Головна Спрощенний режим Опис Шлюз Z39.50
Авторизація
Прізвище
Пароль
 

Бази даних


Доступ до повнотекстових книг Springer Nature (через IP-адреси БДМУ) - результати пошуку

Вид пошуку

Зона пошуку
Формат представлення знайдених документів:
повнийінформаційнийкороткий
Відсортувати знайдені документи за:
авторомназвоюроком виданнятипом документа
Пошуковий запит: (<.>S=Multimedia systems .<.>)
Загальна кiлькiсть документiв : 20
Показанi документи с 1 за 20
1.


   
    Intelligent Technologies for Interactive Entertainment [[electronic resource] :] : 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28–30, 2016, Revised Selected Papers / / ed. Poppe, Ronald. [et al.]. - 1st ed. 2017. - [S. l. : s. n.]. - XI, 300 p. 87 illus. - Б. ц.
    Зміст:
Designing collaborative games for children education on sustainable development --
Towards Serious Gaming for Communication Training – A Pilot Study with Police Academy Students --
A Serious Game for Learning Social Networking Literacy by Flaming Experiences --
Game@School. Teaching through Gaming and Mobile-based Tutoring Systems Interaction technologies --
Exploring User-Defined Gestures and Voice Commands to Control an Unmanned Aerial Vehicle --
Monitoring Interactions --
Hold me Tight: A Tangible Interface for Mediating Closeness to Overcome Physical Separation --
Analyzing Fear Using a Single-Sensor EEG Device Persuasion and motivation --
Design of an Adaptive Persuasive Mobile Application for Stimulating the Medication Adherence --
Interactive Advertisements in an IoT Era Exertion games --
Cooperative Tetris: the Influence of Social Exertion Gaming on Game Experience and Social Presence --
Distributed Embodied Team Play, a Distributed Interactive Pong Playground --
A Throw Training System Utilizing Visual and Sound Effects --
Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games --
Deep learning for classifying Battlefield 4 players --
Do Warriors, Villagers and Scientists Decide Differently? --
The Impact of Role on Message Framing --
The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations --
Measuring Affective, Physiological and Behavioural Differences in Solo, Competitive and Collaborative Games --
The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display --
WWoW: World Without Walls. Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote Collaboration --
My Drama: Story-based Game for Understanding Emotions in Context --
Building game scripting DSL’s with the Metacasanova metacompiler --
Interaction Design Tools for Autism --
Poeme Numerique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs. .
Рубрики: Multimedia systems .
   User interfaces (Computer systems).

   Artificial intelligence.

   Application software.

   Education—Data processing.

   Optical data processing.

   Media Design.

   User Interfaces and Human Computer Interaction.

   Artificial Intelligence.

   Computer Applications.

   Computers and Education.

   Computer Imaging, Vision, Pattern Recognition and Graphics.

Анотація: This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.

Перейти: https://doi.org/10.1007/978-3-319-49616-0

Дод.точки доступу:
Poppe, Ronald. \ed.\; Meyer, John-Jules. \ed.\; Veltkamp, Remco. \ed.\; Dastani, Mehdi. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

2.


    Earnshaw, Rae.
    Art, Design and Technology: Collaboration and Implementation [[electronic resource] /] : монография / Rae. Earnshaw ; . - 1st ed. 2017. - [S. l. : s. n.]. - XIII, 87 p. 7 illus., 6 illus. in color. - Б. ц.
    Зміст:
1 History --
2 Independent Working, Collaboration, and Team Activity --
3 Utilization of Digital Technologies --
4 Installation Art Works --
5 Implementation: Hardware, Software, and Applications --
6 Using Mobile Technology to facilitate Engagement with the Arts for Children with Autism and their Families --
7 The Development of New Technology in Creative Music Applications --
8 Visual Arts, Mental Health and Technology --
9 conclusions.
Рубрики: User interfaces (Computer systems).
   Multimedia systems .

   Application software.

   User Interfaces and Human Computer Interaction.

   Media Design.

   Computer Appl. in Arts and Humanities.

Анотація: This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.

Перейти: https://doi.org/10.1007/978-3-319-58121-7

Дод.точки доступу:
Earnshaw, Rae. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

3.


   
    HCI International 2017 – Posters' Extended Abstracts [[electronic resource] :] : 19th International Conference, HCI International 2017, Vancouver, BC, Canada, July 9–14, 2017, Proceedings, Part II / / ed. Stephanidis, Constantine. - 1st ed. 2017. - [S. l. : s. n.]. - XXXII, 674 p. 303 illus. - Б. ц.
    Зміст:
Interaction in virtual and augmented reality --
Learning, games and gamification --
Health, well-being and comfort --
Smart environments --
Mobile interaction --
Visual design and visualization --
Social issues and security in HCI.
Рубрики: User interfaces (Computer systems).
   Optical data processing.

   Multimedia systems .

   Application software.

   Artificial intelligence.

   Special purpose computers.

   User Interfaces and Human Computer Interaction.

   Computer Imaging, Vision, Pattern Recognition and Graphics.

   Media Design.

   Computer Applications.

   Artificial Intelligence.

   Special Purpose and Application-Based Systems.

Анотація: The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.

Перейти: https://doi.org/10.1007/978-3-319-58753-0

Дод.точки доступу:
Stephanidis, Constantine. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

4.


