Preface |
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xvii | |
Acknowledgments |
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xx | |
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1 | (22) |
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1 The Artist and the Computer |
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3 | (20) |
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3 | (1) |
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New Media, New Freedom, New Realms |
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3 | (1) |
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Artists and Technology in the Past |
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4 | (4) |
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Box 1.1 The Art World vs. Photography |
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6 | (2) |
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8 | (1) |
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8 | (5) |
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Artist Profile: Ruud van Empfel---Realism beyond Reality |
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11 | (2) |
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13 | (7) |
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Box 1.2 John Knoll---From Photoshop to Star Wars |
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14 | (5) |
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Box 1.3 The Multimedia Team |
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19 | (1) |
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Conclusion: Time to Begin |
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20 | (3) |
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Part II Hardware and History |
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23 | (286) |
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2 The History of Computers: From Calculators to the Web |
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25 | (27) |
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25 | (1) |
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25 | (8) |
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The Abacus: The First Calculator |
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26 | (1) |
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26 | (1) |
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26 | (1) |
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Charles Babbage's Difference Engine and Analytical Engine |
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27 | (2) |
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Box 2.1 Augusta Ada King, the First Female Programmer |
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29 | (1) |
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The Census of 1890 and Hollerith's Machine |
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30 | (1) |
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The Tabulating Machine Company Becomes IBM |
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31 | (2) |
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Big Iron: The First True Computers |
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33 | (7) |
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33 | (1) |
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34 | (1) |
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35 | (1) |
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36 | (1) |
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36 | (2) |
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Box 2.3 UNIVAC Gets a National Audience |
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38 | (1) |
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IBM Responds to the Challenge |
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39 | (1) |
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The First Programming Languages |
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39 | (1) |
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The Transistor, Silicon, and Software |
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40 | (3) |
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Transistor Invented at Bell Labs |
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40 | (1) |
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The Birth of Silicon Valley |
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41 | (1) |
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41 | (1) |
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The Sovereignty of the Giant Mainframe Comes to an End |
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42 | (1) |
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43 | (5) |
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45 | (1) |
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46 | (1) |
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47 | (1) |
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The Arrival of the Clones |
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48 | (1) |
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The Birth of the Internet |
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48 | (2) |
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The World Wide Web: Internet Goes GUI |
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49 | (1) |
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Box 2.4 Tim Berners-Lee: The Father of the Web |
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49 | (1) |
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50 | (2) |
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3 The Pioneers of Digital Art |
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52 | (24) |
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52 | (1) |
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52 | (2) |
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53 | (1) |
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53 | (1) |
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Artists and Engineers (Finally) Unite |
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54 | (4) |
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55 | (3) |
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Research Centers---Heavy Iron on Campus |
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58 | (1) |
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58 | (1) |
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59 | (1) |
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59 | (2) |
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Apple and the Arrival of the Macintosh |
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61 | (2) |
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The Beginning of Electronic Printing |
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62 | (1) |
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Pioneers of Computer Graphics and Animation |
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63 | (1) |
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The Jet Propulsion Laboratories |
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63 | (1) |
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New York Institute of Technology |
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64 | (1) |
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Toys and Monsters: The Computer Graphics Industry |
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64 | (10) |
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Box 3.2 Commodore: A Computer for the Masses |
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67 | (1) |
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The Games: From the Arcade to Your Home |
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68 | (1) |
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Artist Profile: The Journey of Mario's Legendary Father---Shigeru Miyamoto |
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68 | (4) |
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The World Wide Web: Another Campus Revolution |
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72 | (1) |
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73 | (1) |
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74 | (2) |
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4 Inside the Box: The Computer |
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76 | (20) |
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76 | (1) |
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76 | (1) |
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77 | (4) |
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77 | (1) |
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77 | (1) |
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78 | (2) |
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Central Processing Unit (CPU): The Brain on the Motherboard |
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80 | (1) |
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Memory on the Motherboard |
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81 | (5) |
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81 | (1) |
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UEFI (Unified Extensible Firmware Interface) Firmware |
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81 | (1) |
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81 | (1) |
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Buses and Ports on the Motherboard |
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82 | (1) |
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Universal Serial Bus (USB) |
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82 | (1) |
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83 | (1) |
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84 | (1) |
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Solid State Drives and Flash Drives |
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85 | (1) |
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Video Adapters: What You See |
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85 | (1) |
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Just Outside the Box: The Monitor |
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86 | (6) |
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Liquid Crystal Display (LCD) |
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87 | (1) |
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Box 4.1 Gaming and Video Issues: Refresh Rate and Frames Per Second |
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87 | (1) |
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Artist Work: Nam June Paik |
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88 | (3) |
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91 | (1) |
