Acknowledged as one of the premier trainers in digital imaging, Tapp presents the key areas of Photoshop that with an expert's guidance, showing not only how they work, but how they should work for the user and his or her specific needs.
Clear and concise, this highly visual book explains how color management is a part of the overall photographic workflow. Eddie demonstrates the three stages of color managed workflow, from choosing a color space, to calibrating your devices, to applying appropriate profiles, and shows you exactly what you need to know and why you need to know it. Color management scientist Rick Lucas contributes a chapter on the hard-core technical aspects. Other books on color management are much too long, involved and intimidating. This absorbing book sets the right tone and supplies you with key answers quickly." - publisher description.
Acknowledged as one of the premier trainers in digital imaging, Tapp presents the key areas of Photoshop that with an expert's guidance, showing not only how they work, but how they should work for the user and his or her specific needs.
Clear and concise, this highly visual book explains how color management is a part of the overall photographic workflow. Eddie demonstrates the three stages of color managed workflow, from choosing a color space, to calibrating your devices, to applying appropriate profiles, and shows you exactly what you need to know and why you need to know it. Color management scientist Rick Lucas contributes a chapter on the hard-core technical aspects. Other books on color management are much too long, involved and intimidating. This absorbing book sets the right tone and supplies you with key answers quickly." - publisher description.
Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others - were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.
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