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[null,"1.","Record Nr.",null,"UNISALENTO991003500019707536"]
[null,null,"Autore",null,"Willmer, Pat"]
[null,null,"Titolo",null,"Invertebrate relationships : patterns in animal evolution / Pat Willmer"]
[null,null,"Pubbl/distr/stampa",null,"Cambridge ; New York : Cambridge University Press, c1990"]
[null,null,"ISBN",null,"0521337127"]
[null,null,"Descrizione fisica",null,"ix, 400 p. : ill. ; 26 cm"]
[null,null,"Disciplina",null,"592.038"]
[null,null,"Soggetti",null,"Fossils"]
[{"$nulls":4},"Invertebrates - Evolution"]
[{"$nulls":4},"Phylogeny"]
[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"]
[{"$nulls":4},"Bibliography: p. [363]-383"]
[null,"2.","Record Nr.",null,"UNINA9910150207303321"]
[null,null,"Autore",null,"Wong Yue-Ling"]
[null,null,"Titolo",null,"Digital media primer : digital audio, video, imaging and multimedia programming / / Yue-Ling Wong"]
[null,null,"Pubbl/distr/stampa",null,"Harlow, England : , : Pearson Education Limited, , [2013]"]
[{"$nulls":4},"Â©2013"]
[null,null,"ISBN",null,"0-273-77435-2"]
[null,null,"Edizione",null,"[Second edition.]"]
[null,null,"Descrizione fisica",null,"1 online resource (552 pages) : illustrations, photographs"]
[null,null,"Collana",null,"Always learning"]
[null,null,"Disciplina",null,"346.73048"]
[null,null,"Soggetti",null,"Digital media"]
[{"$nulls":4},"Multimedia systems"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,"Nota di contenuto",null,"Cover -- TABLE OF CONTENTS -- PREFACE -- CHAPTER 1 BACKGROUND -- Key Concepts -- General Learning Objectives -- 1.1 Introduction -- 1.1.1 Relevance of Binary Notation, Bits, and Bytes to Digital Media Studies -- 1.2 Analog versus Digital Representations -- 1.2.1 Analog Information -- 1.2.2 Digital Data -- 1.3 Bits -- 1.3.1 Prefixes -- 1.4 Using Bits to Represent Numeric Values -- 1.4.1 Base-10 -- 1.4.2 Base-2 -- 1.5 Using Bits to Represent Non-Numeric Values -- 1.6 The Finite and Discrete Nature of Computers -- 1.6.1 Limitations -- 1.6.2 Advantages -- 1.7 Converting Analog to Digital -- 1.7.1 Problems in Representing Analog Media on Computers -- 1.8 File Sizes -- 1.9 Compression -- 1.9.1 Lossy and Lossless Compression -- 1.10 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 2 FUNDAMENTALS OF DIGITAL IMAGING -- Key Concepts -- General Learning Objectives -- 2.1 Introduction -- 2.2 Digitizing Images -- 2.2.1 Step 1: Sampling -- 2.2.2 Step 2: Quantizing -- 2.3 Bitmapped Images -- 2.4 Vector Graphics -- 2.5 File Types of Digital Images -- 2.6 Digital Image File Size and Optimization -- 2.7 Color Representation -- 2.7.1 RGB Color Model -- 2.7.2 CMYK Color Model -- 2.7.3 HSB Color Model -- 2.7.4 CIE XYZ -- 2.7.5 Other Color Models -- 2.8 Color Modes -- 2.9 Difficulties in Reproducing Colors in Digital Images -- 2.10 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 3 CAPTURING AND EDITING DIGITAL IMAGES -- Key Concepts -- General Learning Objectives -- 3.1 Introduction -- 3.2 Scanners -- 3.3 Capturing Digital Images by Scanning -- 3.3.1 Scanning Resolution Determination -- 3.3.2 Tonal Adjustments -- 3.4 "]
[{"$nulls":4},"Capturing Digital Images by Digital Photography -- 3.4.1 Megapixels -- 3.4.2 Digital Cameras -- 3.5 Digital Image Editing -- 3.6 Color and Tonal Adjustments -- 3.6.1 Understanding and Reading Histograms."]