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Box 4.2 Design Images for the Web at 72 ppi? Check Your Math |
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92 | (1) |
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Input Devices: Keyboard/Mouse/Tablet |
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92 | (3) |
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92 | (2) |
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94 | (1) |
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94 | (1) |
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95 | (1) |
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96 | (27) |
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96 | (1) |
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A Brief History of Computer Printing |
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97 | (7) |
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Impact Character Printers |
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97 | (1) |
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Daisy Wheel Letter Quality Printer |
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97 | (1) |
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97 | (1) |
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98 | (1) |
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Box 5.1 Xerox: The Father of Laser Printers |
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99 | (2) |
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101 | (1) |
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102 | (1) |
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102 | (1) |
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Controlling Laser Printer Output |
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102 | (1) |
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103 | (1) |
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104 | (3) |
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Box 5.2 Getting Technical Inkjet Technologies: HP vs Epson |
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104 | (2) |
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106 | (1) |
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Box 5.3 Getting Technical: Dye vs. Pigment-Based Inks |
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106 | (1) |
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107 | (1) |
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Types of Inkjet Papers and the Science Behind Them |
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107 | (2) |
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107 | (1) |
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Porous Paper (Microporous/Nanoporous) |
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107 | (1) |
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Cotton Rag/Fine Art Papers |
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108 | (1) |
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Inkjet Resolution and Photographic Quality |
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108 | (1) |
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108 | (1) |
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Three-Dimensional Printers |
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109 | (1) |
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109 | (3) |
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109 | (1) |
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Box 5.4 Getting Technical: Digital Sensors |
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110 | (1) |
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Sensor Size and Grainy Images |
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110 | (1) |
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111 | (1) |
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ISO (International Standards Organization) and Light Sensitivity |
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112 | (1) |
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Aperture and Depth of Field |
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112 | (1) |
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113 | (1) |
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113 | (9) |
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114 | (1) |
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115 | (1) |
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115 | (1) |
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115 | (1) |
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115 | (1) |
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Three-Dimensional Scanners |
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116 | (1) |
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Artist Work: Stephanie Lempert |
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116 | (3) |
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Box 5.5 A Brief Note on CD-ROM/DVD |
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119 | (1) |
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119 | (1) |
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120 | (1) |
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120 | (1) |
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120 | (1) |
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121 | (1) |
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121 | (1) |
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122 | (1) |
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6 Digital Layout and Design: A Change in Attitude |
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123 | (24) |
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124 | (4) |
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124 | (1) |
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124 | (3) |
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127 | (1) |
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Designers and Publishing Before the Digital Revolution |
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128 | (2) |
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Training a Graphic Designer |
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128 | (2) |
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The Birth of Digital Layout and Design |
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130 | (1) |
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Digital Layout and Design: Not Just for Amateurs |
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130 | (1) |
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Digital Layout and Design: The Equipment |
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131 | (1) |
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Inside a Digital Layout and Design Program |
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131 | (1) |
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131 | (1) |
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132 | (1) |
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The Pointer/Select Item Tool |
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132 | (1) |
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132 | (1) |
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133 | (2) |
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135 | (6) |
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Artist Work: Marian Bantjes |
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137 | (4) |
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Master Pages or Style Sheets |
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141 | (1) |
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141 | (1) |
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141 | (1) |
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Color and Digital Layout and Design |
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142 | (2) |
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143 | (1) |
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143 | (1) |
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Box 6.1 Getting Technical: Color Profiles and Working with a Professional Printer |
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144 | (1) |
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144 | (1) |
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144 | (2) |
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145 | (1) |
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PDF (Portable Document Format) |
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145 | (1) |
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146 | (1) |
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147 | (23) |
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147 | (3) |
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Box 7.1 Getting Technical: spi, dpi or ppi |
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148 | (1) |
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148 | (1) |
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Box 7.2 Getting Technical: Gamut |
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149 | (1) |
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150 | (4) |
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Making Images Larger and Smaller |
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150 | (1) |
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150 | (1) |
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150 | (1) |
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151 | (1) |
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151 | (1) |
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151 | (1) |
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152 | (2) |
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Working With Color Balance Controls |
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154 | (3) |
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Channels and Color Balance |
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154 | (1) |
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154 | (1) |
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Color Balance Using Levels |
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155 | (1) |
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156 | (1) |
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Filters: Modification and Enhancement |
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157 | (5) |
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Box 7.3 Getting Technical: The Unsharp Mask |
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158 | (1) |
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Image-Editing Tools and Selections |
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158 | (1) |
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158 | (2) |
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Saving Selections and the Channels Palette |
