Browse Results

Showing 16,526 through 16,550 of 53,539 results

Dragon Professional Individual For Dummies

by Stephanie Diamond

Stop typing and get more done with Dragon Professional Individual voice recognition software Tired of typing, but afraid to take the leap into voice recognition software? No problem! Dragon Professional Individual For Dummies, 5th Edition gives you a great overview of the industry-leading speech recognition software so you can start talking instead of typing in no time at all. With this easy-to-use guide, you'll quickly find out how to use Professional Individual to open documents, write emails and notes, update your Facebook status, and much more. The book includes everything you need to get started, from launching the software and basic dictating to controlling your desktop by voice, and tips for improving accuracy. Available for both Windows and Mac, Dragon Professional Individual is the gold standard for home and professional voice recognition software. Easy to use and much more efficient than typing, the software can take your productivity to the next level. Get an introduction to everything you'll need to know to get started with Dragon Professional Individual voice recognition software Find out how to access documents, write emails, and even update your Facebook status with nothing more than your voice Includes the most updated information on the latest version of the software Offers information for programmers and developers who want to use the software for mobile app development Dragon Professional Individual For Dummies, 5th Edition is your go-to resource to get up and running with this great voice recognition software in no time.

Dragonball Z

by Lois H. Gresh Danny Gresh

IT DOESN'T GET ANY HOTTER THAN...DRAGONBALL ZFind out all there is to know about the hotter-than-hot phenomenon called DragonBall Z. Written by a mother and ten-year-old son team, you'll get all the fabulous DBZ facts from a kid's perspective! So DBZ fans unite-and get ready for the adventure of a lifetime as you read about:* All the TV and movie episodes, action figures, trading cards and toys* The characters-good and bad-what they do and where they come from* Awesome anecdotes, entertaining facts, cool quizzes, and side-splitting jokes* Interviews with kids just like you about DragonBall Z: their favorite episodes and characters, fun ways to play with DBZ toys, and much moreYou know you're a DragonBall Z fanatic if......you think your teacher is a Saiyan...you name your dog "Bubbles" and make him bounce aroundyour backyard "planet" at rocketship speed...you insist that your power level is 1200 (on bad days)...you wear red pajamas and a sash to school...you use magic marker to put dots on your head so you can look like Krillin

The Dragonmaster's Revenge: An Unofficial Graphic Novel for Minecrafters (Unofficial Battle Station Prime Series #6)

by Cara J. Stevens

For boys and girls who love Minecraft, a graphic novel adventure told through 750 images to transport young readers into the world of the game they love most. With the skeleton armies gone, trading is a breeze and life returns to somewhat normal for the kids who decided to stay at the outpost. Logan, Maddy, Brooklyn, Cloud, and Zoe should be enjoying the peace and quiet at Battle Station Prime, but there&’s one thing that keeps them up at night: The threat of the Dragonmaster&’s revenge. The Ender Dragon egg had been a carefully guarded secret until it hatched and the young, powerful, dragon inside imprinted on an evil sorcerer named Borin. They know that it&’s only a matter of time before this dangerous partnership threatens their existence. Even The Prime Knight knows that he can&’t stop the mighty forces that are about to be unleashed. He recruits the kids of Battle Station Prime to form a Dragon Alliance and help him save the world from the kind of destruction that could change the realm forever. The fierce, young warriors set out on a perilous journey to The End to fight for everything they love. As they follow The Prime Knight into the greatest quest of their lives, the ties that once bound them together in battle will be pushed to the limit and they&’ll be forced to make choices they never expected to make.

Dragons Never Die: Redstone Junior High (Redstone Junior High #3)

by Cara J. Stevens

The third book in the newest full-color series of unofficial graphic novels for Minecrafters. When Uma shows up at Pixel’s house over summer break, it’s not just for a friendly visit. It’s to bring chilling news of the Ender Dragon’s death. Never before has their world suffered such a great loss. Uma now holds the one item that the Ender Dragon left behind and both girls must protect it with their lives. The girls return to Redstone Junior High with a sense of purpose and a secret much bigger than them both. But what used to be a safe haven for students has been ravaged by the Ender Dragon’s destroyer, Smite, and his evil cohorts. Not only has the school been ransacked, but it’s overrun with mobs seeking protection from a wave of attacks on their homes. Pixel, Sky, Uma, Principal Redstone, and the other students must teach these mobs to fight back before Redstone Junior High becomes a battlefield and the Ender Dragon’s legacy is lost forever. Will the Ender Dragon finally be avenged or will Smite and his crew wipe out the last hope for a return to peace and normalcy?

