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Blender for Animation and Film-Based Production

Self-Regulated Design Learning A Foundation and Framework for Teaching and Learning Design

Self-Regulated Design Learning A Foundation and Framework for Teaching and Learning Design

Self-Regulated Design Learning: A Foundation and Framework for Teaching and Learning Design reframes how educators in architecture landscape architecture and other design disciplines think about teaching and learning design. The book weaves together concepts of constructivism social cognitive theory and self-regulated learning into a solid theoretical foundation for innovative teaching that emphasizes meaning memory problem solving and mastery. The central goal of self-regulated design learning is making design learnable so that students are encouraged to become active engaged participants in the design learning process. Key features of the book include: examining the issues values and challenges of teaching and learning in design exploring select educational theories and concepts relevant to design pedagogy illustrating the pivotal relationships between design learning and self-regulation and discussing pedagogic techniques that support self-regulated design learning and lead to greater student achievement and performance. Self-Regulated Design Learning: A Foundation and Framework for Teaching and Learning Design provides numerous examples and applications to help design educators understand how to implement the self-regulated design learning methodology in their studios. Through this book design educators will discover new ways of encouraging meaningful design learning through an advanced approach that is empowering inspiring and vital. | Self-Regulated Design Learning A Foundation and Framework for Teaching and Learning Design

GBP 170.00
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Game Development for iOS with Unity3D

Recording Studio Design

Recording Studio Design

Recording Studio Design Fourth Edition explains the key principles of successful studio design and construction using straightforward language and the use of practical examples appreciated by readers of previous editions. Updated to reflect new industry standards this fourth edition addresses improvements in cinema sound with specific attention paid to B-chain electroacoustic response and calibration. Using over 50 years’ experience author Philip Newell provides detail on the practical aspects of recording in various environments not only exploring the complex issues relating to the acoustics but also providing real-world solutions. While the book contains detailed discussions about performing rooms control rooms and mobile studios concepts of the infrastructures are also discussed because no studio can perform optimally unless the technical and human requirements are adequately provided for. In this new edition sound for cinema provides a platform for highlighting many wider electroacoustic topics in a way that is relatively easy to visualise. The way in which sound and vision interact is an important aspect of many modern multimedia formats. The new edition includes: A new Chapter 22 that will thoroughly reflect recently published SMPTE investigations which will drastically impact standards for cinema sound; The inclusion of new academic research and its practical applications; An entire new illustrated chapter on room construction principles; and The consolidation of ideas which were only emerging when the earlier editions were published.

GBP 105.00
1

Maya for Games Modeling and Texturing Techniques with Maya and Mudbox

Maya for Games Modeling and Texturing Techniques with Maya and Mudbox

Well-known Maya professional Michael Ingrassia takes readers through his unique style of modeling: Image Based Modeling where efficient realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most if not all 3D books focus on basic box modeling techniques which are the basis for proper 3D modeling but not the complete solution. In the author's experience students who have learned through the Image Based Modeling brand have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying downloadable resources include 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling rigging and texturing samples. Also an in-depth video on assembling a Killer Demo Reel showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel website and artist representation are given along with insights into the expectations of game studios today. The video tutorials show users the finished product and then run through the process of step by step creation of that particular technique. | Maya for Games Modeling and Texturing Techniques with Maya and Mudbox

GBP 175.00
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