   
    Interactivity, Game Creation, Design, Learning, and Innovation [[electronic resource] :] : 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings / / ed.: Brooks, Anthony L., Brooks, Eva. - 1st ed. 2017. - [S. l. : s. n.]. - XIV, 324 p. 122 illus. - Б. ц.
    Зміст:
A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education --
The farm game: A game designed to follow children’s playing maturity --
SceneMaker: Creative Technology for Digital StoryTelling --
Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model --
Gamify HCI: Device’s Human Resolution for Dragging on Touch Screens in a Game with Lab and Crowd Participants --
Maze and Mirror Game Design for Increasing Motivation in Studying Science in Elementary School Students --
Towards a wearable interface for immersive telepresence in robotics --
Designing Digital Tools for Physiotherapy --
Enriching location-based games with navigational game activities --
Pairing craft-making with Mandarin eBooks: An investigation into the potential use of craft for language learning by preschoolers --
Toward a Decolonizing Approach to Game Studies: Philosophizing Computer Game with BCI --
CollaTrEx – Collaborative Context-Aware Mobile Training and Exploration --
Increasing the Perceived Camera Velocity in 3D Racing Games by Changing Camera Attributes --
Assessment of Stand-Alone Displays for Time Management in a Creativity-Driven Learning Environment --
Sandtime- A Tangible Interaction Featured Gaming Installation To Encourage Social Interaction Among Children --
The Imitation Game to Cultural Heritage: A Human-like Interaction Driven Approach for Supporting Art Recreation --
Enhancing the Multisensory Environment with Adaptive Game Audio Techniques --
Investigating the Effect of Scaffolding in Modern Game Design --
Multi-Kinect Skeleton Fusion for Enactive Games --
Analysing Emotional Sentiment in People’s YouTube Channel Comments --
Mobile Device Applications for Head Start Experience in Music --
The Effect of Interacting with Two Devices when Creating the Illusion of Internal State in Passive Tangible Widgets --
A Multimodal Interaction Framework for Blended Learning --
Widening the Experience of Artistic Sketchbooks --
Considerations and Methods for Usability Testing with Children --
An Adaptation Framework for Turning Real-Life Events into Games: The Design Process of the Refugee Game --
Emotion Index of Cover Song Music Video Clips based on Facial Expression Recognition --
The opportunities of applying the 360° Video Technology to the presentation of cultural events --
Learning Together Apart – the Impact on Participation when Using Dialogic Educational Technologies for Kids with Attention and Developmental Deficits --
Learning by Designing Interview Methods in Special Education --
Powerlessness or Omnipotence – the Impact of Structuring Technologies in Learning Processes for Children with Attention and Developmental Deficits --
Pyramid Algorithm Framework for Real-Time Image Effects in Game Engines --
Engaging with the intangible cultural heritage of the city --
Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces --
AcuTable: A Touch-enabled, Actuated Tangible User Interface. .
Рубрики: Application software.
   Multimedia systems .

   User interfaces (Computer systems).

   Multimedia information systems.

   Arts.

   Artificial intelligence.

   Computer Appl. in Arts and Humanities.

   Media Design.

   User Interfaces and Human Computer Interaction.

   Multimedia Information Systems.

   Arts.

   Artificial Intelligence.

Анотація: This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.

Перейти: https://doi.org/10.1007/978-3-319-55834-9

Дод.точки доступу:
Brooks, Anthony L. \ed.\; Brooks, Eva. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

5.


    Earnshaw, Rae.
    Research and Development in the Academy, Creative Industries and Applications [[electronic resource] /] : монография / Rae. Earnshaw ; . - 1st ed. 2017. - [S. l. : s. n.]. - XIV, 104 p. 24 illus., 23 illus. in color. - Б. ц.
    Зміст:
Foreword --
Preface --
History and Background: The Development of the Academy and Industry --
Models of Interaction between the Academy and Industry --
Technology Transfer for the Creative Industries and Wider Industrial Applications --
The Entrepreneurial Academician and the Collaborating Industrialist --
Case Studies: Shared Virtual and Augmented Environments for Creative Applications --
Digital Holography as a Creative Medium to Display and Re-interpret Museum Artefacts, Applied to Chinese Porcelain Masterpieces --
Improving the Physical Properties of Materials by Collaboration between Industry and the Academy --
Conclusions and Review of the Case Studies.
Рубрики: User interfaces (Computer systems).
   Application software.

   Multimedia systems .

   User Interfaces and Human Computer Interaction.

   Computer Applications.

   Media Design.

Анотація: This book examines how creativity feeds through into typical application areas, and the lessons that can be learned from this. A number of Case Studies in creative and general application domains are included which illustrate how the academy and industry can collaborate to mutual benefit and advantage. It also examines the pros and cons of the collaboration, and what lessons can be learned from successes or failures in aspects of the implementation and delivery. The academy has played a key role in the past in the research and development of key ideas and patents that have been migrated into successful industrial products and services and continues to do so. A variety of models of interaction between the academy and industry have been developed depending on the circumstances of the institution, its mission, its values, its expertise, and its relationship to the local and cultural environment in which it is situated. These models are reviewed and evaluated. The process of initial idea through to design and successful implementation is a pipeline. If this process requires the involvement of technology (as is more often the case – as creative applications are increasingly dependent on technology) then there is need to understand how this can efficiently and optimally be done. A number of factors tend to be generic and permeate many application areas (such as bandwidth requirements, use of colour, interaction methods) whilst others are more customized with specialist hardware and software (e.g. shared virtual environments, augmented reality).

Перейти: https://doi.org/10.1007/978-3-319-54081-8

Дод.точки доступу:
Earnshaw, Rae. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

6.


