Apple Pro Training Series: Motion (Apple Pro Training)
Average customer rating: 4.5 out of 5 stars
  • Great
  • Not bad, but not really helpful either
  • New to Motion
  • Great for begginers to learn Motion
  • Very Good Tutorial book
Apple Pro Training Series: Motion (Apple Pro Training)
Damian Allen
Manufacturer: Peachpit Press
ProductGroup: Book
Binding: Paperback

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ASIN: 0321278267

Book Description

This Apple-authorized guide to Motion lifts the curtain on Apple's revolutionary new software for motion graphics design. A comprehensive book-DVD combo, it starts with motion graphics fundamentals and takes you step by step all the way through Motion's powerful advanced features, delivering comprehensive training-the equivalent of a three-day course-in one project-based book. Professional, hands-on projects help you learn as you go. All the files you need are on the DVD. Readers will harness the magic of Motion's Real-Time Design engine, behavior-based animation, and remarkable gesture-driven workflow using a graphics tablet. Topics covered include particle dynamics and behaviors, multi-layer composites using transfer modes, keying and compositing bluescreen elements, stylized title animation, and DVD motion menus, plus dozens of visual effects techniques using filters and transformations, and much more. Whether you're just entering the motion graphics field or are already an accomplished designer, this book will have you working in Motion in record time.

Customer Reviews:

5 out of 5 stars Great.......2007-05-30

Taught me everything I needed to know about the software. Now it's just up to me and my creativity to create some ideas. A must have for anyone with the software.

3 out of 5 stars Not bad, but not really helpful either.......2007-05-12

I was hoping for a "Dummies" type tutorial, but this is more complex than I was hoping. It is easy to understand as far as following along in the book and working with the project provided, but it didn't give me a clue as to how to start a project of my own from scratch. I learned how to replicate a bunch of butterflies from a single image, but it's near impossible to figure out something as simple as a "24" type multi screen (easy enough to do in Final Cut, but should be CAKE in Motion). I am currently looking for something a bit simpler and wider in scope.

2 out of 5 stars New to Motion.......2007-04-01

Being that I am new to motion this book was not an easy read. It actually does not give the novice a leg to stand on nor does it provide the detailed information needed to create the projects that you want. What it does do, however, is provide additional knowlege almost a part 3 of a 5 part series to motion. If you are new to motion I would suggest you look elsewhere for your instruction but if you are already familiar with motion and its intricacies then by all means put your money down. Even if I were well schooled in motion this still would not grace my shelves. The direction and applications that I have in mind for motion just does not correlate with the provided instruction.

4 out of 5 stars Great for begginers to learn Motion.......2007-03-08

I used to watch those video based tutorials, and I thought that I was learning a lot of stuff from them, but the reallity was other... I just watched them and in a month or so, I couldnt remember many things. That happened to me with motion video based tutorials, until I bought this book, the excercises are very cool and very easy to understand, there are included many files to work with in the cdrom and some inconclused excersices for you to finish them if you've fallen behind.

Another goood thing is that includes a chapter for sound editing in motion, another for drawing gestures (using a digital tablet and stylus), and they forgot to mention in the description that this book is fully compatible with Motion 2.

I recommend it

5 out of 5 stars Very Good Tutorial book.......2007-01-27

I've used a number of tutorial books for vaious applications over the years, including the Final Cut 5 one by Diana Weynand, but this has got to be the easiest, clearest one I've come across.
The lessons are interesting, they move along at a good clip and provide detailed explanations without being too weighty. And there are no serious discrepancies between what's in the book and the program, meaning no scratching your head because something isn't working. Well done.
Zag: The Number One Strategy of High-Performance Brands
Average customer rating: 5 out of 5 stars
  • Zag is Zagworthy
  • Zag Zag Zigidy Zag de Zag
  • A book that zags
  • Best Branding Book Ever
  • Grok branding like never before...
Zag: The Number One Strategy of High-Performance Brands
Marty Neumeier
Manufacturer: Peachpit Press
ProductGroup: Book
Binding: Paperback

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ASIN: 0321426770

Book Description

"When everybody zigs, zag," says author Marty Neumeier in this fresh view of brand strategy. ZAG follows the ultra-clear "whiteboard overview" style of Neumeier's first book, THE BRAND GAP, but drills deeper into the question of how brands can harness the power of differentiation. The author argues that in an extremely cluttered marketplace, traditional differentiation is no longer enough—today companies need “radical differentiation” to create lasting value for their shareholders and customers. In an entertaining 3-hour read you’ll learn:

- why me-too brands are doomed to fail
- how to "read" customer feedback on new products and messages
- the 17 steps for designing “difference” into your brand
- how to turn your brand’s “onliness” into a “trueline” to drive synergy
- the secrets of naming products, services, and companies
- the four deadly dangers faced by brand portfolios
- how to “stretch” your brand without breaking it
- how to succeed at all three stages of the competition cycle

For a quick peek inside ZAG, go to www.zagbook.com.

Customer Reviews:

4 out of 5 stars Zag is Zagworthy.......2007-09-29

I purchased this book at the same time as the Brand Gap, being confident in the fact they'd both be helpful, well-written, yet densely packed tomes of information - and I was right!

Zag hones in on one element discussed in the Brand Gap - differentiation - and expands it into a 200-so page book. According to Neumeier, differentiation, or creating zag, is one of the most important elements of branding - and it needs to happen at every step of the way, from conception to naming to marketing.

