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Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development

by Sue Blackman

Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game--including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. What you'll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents 01. Introduction to Game Development 02. Unity UI basics 03. Introduction to Scripting 04. Terrain Generation and Environment 05. Exploring Navigation 06. Cursor Control and Interaction 07. Importing Assets 08. Action Objects 09. Managing State 10. Exploring Transitions 11. Physics and Special Effects 12. Message Text and HUD 13. Inventory Logic 14. Managing Inventory 15. Dialogue Trees 16. Mecanim 17. Game Environment 18. Setting up the Game 19. Menus and Levels

Beginning ARKit for iPhone and iPad: Augmented Reality App Development For Ios

by Wallace Wang

Explore how to use ARKit to create iOS apps and learn the basics of augmented reality while diving into ARKit specific topics. This book reveals how augmented reality allows you to view the screen on an iOS device, aim the camera at a nearby scene, and view both the real items in that scene as well as a graphic image overlaid on to that scene. You’ll start by accessing the camera and teaching your app to track the world around its device. You'll then see how to position nodes and create augmented reality shapes and textures. Next you’ll have your creations interact with their environment by programming workable physics, detecting planes, measuring distance, and applying virtual force. Finally you’ll learn how to hit test and troubleshoot your applications to ensure they interact with the real world around them seamlessly.ARKit is Apple’s software framework for creating augmented reality apps on iOS devices such as the iPhone and iPad. Unlike virtual reality that creates an entirely artificial world for the user to view and explore, Beginning ARKit for iPhone and iPad will show you how augmented reality places artificial items in an actual scene displayed by an iOS device’s camera. What You’ll LearnAccess the cameraUse ARKit’s hit testing for tracked geometryApply and combine real world and virtual physicsWho This Book Is ForProgrammers familiar with the basics of Swift programming who want to dive into developing iOS applications with Swift.

Beginning Adobe Experience Design: Quickly Design and Prototype Websites and Mobile Apps

by Rob Huddleston

Render high quality designs and interactive prototypes of web sites and mobile apps using Adobe XD's powerful drawing and layout tools. This book provides an in-depth look at XD and shows you how to quickly get up-to-speed to simplify these processes with intuitive design tools and a powerful prototyping function. Since the advent of the web, designers have struggled with the need to create functioning demo prototypes of their layouts and designs without an extensive amount of code for their clients. The dawn of mobile apps, which are exponentially more difficult to mock-up and demonstrate, has only intensified this problem. Beginning Adobe Experience Design resolves this for you with it's easy-to-use approach to leveraging XD. What You'll LearnCreate links and interactivity to see just how your site or app will functionPreview your site or prototype live in a web browser or your mobile deviceUse Adobe XD on both Mac and WindowsWho This Book Is ForWeb front-end designers and user experience professionals and educators interested in teaching the tool

Beginning Android 3D Game Development

by Robert Chin

Beginning Androida3D Game Developmentais a unique book for today's Android and game app developers who want to learn how to build 3D game appsathat run on the latest Android KitKat platform using Java and OpenGL ES. aaAaDrone Grid game case study is included. "

Beginning C++ Game Programming: Learn C++ from scratch by building fun games

by John Horton

Get to grips with programming and game development techniques using C++ libraries and Visual Studio 2022 with this updated edition of the bestselling series.Key FeaturesCreate fun games in C++, with this up-to-date guide covering the latest features of C++20 and VS2022Build clones of popular games such as a Timberman clone, a Pong game, a Zombie Survival Shooter, and a platform endless runner gameDiscover tips to expand your finished games by thinking critically, technically, and creativelyBook DescriptionAlways dreamed of creating your own games? With the third edition of Beginning C++ Game Programming, you can turn that dream into reality! This beginner-friendly guide is updated and improved to include the latest features of VS 2022, SFML, and modern C++20 programming techniques. You'll get a fun introduction to game programming by building four fully playable games of increasing complexity. You'll build clones of popular games such as Timberman, Pong, a Zombie survival shooter, and an endless runner. The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as vertex arrays, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. You’ll dive deep into game mechanics and implement input handling, levelling up a character, and simple enemy AI. Finally, you'll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch.What you will learnSet up your game project in VS 2022 and explore C++ libraries such as SFMLBuild games in C++ from the ground up, including graphics, physics, and input handlingImplement core game concepts such as game animation, game physics, collision detection, scorekeeping, and game soundImplement automatically spawning objects and AI to create rich and engaging experiencesLearn advanced game development concepts, such as OpenGL shaders, texture atlases, and parallax backgroundsScale and reuse your game code with modern game programming design patternsWho this book is forThis book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you'll find this book useful