Dramatic Storytelling & Narrative Design: A Writer’s Guide to Video Games and Transmedia

by Ross Berger

This book describes narrative design’s role in game development, provide examples of its practical usage, delve into the day-to-day expectations, and assess its quality in 5 popular games. Additionally, it will discuss the influence of transmedia storytelling in today’s games and how its impact continues to grow. Today’s IP transcends a single medium. Accordingly, creating its story across various media outlets is necessary to meet the high demands of millennial and GenZ consumers. Game narrative is often the centerpiece of these transmedia extensions.

Draw and Paint Better with Krita: Discover pro-level techniques and practices to create spectacular digital illustrations with Krita

by Wesley Gardner

Master the art of digital painting with the help of this full-color guide by learning how to implement blending layers, as well as use brushes, color wheels, and techniques using the power of the free tools provided by KritaKey FeaturesUnlock the powerful tools offered by Krita to create customizable UIsDiscover useful tips, tricks, and hacks to build compelling designs and speed up your digital workflowLearn how to use the brush tool and manage colors to create beautiful artworkBook DescriptionKrita is a free, open-source digital painting program with industry-leading functionality and a creative suite of tools able to bring any visual idea to life. It allows for a fast, clean approach to creating digital art, without the hassle of pay-to-play or subscription license fees, but just like all other art software, it takes time and effort to learn it.This book provides a comprehensive look into functional tools, visual problem-solving, and leading painting techniques using Krita to unleash your inner artist. You'll learn the functionality and tools of Krita for creating digital and print-quality work as well as explore manipulation toolsets, custom brush creation, overviews of color spaces, and layer management. As you progress, you'll get to grips with key styles' needed to make professional-grade digital art, through techniques such as photobashing, 3D paint-overs, and more traditional painting methods, along with covering how Krita handles these workflows. Next, you'll work through a few step-by-step art pieces using the skills and tools learned throughout the book.By the end of this Krita book, you'll have a solid understanding of the Krita work environment and be able to bring your artistic visions to life with a myriad of leading industry-standard techniques.What you will learnUse layers, layer management, and layer blending modes to make images popUnderstand Krita's default workspace and customize itUnderstand the terminology of digital visual communication (dots per inch, resolution, and more)Explore color in a digital space, such as RGB profiles and Look-Up-Tables (LUTS)Discover the color wheel for painting and learn how digital color (light and alpha channels) works as opposed to traditional painting materialsFocus on proper layer management for easy, non-destructive manipulation of art pieces quicklyWho this book is forIf you're an artist wanting to take your artwork and portfolio to a professional level, then this book is for you. You'll need some experience using art creation software (ideally Krita, Photoshop, or Clip Studio Paint) before you jump in, but beginners willing to use external sources to keep up will find plenty of useful information. Artists looking to upgrade their skills for work in the entertainment industry will benefit the most from this digital art book.

Drawing Amanda: Enhanced Edition

by S. Y. Lee Stephanie Feuer

In this enhanced edition of DRAWING AMANDA, the illustrations come to life through animations -- as if Inky, the main character, is drawing them as you watch. DRAWING AMANDA is set in the under-parented, high-expectation adolescent world of a Manhattan international prep school. Fourteen-year-old budding artist Inky Kahn is still smarting from the death of his father. He thinks he's found his big break when he bonds with the developer of a new computer game and snags a coveted drawing assignment, for which he uses his secret crush-Amanda-as a model. But unbeknownst to Inky, the developer has a dangerous criminal past, and is using his computer game to lure and stalk teenage girls. And Inky has inadvertently led Amanda right into his path. Blinded by his own ambition and sulking from his father's death, Inky hides from the truth. Will Inky, with the help of Rungs, his cybergeek pal, discover the crime in time and save Amanda before the creep ensnares her-or anyone else?

Drawing Amanda: Enhanced

by S. Y. Lee Stephanie Feuer

DRAWING AMANDA is set in the under-parented, high-expectation adolescent world of a Manhattan international prep school. Fourteen-year-old budding artist Inky Kahn is still smarting from the death of his father. He thinks he's found his big break when he bonds with the developer of a new computer game and snags a coveted drawing assignment, for which he uses his secret crush-Amanda-as a model. But unbeknownst to Inky, the developer has a dangerous criminal past, and is using his computer game to lure and stalk teenage girls. And Inky has inadvertently led Amanda right into his path. Blinded by his own ambition and sulking from his father's death, Inky hides from the truth. Will Inky, with the help of Rungs, his cybergeek pal, discover the crime in time and save Amanda before the creep ensnares her-or anyone else?

Drawing Anime Faces and Feelings: 800 facial expressions from joy to terror, anger, surprise, sadness and more

by Studio Hard Deluxe

Big facial expressions are essential to anime and manga. They can be much more eloquent than printed words for getting an emotional response out of viewers. However, faces can be challenging. With this book, improve your anime-drawing skills with instruction for facial features and expressions for a wide variety of ages, character types, hair styles and activities. With 800 different facial expressions, you'll be able to draw your character in any emotional situation or with any reaction.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design

by Chris Solarski

"This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming." -- John Romero, co-founder of id Software and CEO of Loot Drop, Inc.Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas--or a computer screen--the artist's challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills--light, value, color, anatomy, concept development--as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it's equally accessible for those interested to learn about gaming's future, and potential as an artistic medium.Also available as an eBookFrom the Trade Paperback edition.

Drawing Digital: The Complete Guide to Learning to Draw and Paint on Your iPad

by Lisa Bardot

Acclaimed artist and educator Lisa Bardot gives you all the tools you need to approach creating art and illustration on your iPad, using Procreate and other popular drawing apps.- Explore the core technical aspects of your chosen app, including layers, masks, alpha lock, and brushes.- Learn how to draw plants, flowers, and animals, then move on to drawing people and more complicated scenes.- Step-by-step exercises lead you through each new topic, with plenty of tips, tricks and techniques.- An ideal starting point for newcomers to digital art, but with plenty of original inspiration and advice for more advanced artists.

Drawing in the Digital Age

by Wei Xu

A solid foundation for improving your drawing skillsTeaching a new observational method based on math and computer graphics principles, this book offers an innovative approach that shows you how to use both sides of your brain to make drawing easier and more accurate. Author Wei Xu, PhD, walks you through his method, which consists of scientific theories and principles to deliver real-world techniques that will improve your drawing skills. Xu's pioneering approach offers a solid foundation for both traditional and CG artists. Encourages you to use both sides of your brain for drawing with the highest efficiency possibleIntroduces an innovative method invented by the author for improving your drawing skillsIf you are eager to learn how to draw, then this book is a must read.

Drawing Product Ideas: Fast and Easy UX Drawing for Anyone

by Kent E. Eisenhuth

Explore straightforward drawing skills to help you communicate product ideas exponentially faster than you could with text In Drawing Product Ideas: Fast and Easy UX Drawing for Anyone, RSA Fellow and Google Data Visualization Lead, Kent Eisenhuth delivers a new and exciting guide to effectively communicating product ideas by drawing just two simple things: boxes and lines! In the book, you'll learn why drawing is important and how it supports the design thinking process. You'll also discover how to build your drawing toolkit by exploring your own personal drawing style. The author also includes: Strategies for how to use your drawing to support your solutions to real-world problems Tips and tricks for applying your new drawing skills in a workshop setting, in real-time An illuminating foreword by the celebrated Manuel Lima, a Fellow of the Royal Society of Arts An essential volume for engineers, researchers, and product managers, Drawing Product Ideas is also an indispensable blueprint for anyone seeking to improve their public, ad-hoc drawing skills.

Drawn to Life: Volume 1: The Walt Stanchfield Lectures

by Walt Stanchfield

Discover the lessons that helped bring about a new golden age of Disney animation!Published for the first time ever, Drawn to Life is a two volume collection of the legendary lectures from long-time Disney animator Walt Stanchfield. For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form.Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Academy Award®-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.

Drawn to Life: Volume 1: The Walt Stanchfield Lectures

by Walt Stanchfield

Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.

Drawn to Life - Volume 2: The Walt Stanchfield Lectures

by Walt Stanchfield

Discover the lessons that helped bring about a new golden age of Disney animation!Published for the first time ever, Drawn to Life is a two volume collection of the legendary lectures from long-time Disney animator Walt Stanchfield. For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form. Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Academy Award®-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.

The Dream Architects: Adventures in the Video Game Industry

by David Polfeldt

The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft's Massive Entertainment (The Division, Far Cry 3, Assassin's Creed: Revelations).At Massive Entertainment, a Ubisoft studio, a key division of one of the largest, most influential companies in gaming, Managing Director Polfeldt has had a hand in some of the biggest video game franchises of today, from Assassin's Creed to Far Cry to Tom Clancy's The Division, the fastest-selling new series this generation which revitalized the Clancy brand in gaming.In The Dream Architects, Polfeldt charts his course through a charmed, idiosyncratic career which began at the dawn of the Sony PlayStation and Microsoft Xbox era -- from successfully pitching an Avatar game to James Cameron that will digitally create all of Pandora to enduring a week-long survivalist camp in the Scandinavian forest to better understand the post-apocalyptic future of The Division.Along the way, Polfeldt ruminates on how the video game industry has grown and changed, how and when games became art, and the medium's expanding artistic and storytelling potential. He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

The Dream Team Nightmare: Boost Team Productivity Using Agile Techniques

by Portia Tung

This first-ever interactive Agile Adventure is the gripping tale of an experienced team struggling with agile adoption. In this unique mashup of a business novel written in the gamebook format, you'll overcome common yet daunting challenges that come from using agile methods. As Jim, the agile coach, you'll learn to apply a range of thinking tools and techniques to real-life problems faced by teams and organizations. Find out what really works and what fails miserably from the consequences of your choices. And, unlike in the real world, if at first you don't succeed, you can make different choices until you get things right.Management is ready to disband your new agile team and outsource your project. Can you save The Dream Team?The Dream Team started their journey 18 months ago. Since then, life has become a nightmare. Progress has ground to a halt. Morale is low. Quality has become taboo. You have five days to figure out how to get the team back on track. There will be conflict and maybe tears. One thing is for sure: there will be plenty of tough decisions to make.Inspired by a classic gamebook series, this fun and interactive story has eight different endings designed to enrich and put your agile development knowledge and experience to the test. Packed with familiar scenarios an agile team faces every day, The Dream Team Nightmare offers you the chance to see what would happen if you could do things differently so you can change the way you do things for real with confidence.Combining practical team-building exercises with effective facilitation and Systems Thinking, by the end of the book you'll be ready to rescue projects in trouble, and get new projects off to a better start.

Dream Worlds: Production Design For Animation

by Hans Bacher

A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.

Dreaming in Code: Two Dozen Programmers, Three Years, 4,732 Bugs, and One Quest for Transcendent Software

by Scott Rosenberg

Our civilization runs on software. Yet the art of creating it continues to be a dark mystery, even to the experts. To find out why it's so hard to bend computers to our will, Scott Rosenberg spent three years following a team of maverick software developers--led by Lotus 1-2-3 creator Mitch Kapor--designing a novel personal information manager meant to challenge market leader Microsoft Outlook. Their story takes us through a maze of abrupt dead ends and exhilarating breakthroughs as they wrestle not only with the abstraction of code, but with the unpredictability of human behavior-- especially their own.

Dreaming of a Mail-Order Husband: Russian-American Internet Romance

by Ericka Johnson

In the American media, Russian mail-order brides are often portrayed either as docile victims or as gold diggers in search of money and green cards. Rarely are they allowed to speak for themselves. Until now. In Dreaming of a Mail-Order Husband, six Russian women who are in search of or have already found U. S. husbands via listings on the Internet tell their stories. Ericka Johnson, an American researcher of gender and technology, interviewed these women and others. The women, in their twenties and thirties, describe how they placed listings on the Internet and what they think about their contacts with Western men. They discuss their expectations about marriage in the United States and their reasons for wishing to emigrate. Their differing backgrounds, economic situations, and educational levels belie homogeneous characterizations of Russian mail-order brides. Each chapter presents one woman's story and then links it to a discussion of gender roles, the mail-order bride industry, and the severe economic and social constraints of life in Russia. The transitional economy has often left people, after a month's work, either unpaid or paid unexpectedly with a supply of sunflower oil or toilet paper. Women over twenty-three are considered virtually unmarriageable in Russian society. Russia has a large population of women who are single, divorced, or widowed, who would like to be married yet feel that they have no chance finding a Russian husband. Grim realities such as these motivate women to seek better lives abroad. For many of those seeking a mail-order husband, children or parents play significant roles in the search for better lives, and they play a role in Johnson's account as well. In addition to her research in the former Soviet Union, Johnson conducted interviews in the United States, and she shares the insights--about dating, marriage, and cross-cultural communication--of a Russian-American married couple who met via the Internet.

Dreaming of Cinema: Spectatorship, Surrealism, and the Age of Digital Media (Film and Culture Series)

by Adam Lowenstein

Video games, YouTube channels, Blu-ray discs, and other forms of "new" media have made theatrical cinema seem "old." A sense of "cinema lost" has accompanied the ascent of digital media, and many worry film's capacity to record the real is fundamentally changing. Yet the Surrealist movement never treated cinema as a realist medium and understood our perceptions of the real itself to be a mirage. Returning to their interpretation of film's aesthetics and function, this book reads the writing, films, and art of Luis Buñuel, Salvador Dalí, Man Ray, André Breton, André Bazin, Roland Barthes, Georges Bataille, Roger Caillois, and Joseph Cornell and recognizes their significance for the films of David Cronenberg, Nakata Hideo, and Atom Egoyan; the American remake of the Japanese Ring (1998); and a YouTube channel devoted to Rock Hudson. Offering a positive alternative to cinema's perceived crisis of realism, this innovative study enriches the meaning of cinematic spectatorship in the twenty-first century.

Dreaming of Eden: American Religion and Politics in a Wired World

by Susan Brooks Thistlethwaite

In the Garden of Eden, Adam and Eve were tempted to take a bite out of an apple that promised them the "knowledge of good and evil. " Today, a shiny apple with a bite out of it is the symbol of Apple Computers. The age of the Internet has speeded up human knowledge, and it also provides even more temptation to know more than may be good for us. Americans have been right at the forefront of the digital revolution, and we have felt its unsettling effects in both our religions and our politics. Susan Brooks Thistlethwaite argues that we long to return to the innocence of the Garden of Eden and not be faced with countless digital choices. But returning to the innocence of Eden is dangerous in this modern age and, instead, we can become wiser about the wired world.

Dreamweaver 8: The Missing Manual

by David Sawyer Mcfarland

Available for both the Mac and Windows, Macromedia's Dreamweaver 8 is a professional web design and development program used by millions of Internet professionals to build high-quality static and dynamic database-driven web sites. It offers drag-and-drop simplicity, streamlined HTML coding tools, and powerful database integration features. But Dreamweaver 8 is missing one vital component: a printed manual. Enter Dreamweaver 8: The Missing Manual, the completely revised fourth edition of this bestselling book by experienced web site trainer, Macromedia Certified instructor, and Dreamweaver Advisory Council member David McFarland. This book enables both first-time and experienced web designers to create visually stunning and highly interactive web sites. With crystal-clear writing and much welcome humor, this new edition offers features such as: Live examples: With McFarland's step-by-step annotated tutorials, you'll learn how to construct a state-of-the-art commercial web site, complete with working forms, Cascading Style Sheets (CSS), and dynamic databases. Tricks of the trade: The book is bursting with undocumented workarounds and shortcuts for easing the process of building, maintaining, and updating professional web sites. Design guidance: You'll learn to create virtually every modern web feature, including forms, animations, cascading menus, and more--and you'll find out which browsers you need to provide special coding or do extra testing with. No matter what your level of expertise is, you'll also learn how to manage your entire web site-whether you've just launched or if it's been around for awhile and takes up thousands of pages. Beginners with no web design experience will appreciate the step-by-step guide to designing, organizing, building, and deploying a web site; long-time Dreamweaver users will appreciate the advanced, real-world techniques for controlling the appearance of their web pages with CSS. With more than 500 illustrations, a handcrafted index, and the clarity of thought that has made bestsellers of every Missing Manual to date, this is the ultimate atlas for the complex and powerful Dreamweaver 8.

Dreamweaver 8 Design and Construction

by Marc Campbell

You're a beginner who wants to design a state-of-the-art family web site. You've just started a new job, and you need to learn Dreamweaver fast. Or maybe you're a professional who's been using another program but is now switching to Macromedia's leading web design tool. Learning Dreamweaver 8 gets you up to speed, quickly and efficiently. Straightforwardly practical, with speed as the by-word, this hands-on guide focuses on the best practices for constructing both interactive and static web sites. While explaining core concepts clearly and thoroughly, so that beginners have a solid conceptural and technical foundation, it cuts through the clutter that might slow down a beginner tackling a subject as vast as web design and a tool as robust as Dreamweaver. Dreamweaver 8 Design and Construction emphasizes learning by doing, with short, task-oriented chapters that demonstrate theory by presenting design solutions and explaining the principles that make them work. Plenty of screen shots, illustrations, and sample layouts accompany rapid prototyping techniques for site production. Marc Campbell has been building web sites since 1997-for everything from comic book fan communities to state government portals and e-commerce applications. A Macromedia Certified Dreamweaver Developer and beta tester, he has taught web design to students at all levels and has written eight books on the subject. Sidebars in Dreamweaver 8 Design and Construction allow readers to decide how deeply they want to delve into the subject. "Best Bets" offer bottom-line recommendations for those who want to skip the general discussion, while "Behind the Scenes" sidebars provide more in-depth looks at particular topics for those who want more detail. Absolute beginner or faux debutante, you'll learn proven procedures for quickly building Dreamweaver sites.

Refine Search

Showing 16,526 through 16,550 of 53,539 results