The great thing about Zag is the way it presents the information - much like in the Brand Gap it follows a 'whiteboard', graphic-heavy, basic (but important) facts. This time around however, it pairs the basic format with a strong, easy-to-follow example through the faux development of an educational wine bar chain.

Neumeier then takes the reader through 17 steps (including some helpful exercises) you should take as a business owner, venture capitalist, or advertising professional when determining whether your product is zagworthy - or how to make it so it is.

In terms of why I gave the book 4 stars as opposed to 5...The last section of the book - once the 17 steps are completed and the wine bar is 'fully developed' - is a little bit dense/doesn't seem to flow as well as the rest of the book/series.

Also there is a decent amount of repetition between Zag and the Brand Gap, and I am hesitant in believing that people would pick up one without the other. Although it makes sense to reinforce the principles (and sell more books I'm sure) in some cases, it almost made it hard to differentiate some of the messages between the books, making me feel a bit cheated in that I paid money to read the same pages over.

I have a hunch Neumeier might take the 5 main principles found in The Brand gap and expand each of them into books like Zag did for differentiation - and I can't fault him for doing so. Zag is definitely an improvement on The Brand Gap in that it offers a focused "here's exactly what you can do" strategy, but it still remains general enough that virtually any level of professional (student, beginner, executive etc.) can sit down and walk away a couple of hours later feeling like they learned something.

5 out of 5 stars Zag Zag Zigidy Zag de Zag.......2007-09-21

Knocked this one out in a single flight. Well written, easy to follow. Maybe a little too easy. Would have liked a little more meat. Consider this the Cliff's Notes to Differentiate or Die. Both great books, this is easier to digest. Neumeier is a brand genius, he gets it and he can present it well in a concise format.

5 out of 5 stars A book that zags.......2007-08-23

Zagging is not a new concept. If you like business and performance management readings, probably you are familiar with it already, especially if you've read books by authors like Jim Collins (hedgehog concept), Chan Kim (blue ocean) or Seth Godin (purple cow).

This book provides a unique approach from a marketer's point of view to the concept of real differentiation in the marketplace. "When everybody zigs, zag". Stop being a follower, an imitator, and start being different, start zagging.

You can't stop reading this book, once you get started. It will take you one or two hours, which doesn't mean the author is not providing details and deep insights. In fact, he gives what it takes to make his points clear, captivating, and consistent.

David Aaker says in the back cover of this book: "The presentation alone is worth the price of the book". He is absolutely right. This book zags.

5 out of 5 stars Best Branding Book Ever.......2007-08-22

This is the first review I've ever written on Amazon even though I'm an avid reader. I felt compelled to write this review as a sign of my appreciation for this top notch book. I've read several books on Branding, Identity, Marketing and none compare to this book. If you buy only one book on any of these categories, this should be the book.

Marty's illustrations alone are worth the price for the book. But it was his definition of Branding that brought everything into focus for me. I can't say enough about the book.

5 out of 5 stars Grok branding like never before..........2007-08-15

So much has been written about branding... and so much of it is so dry, it's boring.

What Marty Neumeier has done is to make this essential discipline fun, exciting, practical, and reachable for us all.

If you only read one book on branding, this one will serve you well.
Fundamental Methods of Mathematical Economics
Average customer rating: 4.5 out of 5 stars
  • Great introduction to mathematical economics!
  • A must read text book for any economics undergrad student
  • A must read for graduate students in economics
  • not so good
  • The best math textbook for economist
Fundamental Methods of Mathematical Economics
Alpha C Chiang
Manufacturer: McGraw-Hill/Irwin
ProductGroup: Book
Binding: Hardcover

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  5. Microeconomic Theory: Basic Principles and Extensions Microeconomic Theory: Basic Principles and Extensions

ASIN: 0070108137

Book Description

The best-selling, best known text in Mathematical Economics course, Chiang teaches the basic mathematical methods indispensable for understanding current economic literature. the book's patient explanations are written in an informal, non-intimidating style. To underscore the relevance of mathematics to economics, the author allows the economist's analytical needs to motivate the study of related mathematical techniques; he then illustrates these techniques with appropriate economics models. Graphic illustrations often visually reinforce algebraic results. Many exercise problems serve as drills and help bolster student confidence. These major types of economic analysis are covered: statics, comparative statics, optimization problems, dynamics, and mathematical programming. These mathematical methods are introduced: matrix algebra, differential and integral calculus, differential equations, difference equations, and convex sets.

Customer Reviews:

5 out of 5 stars Great introduction to mathematical economics!.......2007-07-18

I enjoy Chiang's writing style. I've been reading up on mathematical methods in preparation for a masters econ program, and feel very comfortable with the material thanks to this textbook. The international edition is a good bargain.

5 out of 5 stars A must read text book for any economics undergrad student.......2006-04-02

I found it extremely easy to read and at the same time rigorous enough to settle the bases. The author knows very deeply the economics students needs of mathematical methods and achieves a precise and complete explanation of all notions I needed to know for my undergrad course. I strongly recommend it during the first or second year.

4 out of 5 stars A must read for graduate students in economics.......2006-02-26

Alpha Chiang's text should serve as the foundation for all quantitive analysis done in economic theory. It is an invaluable teaching tool for graduate students in economics and will help them better understand the mathematical techniques that have become so necessary for economic modeling.

I am not a highly quantitative person myself, but I found Chiang's book comprehensible and a useful reference guide in my gradaute economics classes. Along with Hal Varian's "Microeconomic Theory" and Jan Kmenta's "Econometrics", I would say that Chiang's "Fundamentals of Mathematical Economics" should serve as sacred literature for any prospective graduate student in economics.

3 out of 5 stars not so good.......2005-10-14

the text carries to excess the concept of "keeping the presentation as simple as possible". but in general you cannot understand or solve problems with a fifth grader's ability to abstract them.
especially the relunctance to use matrix notation makes some topics actually harder to understand once they become more complicated.
furthermore I find the structure quite confusing since the text amounts to a monotous blabla - clear definitions might be helpful and some rigor would keep the reader conscious instead of drifting off. after all the text is not so bad but I think we deserve something better. blume might be better.

5 out of 5 stars The best math textbook for economist.......2005-09-30

That is why it used everywhere, in nearly all economic departments. I strongly recommend you buy this book. It really helped me in my undergrad, and it is helping in my graduate courses. If you want to buy another book to accompany this, get Simon and Blume book. One person (probably little masochistic) was saying that Chiang has so many examples, blah, blah, blah. Look, not everyone is a math genius, undergraduate student's need Chiang, it's even useful for graduates. Math is used quite too excessively in economics...showing off?
Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
Average customer rating: 4.5 out of 5 stars
  • One of a kind
  • Great book
  • Math majors rejoice
  • Great book on the math needed for 3D games and graphics
  • An Essential Source for Robust 3D Graphics Engine Design
Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
Eric Lengyel
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Hardcover

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  1. Physics Modeling for Game Programmers Physics Modeling for Game Programmers
  2. Mathematics and Physics for Programmers (Game Development Series) Mathematics and Physics for Programmers (Game Development Series)

ASIN: 1584502770

Book Description

This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.

Customer Reviews:

5 out of 5 stars One of a kind.......2007-03-23


As a professional 3D graphics programmer, I can not stress enough the quality of this book. This book covers 3D math fundamentals, algorithms, and it is complete with easy to understand (!) proofs. The math is difficult because there is so many problems to be solved in 3D (and they draw from many different branches of mathematics), but it is written in such a clear way that every topic is made approachable. Unlike esoteric Ph. D papers, you aren't assumed to have any specific knowledge of math idioms or jargon. You simply need a decent grasp of college calculus and trigonometry to make the most of it. There are a few samples too to test your knowledge.

Expect to spend at least a solid year to really make the use of this book. Treat it as you would a two - three semester course in college. During this process, you'll find yourself occasionally wanting to get more practice and referring to a respective book on it.

If you could only own two books for 3D programming, buy this first and buy Ericson's book on collision detection next.

In summary, Eric Lengyel's attention to detail and mastery of 3D math / algorithms really shines and this book is an example of it.



5 out of 5 stars Great book.......2007-03-08

This book is great for anyone interested in computer graphics. Even for people who do not have a lot of math/graphics experience, this book starts you off with the basics of vectors and matrices and has exercises/solutions for each chapter. It saves you the time of looking through your old linear algebra and differential equation math books and contains the must know information you will use as a graphics programmer.

3 out of 5 stars Math majors rejoice.......2007-03-02

To be honest, while I find this book to be a decent reference, I find it to be pretty inaccessible in terms of sitting down and reading through it in an attempt to learn the concepts. As a non-math major (I'm actually an engineer and software developer) these math concepts are by no means beyond me. But rather than simply being presented with equation after equation, proof after proof, what I find a lot more valuable is more discussion on the usage of these equations. Specifically I'd like to see examples, diagrams, and code, and there is precious little of any of that in this book.

In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.

Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.

5 out of 5 stars Great book on the math needed for 3D games and graphics.......2006-11-27

This book illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination, visibility determination, and collision detection. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. This book has plenty of examples and figures, making it much more illustrative than your average math book. I highly recommend it to anyone interested in implementing more advanced mathematics into their games or graphics applications. The following is the table of contents for this second edition:
Chapter 0 The Rendering Pipeline (NEW)
Chapter 1 Vectors
Chapter 2 Matrices
Chapter 3 Transforms
Chapter 4 3D Engine Geometry
Chapter 5 Ray Tracing
Chapter 6 Illumination
Chapter 7 Visibility Determination
Chapter 8 Collision Detection
Chapter 9 Polygonal Techniques
Chapter 10 Shadows (NEW)
Chapter 11 Linear Physics
Chapter 12 Rotational Physics
Chapter 13 Fluid Simulation
Chapter 14 Numerical Methods (NEW)
Chapter 15 Curves and Surfaces (NEW)
Appendix A Complex Numbers
Appendix B Trigonometry Reference
Appendix C Coordinate Systems
Appendix D Taylor Series
Appendix E Answers to Exercises

Note that there are four new chapters in this second edition.

5 out of 5 stars An Essential Source for Robust 3D Graphics Engine Design.......2004-11-21

I have not yet been able to purchase the second edition of this book. However, since it is a refinement of the first edition, I feel that I am somewhat competent to review this later version of Lengyel's text on this knowledge of the fundamental chapters which are included in both editions.

Definitely, the subject of 3D Computer Graphics draws programmers and gamers inward like a bug lamp draws insects inward. The ability to express one's own inspiring representation of the world seems to attract the deepest longings of the subcreative nature of the human person. However, the coder quickly realizes that the realization of this dream is extremely difficult due to the complexities of visualization in nature. Lengyel's text helps to break through many of these complexities.