Beginning C++ Game Programming: Learn to program with C++ by building fun games

by John Horton

Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019Key FeaturesLearn game development and C++ with a fun, example-driven approachBuild clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space InvadersDiscover tips to expand your finished games by thinking critically, technically, and creativelyBook DescriptionThe second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch.What you will learnSet up your game development project in Visual Studio 2019 and explore C++ libraries such as SFMLExplore C++ OOP by building a Pong gameUnderstand core game concepts such as game animation, game physics, collision detection, scorekeeping, and game soundUse classes, inheritance, and references to spawn and control thousands of enemies and shoot rapid-fire machine gunsAdd advanced features to your game using pointers, references, and the STLScale and reuse your game code by learning modern game programming design patternsWho this book is forThis book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you’ll find this book useful.

Beginning C++20 Game Programming - Second Edition

by John Horton

This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you’ll find this book useful.

Beginning Design Technology

by Mike Christenson

Beginning Design Technology introduces how design technologies work together, including tools, materials, and software, such as Adobe Photoshop, Adobe Illustrator, Autodesk AutoCAD, and others. It teaches you how to think about each design tool, whether a software program or physical modelmaking, so that you will select one for its strengths for a specific task and know when and how to combine it with other tools. Topics include working with building information, texturing digital and physical artifacts, translating information from one form or file format to another, constructing at full-scale, and making digital and physical models. Chapter Summaries, exercises, discussion questions, a glossary, an appendix of common software commands, and an annotated bibliography will help you find what you need quickly and put the information into practice.

Beginning Drama 11–14

by Jonothan Neelands

This guide explores the roles, skills and knowledge needed to become an effective drama teacher. It combines practical advice on planning, teaching and assessing with the best teaching practices. It also offers lesson plans for years 7-9 students to use intheir teaching.

Beginning LEGO MINDSTORMS EV3

by Mark Rollins

Beginning LEGO MINDSTORMS EV3 shows you how to create new fun and fantastic creations with the new EV3 programmable brick along with other new EV3 pieces and features. You'll learn the language of the EV3 brick, and then go on to create a variety of programmable vehicles using MINDSTORMS and Technic parts. You'll then move into creating robot parts, including robotic arms. You'll even learn how to make different types of MINDSTORMS walkers. Finally, you'll learn how to incorporate light and sound into your amazing EV3 creations. Whether you're a MINDSTORMS enthusiast wanting to know more about EV3, a robotics competitor, or just a LEGO fan who wants to learn all about what EV3 can do, Beginning LEGO MINDSTORMS EV3 will give you the knowledge you need. Note: the printed book is in black and white. The Kindle and ebook versions are in color (black and white on black and white Kindles). What you'll learn How to program the new EV3 brick The different components new to the EV3 system How to program the EV3 with LabView How to build fantastic robotic creations How to incorporate Technic creations into MINDSTORMS Who this book is for MINDSTORMS and robotics enthusiasts who want to learn about EV3, and people who are completely new to MINDSTORMS and want a thorough and fun introduction. Table of Contents 1. Introduction to MINDSTORMS EV3 2. How to Program the EV3 Brick 3. Taking Control of a Vehicle with LEGO MINDSTORMS 4. Sound and Light 5. Data Logging and Advanced Programming 6. Special Construction Projects 7. The Robotic Arm 8. Creator and the Walking Robot