    Earnshaw, Rae.
    State of the Art in Digital Media and Applications [[electronic resource] /] : монография / Rae. Earnshaw ; . - 1st ed. 2017. - [S. l. : s. n.]. - XIII, 86 p. 4 illus., 3 illus. in color. - Б. ц.
    Зміст:
Introduction and Background --
Key Historical Visions for the Future of Computing and Digital Media --
Collaboration on Digital Media --
Digital Imaging,- Digital Libraries --
Applications of Digital Media --
Social Media and Cultural Implications --
The Future. .
Рубрики: Application software.
   User interfaces (Computer systems).

   Multimedia systems .

   Computer Appl. in Arts and Humanities.

   User Interfaces and Human Computer Interaction.

   Media Design.

Анотація: This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing. The convergence of IT, telecommunications, and media is bringing about a revolution in the way information is collected, stored, accessed and distributed. Rae Earnshaw's book explores the principal factors driving this and the ways in which social and cultural contexts are affected by media content. This is Professor Earnshaw's fourth book in a series that focuses on digital media and creativity, and through the use of Case Studies; the theoretical, practical and technical aspects of digital media are examined. Readers are informed about how the user as content creator, publisher and broadcaster is changing the traditional roles of news media, publishers and entertainment corporations. Topics such as the evolution of digital imaging and the phenomenon of social media are discussed in relation to this. Professor Earnshaw also demonstrates how changes in technology produce shifts in the ways that consumers utilize it, in an increasing variety of application domains such as e-books, digital cameras, Facebook and Twitter. State of the Art in Digital Media and Applications will be invaluable for readers that want a comprehensive look at how emerging digital media technologies are being used, and how they are transforming how we create, consume, exchange and manipulate media content. .

Перейти: https://doi.org/10.1007/978-3-319-61409-0

Дод.точки доступу:
Earnshaw, Rae. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

7.


   
    Serious Games and Edutainment Applications [[electronic resource] :] : volume II / / ed.: Ma, Minhua., Oikonomou, Andreas. - 1st ed. 2017. - [S. l. : s. n.]. - XX, 702 p. 181 illus., 122 illus. in color. - Б. ц.
    Зміст:
Foreword --
Section I: Serious Games and Emotion --
Rising to the Challenge: An Emotion-Driven Approach Towards Adaptive Serious Games --
The Emotion Detectives Game: Supporting the Socio-Emotional Competence of Young Children --
Section II: Games for Music Education --
Designing Music Games and Mobile Apps for Early Music Learning --
Shake and create: Re-Appropriating Video Game Technologies for the Enactive Learning of Music --
Section III: Games for Medical Education and Training --
Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit --
Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies --
Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room --
Oculus Surgery : Application of Oculus Rift and Leap Motion in Surgical Training --
Creation of e-tutorials to enhance medical student Anatomy learning experience using Articulate Storyline 2 --
Section IV: Game Based Learning in Various Subjects --
Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game --
Al-Kimia: How to Create a Video Game to Help High-School Students Enjoy Chemistry --
Designing virtual worlds for learning history: the case-study of NetConnect project --
Section V: Serious Games for Children and Adolescents --
Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education --
Using Serious Games to (re)train Cognition in Adolescents --
Promoting Healthy Adolescent Lifestyles through Serious Games: Enacting a Multidisciplinary Approach --
Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy and Play --
Section VI: Serious Games for Serious Topics --
Walk a Mile in My Shoes”: A Virtual World Exercise for Fostering Students’ Subjective Understandings of the Experiences of People of Color --
Question-answering Virtual Humans based on Pre-recorded Testimonies for Holocaust Education --
A Driving Simulator Designed for the Care of Truckers Suffering from Post-Traumatic Stress Disorder --
Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design: The Architectural Portal of People’s Narratives --
Section VII: Gamification --
How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning --
Why Gamification Fails in Education and How to Make it Successful: Introducing 9 Gamification Heuristics based on Self-Determination Theory --
Section VIII: Assessment of Serious Games --
Factors Associated with Player Satisfaction and Educational Value of Serious Games --
Learning Analytics as an Assessment Tool in Serious Game: A Literature Review --
Section IX: Narrative Design --
Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language --
Immersion and Narrative Design in Educational Games Across Cultures --
Section X: Review and Methodology --
“I Just Don’t Know Where to Begin”--Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Videogames --
The Role of the Teacher in Game-Based Learning: A Review and Outlook --
Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning based Models.
Рубрики: User interfaces (Computer systems).
   Computer simulation.

   Computer graphics.

   Education—Data processing.

   Multimedia systems .

   User Interfaces and Human Computer Interaction.

   Simulation and Modeling.

   Computer Graphics.

   Computers and Education.

   Media Design.

Анотація: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Перейти: https://doi.org/10.1007/978-3-319-51645-5

Дод.точки доступу:
Ma, Minhua. \ed.\; Oikonomou, Andreas. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

8.


   
    Immersive Learning Research Network [[electronic resource] :] : third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings / / ed. Beck, Dennis. [et al.]. - 1st ed. 2017. - [S. l. : s. n.]. - XXV, 272 p. 95 illus., 86 illus. in color. - Б. ц.
    Зміст:
Virtual Worlds and Virtual Reality --
Augmented Reality, --
Wearable technologies --
Customized games --
Off the shelf modifications --
Immersive experiences for children with special needs and older adults --
Immersive education to teach specific academic content.
Рубрики: Education—Data processing.
   User interfaces (Computer systems).

   Optical data processing.

   Multimedia systems .

   Application software.

   Artificial intelligence.

   Computers and Education.

   User Interfaces and Human Computer Interaction.

   Image Processing and Computer Vision.

