Designers Guide To Snapchats Lens Studio A Quick And Easy Resource For Creating Custom Augmented Reality Experiences
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Author |
: Phil Walton |
Publisher |
: Turner Publishing Company |
Total Pages |
: 174 |
Release |
: 2022-06-07 |
ISBN-10 |
: 9781684428328 |
ISBN-13 |
: 1684428327 |
Rating |
: 4/5 (28 Downloads) |
Synopsis Creator's Guide to Snap Inc.'s Lens Studio by : Phil Walton
Learn to make your own custom lenses for Snapchat! With the introduction of Lens Studio, anyone can build and publish high quality augmented reality experiences on the Snapchat app. Phil Walton—Official Snapchat Lens Creator and creator of the viral Potato Lens—offers a simple, innovative guide to: Get started with the Lens Studio interface and features Publish your effects and generate more views and exposure Create five different AR experiences with step-by-step instructions Creator's Guide to Snap Inc.'s Lens Studio also provides project files and digital assets to download and follow along as you read. Whether you are a beginner creator, or an experienced user seeking inside information to take your AR skills to the next level, explore the range of possibilities for creating and sharing your own AR experiences with Creator's Guide to Snap Inc.'s Lens Studio.
Author |
: Phil Walton |
Publisher |
: Turner |
Total Pages |
: |
Release |
: 2022-06-07 |
ISBN-10 |
: 1684428300 |
ISBN-13 |
: 9781684428304 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Designer's Guide to Snapchat's Lens Studio: a Quick and Easy Resource for Creating Custom Augmented Reality Experiences by : Phil Walton
Get started using Lens Studio and make your own custom lenses for Snapchat! This quick and easy resource guides users through the interface, publishing process, and step-by-step instructions for building custom, dynamic, and captivating augmented reality experiences.
Author |
: Ken Kundert |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 281 |
Release |
: 2005-12-19 |
ISBN-10 |
: 9781402080456 |
ISBN-13 |
: 140208045X |
Rating |
: 4/5 (56 Downloads) |
Synopsis The Designer’s Guide to Verilog-AMS by : Ken Kundert
The Verilog Hardware Description Language (Verilog-HDL) has long been the most popular language for describing complex digital hardware. It started life as a prop- etary language but was donated by Cadence Design Systems to the design community to serve as the basis of an open standard. That standard was formalized in 1995 by the IEEE in standard 1364-1995. About that same time a group named Analog Verilog International formed with the intent of proposing extensions to Verilog to support analog and mixed-signal simulation. The first fruits of the labor of that group became available in 1996 when the language definition of Verilog-A was released. Verilog-A was not intended to work directly with Verilog-HDL. Rather it was a language with Similar syntax and related semantics that was intended to model analog systems and be compatible with SPICE-class circuit simulation engines. The first implementation of Verilog-A soon followed: a version from Cadence that ran on their Spectre circuit simulator. As more implementations of Verilog-A became available, the group defining the a- log and mixed-signal extensions to Verilog continued their work, releasing the defi- tion of Verilog-AMS in 2000. Verilog-AMS combines both Verilog-HDL and Verilog-A, and adds additional mixed-signal constructs, providing a hardware description language suitable for analog, digital, and mixed-signal systems. Again, Cadence was first to release an implementation of this new language, in a product named AMS Designer that combines their Verilog and Spectre simulation engines.
Author |
: Steve Swink |
Publisher |
: CRC Press |
Total Pages |
: 377 |
Release |
: 2008-10-13 |
ISBN-10 |
: 9781482267334 |
ISBN-13 |
: 1482267330 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Game Feel by : Steve Swink
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Author |
: Ken Kundert |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 397 |
Release |
: 2006-04-11 |
ISBN-10 |
: 9780306482007 |
ISBN-13 |
: 0306482002 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The Designer’s Guide to Spice and Spectre® by : Ken Kundert
Engineering productivity in integrated circuit product design and - velopment today is limited largely by the effectiveness of the CAD tools used. For those domains of product design that are highly dependent on transistor-level circuit design and optimization, such as high-speed logic and memory, mixed-signal analog-digital int- faces, RF functions, power integrated circuits, and so forth, circuit simulation is perhaps the single most important tool. As the complexity and performance of integrated electronic systems has increased with scaling of technology feature size, the capabilities and sophistication of the underlying circuit simulation tools have correspondingly increased. The absolute size of circuits requiring transistor-level simulation has increased dramatically, creating not only problems of computing power resources but also problems of task organization, complexity management, output representation, initial condition setup, and so forth. Also, as circuits of more c- plexity and mixed types of functionality are attacked with simu- tion, the spread between time constants or event time scales within the circuit has tended to become wider, requiring new strategies in simulators to deal with large time constant spreads.