Beginning Microsoft Kinect for Windows SDK 2.0: Motion and Depth Sensing for Natural User Interfaces

by Mansib Rahman

Develop applications in Microsoft Kinect 2 using gesture and speech recognition, scanning of objects in 3D, and body tracking. Create motion-sensing applications for entertainment and practical uses, including for commercial products and industrial applications. Beginning Microsoft Kinect for Windows SDK 2. 0 is dense with code and examples to ensure that you understand how to build Kinect applications that can be used in the real world. Techniques and ideas are presented to facilitate incorporation of the Kinect with other technologies. What You Will Learn Set up Kinect 2 and a workspace for Kinect application development Access audio, color, infrared, and skeletal data streams from Kinect Use gesture and speech recognition Perform computer vision manipulations on image data streams Develop Windows Store apps and Unity3D applications with Kinect 2 Take advantage of Kinect Fusion (3D object mapping technology) and Kinect Ripple (Kinect projector infotainment system) Who This Book Is For Developers who want to include the simple but powerful Kinect technology into their projects, including amateurs and hobbyists, and professional developers

Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic’s Substance Painter

by Abhishek Kumar

Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine.Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered.This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow.What You Will LearnKnow the fundamentals of PBR-based texturing from the ground upCreate production-ready textured models from scratchIntegrate PBR textures with standard 3D modeling and rendering applicationsCreate portfolio-ready renders using offline renderersWho This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology

Beginning Photo Retouching and Restoration Using GIMP

by Phillip Whitt

Beginning Photo Retouching & Restoration Using GIMP teaches the reader how to achieve professional results using this high end image editor. You'll learn how to do everything from making dull images 'pop' to resurrecting badly damaged photographs deemed beyond any hope of rescue. There's no need to shell out good money month after month for the 'big name' software package. GIMP 2. 8 is a world-class image editor that wields almost as much power, and is completely free Learning the art of photo retouching and restoration is fun and rewarding. Reclaim those treasured images from the ravages of time and neglect, and pass them on to future generations. Beginning Photo Retouching & Restoration Using GIMP will provide you with a wide array of editing exercises to help you develop a high degree of proficiency. Whether you are the designated 'family archivist' wanting to preserve your family history, or a professional photographer with a desire to add an extra revenue generating service, this book will be an invaluable aid. - Shows how to acquire the best scans and digitize large photographs. - Teaches you how to digitally repair damaged prints, correct color shifts, reclaim lost detail-even colorize black and white images. - Offers great tips on how to maintain and preserve your newly printed restored photographs, and how to properly store originals.

Beginning Photo Retouching and Restoration Using GIMP: Learn to Retouch and Restore Your Photos like a Pro

by Phillip Whitt

Digitally repair damaged prints, correct color shifts, and even colorize black and white images. This thoroughly revised book will show you how to retouch and restore photos using the most up-to-date version of GIMP and it's latest tools and features.Basic knowledge of GIMP is helpful, but the first chapter provides an overview of the free, open source image editing program. You'll then see how GIMP is a worthy alternative to Adobe Photoshop. You'll also work with step-by-step tutorials to duplicate the results using the same practice images used in the lessons. Because it is cross-platform friendly you can turn “unfixable” photos into digital art on Windows, macOS, and Linux enhancing your learning experience. Beginning Photo Retouching and Restoration Using GIMP provides insight into the powerful program's wide set of features for just about any type of retouching or restoration work.What You'll LearnAcquire the best scans and digitize large photographsAdjust contrast and exposure to make dull images “pop”Remove cracks, creases, tears, and blemishesRetouch portraits and replace backgroundsPreserve your newly restored and printed photographs, and properly store originalsWho This Book Is ForAnyone interested in retouching or restoring photos, whether they are family archivists genealogists, photographers, designers, or students―particularly those requiring a powerful program, but don’t want or need to use Adobe’s subscription-based service to access Photoshop.

Beginning Quilting the Super Simple Way: All the Basics to Get You Started, 15 Projects with Step-by-Step Instructions

by Liz Aneloski

This easy-to-follow beginner’s guide is the only resource you need to get started on your first quilt—and finish with confidence!Beginning Quilting the Super Simple Way covers the basic skills and techniques every quilter needs to know, plus the tools and materials you will need to set up your work space. It then offers a selection of quilt patterns in different sizes and styles. Each one is perfect for a beginner’s first quilt, or as a quick project for an experienced quilter. A bonus chapter featuring jelly rolls and charm squares offers more easy quilting techniques to explore!

Beginning Research in the Arts Therapies: A Practical Guide

by Gary Ansdell Mercedes Pavlicevic

* Are you about to write a dissertation for an MA in an arts therapy? * Is your workplace pressuring you to do research on your practice? * Do you fancy trying your hand at a bit of research without any pressure from anyone? * Are you bewitched, bothered and bewildered? A mystique about research usually comes from reading a) writers who launch into philosophical dialectics about research and avoid the basics; b) poorly written research papers full of undecipherable formulae; and c) smug, unfriendly research texts. This book begins at the beginning. Ansdell and Pavlicevic hold your hand and give you plenty of hints and tips while you prepare your funding proposal or research project. They help you think about your title, structure your research questions and aims, and prepare to collect, organize and analyze your research data. Moreover, you're not alone! Franz and Suzie have their own projects which you're invited to follow with opportunities to learn about the nitty-gritty of tables, pie-charts, data transcription, data presentation - and supervisors who toss off clever, useless bits of advice. `Beginning Research in the Arts Therapies' puts the zap into arts therapies research, making it fun and serious, exasperating and utterly absorbing. Miss this book and you'll deprive yourself of a sympathetic ear, firm advice and a sensible and imaginative combustion of theory, debate and determination. `Beginning Research in the Arts Therapies' is recommended to all arts therapies practitioners: students, researchers, and those clinicians who simply want to `keep up' with research literature without `doing it for themselves'.

Beginning Scribus

by Robert White

Beginning Scribus is the book you wish you'd read when you downloaded Scribus for the first time. Scribus is an award-winning page-layout program used by newspaper designers, magazine designers and those who want to do proper page layout but not pay for an expensive solution. It is free and Open Source, providing a useful alternative for those who cannot afford or choose not to use Adobe InDesign or QuarkXpress. Beginning Scribus provides you with the skills you will need in order to use this program productively. It demonstrates the techniques used by printers and publishers in order to create a range of layouts and effects, and it shows you how you can use these techniques to design everything from a flyer to a three-fold brochure. Using the latest Scribus release, Beginning Scribus takes you through the process of designing a magazine from start to finish and teaches you some of the tricks of professional page layout and design. The book also provides a definitive guide to desktop publishing using free, open source tools, such as GIMP for photo manipulation. What you'll learn How to layout your pages to make calendars, brochures and magazines. How to flow your text around pull-quotes and graphical images. How to flow text along a curved path using a Bezier tool. How to bleed your images to the edge of the page. How to make interactive documents for the Web. Who this book is for Beginning Scribus is for those who are new to desktop publishing, and those who are new to Scribus. It is aimed at those who need to utilise a fully-featured page-layout system, but do not have the money to spend on InDesign or QuarkXpress. Many people would love to be more creative in the way they design their documents, but they are daunted by the complexity of the tools, and the price of the software. This book is for them. Students, teachers, report writers, journalists and graphic designers will also find the book useful. Programming Python is not required. If you happen to know Python or wish to experiment, then there are ready made scripts that you may modify. Table of Contents Chapter 1: Scribus Basics Chapter 2: Getting to Know the Workspace Chapter 3: Text Frames and Font Management Chapter 4: Working With Graphics Chapter 5: Working With Color Chapter 6: Exporting and Printing Your Documents Chapter 7: Working with Gimp Chapter 8: Automating Scribus Chapter 9: Magazine Design

Beginning Sculpture

by Arthur Williams

LEVEL: 6th form onwards. The most valuable tool in your sculpture studio, 'Beginning Sculpture' is a comprehensive guide to sculpture techniques, skills, and tools, that addresses the unique demands of the contemporary studio classroom in a variety of ways, including studio opportunities for hands-on learning and self expression, and interviews with professional artists. With an easy to follow format students: learn the elements and principles of design and sculpture; follow step-by-step photographs and illustrations; see examples of student art; see examples from well-known artists.

Beginning Shakespeare 4-11

by Miles Tandy Joe Winston

'This book is clear, approachable, and true. The elegant simplicity of its good guidance is the product of years of practical experience in the classroom. I wholeheartedly commend it to primary school teachers everywhere.' Michael Boyd, Artistic Director of the Royal Shakespeare Company Shakespeare’s plays are widely regarded as the greatest inheritance in English literature and recent years have seen a growing interest in introducing them to children in their primary schools. In this book, the authors bring a blend of clear thinking, playful and inventive practice and straightforward practical advice to bear on teaching Shakespeare in the primary school. Children who encounter Shakespeare early have the opportunity to become comfortable with the plays, their stories, characters and settings, long before they might become intimidated by their associations with exclusivity and ‘high’ culture. They are also given the chance to become familiar with and absorb his powerful and complex language at a stage when they are constantly encountering new vocabulary. To do this most effectively demands a dynamic pedagogy, one which recognises that the plays are best explored and understood through active, physical engagement. Beginning Shakespeare 4-11 offers a sound rationale for teaching Shakespeare in primary schools and shows how to engage children with Shakespeare through story, through the very best of early years practice, and through his rich and sensual language. It also illustrates how engagement with the plays and their language can have a dramatic impact on children’s writing. And because plays are for performing, there is helpful and practical advice on how to develop the work and share it with the whole school, parents and the wider community. This accessible and comprehensive guide is ideal for teacher trainees and practising primary teachers everywhere.

Beginning VFX with Autodesk Maya: Create Industry-Standard Visual Effects from Scratch

by Abhishek Kumar

Dive into the nuances of visual effects (VFX) design, from planning to execution, using Autodesk Maya. This book introduces the methods and techniques required for your first foray into 3D FX generation from scratch. You will start with the fundamentals of visual effects, including a history of VFX, tools and techniques for creating believable visual effects, and popular tools used in the industry. Next, you are introduced to Autodesk Maya and its various components that make it a favorite among professionals. You will learn how to create rigid body collisions and simulate realistic particles such as dust, fire, water, and more.This book also presents strategies for creating a vortex, rain, hair, fluids, and other soft body simulations and also demonstrates nature element simulations for computer-generated production. At the end of the book, there is a capstone project to make your own visual effects scene in a practical way. After going through this book, you will be able to start building computer-generated visual effects from your imagination through to production.What You Will LearnUnderstand the basic physics behind effect creationCreate 3D visual effects scenes from scratchKnow the details of dynamic simulation in the computer generation space using various functionalities available in Autodesk MayaWho This Book Is ForBeginning-level users; students from the field of visual effects design, 3D modeling, and simulation; game designers; those creating computer graphics; FX artists and aspirants looking for a career in the field of 3D

Beginning Windows Mixed Reality Programming: For HoloLens and Mixed Reality Headsets

by Sean Ong

Develop applications and experiences for Microsoft's HoloLens and other Windows mixed reality devices. This easy-to-follow guide removes the mystery behind creating amazing augmented reality experiences. Mixed reality development tools and resources are provided. Beginning Windows Mixed Reality Programming clearly explains all the nuances of mixed reality software development. You'll learn how to create 3D objects and holograms, interact with holograms using voice commands and hand gestures, use spatial mapping and 3D spatial sound, build with Microsoft's HoloToolkit, create intuitive user interfaces, and make truly awe-inspiring mixed reality experiences. Start building the holographic future today! What You Will Learn Prototype ideas quickly Get started with Unity, the preferred tool for animating 3D objects. Explore where to find 3D models for your project, or make your own! Use spatial sound, voice commands, and gestures Build with the HoloToolkit to make apps the easy way Publish to the Windows Store and make money from your app Who This Book Is For Programmers with little or no graphics or mixed reality experience