   Media Design.

   Computer Appl. in Social and Behavioral Sciences.

   Artificial Intelligence.

Анотація: This book constitutes the refereed proceedings of the Third International Conference of the Immersive Learning Network, iLRN 2017, held in Coimbra, Portugal in June 2017. The proceedings contain 17 full papers together with 4 short papers, carefully reviewed and selected from 80 submissions. This year’s special focus is “Honoring Tradition, Immersed in the Future".

Перейти: https://doi.org/10.1007/978-3-319-60633-0

Дод.точки доступу:
Beck, Dennis. \ed.\; Allison, Colin. \ed.\; Morgado, Leonel. \ed.\; Pirker, Johanna. \ed.\; Khosmood, Foaad. \ed.\; Richter, Jonathon. \ed.\; Gutl, Christian. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

9.


    Marcus, Aaron.
    Cuteness Engineering [[electronic resource] :] : designing Adorable Products and Services / / Aaron. Marcus, Kurosu, Masaaki., Ma, Xiaojuan., Hashizume, Ayako. ; . - 1st ed. 2017. - [S. l. : s. n.]. - XVI, 161 p. 121 illus., 73 illus. in color. - Б. ц.
    Зміст:
Foreword --
Preface --
Introduction --
Cuteness in Japan --
Cuteness in China --
Taxonomy of Cuteness --
Cuteness Designer Interview: Yuuko Yamaguchi, Design Manager, Hello Kitty --
Cuteness Designer Interview: Wentao Huang, Senior UX Designer, Baidu, China --
Conclusions and Closing Thoughts.
Рубрики: Multimedia systems .
   User interfaces (Computer systems).

   Multimedia information systems.

   Application software.

   Media Design.

   User Interfaces and Human Computer Interaction.

   Multimedia Information Systems.

   Computer Appl. in Arts and Humanities.

Анотація: This state of the art monograph presents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, especially in relation to eastern Asia. The authors provide detailed analyses and histories of cuteness in Japan and in China, the rise of Kawaii and Moe cultural artifacts, and their relation to social, psychological, and design issues. They also attempt an initial taxonomy of cuteness. Finally, detailed interviews with leading designers of cute products and services, such as Hello Kitty, provide an understanding of the philosophy and decision-making process of designers of cuteness. Cuteness Engineering: Designing Adorable Products and Services will be of interest and use to a wide range of professionals, researchers, academics, and students who are interested in exploring the world of cuteness in fresh new ways and gaining insights useful for their work and studies.

Перейти: https://doi.org/10.1007/978-3-319-61961-3

Дод.точки доступу:
Kurosu, Masaaki.; Ma, Xiaojuan.; Hashizume, Ayako.; Marcus, Aaron. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

10.


   
    HCI International 2017 – Posters' Extended Abstracts [[electronic resource] :] : 19th International Conference, HCI International 2017, Vancouver, BC, Canada, July 9–14, 2017, Proceedings, Part I / / ed. Stephanidis, Constantine. - 1st ed. 2017. - [S. l. : s. n.]. - XXXI, 602 p. 244 illus. - Б. ц.
    Зміст:
Design and evaluation methods, tools and practices --
Novel interaction techniques and devices --
Psychophisiological measuring and monitoring --
Perception, cognition and emotion in HCI --
Data analysis and data mining in social media and communication --
Ergonomics and models in work and training support. .
Рубрики: User interfaces (Computer systems).
   Optical data processing.

   Multimedia systems .

   Application software.

   Artificial intelligence.

   Special purpose computers.

   User Interfaces and Human Computer Interaction.

   Computer Imaging, Vision, Pattern Recognition and Graphics.

   Media Design.

   Computer Applications.

   Artificial Intelligence.

   Special Purpose and Application-Based Systems.

Анотація: The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.

Перейти: https://doi.org/10.1007/978-3-319-58750-9

Дод.точки доступу:
Stephanidis, Constantine. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

11.


   
    Computer Vision – ACCV 2016 Workshops [[electronic resource] :] : ACCV 2016 International Workshops, Taipei, Taiwan, November 20-24, 2016, Revised Selected Papers, Part III / / ed.: Chen, Chu-Song., Lu, Jiwen., Ma, Kai-Kuang. - 1st ed. 2017. - [S. l. : s. n.]. - XV, 660 p. 319 illus. - Б. ц.
    Зміст:
New Trends in Image Restoration and Enhancement (NTIRE) --
Workshop on Assistive Vision --
Hyperspectral Image and Signal Processing --
Computer Vision Technologies for Smart Vehicle --
Spontaneous Facial Behavior Analysis --
3D Modelling and Applications.
Рубрики: Optical data processing.
   Artificial intelligence.

   Multimedia systems .

   Computer security.

   Data structures (Computer science).

   Geometry.

   Image Processing and Computer Vision.

   Artificial Intelligence.

   Media Design.

   Systems and Data Security.

   Data Structures and Information Theory.

   Geometry.

Анотація: The three-volume set, consisting of LNCS 10116, 10117, and 10118, contains carefully reviewed and selected papers presented at 17 workshops held in conjunction with the 13th Asian Conference on Computer Vision, ACCV 2016, in Taipei, Taiwan in November 2016. The 134 full papers presented were selected from 223 submissions. LNCS 10116 contains the papers selected .

Перейти: https://doi.org/10.1007/978-3-319-54526-4

Дод.точки доступу:
Chen, Chu-Song. \ed.\; Lu, Jiwen. \ed.\; Ma, Kai-Kuang. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

12.