[{"$nulls":4},"3.6.2 Applying Histograms to Adjustment of Brightness and Contrast -- 3.6.3 Curves Adjustment Tool -- 3.7 Selection Tools in Image Editing Programs -- 3.8 Layer Basics and Advanced Layer Techniques -- 3.9 Printing the Final Image -- 3.10 Optimizing the Final Image for the Web -- 3.11 Working with Vector Graphics Programs -- 3.11.1 Paths and Points -- 3.11.2 Strokes and Fills -- 3.11.3 Preset Shapes and Free-Form Drawing -- 3.11.4 Selection Tool -- 3.11.5 Layers, Effects, and Filters -- 3.11.6 Creating Complex Shapes Using Boolean Tools -- 3.12 Summary -- Terms -- Learning Aids -- Review Questions -- Exploring The Applications -- CHAPTER 4 FUNDAMENTALS OF DIGITAL AUDIO -- Key Concepts -- General Learning Objectives -- 4.1 Introduction -- 4.2 The Nature of Sound Waves -- 4.2.1 Frequency and Pitch -- 4.2.2 Sound Intensity and Loudness -- 4.3 Adding Sound Waves -- 4.4 Digitizing Sound -- 4.4.1 Step 1: Sampling -- 4.4.2 Step 2: Quantizing -- 4.5 Dynamic Range -- 4.6 File Size, File Compression, and File Types of Digital Audio -- 4.7 Midi -- 4.8 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 5 CAPTURING AND EDITING DIGITAL AUDIO -- Key Concepts -- General Learning Objectives -- 5.1 Acquiring Digital Audio -- 5.1.1 Recording -- 5.1.2 Field Recording -- 5.1.3 Digitizing Analog Media -- 5.2 Basic Workspace Elements in Digital Audio Editing Programs -- 5.2.1 Basic Editing: Working with One Audio at a Time -- 5.2.2 Audio Mixing: Working with Multiple Audio -- 5.2.3 Spectral View -- 5.3 Basic Digital Audio Editing -- 5.3.1 Reassembling a Waveform -- 5.3.2 Changing Volume -- 5.3.3 Noise Reduction -- 5.3.4 Special Effects -- 5.3.5 Downsampling and Reduction of Bit Depth -- 5.3.6 General Steps of Digital Audio Recording Touch-up -- 5.4 Multitrack Basics -- 5.4.1 Placing Clips on a Track -- 5.4.2 Applying Effects in Multitrack -- 5.5 Music Creation."]
[{"$nulls":4},"5.5.1 MIDI -- 5.5.2 Loop Music -- 5.6 Sharing Your Digital Audio -- 5.6.1 Video -- 5.6.2 Multimedia Authoring -- 5.6.3 For the Web -- 5.6.4 Audio CD -- 5.6.5 Podcast -- 5.7 Summary -- Terms -- Learning Aids -- Review Questions -- Exploring The Applications -- CHAPTER 6 FUNDAMENTALS OF DIGITAL VIDEO -- Key Concepts -- General Learning Objectives -- 6.1 The Nature of Motion and Broadcast Video -- 6.1.1 Broadcast Standards -- 6.1.2 Frame Rate -- 6.1.3 Interlaced and Progressive Scan -- 6.1.4 Overscan and Safe Zones -- 6.1.5 Color Format -- 6.2 Sampling and Quantization of Motion -- 6.3 Measuring Frame Size and Resolution of Digital Video -- 6.3.1 Frame Size -- 6.3.2 Frame Aspect Ratio -- 6.3.3 Pixel Aspect Ratio -- 6.4 Counting Time in Digital Video -- 6.5 Digital Video Standards -- 6.5.1 Standard Definition -- 6.5.2 High Definition -- 6.5.3 Digital Television (DTV) -- 6.6 File Types of Digital Video -- 6.7 Digital Video File Size and Optimization -- 6.7.1 Data Rate -- 6.8 General Concepts of Video File Compression Methods -- 6.8.1 Spatial Compression -- 6.8.2 Temporal Compression -- 6.8.3 Lossless and Lossy Compression -- 6.8.4 Symmetrical and Asymmetrical Compression -- 6.9 MPEG Compression -- 6.9.1 MPEG-1 -- 6.9.2 MPEG-2 -- 6.9.3 MPEG-4 -- 6.10 Streaming Video and Progressive Download -- 6.11 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 7 DIGITAL VIDEO: POST-PRODUCTION -- Key Concepts -- General Learning Objectives -- 7.1 Acquiring Digital Videos -- 7.1.1 Analog Sources -- 7.1.2 Digital Video -- 7.2 Digital Video Cameras -- 7.2.1 Video File Format and Storage Media -- 7.2.2 Resolution -- 7.2.3 Stereoscopic 3-D -- 7.3 Basic Workspace Elements in Digital Video Editing Programs -- 7.4 "]
[{"$nulls":4},"Basic Steps of Digital Video Editing -- 7.5 Exporting and Sharing Your Final Video -- 7.5.1 The Web -- 7.5.2 Optical Disc: Blu-ray and DVD."]