In order to make sure that the reader is "up to speed" on the essentials in mathematics which are necessary for a 3D engine, Lengyel gives a quick, but thorough, review of Vector and Matrix operations. I was indeed impressed by the amount that he condensed into the beginning of the text. While this is far from a complete treatise on Linear Algebra, this material gives the reader the basics which will be necessary for all the other chapters. This is further augmented by his treatment of 3D geometry, its representations, and calculations relevant to it.
Using this, he treats on various subjects that are extremely important for making a lean, mean, and beautiful rendering machine.

His treatment of transformations gives the reader a base in this knowledge that is independent of the rendering context. This is an excellent approach because knowledge of how something works allows for one to use it more fully. He also goes further in introducing Quaternions and deriving rotations around any arbitrary axis.

The chapter on Ray Tracing gives the necessary background for the work done in the following chapter on illumination. While the latter is often implemented by the graphics environment that the coder is using, the full knowledge of this allows for further application in subjects such as bump mapping (which he treats) as well as reflective surface simulation.

Perhaps the most interesting and important subject covered in the text, however, is the chapter on visibility determination. Since this is critical to the speed of rendering, this topic is central to game engine design. Lengyel works through the various methods for bounding box construction as well as bounding spheres, ellipsoids, and cylinders and then explains how these can be tested against the view frustrum in order to determine if an object should even be rendered. Another chapter on various techniques which can be applied to polygons outlines procedures for reducing the complexity of meshes, without compromising quality.

The remaining chapters touch on collision detection, linear and rotational physics, and fluid simulation. These topics allow for the addion of various levels of realism to be added to 3D engines and are of importance once the rendering environment has been established. Furthermore, his appendices are a nice addition for those times when our memories fail to recall various facts.

And so, I give this book my definite approval. It is hard to come by a text so compact, yet thorough, on the foundations truly needed for 3D Graphics. These mathematical foundations allow for greater things to be explored and should interest any 3D programmer as well as individuals with a general interest in mathematics, especially in the applications of linear algebra and calculus.
Recursive Macroeconomic Theory, 2nd Edition
Average customer rating: 4.5 out of 5 stars
  • A book for Econometricians rather than Macroeconomists
  • get it free
  • Perfect book
  • Not for beginners
  • Not the first book in Dynamic Macro, but excellent afterward
Recursive Macroeconomic Theory, 2nd Edition
Lars Ljungqvist , and Thomas J. Sargent
Manufacturer: The MIT Press
ProductGroup: Book
Binding: Hardcover

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ASIN: 026212274X

Book Description

Recursive methods offer a powerful approach for characterizing and solving complicated problems in dynamic macroeconomics. Recursive Macroeconomic Theory provides both an introduction to recursive methods and advanced material, mixing tools and sample applications. The second edition contains substantial revisions to about half the original material, and extensive additional coverage appears in seven chapters new to this edition. The updated and added material covers exciting new topics that further illustrate the power and pervasiveness of recursive methods.

Significant improvements to original chapters include a better treatment of the existence of recursive equilibria, an enhanced account of the supermartingale convergence theorem, and an extended treatment of an optimal taxation problem in an economy in which there are incomplete markets. Completely new coverage in the second edition includes an introductory chapter, which gives an overview of the themes uniting the diverse topics treated throughout the book. Two new chapters offer a self-contained account of the optimal growth model and some of its basic applications in macroeconomics and public finance. Other new chapters cover such topics as how to formulate and compute Stackelberg or Ramsey plans in linear economies, sustainable risk-sharing equilibria without commitment, and the application of recursive contracts to topics in international trade. Most chapters conclude with exercises and the book includes two technical appendixes covering functional analysis and control and filtering.

Customer Reviews:

3 out of 5 stars A book for Econometricians rather than Macroeconomists.......2004-10-30

The book is certainly written by distinguished people, but it seems to me that their focus in writting this book was more to exhibit mathematical methods to solve problems rather than discuss the problems themselves. Apparently the book is meant for training mathematical skills in dynamic programming, and prepare you for computer simulations of macroeconomic problems. But don't use it for understanding macroeconomics.

In general, the authors get into mathematical discussions that divert attention from the problem itself, and at the same time they don't explain why they are doing all these. Reading the book needs a lot of background knowledge and self-intuition. Apart from that some chapters are educational and fit for class work.

The first chapters cover mathematical basics about random process and Markov chains and estimation. They are the good chapters. The chapters on partial equilibrium, complete markets ad incomplete markets are also the ones that are noramlly used in class lectures. The book's coverage of consumption theory and economic growth is weak and insufficient. I would recommend Romer or Blanchard&Fisher book for that. The chapter on search and job matching is also simplistic and again not enough. In most of the chapters, technicality dominates concepts, so having a complementary textbook can be great help.

For one thing, the book has a lot of misprints and mistakes too, which seem to be fixed in the newer edition.

5 out of 5 stars get it free.......2004-05-17

This is a great book. But you can download the second addition free on Sargent's website, so I wouldn't recommend buying it.

5 out of 5 stars Perfect book.......2003-09-12

This is a perfect book for three reasons; i) it is perfect for those who wish to learn modern macroeconomics. The book develops necessary knowledge and tools to be applied to dynamic economics, ii) Sargent is one of most prominent and leading macroeconomists of the world, and he should be Nobel prize winner in Economics, iii) the book is published by MIT.

4 out of 5 stars Not for beginners.......2003-04-01

When I recently left my job as cryer in a grim, north-eastern town, I was made the head of recursive macroeconomic theory at a major international bank. I could have done with a simpler introduction than this, to be honest, as my knowledge of RMT was limited. But now I hold my own in meetings simply by spouting a few long words from this book (mainly "macroeconomic" and "recursive" - theory doesn't seem to impress as much) and delegating to underlings.

4 out of 5 stars Not the first book in Dynamic Macro, but excellent afterward.......2002-12-02

The first time i read the book, i'm sure this should not be the first text book for Dynamic Macroeconomics everyone should read. It's better to read somewhere else as an introduction to the idea of dynamic macroeconomics. Romer 'Advanced Macroeconomics' and Stokey, Lucas, Prescott 'Recursive Methods' are more appropriate to start. After gainning some similarity with Dynamic Methods, it would be much better to study models about macroeconomics presented in the book.

This book is the presentations of various models using Dynamic / Recursive Macroeconomics. It makes them easier and time-saving to study many kinds of model in a semester. It's GOOD & HELPFUL IN THIS SENSE. However, it might not be a good book for study in depth. You are better to study from the original papers for the same topics.

I think, this book is similar to Tirole 'Theory of Industrial Organization' in spirit, but different in content. They both show the simplified version of various models in the fields.

If you think you like this style, you would like to have it. But if you don't, it might be better just to skim (from the library) and read the original papers.

Hope this comment would be helpful for you to make a decision :)
Microeconomics
Average customer rating: 3 out of 5 stars
  • Straightforward intermediate microeconomics
  • misunderstanding
  • Lacks Links to Real World Economic Problems
  • Stop referring to graphs & fig. that are on the next page!
  • Does the job it was written for
Microeconomics
Michael L Katz , and Harvey S Rosen
Manufacturer: McGraw-Hill/Irwin
ProductGroup: Book
Binding: Hardcover

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ASIN: 0256171769

Book Description

This is a Microeconomic theory text for courses in economics departments and business schools.

Customer Reviews:

5 out of 5 stars Straightforward intermediate microeconomics.......2004-07-16

this is by no means an introductory economics text.. It's an intermediate level textbook.. It assumes that the student is capable of certain mathematical techniques (you can't expect a beginner to calculate the optimal consumer choice using the Lagranges method in chapter 3! - and it gets worse)

It is true that most of the time you have to flip the page to find the graph that is being explained. However it didn't annoy me too much. It is actually good thing if you want to practice and draw the graph yourself.

The 2nd edition had some errors but in this edition (3rd) they are corrected as far as I could see.

About the authors:

Michael Katz - University of California at Berkeley. Received the Earl F. Cheit Outstanding Teaching Award in 1989 and 1993. Served as chief economist of the U.S. Federal Communications Commission.

Harvey Rosen - Princeton University, Fellow of the Econometric Society and a Research Associate of the National Bureau of Economic Research

4 out of 5 stars misunderstanding.......2004-04-08

1. I did not read the book so I can not talk about the book, althoug I should have rate it otherwise I could not have submit this review! I rate it based on the info given by my professor of macroeconomics!
2. I want to make comments on the review of Mr. adoumri; I would say that he was disappointed with the book because, as can be seen from his review, hi actually wanted to learn things from macroeconomics, but unfortunatelly he took a book for microeconomics, so he is actually talking about apples having in mind pears!! :-)
One should be cautious when writing, as well as when reading other people's reviews!
Thank you!

2 out of 5 stars Lacks Links to Real World Economic Problems.......2003-10-16

I am currently enrolled in a Microeconomics course at Columbia University, and I do not find this book easy to read at all, the reason being that the author makes no effort to link microeconomic concepts to real world problems. I have found my Macroeconomics textbook to be immensely more interesting because the concepts relate immediately to social issues and real world economic problems. For students who choose to study economics because of its insights into real world problems, this text may become frustrating. I suggest that the authors more examples of microeconomics in the real world, such as the explanation of "President Carter's Gasoline Tax" on page 106. When economic theory is taught with no reference to the real world, it makes some students less interested in the subject. I intended to study economics with the goal of gaining insight into social welfare problems and understanding government policies. Learning ratios and equations that simply determine how much tacos or hamburgers Sarah wants to eat was demotivating. As a result, I am trudging through my textbook (and class) and starting to wonder if this subject is worth studying.

2 out of 5 stars Stop referring to graphs & fig. that are on the next page!.......2003-06-11

It's so annoying to read about graphs and figures that appear on the next page. If the authors are going to cite these visual tools have them on the same page whenever possible. Of course it is unrealistic to expect that everytime but in the K&R book this occurred 90% of the times. It's annoying when you have to flip the pages. This annoyance knocked 3 stars from what would have been a 5-star rating.

What's right about the text?

The economics is sound and the teaching is concise. Bravo in that regard.

5 out of 5 stars Does the job it was written for.......2001-01-21

This is a very well written textbook. There are many textbooks out there on the markets and this one has been written with the beginning reader in mind. It is just too easy to scare the beginner with too-serious, too-academic dry language. Economics is fun to learn and the first textbook a student ever keeps in hand should make him interested, curious, wanting more and more, and of course, amused. The language of Katz and Rosen's textbook is by no means frivolous, but it is entertaining. They do not pull the rabbit out of the hat and startle the reader. Instead, they guide readers from familiar environment towards the unknown, always being down to earth and somehow, interestingly, economic theory sneaks in - in the meantime.

The order of theory presentation and the structure of the book really facilitate learning. I have used this book with the introductory microeconomics course, along with a few other ones - just for a test. They all preferred this one so we stuck with it for the remainder of the course.

In the middle of the book one finds a transparency with a graph, which, when applied, shows the effects of some parameter change. Excellent idea, as the student can see dynamically what happens with the application. It's like a hand-operated video... It's a pity that there is only one such transparency.

In summary, recommended for most introductory courses in microeconomics. it will keep students interested and will not scare them at all. Why want anything more?
Programming Vertex & Pixel Shaders (Programming Series)
Average customer rating: 4.5 out of 5 stars
  • Great Book if you are ready to implement shaders
  • CD examples need update
  • existing knowledge of shader programming IS required
  • Great book!
  • Excellent !!!
Programming Vertex & Pixel Shaders (Programming Series)
Wolfgang Engel
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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  1. Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
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ASIN: 1584503491

Book Description

When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware. This fundamental change offers a whole new level of opportunities for real-time graphics programmers. using shaders not only allows you to create unique games and graphics, but it allows you to be far more creative. Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high dynamic range lighting, lighting algorithms, vertex texturing, projective texture mapping, environment cube mapping, and advanced reflectance algorithms (Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirly). The coverage starts from the beginning, so no existing knowledge of shader programming is required. This book does assume a basic understanding of the math typically used in a game engine and an intermediate understanding of the Direct3D API. This is the one resource developers need to learn practical current techniques for programming shaders for next-generation games and graphics!

Customer Reviews:

5 out of 5 stars Great Book if you are ready to implement shaders.......2007-03-19

Not everyone is ready to implement shaders, I think, and maybe some people do need to see the examples run. I don't. I have Tom Miller's Managed DirectX 9 book which features shading in chapter 11 and for a few chapers thereafter onward, but there isn't enough meat there to really learn shaders in and of themselves, and in order to really get what you want out of DirectX which changes every other month, you must use shaders (because shading language won't change except to expand, while the fixed functions of directX are changing constantly). Anyway, so I went for this book last night and am already making use of it. 1) I know what pixel/vertex shaders are going to do with respect to my program 2) I have already done fixed function programming for OpenGL and DirectX so 3), I'm ready just to focus on the questions you need to be focused on to use this book: "what IS specular highlighting? what IS bumpmapping?" and this book is perfect for that. You must understand the math bdhind it and you can't be lazy in implementing things like you can with fixed function DirectX.
I agree that the programs will not compile, but in essence, all you need to do is look at the main CPP file and see what inputs he's setting up, which are always the same: the projection matrix, eye vector, light vectors, some colors, a texture etc, and then assign those values in the calling program to the effecthandle of the shader (I'm using VB.net and C#), and his stuff works like a Swiss watch.
Excellent book.

3 out of 5 stars CD examples need update.......2007-01-24

CD examples are dependent on the common code for the samples in the DirectX SDK. The examples do not compile with the current Direct X SDK. Check the publishers website for an update with no such luck.

(Edit)
I can't edit my rating. I didn't realize I could install an old version of the SDK side by side with the new version. The book itself is very good.

2 out of 5 stars existing knowledge of shader programming IS required.......2007-01-09

I had great expectations for this book and got very disappointed, I don't agree at all with the other reviews I read before buying it.

There are some parts that are carefully explained, specially those ones people hoping to buy this book would find easy, this is, the introduction, even a installation process. Then, when dealing with the real thing; i.e. important shader concepts or HLSL syntax, things turn out not so well.
Again, some things are neatly explained and others are just there, with no way for the reader (without previous shader knowledge) to imagine where did it come from, or why, or how it is used. There are code examples frequently but not enough to cover what is briefly explained, if explained at all, so the line about "no existing knowledge of shader programming is required" is wrong.


The book comes with examples about a wide range of techniques in a cd that help get your hands dirty fast, although lack in theoric support, as previously stated. It makes it a good reference for shaders programmers to quickly check any technique you need info on.

I got doubly disappointed when I read another books that I'd rather have spent my money on, that cover the same as this book and much more, throughfully explained, and with examples too.

I would describe "Programming Vertex & Pixel Shaders" as an overpriced shader reference book that may serve well as complement to another in-detail shader book, specially due to its examples and shading techniques explained with code. But I specially *don't* recommended for anyone who is not already into the shading bussiness, as will probably have to buy another book to cover this one's holes.

5 out of 5 stars Great book!.......2006-01-17

I use this book as a day-to-day HLSL reference, it's so much quicker and more efficient than finding information online...
I loved the part about optimization, and the foreword to cubemaps with Normalization cubemaps. It was very hard finding information on this on the web, and with this book I had a full C++ sample with comments and a book article. What can I ask more :)
It covers all that's needed to know about basic per-pixel lightning models, and goes to subjects as advanced as HDRI and tone-mapping.
While it's not a completely up-to-date reference on shaders (does not cover 3.0 model, some new techniques were developed and popularized since the book came out), it's still a very comprehensible introduction in the HLSL world, and give strong a basis for future study.