   
    Computer Vision – ACCV 2016 Workshops [[electronic resource] :] : ACCV 2016 International Workshops, Taipei, Taiwan, November 20-24, 2016, Revised Selected Papers, Part II / / ed.: Chen, Chu-Song., Lu, Jiwen., Ma, Kai-Kuang. - 1st ed. 2017. - [S. l. : s. n.]. - XV, 640 p. 335 illus. - Б. ц.
    Зміст:
New Trends in Image Restoration and Enhancement (NTIRE) --
Workshop on Assistive Vision --
Hyperspectral Image and Signal Processing --
Computer Vision Technologies for Smart Vehicle --
Spontaneous Facial Behavior Analysis --
3D Modelling and Applications.
Рубрики: Optical data processing.
   Artificial intelligence.

   Multimedia systems .

   Computer security.

   Data structures (Computer science).

   Geometry.

   Image Processing and Computer Vision.

   Artificial Intelligence.

   Media Design.

   Systems and Data Security.

   Data Structures and Information Theory.

   Geometry.

Анотація: The three-volume set, consisting of LNCS 10116, 10117, and 10118, contains carefully reviewed and selected papers presented at 17 workshops held in conjunction with the 13th Asian Conference on Computer Vision, ACCV 2016, in Taipei, Taiwan in November 2016. The 134 full papers presented were selected from 223 submissions. LNCS 10116 contains the papers selected .

Перейти: https://doi.org/10.1007/978-3-319-54427-4

Дод.точки доступу:
Chen, Chu-Song. \ed.\; Lu, Jiwen. \ed.\; Ma, Kai-Kuang. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

13.


   
    Interactive Storytelling [[electronic resource] :] : 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings / / ed.: Nunes, Nuno., Oakley, Ian., Nisi, Valentina. - 1st ed. 2017. - [S. l. : s. n.]. - XVII, 414 p. 57 illus. - Б. ц.
    Зміст:
RheijnLand.Xperiences – A Storytelling Framework for Cross-Museum Experiences --
Effective Scenario Designs for Free-text Interactive Fiction --
Dynamic Syuzhets: Writing and Design Methods for Playable Stories --
Plans versus Situated Actions in Immersive Storytelling Practices --
Experiencing the Presence of Historical Stories with Location-based Augmented Reality --
Developing a Writer's Toolkit for Interactive Locative Storytelling --
Level of Detail Event Generation --
Grimes' Fairy Tales: A 1960s Story Generator --
The Narrative Logic of Rube Goldberg Machines --
Cinelabyrinth: The Pavilion of Forking Paths --
Verb+s Is Looking for Love: Towards a Meaningful Narrativization of Abstract Content --
Wordless Games: Gameplay as Narrative Technique --
A Framework for Multi-Participant Narratives Based on Multiplayer Game Interaction --
Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting --
Using Interactive Storytelling to Identify Personality Traits --
How Knowledge of the Player Character’s Alignment Affect Decision Making in an Interactive Narrative --
Thinning the Fourth Wall with Intelligent Prompt --
Who Are You? Voice-over Perspective in Surround Video --
Empathic Actualities: Toward a Taxonomy of Empathy in Virtual Reality --
Design for Emerging Media: How MR Designers Think about Storytelling, Process, and Defining the Field --
An Interactive Installation for Dynamic Visualization of Multi-author Narratives --
Factors of Immersion in Interactive Digital Storytelling --
Evaluating User Experience in 360? Storytelling Through Analytics --
Towards an Interaction Model for Interactive Narratives --
Using Interactive Fiction to Teach Pediatricians-in Training about Child Abuse --
Interactive Imagining in Interactive Digital Narrative --
Repetition, Reward and Mastery: The Value of Game Design Patterns for the Analysis of Narrative Game Mechanics --
Towards a Narrative-Based Game Environment for Simulating Business Decisions --
What is a Convention in Interactive Narrative Design? --
Interactive Storytelling for the Maintenance of Cultural Identity: The Potential of Affinity Spaces for the Exchange and Continuity of Intergenerational Cultural Knowledge --
Applying Interactive Documentary as a Pedagogical Tool in High School Level --
Interactive Storytelling System for Enhancing Children’s Creativity --
Open World Story Generation for Increased Expressive Range --
Collisions and Constellations: On the Possible Intersection of Psychoethnography and Digital Storytelling --
Evaluating Visual Perceptive Media --
Biennale 4D – Exploring the Archives of the Swiss Pavilion at the «Biennale di Venezia» Art Exhibition --
Subject and Subjectivity: A Conversational Game using Possible Worlds --
The AntWriter Improvisational Writing System: Visualizing and Coordinating Upcoming Actions --
How Interactivity is Changing In Immersive Performances - An Approach of Understanding The Use of Interactive Technologies in Performance Art --
Interactive Storytelling to Teach News Literacy to Children --
Enhancing Museum’s Experiences Through Games And Stories for Young Audiences --
That’s Not How It Should End: The Effect of Reader/Player Response on the Development of Narrative --
Leveraging on Transmedia Entertainment-Education to Offer Tourists a Meaningful Experience --
Embodied and Disembodied Voice: Characterizing Nonfiction Discourse in Cinematic-VR --
Learning and Teaching Biodiversity through a Storyteller Robot --
Authoring Concepts and Tools for Interactive Digital Storytelling in the Field of Mobile Augmented Reality --
NOOA: Maintaining Cultural Identity Through Intergenerational Storytelling and Digital Affinity Spaces --
An Epistemological Approach to the Creation of Interactive VR Fiction Films --
User and Player Engagement in Local News and/as Interactive Narratives --
Grammar Stories: A Proposal for the Narrativization of Abstract Contents --
Bringing Together Interactive Digital Storytelling with Tangible Interaction: Challenges and Opportunities --
Film-Live An innovative immersive and interactive cinema experience --
Workshop Transmedia Journalism and Interactive Documentary in Dialogue --
Authoring for Interactive Storytelling Workshop --
History of Expressive Systems.
Рубрики: Application software.
   Personal computers.