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160 | (2) |
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162 | (2) |
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163 | (1) |
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The Rubber Stamp/Clone Tool |
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163 | (1) |
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164 | (4) |
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164 | (1) |
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Artist Work: Robert and Shana ParkeHarrison |
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165 | (2) |
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167 | (1) |
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Rotate and Transform with Layers |
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167 | (1) |
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168 | (1) |
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168 | (2) |
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170 | (16) |
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170 | (1) |
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Traditional and Digital Tools |
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171 | (1) |
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171 | (11) |
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171 | (1) |
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Box 8.1 The Digitizing Tablet and Its Mobile Offspring |
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172 | (1) |
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173 | (1) |
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173 | (1) |
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174 | (1) |
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Artist Profile: Chet Phillips, Digital Painter |
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174 | (3) |
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More Than One Color and Gradients |
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177 | (1) |
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178 | (1) |
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178 | (1) |
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179 | (1) |
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179 | (2) |
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181 | (1) |
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181 | (1) |
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182 | (1) |
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183 | (1) |
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Digital Painting and Mobile Applications |
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183 | (1) |
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184 | (2) |
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9 Vector Drawing and Illustration |
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186 | (20) |
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186 | (2) |
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186 | (2) |
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188 | (4) |
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189 | (1) |
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190 | (1) |
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190 | (1) |
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Selecting and Transforming Shapes |
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191 | (1) |
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192 | (1) |
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193 | (2) |
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195 | (1) |
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Drawing With the Pen Tool |
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195 | (2) |
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197 | (1) |
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197 | (1) |
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198 | (3) |
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Artist Profile: David Sossella |
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199 | (2) |
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201 | (1) |
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Combining Forms to Make Complex Shapes |
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201 | (2) |
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Box 9.2 Making a Gear with Compound Paths |
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202 | (1) |
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203 | (1) |
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Vector Illustration and the Web |
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203 | (1) |
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Vector Illustration Applications for Tablets |
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204 | (1) |
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Conclusion: Choosing Software for Two-Dimensional Imaging |
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205 | (1) |
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10 Two Dimensional Animation: Up and Running |
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206 | (28) |
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206 | (2) |
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207 | (1) |
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Pioneers of Traditional Animation |
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208 | (10) |
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208 | (1) |
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209 | (1) |
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210 | (1) |
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211 | (2) |
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Box 10.1 How Traditional Animation Was Made at the Big Studios |
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213 | (1) |
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214 | (1) |
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215 | (2) |
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Animation Goes Digital: John Lasseter and Pixar |
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217 | (1) |
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Traditional Animation Techniques and Production |
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218 | (3) |
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218 | (1) |
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The "Natural" World of Animation |
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219 | (1) |
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219 | (1) |
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220 | (1) |
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The Importance of Planning |
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221 | (4) |
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221 | (1) |
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221 | (1) |
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222 | (1) |
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Model Sheets and Character Design |
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222 | (1) |
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223 | (1) |
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223 | (1) |
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Box 10.2 Orchestrating Sounds |
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224 | (1) |
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Two-Dimensional Animation |
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225 | (7) |
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Cel or Key-frame Animation: Traditional and Digital |
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225 | (1) |
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226 | (1) |
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227 | (1) |
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227 | (1) |
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Creating and Importing Elements |
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228 | (1) |
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229 | (1) |
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For the Web and Beyond: Vector Animation |
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229 | (1) |
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Artist Profile: Nina Paley |
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230 | (2) |
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232 | (2) |
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11 Three-Dimensional Modeling and Animation |
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234 | (25) |
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234 | (3) |
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The View in Three Dimensions: The Z-axis |
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235 | (1) |
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236 | (1) |
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Modeling: Digital Sculpting |
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237 | (10) |
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Hard Surface vs. Organic Modeling |
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238 | (1) |
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238 | (1) |
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Techniques for Modifying Two-Dimensional Forms |
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238 | (2) |
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240 | (1) |
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240 | (1) |
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Scanning in Three Dimensions |
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241 | (1) |
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242 | (2) |
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244 | (1) |
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The Camera and the Audience |
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245 | (1) |
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245 | (2) |
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247 | (5) |
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247 | (1) |
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247 | (1) |
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Rendering for Production: How Much Detail Should Be Used? |
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248 | (1) |
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Three-Dimensional Printing |
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249 | (1) |
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Artist Profile: Michael Milano---Making limited-edition models for collectors |
