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[null,"1.","Record Nr.",null,"UNINA9910455775503321"]
[null,null,"Autore",null,"Reinhardt Robert <1973->"]
[null,null,"Titolo",null,"Flash MX 2004 ActionScript bible [[electronic resource] /] / Robert Reinhardt and Joey Lott"]
[null,null,"Pubbl/distr/stampa",null,"Indianapolis, IN, : Wiley Pub., c2004"]
[null,null,"ISBN",null,"1-280-35413-5"]
[{"$nulls":4},"9786610354139"]
[{"$nulls":4},"0-7645-7129-X"]
[null,null,"Descrizione fisica",null,"1 online resource (986 p.)"]
[null,null,"Collana",null,"Bible"]
[null,null,"Disciplina",null,"006.7/8"]
[null,null,"Soggetti",null,"Computer animation"]
[{"$nulls":4},"Web sites - Design"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,"Nota di contenuto",null,"Flash MX 2004 ActionScript Bible; Foreword; Preface; How to Get the Most Out of This Book; Conventions Used in the Book; How This Book Is Organized; Getting in Touch with Us; Getting in Touch with Macromedia; Acknowledgments; Contents at a Glance; Contents; Part I: Conceptualizing Flash; Chapter 1: An Introduction to Flash MX 2004; Considering Flash MX 2004 in Context; Understanding the Capabilities of Flash MX 2004; What's New in Flash MX 2004 and Flash MX Pro 2004; Understanding the Framework; Applying Flash MX 2004; Planning Flash Development; Summary"]
[{"$nulls":4},"Chapter 2: Working with Web Technologies and Interactive ModelsWhere Flash Fits into the Ever-Evolving Web; An Overview of Companion Technologies; Visualizing Multimedia Potential; Summary; Chapter 3: Architecture for Flash Movies; An Overview of Flash Development; Creating a Flash Plan; Considering Flash Architecture Solutions; Considering Data Architecture Solutions; Organizing Assets for Production; Using the Project Panel in Flash MX Pro 2004; Summary; Part II: Laying the ActionScript Foundation; Chapter 4: Learning ActionScript Basics; Introducing ActionScript"]
[{"$nulls":4},"Understanding the Actions PanelSummary; Chapter 5: Constructing ActionScript; Understanding Datatypes; Using Variables; Using Expressions; Working with Operators; Using Comments Effectively; Working with Statements; Summary; Chapter 6: Working with Functions; "]
[{"$nulls":4},"Understanding Programming with Functions; Defining Custom Functions; Calling Functions; Passing Parameters; Returning a Value from a Function; Referencing Functions; Creating Function Literals; Understanding Scope; Creating Recursion; Writing for Reusability; Using Built-in Functions; Creating Interval Functions; Summary"]
[{"$nulls":4},"Chapter 7: Programming with Objects and ClassesIntroducing Objects; Displaying the Time with an Object; Working with MovieClip Objects; Displaying the Time Using a Movie Clip; Creating Interval Methods; Understanding the Object Class; Creating Custom Classes; Making Your First Class; Working with Advanced Class Topics; Using the CustomActions Class; Summary; Chapter 8: Error Handling and Debugging; Troubleshooting Your Flash Application; Finding Errors in Your Application; Finding Help in the Flash Community; Preventing Errors; Catching Errors Programmatically"]
[{"$nulls":4},"Debugging Your Flash ApplicationSummary; Part III: MovieClip, Button, and Drawing API; Chapter 9: MovieClip and Button Classes; Creating MovieClip and Button Objects at Authoring Time; Addressing MovieClip and Button Objects; Handling Events; Using MovieClip Objects as Buttons; Practicing Targeting; Working with Appearance Properties; Working with Self-Describing Properties; Enabling Button-Like Behavior; Tab-Switching, Focus, and Menus; Affecting Timeline Playback; Creating MovieClip Objects Programmatically; Loading External Content; Opening Web Pages; Creating Draggable MovieClip Objects"]
[{"$nulls":4},"Checking for Overlapping"]
[null,null,null,"Sommario/riassunto","Provides in-depth information to the more than one million Flash developers who want to take their animations to the next level using sophisticated interaction and data-driven contentFlash ActionScript is an object-oriented scripting language used with Flash that allows the designer to control a movie in non-linear fashion, create sophisticated interactivity, control elements on the stage, collect and track input from the movie viewer, and exchange and manipulate data from external sourcesThe most comprehensive Flash ActionScript guide available, cowritten by Robert Reinhardt,"]
[null,"2.","Record Nr.",null,"UNINA9910495696203321"]
[null,null,"Autore",null,"Baillargeon Justin"]
[null,null,"Titolo",null,"La capture de mouvement : Ou le modelage de l'invisible / Marco Grosoli, Jean-Baptiste Massuet"]
[null,null,"Pubbl/distr/stampa",null,"Rennes, : Presses universitaires de Rennes, 2018"]
[null,null,"ISBN",null,"2-7535-6156-7"]
[null,null,"Descrizione fisica",null,"1 online resource (250 p.)"]