   Multimedia systems .

   User interfaces (Computer systems).

   Artificial intelligence.

   Computer Appl. in Arts and Humanities.

   Personal Computing.

   Media Design.

   User Interfaces and Human Computer Interaction.

   Artificial Intelligence.

Анотація: This book constitutes the refereed proceedings of the 10th International Conference on Interactive Digital Storytelling, ICIDS 2017, held in Funchal, Madeira, Portugal, in November 2017. The 16 revised full papers and 4 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on story design, location and generation, history and learning, games, emotion and personality, posters and demos.

Перейти: https://doi.org/10.1007/978-3-319-71027-3

Дод.точки доступу:
Nunes, Nuno. \ed.\; Oakley, Ian. \ed.\; Nisi, Valentina. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

14.


   
    Computer Vision – ACCV 2016 Workshops [[electronic resource] :] : ACCV 2016 International Workshops, Taipei, Taiwan, November 20-24, 2016, Revised Selected Papers, Part I / / ed.: Chen, Chu-Song., Lu, Jiwen., Ma, Kai-Kuang. - 1st ed. 2017. - [S. l. : s. n.]. - XXV, 652 p. 302 illus. - Б. ц.
    Зміст:
New Trends in Image Restoration and Enhancement (NTIRE) --
Workshop on Assistive Vision --
Hyperspectral Image and Signal Processing --
Computer Vision Technologies for Smart Vehicle --
Spontaneous Facial Behavior Analysis --
3D Modelling and Applications.
Рубрики: Optical data processing.
   Artificial intelligence.

   Multimedia systems .

   Computer security.

   Data structures (Computer science).

   Geometry.

   Image Processing and Computer Vision.

   Artificial Intelligence.

   Media Design.

   Systems and Data Security.

   Data Structures and Information Theory.

   Geometry.

Анотація: The three-volume set, consisting of LNCS 10116, 10117, and 10118, contains carefully reviewed and selected papers presented at 17 workshops held in conjunction with the 13th Asian Conference on Computer Vision, ACCV 2016, in Taipei, Taiwan in November 2016. The 134 full papers presented were selected from 223 submissions. LNCS 10116 contains the papers selected .

Перейти: https://doi.org/10.1007/978-3-319-54407-6

Дод.точки доступу:
Chen, Chu-Song. \ed.\; Lu, Jiwen. \ed.\; Ma, Kai-Kuang. \ed.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

15.


    Iaconesi, Salvatore.
    Digital Urban Acupuncture [[electronic resource] :] : human Ecosystems and the Life of Cities in the Age of Communication, Information and Knowledge / / Salvatore. Iaconesi, Persico, Oriana. ; . - 1st ed. 2017. - [S. l. : s. n.]. - XVII, 230 p. 58 illus., 47 illus. in color. - Б. ц.
    Зміст:
Chapter 1. Introduction --
Chapter 2. How to use this Book --
Chapter 3.Third X --
Chapter 4. Ecosystems in Cities --
Chapter 5. A Case Study: Turin --
Chapter 6.The Relational Ecosystem in Cities --
Chapter 7. A Case Study: Kansas City's Innovation Ecosystem --
Chapter 8. Understanding Relations and the Flows of Emotions, Information and Knowledge --
Chapter 9. Digital Urban Acupuncture --
Chapter 10 --
A case study: Rome's Cultural Ecosystems --
Chapter 11. More than Humans.--
Chapter 13. Ecosystems: From Consensus to Co-existence --
Chapter 14. A Temporary Conclusion.
Рубрики: Regional planning.
   Urban planning.

   Urban ecology (Biology).

   Multimedia systems .

   Landscape/Regional and Urban Planning.

   Urban Ecology.

   Media Design.

Анотація: This book explores the possibility to observe the lives of cities through ubiquitous information obtained through social networks, sensors and other sources of data and information, and the ways in which this possibility describes a new form of Public Space, which can be used to define new forms of citizenship and participated city governance. The work is the result of years of research across sciences, arts, design, ethnography, cultural geography, performed by multiple researchers, understanding the Relational Ecosystems of cities (the flows of relation, information, knowledge and emotion in the city) and using them to reinterpret the concept of Urban Acupuncture: from the Third Space, Third Landscape and Third Generation City, to the Third Infoscape; from Urban Acupuncture to Digital Urban Acupuncture. The book starts by exploring the many theories and methodologies which have been used to try to capture and use the revolutionary potential found in the daily lives of cities. From De Certeau, to Latour, Bateson, Bhabha, and all the way to Castells, Clement, Boyd, Casagrande. In a progression which moves from the Third Space (Soja, De Certeau), to the Third Landscape (Clement), to the Third Generation City (Casagrande), to the Third Paradise (Pistoletto), the book arrives at a definition of the Third Infoscape, following up on Kevin Lynch: a new legibility and imageability of the city. Its main themes and objectives lie in the desire to observe and understand the radical transformation of the definitions, boundaries and configurations of what we call public and private spaces, in different cultures and communities, in the age of communication, information and knowledge, and to use these understandings to formulate a set of working hypotheses for the positive, constructive, active and participatory usage of these transformed scenarios, contributing to the re-definition of concepts such as citizenship, city-governance, urban planning, civic decision-making, and more. And using, in the process, techniques such as Urban Acupuncture, Actor-Network Theory, Diasporic analysis, Peer-to-peer Urbanism and more. Multiple real-life research scenarios and documented case studies will be used, from 4 continents, coming from our research and from other international contributions.