[{"$nulls":4},"7.5.3 Optical Disc: CD-R/RW and DVD+/-R/RW -- 7.5.4 Tapes and Other Media -- 7.6 Creating a DVD-Video Disc -- 7.6.1 Menu Structures and Navigation Hierarchy -- 7.6.2 Authoring a DVD Project -- 7.7 Summary -- Terms -- Learning Aids -- Review Questions -- Exploring the Applications -- CHAPTER 8 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ANIMATION -- Key Concepts -- General Learning Objectives -- 8.1 What Is Multimedia Authoring? -- 8.2 The Multimedia Production Process -- 8.2.1 Developing for iOS and Android Using Flash -- 8.3 Animation -- 8.3.1 Frame-by-Frame Animation -- 8.3.2 Tweened Animation -- 8.3.3 Scripted Animation -- 8.3.4 Frame-by-Frame versus Tweened versus Scripted Animation -- 8.3.5 Frame Rate and Frame Size -- 8.4 Adjusting the Speed of Animation Playback -- 8.4.1 Slowing Down Motion by Adding More Frames -- 8.4.2 Speeding up Motion -- 8.5 Flash CS5.5 Workspace -- 8.5.1 Tools Panel -- 8.5.2 Stage -- 8.5.3 Timeline -- 8.5.4 Property Inspector -- 8.5.5 Library Panel -- 8.6 Flash: Essential Terminology -- 8.6.1 Shape -- 8.6.2 Symbol -- 8.6.3 Tweening -- 8.6.4 Motion Path and Motion Guide -- 8.6.5 Mask -- 8.7 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 9 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ActionScript-PART 1 -- Key Concepts -- General Learning Objectives -- 9.1 Programming Languages versus Scripting Languages -- 9.2 Programming and Scripting Fundamentals-Part A -- 9.2.1 Syntax -- 9.2.2 Data Types -- 9.2.3 Variables -- 9.2.4 Statements -- 9.2.5 Assignment Statements -- 9.2.6 Operators -- 9.2.7 Constants -- 9.2.8 Keywords -- 9.2.9 Expressions -- 9.3 Programming and Scripting Fundamentals-Part B -- 9.3.1 Control Structures -- 9.3.2 Functions and Procedures -- 9.3.3 Parameters and Arguments -- 9.3.4 Comments -- 9.4 Summary -- Terms -- Learning Aids -- Review Questions."]
[{"$nulls":4},"CHAPTER 10 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ActionScript-PART 2 -- Key Concepts -- General Learning Objectives -- 10.1 ActionScript: Essential Terminology and Basic Concepts -- 10.1.1 Movie Clips: Instances and Naming -- 10.1.2 Movie Clips: Each Has Its Own Timeline -- 10.1.3 Nesting Movie Clips and Dot Syntax -- 10.2 Where Do Scripts Go? -- 10.2.1 Keyframe -- 10.2.2 Actions Panel -- 10.2.3 \"actions\" Layer -- 10.3 Script Errors -- 10.3.1 Syntactical Errors -- 10.3.2 Logical Errors -- 10.3.3 trace() Statement -- 10.3.4 Lists of Common Errors -- 10.4 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 11 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ActionScript-PART 3 -- Key Concepts -- General Learning Objectives -- 11.1 Adding Interactivity -- 11.2 Concepts of Event Listeners and Event Handlers -- 11.3 Writing Event Listener Code in ActionScript 3.0 -- 11.4 Mouse Events -- 11.5 Keyboard Events -- 11.6 Frame Events for Animation -- 11.6.1 Adding Gravity in Games -- 11.7 Controlling Objects on Stage -- 11.7.1 Controlling and Monitoring an Object's Screen Position: x and y -- 11.7.2 Making Objects Disappear: x, y, alpha, and visible -- 11.7.3 Changing the Visual Content of an Object -- 11.7.4 Making an Object Draggable: startDrag() and stopDrag() -- 11.8 Monitoring the Mouse Position -- 11.9 Detecting Collision between Two Objects -- 11.9.1 hitTestObject() -- 11.9.2 hitTestPoint() -- 11.10 Other Useful Functions and Constructs for Interactive Multimedia Authoring -- 11.10.1 Randomize -- 11.10.2 Array -- 11.10.3 Loop -- 11.10.4 Generate Movie Clip Instances Dynamically -- 11.11 Using Actionscript to Play Sound -- 11.12 Summary -- Terms -- Learning Aids -- Review Questions -- CHAPTER 12 OOP BASICS WITH FLASH ActionScript 3.0 -- "]
[{"$nulls":4},"Key Concepts -- General Learning Objectives -- 12.1 Concepts of Objects -- 12.2 Concepts of Classes."]
[{"$nulls":4},"12.3 Object-Oriented Programming (OOP)."]
[null,null,null,"Sommario/riassunto","Digital Media encompasses a wide variety of topics including: the study of image, sound, and video processing, compression, interactive multimedia development, and advanced web programming. Digital Media Primer is designed for students from all disciplines interested in learning the foundational concepts and basic techniques in digital media production. This edition has been expanded so that while students learn the concepts and techniques of digital media production, they will also learn basic computer programming skills.   The Primer is not tied to a specific application program like Flash or Photoshop; instead, the author introduces tools and techniques using a task-based approach and provides the rationale for the techniques. This way, the skills students learn are transferable to whatever tool they end up using or have access to. For students that do not know how to navigate certain tools, Wong provides brief Application tutorials as supplemental material.  Instructor/Student resources include: web-based interactive material, worksheets, programming assignments, demos, solutions to exercises, lecture notes and exam questions."]