GIMP for Absolute Beginners gives us an easy way to use the power of GIMP, and enjoy digital photography and graphics without worrying about application features.
AdvancED Flash on Devices begins with a discussion of the mobile development landscape-the different players, tools, hardware, platforms, and operating systems.
From first installation to advanced image manipulation techniques, Beginning GIMP: From Novice to Professional, Second Edition explains how anyone can utilize GIMP: a free, open source image manipulation program.
SVG Programming: The Graphical Web, authored by leading XML expert Kurt Cagle, is a complete guide to creating, using, and accessing the powerful elements of Scalable Vector Graphics (SVG).
Written by pros, including the latest features from Photoshop 7, the authors of Photoshop 7 Professional Photographic Techniques will reveal not only how to recreate darkroom techniques without turning out the lights, but also how to create images well beyond traditional barriers.
With over 3 million users worldwide, Adobe's Dreamweaver is the most popular web development software in the world, and it just took another step forward with CS3, the new version released in 2007.
An open source project backed by years of continual development, ImageMagick supports over 90 image formats and can perform impressive operations such as creating images from scratch, changing colors, stretching, rotating, and overlaying images, and overlaying text on images.
As the standard for KDE desktop environment, Trolltech's Qt is a necessary basis for all programmers who want to develop cross-platform applications on Windows, Mac OS, Linux, and FreeBSD.
Integrated Image and Graphics Technologies attempts to enhance the access points to both introductory and advanced material in this area, and to facilitate the reader with a comprehensive reference for the study of integrated technologies, systems of image and graphics conveniently and effectively.
separated by the exigencies of the design life cycle into another compartment, that makes invisible the (prior) technical work of engineers that is not directly pertinent to the application work of practitioners.
Software, Animation and the Moving Image brings a unique perspective to the study of computer-generated animation by placing interviews undertaken with animators alongside an analysis of the user interface of animation software.
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.
Explores the growing importance of aesthetic factors in the success of brands and the reluctance of brand managers and academics to deal with these issues.