Перейти: https://doi.org/10.1007/978-3-319-43403-2

Дод.точки доступу:
Persico, Oriana.; Iaconesi, Salvatore. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

16.


    Westermann, Tilo.
    User Acceptance of Mobile Notifications [[electronic resource] /] : монография / Tilo. Westermann ; . - 1st ed. 2017. - [S. l. : s. n.]. - XVI, 144 p. 39 illus., 20 illus. in color. - Б. ц.
    Зміст:
Introduction --
Background and Related Work --
Framework and Testbed for Tracing Mobile Application Usage --
Global Analysis of User Behavior in the Field --
Permission Requests and Notification Settings --
Receptivity to Notifications --
General Conclusions.
Рубрики: Electrical engineering.
   User interfaces (Computer systems).

   Multimedia systems .

   Communication.

   Sociology.

   Mobile computing.

   Communications Engineering, Networks.

   User Interfaces and Human Computer Interaction.

   Media Design.

   Media Research.

   Mobile Computing.

Анотація: This book presents an alternative approach to studying smartphone-app user notifications. It starts with insights into user acceptance of mobile notifications in order to provide tools to support users in managing these. It extends previous research by investigating factors that influence users’ perception of notifications and proposes tools addressing the shortcomings of current systems. It presents a technical framework and testbed as an approach for evaluating the usage of mobile applications and notifications, and then discusses a series of studies based on this framework that investigate factors influencing users’ perceptions of mobile notifications. Lastly, a set of design guidelines for the usage of mobile notifications is derived that can be employed to support users in handling notifications on smartphones.

Перейти: https://doi.org/10.1007/978-981-10-3851-8

Дод.точки доступу:
Westermann, Tilo. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

17.


    Pell, M.
    Envisioning Holograms [[electronic resource] :] : design Breakthrough Experiences for Mixed Reality / / M. Pell ; . - 1st ed. 2017. - [S. l. : s. n.]. - XXI, 317 p. 154 illus. in color. - Б. ц.
    Зміст:
Foreword by Tony Parisi --
Introduction.- Part I: A New Frontier.- 1. What's So Special About Holograms? --
2. Why Is Holographic So Challenging? --
3. How Can Envisioning Help? --
4. When Should I Use Envisioning? --
5. Where Do We Start?.- Part II: Envisioning Holograms.- 6. Shifting Your Mindset --
7. Choosing a Technique --
8. Breakthrough Examples.-Part III: The Envisioning Process.- 9. Flow --
10. Frame --
11. Prototype --
12. Test, Refine, Restart --
13. Invaluable Tools.- Part IV: Holographic Designs.- 14. HoloScenes --
15. DataScrapers --
16. HoloArt Gallery --
17. Design Insights.
Рубрики: Computer graphics.
   Multimedia systems .

   User interfaces (Computer systems).

   Computer Graphics.

   Media Design.

   User Interfaces and Human Computer Interaction.

Анотація: Explore the approach, techniques, and mindshift needed to design truly breakthrough experiences for the Microsoft HoloLens and Windows Mixed Reality platform. Learn what’s so different about working with holograms, how to think spatially, and where to start designing your own holographic projects. You’ll move rapidly from initial concept to persuasive prototype—all without the need for expensive tools or a designer’s skill set.   Designing for mixed reality is a completely new experience for everyone involved, and takes some experimentation to get right. You won’t nail your first mixed reality project by relying upon your previous mobile or web design expertise as a guide. Mixed reality requires a different kind of design thinking for its unique challenges.  Breakthrough holographic design starts with envisioning—the act of visualizing what could be. By rapidly depicting a desired experience and trying out its real-world interactions, you can quickly turn your initial vision into a tangible example of innovative design. Envisioning Holograms digs into why holographic computing is the future, takes you through the mixed reality design process, and gets you ready to take advantage of its endless opportunities.  What You'll Learn: Understand what makes mixed reality a challenging design space See how envisioning quickly and persuasively brings ideas to life Get to know your audience, medium, and palette Explore several innovative rapid envisioning techniques Identify the key elements of your own holographic experience Design an engaging holographic experience from start to finish.

Перейти: https://doi.org/10.1007/978-1-4842-2749-7

Дод.точки доступу:
Pell, M. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

18.


    Tyers, Ben.
    Learn RPGs in GameMaker: Studio [[electronic resource] :] : build and Design Role Playing Games / / Ben. Tyers ; . - 1st ed. 2017. - [S. l. : s. n.]. - XIII, 318 p. 125 illus. in color. - Б. ц.
    Зміст:
1. Introduction --
2. Alert Text Effect --
3. Battle System --
4. Boss Character’s Battle --
5. Branching Dialogue --
6. Coin System Shop --
7. CutScene --
8. Depth Based Graphics --
9. Downloading Bonus Levels From Website --
10. Drivable Vehicles --
11. Enemy Path Finding --
12. Foot Step Sounds --
13. Hints & Tips --
14. HUD --
15. Inventory --
16. Invincibility --
17. Mini-Quests --
18. Multiple Locations --
19. Positional Audio --
20. Respawn Points --
21. Usable Items --
22. Weapon Control --
23. Zooming --
24. Destructible Terrain --
25. Dashing --
26. Quest Completion --
27. Road Builder --
28. Character Progression --
29. Party Mechanics --
30. Day / Night Cycle --
31. Puzzle Room --
32. Treasure Hunting --
33. Card Battle --
34. Graphical Effects --
35. Random Level Generation --
36. Fishing Mini Game --
37. Ship Mini Game --
38. Dice Rolling --
39. Mini Game and Dual View --
40. Game End --
41. Saving.
Рубрики: Computer games—Programming.
   Multimedia systems .