5 out of 5 stars Excellent !!!.......2004-09-19

The book starts with short introduction and pipeline overview giving an overall picture of how vertex and pixel shaders interact, and how data flows between them and the hardware. Next, it introduces DirectX High-Level Shading Language (HLSL) and Microsoft's Effect Files Framework. Then author starts teaching you how to implement basic lightning models (Lambert, Phong, Blinn-Phong) and advanced ones (Cook-Torrance, Oren-Nayar, Ward, Ashikhmin-Shirley). The book also covers more advanced topics (Environment Cube Mapping, Reflection and Refraction, Projective Texture Mapping, Shadow Mapping, Shadow Volumes, Geometry Images) and cutting-edge techniques like Displacement Mapping, High Dynamic Range Lighting or Parallax Mapping. The author shows common problems arising during implementation of presented techniques and explains how to deal with them. Each chapter comes with a few example programs which are as simple as possible. You will also learn from this book how to optimize your shaders for different shader models.

This book is a must for those who want to learn vertex and pixel shader programming. Also advanced developers will find this book useful.

So, if you want to create cutting-edge shader effects do not hesitate to buy this book and learn how to do it.
Advanced Professional Web Design: Techniques & Templates (CSS & XHTML) (Internet Series)
Average customer rating: 1 out of 5 stars
  • This book is not for Advanced Programmers.
Advanced Professional Web Design: Techniques & Templates (CSS & XHTML) (Internet Series)
Clint Eccher
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1584504943

Book Description

Advanced Professional Web Design: Techniques and Templates (CSS & XHTML) is the must-have book for advanced designers who want to expand their skills and improve the quality of their designs. Learning CSS technology and continually improving one's design and developer skills is becoming increasingly essential for every Web designer in today's marketplace. This book teaches designers and developers how to bridge the knowledge gap from XHTML table-based design to full CSS-based design, and master the technologies and techniques needed. But the book isn't just about the theory behind design; it's about putting it into practice right away. Using the ~140 customizable designs, designers can use what they learn immediately. This indispensable collection of designs includes 20 CSS-driven templates, 80 XHTML table-based templates, 10 e-newsletter templates, 10 signature templates, and 20 Photoshop designs that can be coded. Too see some of the sample templates that come on the book's companion CD, visit the author's Web site at http://www.a5design.com/a5-book-designs. The book goes well beyond the authors' very successful Professional Web Design: Techniques and Templates by providing advanced tools and techniques that teach how e-commerce and shopping carts work, explain the concept of database-driven sites, and show how to create relative sizing designs, among other important topics. The techniques are taught with an emphasis on CSS, including explanations, examples, and templates that go far beyond existing CSS documentation. The database-driven and e-commerce examples in the book are written using CFML (ColdFusion Markup Language). Because the purpose of this book is to give a high-level explanation of such techniques, the techniques can be easily translated to other languages, such as ASP/ASP.Net, JSP, and PHP. This is a unique training course and free library of templates all in one!

Customer Reviews:

1 out of 5 stars This book is not for Advanced Programmers........2007-09-03

As a professional programmer I purchased this book to master CSS & XHTML Table-less layouts. As as advanced programmer I was surprised to see the first 100 pages of the book were written as a beginner's overview of how the web works. (A total waste of time for me.) The second part of the book takes you through a step by step process of creating layouts. The problem is the code added in each step is combined with all the previous work and the reader is left trying to sort out the differences in the code examples. Additionally The code examples are NOT provided on the CD. For some insane reason the images in the book are provided instead. I tried to contact the author to inquire if I am using the book incorrectly, but there has been no response. It appears to me that what is missing is the layout concepts. Clint jumps right in to the examples before explaining the process. It was not until I combed through the 140 examples before I realized his technique was to nest absolutely positioned div's in parent relatively positioned div's. Once I deduced that small piece of critical knowledge, the rest fell into place. The 140 examples are nice, but really only 5-6 are needed.

A far better book is: HTML Utopia: Designing Without Tables Using CSS
Solving the PowerPoint Predicament: Using Digital Media for Effective Communication (The Addison-Wesley Microsoft Technology Series)
Average customer rating: 5 out of 5 stars
  • Solving the PowerPoint Predicament: Great Book
  • Using PowerPoint to Really Communicate
  • Moving from ordinary to unique...
  • Nuts & Bolts paired with Great Coaching & Guidance
  • Great PowerPoint and Presentation Resource
Solving the PowerPoint Predicament: Using Digital Media for Effective Communication (The Addison-Wesley Microsoft Technology Series)
Tom Bunzel
Manufacturer: Que
ProductGroup: Book
Binding: Paperback

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ASIN: 0321423445

Book Description

Solving the PowerPoint Predicament

Using Digital Media for Effective Communication

Don’t Just Present: Inspire!

Everyone uses PowerPoint, but how effective is your presentation at meeting the goals you’ve outlined? A great presentation is more than just a slideshow–it’s about using PowerPoint to its maximum potential to get your message across to your audience. That’s the PowerPoint Predicament. Tom Bunzel reveals how to conceive, plan, develop, and deliver truly effective business, academic, and inspirational communications, not just PowerPoint slideshows. Discover how to motivate your audience by:

When you present, you’re on the line: your credibility, your career, your future as a leader. Use your software and imagination to its full potential–with this book!

Covers PowerPoint 2007, 2003, XP, 2000, 99, and 97– for Windows or Mac PowerPoint users

Tom Bunzel is a leading presentation expert. He has appeared on Tech TV’s “Call for Help,” was a featured speaker at InfoComm and PowerPoint LIVE, and has served as a technology coach for companies ranging from Iomega to the Neuroscience Education Institute, where he provided personal PowerPoint instruction to physicians. He offers live seminars via streaming media, and he has been published in Presentations Magazine. His books include Sams Teach Yourself PowerPoint 2003 in 24 Hours and Digital Video on the PC. He updated the Visual QuickStart Guide to PowerPoint 2002/2001 for Windows and Mac.