[null,null,"Soggetti",null,"Film  Radio  Television"]
[{"$nulls":4},"cinéma"]
[{"$nulls":4},"cinéma contemporain"]
[{"$nulls":4},"cinéma numérique"]
[null,null,"Lingua di pubblicazione",null,"Francese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Sommario/riassunto","Le cinéma n'a jamais été aussi bouleversé dans ses fondements que depuis l'avènement et le développement du numérique. À l'ère de cette redéfinition profonde se fait jour, depuis plusieurs années déjà, une nouvelle manière de penser les images cinématographiques à travers la pratique désormais connue de la capture de mouvement. Également rencontrée – et plus connue – sous les noms de motion capture ou de performance capture, cette technologie qu'Avatar de James Cameron a contribué à rendre célèbre à la fin des années 2000 tend à fondamentalement transformer la manière de concevoir un film, en termes pratiques comme de réception. On connaît son principe, consistant à capter le mouvement réel d'un corps afin de le transposer au cœur d'un univers numérique, véritable hybridation entre le cinéma en prises de vues réelles et le cinéma d'animation par ordinateur. Mais plus encore, la capture de mouvement permet de s'interroger en profondeur sur l'identité et la nature même du cinéma et sur l'une de ses orientations possibles à l'âge du numérique.  Les études qui composent cet ouvrage se proposent d'ouvrir un champ d'investigation encore relativement peu exploré afin de cerner au mieux cette nouvelle manière de faire du cinéma. Mais annoncer l'avenir de ce dernier ne peut s'envisager sans un retour préalable à ses racines, celles-là même où la capture de mouvement paraît puiser ses propres origines. D'Étienne-Jules Marey à Robert Zemeckis, cet ouvrage explore donc le "]
[{"$nulls":4},"spectre historique et théorique de la capture de mouvement, dont les diverses applications, non seulement au cinéma mais également dans les domaines voisins que sont les arts scéniques et le jeu vidéo, proposent pour chacune une manière singulière de modeler le mouvement, et donc, d'esthétiser l'invisible."]
[null,"3.","Record Nr.",null,"UNINA9910337514003321"]
[null,null,"Titolo",null,"Sports Injuries of the Hand and Wrist / / edited by Mike Hayton, Chye Yew Ng, Lennard Funk, Adam Watts, Mike Walton"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019"]
[null,null,"ISBN",null,"3-030-02134-3"]
[null,null,"Edizione",null,"[1st ed. 2019.]"]
[null,null,"Descrizione fisica",null,"1 online resource (301 pages)"]
[null,null,"Collana",null,"In Clinical Practice, , 2199-6652"]
[null,null,"Disciplina",null,"617.1027"]
[{"$nulls":4},"617.57"]
[null,null,"Soggetti",null,"Orthopedics"]
[{"$nulls":4},"Sports medicine"]
[{"$nulls":4},"Surgery"]
[{"$nulls":4},"Sports Medicine"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Mallet finger injuries -- Flexor digitorum profundus avulsion injuries -- Fractures and dislocations of the proximal interphalangeal joint -- Phalangeal fractures in the athlete -- Climber’s pulley injuries -- Metacarpal fractures in the athlete -- Thumb fractures -- Hand injuries in the elite boxer -- Scaphoid fractures -- Carpal fractures (excluding scaphoid) -- Scapholunate ligament injuries -- Injuries to the triangular fibrocartilage complex -- Injuries to the extensor carpi ulnaris and its investments in the athlete -- Chronic exertional compartment syndrome of the forearm."]
[null,null,null,"Sommario/riassunto","This book provides insights into sports medicine addressing trauma of the hand and wrist. This collection of injuries invites readers to trace aetiology, diagnosis, relevant pathology, management principles, and outcomes of numerous injuries in elite and non-elite athletes. The authors present management principles and outcomes. It is an ideal reference for postgraduate musculoskeletal doctors and therapists for Orthopaedic and Sports Medicine postgraduate degrees. Each approach to deal with an injury is underlined by case reports. Readers will also find valuable questions and answers fro self-assessment purpose. Sports Injuries of the Hand and Wrist is aimed at sports doctors, musculoskeletal doctors, senior orthopedic trainees with an interest in upper limb, orthopedic trainees preparing for the FRCSOrth exam and "]
[{"$nulls":4},"similar international exams, as well as upper hand and wrist surgeons in the earlier years of their practice."]