   Computer graphics.

   Game Development.

   Media Design.

   Computer Graphics.

Анотація: Carry out the pre-planning, design, and programming of role playing games (RPGs) using the popular GameMaker: Studio in this very practical and fun book. Author Ben Tyers teaches you how to create a story or plotline for the RPG, apply aesthetics, and develop core and extended gameplay. Using Learn RPGs in GameMaker: Studio, you can design and build your own RPG using the GameMaker: Studio platform. Build your first game application and deploy in an app store, on Facebook, or just on a PC. Maybe, even, make a few bucks. You will: Use the GameMaker: Studio platform to design and build a role playing game Create a story for game design purposes, using a plot line and defining characters Discover the impact of aesthetics on art style, character separation, scene development, sound design and views Master core gameplay elements such as battles, exploration, scoring, and endings Work with extended gameplay elements such as collectibles, quirks, management, and saving Employ the various core and extended gameplay elements as appropriate to your RPG.

Перейти: https://doi.org/10.1007/978-1-4842-2946-0

Дод.точки доступу:
Tyers, Ben. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

19.


    Kishore, T.
    Learn Autodesk Inventor 2018 Basics [[electronic resource] :] : 3D Modeling, 2D Graphics, and Assembly Design / / T. Kishore ; . - 1st ed. 2017. - [S. l. : s. n.]. - XV, 399 p. 1034 illus., 931 illus. in color. - Б. ц.
Рубрики: Computer input-output equipment.
   Computer-aided engineering.

   Engineering design.

   Multimedia systems .

   Design.

   Hardware and Maker.

   Computer-Aided Engineering (CAD, CAE) and Design.

   Engineering Design.

   Media Design.

   Design, general.

Анотація: Get started with the basics of part modeling, assembly modeling, presentations, and drawings in this step-by-step tutorial on Autodesk Inventor fundamentals. Next, this book teaches you some intermediate-level topics such as additional part modeling tools, sheet metal modeling, top-down assembly features, assembly joints, and dimension and annotations.  Engaging explanations, practical examples, and step-by-step instructions make this tutorial book complete. Once you have read Learn Autodesk Inventor 2018 Basics you will be able to use Autodesk Inventor for 3D modeling, 2D drawings, finite element analysis, mold design, and other purposes, just like a design professional. You will gain all the basic information and essential skills you need to work in Autodesk Inventor immediately. You will: Carry out virtual 3D modeling for your next 3D printing projects Design molds for 3D printing and other projects Generate 2D drawings Apply basic finite element analysis for figuring stress, tension, and optimized dimensions for your 3D printing projects.

Перейти: https://doi.org/10.1007/978-1-4842-3225-5

Дод.точки доступу:
Kishore, T. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

20.


    Leirpoll, Jarle.
    The Cool Stuff in Premiere Pro [[electronic resource] :] : learn advanced editing techniques to dramatically speed up your workflow / / Jarle. Leirpoll, Osborn, Dylan., Murphy, Paul., Edwards, Andy. ; . - 2nd ed. 2017. - [S. l. : s. n.]. - LV, 1225 p. 1556 illus., 1482 illus. in color. - Б. ц.
    Зміст:
Foreword --
Chapter 1: Workflow --
Chapter 2: Audio Editing --
Chapter 3: Editing Tips --
Chapter 4: Multicam --
Chapter 5: Color Grading --
Chapter 6: Motion Graphics --
Chapter 7: Understanding the Effect Controls Panel --
Chapter 8: Compositing --
Chapter 9: VR Editing --
Chapter 10: Customizing --
Chapter 11: Integration --
Chapter 12: Export --
Appendix 1: Causes of Crashes and Instability --
Appendix 2: Third-Party Plug-Ins.- Appendix 3: Cheat Sheets.
Рубрики: Computer graphics.
   Multimedia systems .

   Computer Graphics.

   Media Design.

Анотація: Gain in-depth knowledge of Premiere Pro, and learn how the software “thinks.” You'll acquire new skills that will help you choose the best workflow for your project, and simplify and accelerate your video editing process.  Learn how you can edit a lot faster with smarter workflows that automate several steps in the editing process. You'll also see how custom settings, presets, keyboard shortcuts and templates saves hours of work. By tailoring the software to your needs you save clicks on just about every task. With many traditional jobs now being done by one person, its important to understand audio smoothing, color grading, motion graphics, and advanced editing techniques. You’ll learn these skills and disciplines and see how they'll enhance your project's workflow.  All the authors are professional editors and want to know exactly how to cut your film as fast as possible with top quality output. There is invaluable information in .

Перейти: https://doi.org/10.1007/978-1-4842-2890-6

Дод.точки доступу:
Osborn, Dylan.; Murphy, Paul.; Edwards, Andy.; Leirpoll, Jarle. \.\; SpringerLink (Online service)
Свободных экз. нет
Знайти схожі

 
© Міжнародна Асоціація користувачів і розробників електронних бібліотек і нових інформаційних технологій
(Асоціація ЕБНІТ)