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250 | (2) |
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Three-Dimensional Animation |
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252 | (7) |
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Movement in Three-Dimensional Space: The Z-axis |
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252 | (1) |
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Key Frames and Motion Paths in Three Dimensions |
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252 | (1) |
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Point of View and Camera Movement |
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252 | (1) |
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253 | (1) |
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253 | (1) |
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Procedural Processes and Special Effects |
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253 | (1) |
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Rigging and Linked Motion |
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254 | (1) |
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Forward and Inverse Kinematics |
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255 | (1) |
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Motion-Capture and Rotoscoping |
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255 | (2) |
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Previewing, Rendering, and Output |
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257 | (1) |
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Conclusion: Animation Today and its Future |
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258 | (1) |
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12 The Evolution of the World Wide Web/Designing for the Web |
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259 | (29) |
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259 | (1) |
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How Did the Internet Happen? |
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259 | (2) |
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The Origins of the Internet |
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259 | (1) |
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260 | (1) |
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261 | (1) |
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261 | (1) |
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261 | (1) |
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262 | (1) |
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262 | (1) |
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263 | (1) |
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Forces in Play: IoD (Internet of Documents) |
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263 | (1) |
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IoC (Internet of Commerce) |
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263 | (1) |
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263 | (1) |
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263 | (1) |
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264 | (1) |
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264 | (1) |
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265 | (1) |
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265 | (1) |
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265 | (2) |
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Hypertext Markup Language (HTML): A Quick Look at the Basics |
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265 | (1) |
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265 | (1) |
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Box 12.1 Basic HTML Document |
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266 | (1) |
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267 | (6) |
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267 | (1) |
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Adding Images to Your Pages |
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267 | (1) |
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267 | (1) |
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Box 12.2 Basic Coding for Links |
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268 | (2) |
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270 | (1) |
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270 | (2) |
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Today's Design: Cascading Style Sheets (CSS) |
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272 | (1) |
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272 | (1) |
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273 | (2) |
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275 | (7) |
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CSS in Action: An Animation |
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275 | (2) |
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Responsive Web Design: Site Flexibility |
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277 | (1) |
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278 | (1) |
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Bootstrap: Mobile First Design |
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278 | (1) |
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A Quick Note About JavaScript and jQuery |
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278 | (1) |
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Box 12.3 Create a Simple JavaScript Mouseover |
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278 | (2) |
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Social Media and the Web Designer |
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280 | (1) |
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Embedding Audio and Video |
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281 | (1) |
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282 | (2) |
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282 | (1) |
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283 | (1) |
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FTP: Uploading Your Site to a Server |
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283 | (1) |
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Box 12.4 Copyright and Creative Commons |
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283 | (1) |
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Alternatives to HTML and CSS Coding |
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284 | (1) |
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Artist Profile: Clement Valla, Postcards from the Edge |
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284 | (3) |
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287 | (1) |
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288 | (21) |
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289 | (1) |
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Spacewar! (Wedge and Needle) |
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289 | (2) |
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291 | (2) |
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293 | (2) |
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293 | (1) |
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Linear Adventures and Role Playing |
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294 | (1) |
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294 | (1) |
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294 | (1) |
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295 | (1) |
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295 | (3) |
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295 | (1) |
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"Entertainment Systems"---Consoles |
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296 | (1) |
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Dedicated Portable Devices |
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296 | (1) |
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297 | (1) |
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297 | (1) |
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298 | (1) |
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From Idea to Release: The Game Development Process |
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298 | (5) |
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The High Concept and Pitch |
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298 | (1) |
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Pre-Production: The Design Document |
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298 | (1) |
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Pre-Production: Prototype |
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299 | (1) |
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Artist Profile: teamLab---Game? Art? Both? |
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299 | (2) |
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Game Development: The Team |
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301 | (1) |
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301 | (1) |
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302 | (1) |
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302 | (1) |
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302 | (1) |
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303 | (1) |
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303 | (6) |
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303 | (1) |
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304 | (1) |
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304 | (1) |
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Two-Dimensional Texture Artist |
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304 | (1) |
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Three-Dimensional Modeling Artist |
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305 | (1) |
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305 | (1) |
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305 | (1) |
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306 | (1) |
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Virtual Reality---Gaming's Final Frontier? |
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306 | (1) |
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The Future Is Arriving and the Past Is Always With Us |
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307 | (2) |
Glossary |
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309 | (26) |
Credits |
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335 | (5) |
Index |
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340 | |