Author |
: Patti M. Valkenburg |
Publisher |
: Yale University Press |
Total Pages |
: 341 |
Release |
: 2017-01-01 |
ISBN-10 |
: 9780300218879 |
ISBN-13 |
: 0300218877 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Plugged in by : Patti M. Valkenburg
Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z
Author |
: Billy Gallagher |
Publisher |
: Macmillan + ORM |
Total Pages |
: 318 |
Release |
: 2018-02-13 |
ISBN-10 |
: 9781250108623 |
ISBN-13 |
: 1250108624 |
Rating |
: 4/5 (23 Downloads) |
Synopsis How to Turn Down a Billion Dollars by : Billy Gallagher
"In the grand tradition of Ben Mezrich's The Accidental Billionaires (2009)... an engaging look into a fascinating subculture of millions." —Booklist "Breezy...How to Turn Down a Billion Dollars ably if uncritically chronicles the short history of a young company catering to young users, with a young chief executive, and reveals, intentionally or not, the limitations that come with that combination." —Wall Street Journal The improbable and exhilarating story of the rise of Snapchat from a frat boy fantasy to a multi-billion dollar internet unicorn that has dramatically changed the way we communicate. In 2013 Evan Spiegel, the brash CEO of the social network Snapchat, and his co-founder Bobby Murphy stunned the press when they walked away from a three-billion-dollar offer from Facebook: how could an app teenagers use to text dirty photos dream of a higher valuation? Was this hubris, or genius? In How to Turn Down a Billion Dollars, tech journalist Billy Gallagher takes us inside the rise of one of Silicon Valley's hottest start-ups. Snapchat developed from a simple wish for disappearing pictures as Stanford junior Reggie Brown nursed regrets about photos he had sent. After an epic feud between best friends, Brown lost his stake in the company, while Spiegel has gone on to make a name for himself as a visionary—if ruthless—CEO worth billions, linked to celebrities like Taylor Swift and his wife, Miranda Kerr. A fellow Stanford undergrad and fraternity brother of the company’s founding trio, Gallagher has covered Snapchat from the start. He brings unique access to a company Bloomberg Business called “a cipher in the Silicon Valley technology community.” Gallagher offers insight into challenges Snapchat faces as it transitions from a playful app to one of the tech industry’s preeminent public companies. In the tradition of great business narratives, How to Turn Down a Billion Dollars offers the definitive account of a company whose goal is no less than to remake the future of entertainment.
Author |
: Rankin |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2009 |
ISBN-10 |
: 095631550X |
ISBN-13 |
: 9780956315502 |
Rating |
: 4/5 (0X Downloads) |
Synopsis Alex Box by : Rankin
In an industry with many imitators and few originators, visionary make-up artist Alex Box and photographer Rankin have collaborated to create a truly unique oeuvre. Here, 40 colour portraits display the art of two groundbreakers at the pinnacle of their professions. The result is a collection of hauntingly beautiful and visually stunning images - art and artistry in its highest form.
Author |
: John D. Couch |
Publisher |
: BenBella Books |
Total Pages |
: 257 |
Release |
: 2023-01-03 |
ISBN-10 |
: 9781637744208 |
ISBN-13 |
: 163774420X |
Rating |
: 4/5 (08 Downloads) |
Synopsis Rewiring Education by : John D. Couch
What if we could unlock the potential in every child? As it turns out, we can. Apple's iconic cofounder Steve Jobs had a powerful vision for education: employing technology to make an enormous impact on the lives of millions of students. To realize this vision, Jobs tapped John D. Couch, a trusted engineer and executive with a passion for education. Couch believed the real purpose of education was to help children discover their unique potential and empower them to reach beyond their perceived limitations. Today, technology is increasingly integrated into every aspect of our lives, rewiring our homes, our jobs, and even our brains. Most important, it presents an opportunity to rewire education to enrich and strengthen our schools, children, and society In Rewiring Education, Couch shares the professional lessons he's learned during his 50-plus years in education and technology. He takes us behind Apple's major research study, Apple Classrooms of Tomorrow (ACOT), and its follow-up (ACOT 2), highlighting the powerful effects of the Challenge-Based Learning framework. Going beyond Apple's walls, he also introduces us to some of the most extraordinary parents, educators, and entrepreneurs from around the world who have ignored the failed promises of memorization and, instead, utilize new science-backed methods and technologies that benefit all children, from those who struggle to honor students. Rewiring Education presents a bold vision for the future of education, looking at promising emerging technologies and how we—as parents, teachers, and voters—can ensure children are provided with opportunities and access to the relevant, creative, collaborative, and challenging learning environments they need to succeed.
Author |
: Helen Papagiannis |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 150 |
Release |
: 2017-08-17 |
ISBN-10 |
: 9781491928394 |
ISBN-13 |
: 1491928395 |
Rating |
: 4/5 (94 Downloads) |
Synopsis Augmented Human by : Helen Papagiannis
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf