Learn How to Design Effective Visualization Systems
Visualization Analysis and Design provides a systematic, comprehensive framework for thinking about visualization in terms of principles and design choices. The book features a unified approach encompassing information visualization techniques for abstract data, scientific visualization techniques for spatial data, and visual analytics techniques for interweaving data transformation and analysis with interactive visual exploration. It emphasizes the careful validation of effectiveness and the consideration of function before form.
The book breaks down visualization design according to three questions: what data users need to see, why users need to carry out their tasks, and how the visual representations proposed can be constructed and manipulated. It walks readers through the use of space and color to visually encode data in a view, the trade-offs between changing a single view and using multiple linked views, and the ways to reduce the amount of data shown in each view. The book concludes with six case studies analyzed in detail with the full framework.
The book is suitable for a broad set of readers, from beginners to more experienced visualization designers. It does not assume any previous experience in programming, mathematics, human-computer interaction, or graphic design and can be used in an introductory visualization course at the graduate or undergraduate level.
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.
Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.
This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.
Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.
This workbook, which accompanies The Cryptoclub, provides students with problems related to each section to help them master the concepts introduced throughout the book. A PDF version is available at no charge. This file can be found under our Downloads and Updates tab.
The teacher manual can be requested from the publisher by contacting the Academic Sales Manager, Susie Carlisle
This book contains numerous logical baseball puzzles. To jump in, all you need is logic and a casual fan's knowledge of the game. The puzzles are solved by reasoning from the rules of the game and a few facts. The puzzles offer a unique and scintillating connection between abstract logic and gritty reality.
Mathematics of Tabletop Games provides a bridge between mathematics and hobby tabletop gaming. Instead of focusing on games mathematicians play, such as nim and chomp, this book starts with the tabletop games played by avid gamers and hopes to address the question: which field of mathematics concerns itself with this situation?
Readers interested in either mathematics or tabletop games will find this book an engaging way to begin exploring the other topic or the connection between the topics.
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Research in mathematics is much more than solving puzzles, but most people will agree that solving puzzles is not just fun: it helps focus the mind and increases one's armory of techniques for doing mathematics. Mathematical Puzzles makes this connection explicit by isolating important mathematical methods, then using them to solve puzzles and prove a theorem.
This Revised Edition has been thoroughly edited to correct errors and provide clarifications, and includes some totally different solutions, modified puzzles, and one entirely new puzzle.
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Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture.
Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.
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Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
The hexaflexagon is a folded paper strip of colored triangles that has long delighted people with how it magically changes its appearance when flexed. This hands-on, comprehensive book goes beyond the hexaflexagon, the standard version of this folded puzzle, exponentially expanding the barely explored field of flexagons as it brings new options and fresh insights to light.
● Learn over a dozen different flexes, and make dozens of different flexagons with the aid of step-by-step illustrated directions and templates to copy and print.
● Delve into the internal structure of flexagons and discover a universal way to describe and predict their behavior.
● Learn how to create your own custom flexagons with a special computer program.
● Understand how flexagons are connected to group theory, computer science, and topology.
● Have fun decorating flexagons and make flexagon books, puzzles, pop-ups, mazes, and more.
Written in a clear, easy-to-understand, and conversational style and enhanced with challenges and tips to broaden your flexagon skills and spark creativity, The Secret World of Flexagons: Fascinating Folded Paper Puzzles is a must for flexagon enthusiasts, teachers, students, libraries, mathematicians, and everyone who loves to solve a good puzzle.
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.
Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.
This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.
Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.
Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics.
It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces.
It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.
Reviews
This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration. -- Alex Vlachos, Valve
Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts! -- Chris Wyman, Principal Research Scientist, NVIDIA
Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics. -- Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation
I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge. -- Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights
Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too! -- Aras Pranckevičius, Unity Technologies
About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars(TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
The Four Corners of Mathematics: A Brief History, from Pythagoras to Perelman describes the historical development of the 'big ideas' in mathematics in an accessible and intuitive manner. In delivering this bird's-eye view of the history of mathematics, the author uses engaging diagrams and images to communicate complex concepts while also exploring the details of the main results and methods of high-level mathematics. As such, this book involves some equations and terminology, but the only assumption on the readers' knowledge is A-level or high school mathematics.
FeaturesA Stitch in Line: Mathematics and One-Stitch Sashiko provides readers with instructions for creating hitomezashi items with minimum outlay. The reader is guided through the practical steps involved in creating each design, and then the mathematics which underpins it is explained in a friendly, accessible way. This is a fantastic book for anyone who is interested in recreational mathematics and/or fibre arts and can be a useful resource for teaching and learning mathematical concepts in a fun and engaging format.
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Data visualization is the art and science of making information visible. On paper and in our imaginations, it's a language of shapes and colors that holds our best ideas and most important questions. As we find ourselves swimming in data of all kinds, visualization can help us to understand, express, and explore the richness of the world around us. No matter your age or background, this book opens the door to new ways of thinking and sharing through the power of data visualization.
Data Visualization for People of All Ages is a field guide to visual literacy, born from the author's personal experience working with world-class scholars, engineers, and scientists. By walking through the different ways of showing data--including color, angle, position, and length--you'll learn how charts and graphs truly work so that no visualization is ever a mystery or out of reach. It doesn't stop at what fits on a page, either. You'll journey into cutting-edge topics like data sonification and data physicalization, using sound and touch to share data across the different senses. Packed with practical examples and exercises to help you connect the dots, this book will teach you how to create and understand data visualizations on your own--all without writing a single line of code or getting tangled up in software.
Written with accessibility in mind, this book invites everyone to the table to share the joy of one of today's most necessary skills. Perfect for home or classroom use, this friendly companion gives people of all ages everything they need to start visualizing with confidence.
This book is a comprehensive guide to Exploratory Data Analysis (EDA), providing readers with the tools, techniques, and knowledge needed to conduct effective and thorough data exploration. Throughout the seven main chapters, the book details the various aspects of EDA, from data description and preprocessing, to visualization, storytelling, and dashboard design. We will explore real-world datasets, uncovering hidden patterns and gaining insights along the way. The book is filled with illustrations using practical examples, Python codes, and different types of exercises designed to reinforce the concepts and processes discussed.
Whether you are a student just starting out in the field of data science, a senior professional looking to improve your skills, or a curious individual interested in the power of data, this book is for you.
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life's goals and building and keeping a sensible balance between work and everything else.
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Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time.
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The magnum opus of one of the world's leading origami artists, the second edition of Origami Design Secrets reveals the underlying concepts of origami and how to create original origami designs. Containing step-by-step instructions for 26 models, this book is not just an origami cookbook or list of instructions--it introduces the fundamental building blocks of origami, building up to advanced methods such as the combination of uniaxial bases, the circle/river method, and tree theory. With corrections and improved illustrations, this new expanded edition also covers uniaxial box pleating, introduces the new design technique of hex pleating, and describes methods of generalizing polygon packing to arbitrary angles.
With coverage spanning the foundations of origami construction and advanced methods using both paper and pencil and custom-built free software, Origami Design Secrets helps readers cultivate the intuition and skills necessary to develop their own designs. It takes them beyond merely following a recipe to crafting a work of art.
From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer's perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development.
This is a book about infinity -- specifically the infinity of numbers, and how one kind of infinity is greater than all the rest. Along the way the author will demonstrate how infinity can be made to create beautiful 'art', and how this process can help us to understand the fundamental nature of numbers. This book will provide a fascinating read for anyone interested in number theory, infinity, math art, and/or generative art, and could be used a valuable supplement to any course on these topics.
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