and recommendations Allowing users to be relatively passive
- Creating a Media Application
- Manifest and gradle setup Introduce the Leanback library that will be used for the majority of the media app. RecyclerView grid of items, side navigation, preferences, cards Search Detail Fragment, recommendations
- Video activity - this will probably be a shorter subheader since it's more about how the user wants to set it up, or if I need to add more content I can go into a little detail on the ExoPlayer, which is an open source video player from Google
- Game Considerations
- General design consideration, setting up the manifest to support games How to work with the game controller - handling disconnects, new players, button and joystick interactions How to communicate between secondary Android devices (phone, tablet) and the Android TV for a second screen experience. Going to look into the Nearby Messages API that was released yesterday to see if that's more viable, otherwise I know the Nearby Connections API works well.
- Maybe a section on additional utilities in Play Game Services
- Distributing Android TV Applications
- Checklist of requirements to get approved for distribution on the Play Store, and details on what those requirements are.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
15. Android studio : new media fundamentals [2015]
- Jackson, Wallace, author.
- [Berkeley, CA] : Apress, [2015]
- Description
- Book — 1 online resource
- Summary
-
- 1. Enhance Your Android Apps: Use New Media Assets.-
- 2. Digital Images: Concepts, Terminology and Formats.-
- 3. Digital Image Assets: Data Footprint Optimization.-
- 4. Digital Audio: Concepts, Terminology and Formats.-
- 5. Digital Audio Assets: Data Footprint Optimization.-
- 6. Digital Video: Concepts, Terminology and Formats.-
- 7. Digital Video Assets: Data Footprint Optimization.-
- 8. Digital Illustration: Concepts, Terminology and Formats.-
- 9. Digital Illustration Assets: Data Footprint Optimization.-
- 10. 3D Animation: Concepts, Terminology and Formats.-
- 11. Referencing New Media Assets in Android Studio.-
- 12. Optimizing New Media Assets in Android Studio.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Clawson, Michael, author.
- [Berkeley, CA] : Apress, 2015. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xviii, 192 pages) : illustrations (some color) Digital: text file; PDF.
- Summary
-
- Chapter 1: The Digital Darkroom is Born: Early Software and Hardware That Started The Digital Photography Revolution.-
- Chapter 2: The Lost Connection: Photographers Gain Power at the Desktop, Yet Lose the Connection to Simplicity.-
- Chapter 3: Touch Takes Hold: The Introduction of the iPhone and Touch Technology.-
- Chapter 4: A New Art Form is Born: The Art of iPhoneography and Touch Photography.-
- Chapter 5: Tools, Tricks and Techniques for Creative iPhoneography: Learn The Methods of Good Photography and Composition.-
- Chapter 6: Seeing Beyond Your Vision: More Techniques and Hands on Exercises To Develop Your Creativity.-
- Chapter 7: Connecting with The Community: Review and Recommendations on Popular Photo Sharing Services and Networks.- Appendix.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Camastra, Francesco, 1960- author.
- Second edition. - London : Springer, 2015.
- Description
- Book — 1 online resource (xvi, 561 pages) : illustrations Digital: text file.PDF.
- Summary
-
- Introduction
- Part I: From Perception to Computation
- Audio Acquisition, Representation and Storage
- Image and Video Acquisition, Representation and Storage
- Part II: Machine Learning
- Machine Learning
- Bayesian Theory of Decision
- Clustering Methods
- Foundations of Statistical Learning and Model Selection
- Supervised Neural Networks and Ensemble Methods
- Kernel Methods
- Markovian Models for Sequential Data
- Feature Extraction Methods and Manifold Learning Methods
- Part III: Applications
- Speech and Handwriting Recognition
- Speech and Handwriting Recognition
- Video Segmentation and Keyframe Extraction
- Real-Time Hand Pose Recognition
- Automatic Personality Perception
- Part IV: Appendices
- Appendix A: Statistics
- Appendix B: Signal Processing
- Appendix C: Matrix Algebra
- Appendix D: Mathematical Foundations of Kernel Methods
- Index.
- Aycock, John Daniel, 1970- author.
- Switzerland : Springer, [2016]
- Description
- Book — 1 online resource (xix, 222 pages) : illustrations (some color)
- Summary
-
- Introduction
- Memory Management
- Slow, Wildly Incompatible I/O
- Interpreters
- Data Compression
- Procedural Content Generation
- Protection
- Obfuscation and Optimization
- Endgame.
- Brenlla Ramos, Brais.
- Birmingham, UK : Packt Publishing, Limited, 2019
- Description
- Book — 1 online resource (518 pages)
- Summary
-
- Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface;
- Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ...
- Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ;
- Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also
- Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also;
- Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material
- Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ...
- There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency
- holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material
- Somma, Vicky, author.
- Birmingham, UK : Packt Publishing, 2017.
- Description
- Book — 1 online resource (1 volume) : illustrations Digital: data file.
- Summary
-
- Table of Contents Building a Base with Standard Meshes and a Mirror Coloring Models with Materials and UV Maps Flattening a Torus and Boolean Union Using Empties to Model the Base of the House The Subdivision Surface Modifier and Organic Shapes Converting a Bezier Curve to a Properly Sized 3D Mesh Mesh Modeling and Positioning the Details Thinking About Design Requirements Trial and Error
- Topography Edits Cutting Half Circle Holes and Modifier Management Fun with Fonts Troubleshooting and Repairing Models Applying Textures with Boolean Intersection Making Textures with the Array Modifier and Scalable Vector Graphics Using a Background Image and Bezier Curves.
(source: Nielsen Book Data)
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