Beginning Windows Mixed Reality Programming: For HoloLens and Mixed Reality Headsets

by Sean Ong Varun Kumar Siddaraju

Develop applications and experiences for Microsoft’s HoloLens 2 and other Windows mixed reality devices. This easy-to-follow guide removes the mystery behind creating amazing augmented reality and virtual reality experiences. Mixed reality development tools and resources are provided.Beginning Windows Mixed Reality Programming, 2nd edition clearly explains all the nuances of mixed reality software development. You will learn how to create 3D objects and holograms, interact with holograms using voice commands and hand gestures, use spatial mapping and 3D spatial sound, build with toolkits such as Microsoft's Mixed Reality Toolkit and Unity’s AR Foundation and XR Platform, create intuitive user interfaces, and make truly awe-inspiring mixed reality experiences. This newly revised edition also includes updated content for HoloLens 2 development, including tutorials for new interactions such as hand tracking and eye tracking.What You Will LearnPrototype ideas quickly for the HoloLens 2 and Windows mixed reality devicesGet started with Unity, the preferred tool for developing 3D experiencesLocate and import 3D models for your project, or make your ownUse spatial sound, voice commands, gestures, hand tracking, and eye trackingBuild with Microsoft's Mixed Reality Toolkit and other toolkits to make apps the easy wayPublish to the Windows Store and make money from your appWho This Book Is ForProgrammers looking to quickly learn how to create experiences for HoloLens 2. Also for programmers interested in building applications for the growing crop of virtual reality devices that support the Windows Mixed Reality platform.

Beginning Woodwork (Seventh Edition)

by John L. Feirer

"Beginning Woodwork, as a part of a modern industrial education program, includes the following as some of its major objectives: It teaches: 1. students about the woodworking industry. 2. students how to design, plan, and carry through a project in woodworking. 3. basic hand skills in woodworking that are useful to everyone. 4. students how to work safely with woodworking tools and materials and to protect themselves from accidents. 5. consumer values. 6. the conservation of natural resources."

Beginning to See the Light: Sex, Hope, and Rock-and-Roll

by Ellen Willis

From the New Yorker&’s inimitable first pop music critic comes this pioneering collection of essays by a conscientious writer whose political realm is both radical and rational, and whose prime preoccupations are with rock &’n&’ roll, sexuality, and above all, freedom. Here Ellen Willis assuredly captures the thrill of music, the disdain of authoritarian culture, and the rebellious spirit of the &’60s and &’70s.

Beginnings of Interior Environments (Fashion Ser.)

by Lynn M. Jones Heidi Plumb

The new edition of the leading textbook remains the gold standard for interior design education. In this twelfth edition of Beginnings of Interior Environments, established interior designer and professor Lynn M. Jones, ASID, IDEC collaborates with innovator Heidi Plumb, IIDA, IDEC, to deliver a practical and balanced overview of commercial and residential interior design. Written to offer coverage of the creative and technical characteristics of the profession, the text also addresses Council for Interior Design Accreditation (CIDA) content. Part I opens with a discussion on the scope and value of the profession and includes a pictorial overview of the history of design. Subsequent parts cover design fundamentals, the spatial envelope—including space planning and systems—, products and materiality, and designing for a living. A new chapter addresses the art and science of visual communications. Hundreds of images from actual design projects, supplied by national and international design firms, illustrate quality examples. &“Precedent Studies&” include in-house production work from these practicing designers. Content, updated throughout, includes additional information on design thinking, inclusivity, WELL building standards, casework, and architectural millwork. New end-of-chapter self-directed projects provide students the opportunity to apply their knowledge. Written by two successful educators and practitioners, both NCIDQ certified with terminal degrees, the text applies a balance between education and practice. It is the ideal textbook for introductory interior design or interior architecture courses, and an invaluable resource for anyone looking to apply a holistic interior design perspective to their own home or business. As in previous editions, the text Introduces interior design with a foundation in its health, safety, and welfare benefits Explores design fundamentals, including visual literacy, and the elements and principles of design, with a special emphasis on color and now visual communications Discusses construction, including building components, codes, regulations, as well as lighting, electrical, and communication systems Offers an in-depth examination of the profession, including career pathways and professional organizations Reviews critical global issues such as sustainability, universal design, and culturally sensitive design Includes a dedicated section on interior materials and finishes—floorings, ceilings, wallcoverings, upholstery—and furnishings such as furniture, art, and accessories Leads students to analyze the needs of clients to design safe and sustainable environments that enhance the quality of life Includes a companion site for instructors featuring PowerPoint slides and an Instructor's manual with discussion points, objectives, lecture outlines, learning activities, and example quizzes with answers

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Showing 6,601 through 6,625 of 59,173 results