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The fast-emerging field of multimedia communications involves the use of various media types - text, images, speech, audio and video in a wide range of subject areas. The book presents these subject areas in - depth that enables the reader to build up a thorough understanding of the technical issues associated with this rapidly evolving subject. The book begins with multimedia and animation, multimedia systems, elements of multimedia and animation and their use. It discusses the background of color theory, sketching and illustration, storyboarding and different tools for animation. It describes the process of multimedia project development. It discusses the requirement of human resources and their skill levels, hardware and software tools, graphics, authoring tools and things involved in planning, costing, designing, producing, delivering, evaluating and testing multimedia projects. It also explains the various image file formats, the concept of morphing, types of animations, principles of animation, animation techniques, animation file formats, animation for Web, animation tools for World Wide Web and professional development tools.
This book, now in its second edition, will help students build sound concepts which underlie the three distinct but related topics of Computer Graphics, Multimedia and Animation. These topics are of utmost importance because of their enormous applications in the fields of graphical user interfaces, multimedia and animation software development. The treatment of the text is methodical and systematic, and it covers the basic principles for the use, design and implementation of computer graphics systems with a perfect balance in the presentation of theoretical and practical aspects. The second edition introduces the basics of fractal geometry and includes a companion CD containing a number of C programs to demonstrate the implementation of different algorithms of computer graphics. Some of the outstanding features of the book are : Algorithmic Presentation : Almost all the processes, generally used in computer graphics, are described along with easy-to-read algorithms. These help students master basic concepts and develop their own software skills. Clear Illustrations : Descriptions of different devices and processes are illustrated with more than 250 neatly drawn figures. Solved Problems : Numerous solved problems and chapter-end exercises help students grasp finer details of theory. Advanced Topics : Chapter 6 includes schematics and algorithms to develop a display file based graphical system. Chapter 16 includes organizations of different types of commonly used graphic and image files. Knowledge of image file formats helps the developers in reading, manipulating and representing images according to their needs. This text is primarily designed to meet the curriculum needs of courses in Computer Graphics and Multimedia for students pursuing studies in Computer Science and Engineering, Information Technology and Computer Applications.
Any questions you have about 2D or 3D animation in this new digital age are answered in this comprehensive guide for all budding digital animators, games artists and media production students. It is lavishly illustrated with inspirational colour throughout to show you what you can achieve. Whether you want to create moving digital imagery for TV, computer games, or new media you need to understand the production and creative processes, the constraints of each and how they fit together. Ensure you have all you need at your fingertips to compete in this fast-moving arena with this unique book and web package. www.guide2computeranimation.com provides the moving imagery outcomes of some of the animation discussed in the case studies chapter, where top FrameStore-CRC and 3 Ring Circus creatives give you their invaluable behind the scenes perspectives. In addition there are non-software specific 3D tutorials and direct links to a comprehensive range of related websites with further downloadable resources to make sure you stay up-to-date. Marcia Kuperberg is Deputy Head of the School of Media, Arts & Technology, West Herts College, UK. Contributions are also included from Martin Bowman, Rob Manton and Alan Peacock.
This book examines the relationship that exists between fantasy cinema and the medium of animation. Animation has played a key role in defining our collective expectations and experiences of fantasy cinema, just as fantasy storytelling has often served as inspiration for our most popular animated film and television. Bringing together contributions from world-renowned film and media scholars, Fantasy/Animation considers the various historical, theoretical, and cultural ramifications of the animated fantasy film. This collection provides a range of chapters on subjects including Disney, Pixar, and Studio Ghibli, filmmakers such as Ralph Bakshi and James Cameron, and on film and television franchises such as Dreamworks’ How To Train Your Dragon (2010–) and HBO’s Game of Thrones (2011–).
Effective interface animation deftly combines form and function to improve feedback, aid in orientation, direct attention, show causality, and express your brand’s personality. Designing Interface Animation shows you how to create web animation that balances purpose and style while blending seamlessly into the user’s experience. This book is a crash course in motion design theory and practice for web designers, UX professionals, and front-end developers alike.
Insights and ideas from an award-winning author! Expert Advice. John Chismar provides a glimpse into the way he and his team function, complete with tips and tricks to enhance reader skills. Quality tutorials. Throughout the book, Chismar presents carefully constructed exercises to demonstrate how the animations were constructed and most importantly - why they were developed using that methodology. The quality and clarity of tutorials in 3D Studio Max 3 Media Animation have been highly touted. Expect more of the same in this version! Fills a unique niche. No other book covers media animation with the detail or authority offered by John Chismar and New Riders. @SUMMARY= New Riders offers the most comprehensive coverage of 3ds max functionality of any publisher. No other book covers the start-to-finish process of developing media animations using 3ds max (the program of choice for media animators). And that is precisely what our marketplace wants! This book includes all new animations from Emmy Award Winner John Chismar. John Chismar, Senior 3d Animator at MSNBC, has been working in 3D animation since 1991 and in media animation since 1993. Using 3ds max, Chismar has garnered several awards for his work: 1997 and 1998 Emmy Awards; 3D Design magazine Big Kahuna Awards in 1998, 1999, and 2000; three Broadcast Design Association International Bronze Awards; and a 1995-96 Emmy nomination.
By the turn of the 21st century, animation production has grown to thousands of hours a year in the People’s Republic of China (PRC). Despite this, and unlike American blockbuster productions and the diverse genres of Japanese anime, much animation from the PRC remains relatively unknown. This book is an historical and theoretical study of animation in the PRC. Although the Wan Brothers produced the first feature length animated film in 1941, the industry as we know it today truly began in the 1950s at the Shanghai Animation Film Studio (SAFS), which remained the sole animation studio until the 1980s. Considering animation in China as a convergence of the institutions of education, fine arts, literature, popular culture, and film, the book takes comparative approaches that link SAFS animation to contemporary cultural production including American and Japanese animation, Pop Art, and mass media theory. Through readings of classic films such as Princess Iron Fan, Uproar in Heaven, Princess Peacock, and Nezha Conquers the Dragon King, this study represents a revisionist history of animation in the PRC as a form of "postmodernism with Chinese characteristics." As a theoretical exploration of animation in the People’s Republic of China, this book will appeal greatly to students and scholars of animation, film studies, Chinese studies, cultural studies, political and cultural theory.
This book explores the effectiveness of electronic-based learning materials by a team of international experts.
Exploring Multimedia for Designers covers the essential concepts and technologies of text, graphics, animation, audio, and video and how they are interwoven to create multimedia products. This user-friendly book introduces the essential concepts and technologies without heavy technical complexities. Every reader will receive a solid introduction to the field of multimedia - - including design principles, storyboarding, comp development, motion graphics, animation principles, camera moves, and storytelling techniques.
: It gives us an immense pleasure to publish “Computer Multimedia and Animation” reference book towards students, researchers and teaching community. We wrote this book as per the New Syllabus of Various Indian Universities. Computer Multimedia and Animation reference book presented in lucid language to help student community in best possible way