Digital Da Vinci : Computers in Music / / edited by Newton Lee |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | New York, NY : , : Springer New York : , : Imprint : Springer, , 2014 |
Descrizione fisica | 1 online resource (277 p.) |
Disciplina |
004
006.7 780.0519 |
Soggetto topico |
Application software
Mathematics Multimedia information systems Computer Appl. in Arts and Humanities Mathematics in Music Multimedia Information Systems |
ISBN | 1-4939-0536-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: A Tale Of Four Moguls: Interviews With Quincy Jones, Karlheinz Brandenburg, Tom Silverman And Jay L. Cooper -- Chapter 2: Getting On The Billboard Charts: Music Production As Agile Software Development -- Chapter 3: Producing And Its Effect On Vocal Recordings -- Chapter 4: Mediated Interactions And Musical Expression – A Survey -- Chapter 5: Improvising With Digital Auto-Scaffolding: How Mimi Changes And Enhances The Creative Process -- Chapter 6: Delegating Creativity: Use Of Musical Algorithms In Machine Listening And Composition -- Chapter 7: Machine Listening Of Music -- Chapter 8: Making Things Growl, Purr And Sing -- Chapter 9: Eeg-Based Brain-Computer Interface For Emotional Involvement In Games Through Music -- Chapter 10: Computer And Music Pedagogy. |
Record Nr. | UNINA-9910299060203321 |
New York, NY : , : Springer New York : , : Imprint : Springer, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Digital Da Vinci : Computers in the Arts and Sciences / / edited by Newton Lee |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | New York, NY : , : Springer New York : , : Imprint : Springer, , 2014 |
Descrizione fisica | 1 online resource (303 p.) |
Disciplina | 006.3 |
Soggetto topico |
Multimedia information systems
Artificial intelligence User interfaces (Computer systems) Application software Mathematics Multimedia Information Systems Artificial Intelligence User Interfaces and Human Computer Interaction Computer Appl. in Arts and Humanities Mathematics in Art and Architecture |
ISBN | 1-4939-0965-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | From a Pin-Up Girl to Star Trek's Holodeck: Artificial Intelligence and Cyborgs -- Experimental Creative Practices -- Repeating Circles, Changing Stars: Learning from the Medieval Art of Visual Computation -- Brain, Technology and Creativity, Brainart: A BCI-Based Entertainment Tool to Enact Creativity and Create Drawing From Cerebral Rhythms -- Video Ergo Sum: An Artist's Thoughts on Inventing with Computer Technology in the Creation of Artworks -- Wasting Time? Art, Science and New Experience, Examining the Artwork, Know More (House of Commons) -- The Information Train -- The Quartic Process Model for Developing Serious Games: 'Green My Place' Case Study -- 3-D Manufacturing: The Beginning of Common Creativity Revolution -- Recursive Digital Fabrication of Trans-Phenomenal Artifacts -- Human-Robotic Interaction in Prepare Environments: Introducing an Element of Surprise by Reassigning Identities in Familiar Objects -- The Message of Media Machines. |
Record Nr. | UNINA-9910298991003321 |
New York, NY : , : Springer New York : , : Imprint : Springer, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Disney stories : getting to digital / / Krystina Madej, Newton Lee |
Autore | Madej Krystina |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2020] |
Descrizione fisica | 1 online resource (XVI, 243 p. 23 illus., 5 illus. in color.) |
Disciplina | 384.80979494 |
ISBN | 3-030-42738-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction -- Part I From Gags to Stories in a CGI World -- 1. Early Animation: Gags and Situations -- 2. From Gags to Characters -- 3. Synchronizing Sound and Character -- 4. Drawing and Color: The Language of Realism -- 5. Capturing Life in Animated Film -- 6. Learning to Navigate Features -- 7. Live-action and Animation Hybrids -- 8. CAPS, CGI and the Movies -- Part II From Watching to Experiencing Across Media -- 9. Creating the Disney Master Narrative -- 10. 10 Engaging Audiences Across Media -- Part III From Interacting to Creating and Sharing -- 11. Animated Storybooks and Activity Centers -- 12. Going Online: A Personal Theme Park -- 13. Development Cycle: Games -- 14. Development Cycle: Quality and Feedback -- 15. MMORPGs: Player-to-Player Interaction -- 16. Online Worlds and Cross-Media Engagement -- Addendum Newton Lee: Ten Years at Disney -- Bibliography -- Index. |
Record Nr. | UNINA-9910483325403321 |
Madej Krystina | ||
Cham, Switzerland : , : Springer, , [2020] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Emotion in Video Game Soundtracking / / edited by Duncan Williams, Newton Lee |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (167 pages) : illustrations |
Disciplina | 005.437 |
Collana | International Series on Computer, Entertainment and Media Technology |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Interactive multimedia Multimedia systems Computer games—Programming Music Music—Mathematics User Interfaces and Human Computer Interaction Media Design Game Development Mathematics in Music |
ISBN | 3-319-72272-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1 Welcome and Introduction from the Editors -- 2 Past: An overview of emotion as a parameter in music, definitions, and historical approaches -- 3 Present: Emotion in speech, singing, and sound effects -- 4 Present: Affectively-driven algorithmic composition -- 5 An auto-ethnographic approach to creating the emotional content of horror game soundtracking -- 6 Present: Brain Computer Music Interfacing (BCMI) -- 7 When the Soundtrack is the Game: from Audio-games to Gaming the Music -- 8 Motion Controllers, Sound, and Music in Video Games -- 9 Future: Repurposing music according to individual preferences for personalized soundtracks -- 10 Sounding the Story: Music in Videogame Cutscenes -- 11 The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience -- 12 Concluding remarks. |
Record Nr. | UNINA-9910299281803321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Encyclopedia of Computer Graphics and Games / / Newton Lee |
Autore | Lee Newton |
Edizione | [First edition.] |
Pubbl/distr/stampa | Cham : , : Springer, , [2024] |
Descrizione fisica | 1 online resource (0 pages) |
Disciplina | 006.6869 |
Soggetto topico |
Computer graphics - Equipment and supplies
Video games - Design |
ISBN | 3-031-23161-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | B-Splines -- Constrained Edges and Delaunay Triangulation -- Delaunay Triangulation -- Modeling and Mesh Processing for Games -- Pencils of Spheres in the Minkowski-Lorentz Spaces -- Planetary Generation in Games -- Poisson-Disk Sampling: Theory and Applications -- Shape Deformation Models -- Sketch-Based Posing for 3D Animation -- Spheres, AABB, and OOBB as Bounding Volume Hierarchies -- The New Age of Procedural Texturing -- UV Map Generation on Triangular Mesh -- 3D Modelling Through Photogrammetry in Cultural Heritage -- 3D Printing, History of -- 3D Visualization Interface for Temporal Analysis of Social Media -- 3D-Rendered Images and Their Application in the Interior Design -- Deep Learning Algorithms for 3D Reconstruction -- Emotion-based Facial Recognition for Mental Health Status -- Tactile Visualization and 3D Printing for Education -- Technologies for the Design Review Process -- Artistic Data Visualization in the Making -- Computer Graphics, Video Games, and Gamification Impacting -- (Re)Habilitation, Healthcare, and Inclusive Well-Being -- Imagineering Ceramic Pottery Using Computer Graphics -- Universal Design, Design for All, Inclusive Design -- 3D Game Asset Generation of Historical Architecture Through Photogrammetry -- 3D Puzzle Games in Extended Reality Environments -- Academic and Video Game Industry “Divide” -- Agile Mentality at Game Development -- Among Us and Its Popularity During COVID-19 Pandemic -- Analog Prototyping for Digital Game Design -- Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic -- Animation Strategies for Game Design -- Builder Games -- Challenge-Based Learning in a Serious Global Game -- Comic Arts in Games, Asset Production, and Rendering -- Dark Souls Through the Lens of Essential Experience -- Dead Space Through the Lens of Resonance -- Defining Hands-On Practice as Game-Based Learning -- Defining Hands-on Practice as Game-based Learning: A Probable Concept on Information-based Image Development on Virtual Reality Platform -- Design Framework for Learning to Support Industry 4.0 -- Design of Alienation in Video Games -- Domain-specific Choices Affecting Design Effort in Gamification -- Educational Game Abzû and the Lens of Fun Learning -- Effects of Digital Games on Mental Health of Gamers -- Emotion in Games -- Evolution of Video Games to Interactive Cinema -- Fuzzy Logic for Gaming and Entertainment Applications -- Game Behind Online Gaming -- Game Design and Emotions: Analysis Models. |
Record Nr. | UNINA-9910800119003321 |
Lee Newton | ||
Cham : , : Springer, , [2024] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Encyclopedia of Computer Graphics and Games [[electronic resource] /] / edited by Newton Lee |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 |
Descrizione fisica | 1 online resource (1000 p.) |
Disciplina | 006.6 |
Soggetto topico |
Computer graphics
Optical data processing Computer Graphics Computer Imaging, Vision, Pattern Recognition and Graphics |
ISBN | 3-319-08234-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910349294803321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Encyclopedia of Computer Graphics and Games [[electronic resource] /] / edited by Newton Lee |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 |
Descrizione fisica | 1 online resource (1000 p.) |
Disciplina | 006.6 |
Soggetto topico |
Computer graphics
Optical data processing Computer Graphics Computer Imaging, Vision, Pattern Recognition and Graphics |
ISBN | 3-319-08234-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996465347503316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
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Encyclopedia of Computer Graphics and Games [[electronic resource] /] / edited by Newton Lee |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 |
Descrizione fisica | 1 online resource (1000 p.) |
Disciplina | 006.6 |
Soggetto topico |
Computer graphics
Optical data processing Computer Graphics Computer Imaging, Vision, Pattern Recognition and Graphics |
ISBN | 3-319-08234-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910799241103321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Game Dynamics : Best Practices in Procedural and Dynamic Game Content Generation / / edited by Oliver Korn, Newton Lee |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (X, 177 p. 92 illus., 77 illus. in color.) |
Disciplina |
005.437
4.019 |
Soggetto topico |
User interfaces (Computer systems)
Computational intelligence Application software User Interfaces and Human Computer Interaction Computational Intelligence Computer Appl. in Arts and Humanities |
ISBN | 3-319-53088-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms. |
Record Nr. | UNINA-9910254824203321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Google It : Total Information Awareness / / edited by Newton Lee |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | New York, NY : , : Springer New York : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (XXIII, 564 p. 170 illus.) |
Disciplina | 005.7 |
Soggetto topico |
Application software
Artificial intelligence Data mining Computer and Information Systems Applications Artificial Intelligence Data Mining and Knowledge Discovery |
ISBN | 9781493964154 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | To Google or Not to Google.- Google My Religion: The Gordian Knot of Religious, Moral, and Political Entanglement.- Google vs. Death: To Be, or Not to Be?.- SEO in the Age of Digital Transformation: What Every Business Leader Must Know.- Search Engine Optimization: Getting to Google's First Page -- 4 Tips for Writing Outstanding SEO Boosting Content.- Internet Advertising and Google AdWords.- Google Maps and Google Local Search.- Subtle New Forms of Internet Influence are Putting Democracy at Risk Worldwide.- Social Media as a Tool for Information Warfare.- Wolfram/Alpha: A Computational Knowledge "Search" Engine.- Toward Seamless Access: Libraries from Alexandria through the Digital Age.- Privileged Information: The Corporatization of Information.- Communication and Language in the Age of Digital Transformation.- "How" - The Key to Knowledge-Building Pedagogy Success in Supporting Paradigm Shifts for Student Growth and the 4Cs of Future Education.- Educational Ergonomics and the Future of the Mind.- An Answer to the Math Problem.- XQ Super Schools: Academy of Online Achievement for Bolder Super School Project.- Continuous Penetration Testing.- Autonomous Vulnerability Scanning and Patching of Binaries.- Transfigurism: Glimpse into a Future of Religion as Exemplified by Religious Transhumanists.- Gene Editing: A New Hope!.- The Future of Driverless Cards.- Independent Core Observer Model Cognitive Architecture for Artificial General Intelligence.- Self-Motivating Computational System Cognitive Architecture (An Introduction).- Modeling Emotions in a Computational System.- Artificial General Intelligence as an Emergent Quality.- Transhumanism: The Growing Worldview.- Why I am a Transhumanist.- The Splintering and Controversy of Transhumanism -- An Interview with Zoltain Istvan.- Our Hopes and Expectations for the Next President. |
Record Nr. | UNINA-9910148572803321 |
New York, NY : , : Springer New York : , : Imprint : Springer, , 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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