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Da Vinci and the 40 Answers: a playbook for creativity and fresh ideas

We’ve all heard the expression, “think outside the box.” The problem with this concept is that many people do not understand what the box is, much less how to escape this cage. When we are facing a problem, we use what we already know to determine the solution. The box is the frame of reference, the starting point for deductive reasoning.

GIMP Magazine #11
GIMP Magazine #11 Sented by Emma

This issue is a showcase of excellence in illustration and animation by multimedia artist and digital storyteller Turi Scandurra, who uses GIMP as part of his animation tool flow. Be sure to visit Turi's website for details, videos, and tutorials of his work.

GIMP Magazine #12
GIMP Magazine #12 Sented by Rebecca

Issue 12 features an article called "Digitally Coloring Quasi-mode" that was written by Martín Eschoyez and edited by Debi Dalio. In this multi-page tutorial, Martín explains one of his techniques that gives life to hand-drawn graphics.

Stereo Depth Map Construction
Stereo Depth Map Construction Sented by Cameron

The human eyes both take independent "photos" at different angles and positons. The remarkable thing about the human brain is that it is able to use both images to recreate the 3D world. It does this very quickly and remarkably accuratly.

Computer Vision Metrics: survey, taxonomy, and analysis

This work focuses on a slice through the field - Computer Vision Metrics – from the view of feature description metrics, or how to describe, compute and design the macro-features and micro-features that make up larger objects in images.

Language strategies for the domain of colour

Although languages around the world display an overwhelming variety in ways to describe colours, most of the research in the domain of colour has focussed on the use of single colour terms.

Introduction to Computer Graphics
Introduction to Computer Graphics Sented by Sarah Gerdes

This textbook represents my attempt to develop a modern first course in computer graphics, which would typically be taken by a computer science student in the third or fourth year of college. A reader should have substantial experience with at least one programming language, including some knowledge of object-oriented programming and data structures.

DATA + DESIGN Sented by Emma

Data are all around us and always have been. Everything throughout history has always had the potential to be quantified: theoretically, one could count every human who has ever lived, every heartbeat that has ever beaten, every step that was ever taken, every star that has ever shone, every word that has ever been uttered or written. Each of these collective things can be represented by a number. But only recently have we had the technology to efficiently surface these hidden numbers, leading to greater insight into our human condition.

The Glitch Moment
The Glitch Moment Sented by Sarah Gerdes

In this book, Rosa Menkman brings in early information theorists not usually encountered in glitch’s theoretical foundations to refine a signal and informational vocabulary appropriate to glitch’s technological moment(um) and orientations. The book makes sense of recent glitch art and culture: technically, culturally, critically, aesthetically and finally as a genre.

Authoring Collaborative Multiplayer Games

Video games are not only a growing business field, but also provide interesting research opportunities. In particular, collaborative multiplayer games have become increasingly popular with players, developers and researchers alike. These games offer players the opportunity to tackle difficult challenges together instead of competing against each other. Collaboration within a game not only increases player interest and developer revenue, research has also shown that it can have positive effects on the players’ social skills.

Learn OpenGL
Learn OpenGL Sented by Musa

Since you came here you probably want to learn the inner workings of computer graphics and do all the stuff the cool kids do by yourself. Doing things by yourself is extremely fun and resourceful and gives you a great understanding of graphics programming. However, there are a few items that need to be taken into consideration before starting your journey.

Drawing Futures
Drawing Futures Sented by Sarah Gerdes

Drawing Futures brings together international designers and artists for speculations in contemporary drawing for art and architecture.

Graphic Design and Print Production Fundamentals

On any given day, you can look around your surroundings and come in contact with print design. Information comes to you in many forms: the graphics on the front of a cereal box, or on the packaging in your cupboards; the information on the billboards and bus shelter posters you pass on your way to work; the graphics on the outside of the cup that holds your double latte; and the printed numbers on the dial of the speedometer in your car. Information is communicated by the numbers on the buttons in an elevator; on the signage hanging in stores; or on the amusing graphics on the front of your friend’s T-shirt. So many items in your life hold an image that is created to convey information. And all of these things are designed by someone.

Production Ergonomics: Designing Work Systems to Support Optimal Human Performance

Production ergonomics – the science and practice of designing industrial workplaces to optimize human well-being and system performance – is a complex challenge for a designer. Humans are a valuable and flexible resource in any system of creation, and as long as they stay healthy, alert and motivated, they perform well and also become more competent over time, which increases their value as a resource. However, if a system designer is not mindful or aware of the many threats to health and system performance that may emerge, the end result may include inefficiency, productivity losses, low working morale, injuries and sick-leave.

Accessibility Toolkit – 2nd Edition
Accessibility Toolkit – 2nd Edition Sented by Sarah Gerdes

The goal of the Accessibility Toolkit - 2nd Edition is to provide resources for each content creator, instructional designer, educational technologist, librarian, administrator, and teaching assistant to create a truly open textbook—one that is free and accessible for all students. This is a collaboration between BCcampus, Camosun College, and CAPER-BC.

Java Look and Feel Design Guidelines, 2nd Edition

Java Look and Feel Design Guidelines provides essential information for anyone involved in the process of creating cross-platform Java applications and applets. In particular, this book offers design guidelines for software that uses the JavaTM Foundation Classes (JFC) together with the Java look and feel.

Color Image Processing
Color Image Processing Sented by Sarah Gerdes

Color is one of the most important and fascinating attributes of the natural environment. Research about color is becoming more and more prevalent in image processing and computer vision, even if many models are still designed for grayscale pictures and their extension to color images is not a trivial task. In fact, the intrinsic multidisciplinary character of color makes it difficult to model, both from a perceptual and a computational or mathematical level.

Java AWT Reference
Java AWT Reference Sented by Musa

The Java AWT Reference provides complete reference documentation on the Abstract Window Toolkit (AWT), a large collection of classes for building graphical user interfaces in Java. With AWT, you can create windows, draw, work with images, and use components like buttons, scrollbars, and pulldown menus. The Java AWT Reference covers the classes that comprise

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