The book companion CD-ROM contains numerous PowerPoint presentations and other examples from the book, two sample chapters from Cliff Atkinson’s Beyond Bullet Points: Using Microsoft PowerPoint to Create Presentations That Inform, Motivate, and Inspire, and trial software from Instant Effects (OfficeFX), Serious Magic (Ovation and Vlog It!), and TechSmith (Camtasia and Snag It).

Developing a compelling PowerPoint presentation involves much more than mastering one program. It involves integrating different programs, third party tools, and hardware resources to convey a message that has been skillfully crafted. From blogs to podcasts to the rise of amateur digital photography and videography, there's ample evidence to the passion among the public for communicating effectively. You crave not a how-to manual but a frame of reference for telling your stories effectively, both in front of a group, online, and across multiple digital platforms and media.

Solving the PowerPoint Predicament will walk your through three fundamental steps: (1) honing (and sticking to!) a compelling message, mastering and applying appropriate technologies, (3) integrating technology with verbal delivery skills needed for a successful presentation. This book really gives you everything you need to deliver a successful presentation that people will remember.

Customer Reviews:

5 out of 5 stars Solving the PowerPoint Predicament: Great Book.......2007-01-10

This is a great book. It showed me new tips to do in Power Point that enhances your look of your presentation. I learned a lot of valuable information I will use in the future. The book was easy to follow and the CD has all of the templates discussed in the book that you can use or copy. I would highly recommend this book to someone who wants to improve their PowerPoint skills.

5 out of 5 stars Using PowerPoint to Really Communicate.......2006-12-07

Everyone in the business world (and probably in government, education, and all the others as well) uses powerpoint. But that is not to say that it is used effectively. PowerPoint presentations can be just about as boring, trivial, and useless as presentations made in any other way.

This book is about how to make effective and hard hitting presentations. It is not a book on the mechanics of using PowerPoint, it is a book on using PowerPoint to communicate effectively. It teaches you to go beyond the normal bullets to tell a story that breaks through the barriers to reach the audience at all levels.

To be sure, the book does include a lot of information on doing more sophisticated things than normal with PowerPoint including using third-party add ons to extend its capabilities.

Recommended to anyone who makes presentations.

5 out of 5 stars Moving from ordinary to unique..........2006-11-05

I do just enough presentations to know that I need to concentrate on improving my delivery and contents. I was excited to get a copy of Solving the PowerPoint Predicament: Using Digital Media for Effective Communication by Tom Bunzel. This is more than the typical "here's how PowerPoint works" book...

Contents: Planning an Effective Presentation; Implementing Professional Design Principles; Creating Dynamic Visuals; Secrets of Animation and Navigation; Using Video and Audio Effectively; Powerful Presentation Tools; The Latest Technologies - Beyond PowerPoint to the Future; Delivering a Killer Presentation; Index

Most books that talk about PowerPoint are tutorials on how to create one for your presentation. But realistically, nearly anyone can create a PowerPoint presentation with little effort. Whether it's effective or not is a vastly different story. Bunzel approaches the subject from the point of view of the presentation itself... what keeps an audience interested, what types of displays work to reinforce the message, etc. Once you understand what makes for a good presentation, it's much easier to decide what you should and shouldn't do in PowerPoint. Bunzel draws upon the experience of professional presenters, many who make their living using tools like PowerPoint to communicate to others. There are also a number of additional resources and recommendations for software you can add on to your presentation to make it stand out from others (photos, videos, software add-ons, etc).

For me, I was surprised to see how much animation can add to a presentation. I've always avoided the cheesy fade-ins and animations that come with PowerPoint, as I was under the impression that they were more distracting than helpful. But after reading this book, I realize that I've been limiting the possibilities. This is one of those books that could make the difference between boring your audience or firing them up, between being a one-time speaker to being a repeat invitee...

5 out of 5 stars Nuts & Bolts paired with Great Coaching & Guidance.......2006-09-26

Tom Bunzel has been an indispensable presentation coach to me for years. In person and in his books he has an uncanny way to bring out the best in people. This book puts in one place Tom's knack for making technical stuff easy while keeping readers focused on the subtle arts of using PowerPoint to make effective presentations. This is the perfect book for new or seasoned presenters to take their communications to a whole new place.

5 out of 5 stars Great PowerPoint and Presentation Resource.......2006-09-24

This book is a comprehensive resource for professionals who plan and deliver presentations. It begins with the basics and progresses to the use of more advanced presentation tools. This book also offers practical advice and step-by-step instructions (with numerous graphics and screen shots), which makes it easy for readers to immediately implement the techniques outlined. I especially liked having additional resources listed at the end of each chapter.
The Digital Designer: 101 Graphic Design Projects for Print, the Web, Multimedia, and Motion Graphics
Average customer rating: 5 out of 5 stars
  • The other books
  • A Very Useful Book
The Digital Designer: 101 Graphic Design Projects for Print, the Web, Multimedia, and Motion Graphics
Stephen Pite
Manufacturer: OnWord Press (Acquired Titles)
ProductGroup: Book
Binding: Paperback

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ASIN: 0766873471

Book Description

In this exciting, full-color book, Stephen Pite creates a collaborative forum aimed at engaging readers in digital design while offering a point of entry into a process in which innovation and communication are being continually refined. Central to the book is a series of progressively challenging projects, ranging from traditional print to sophisticated websites, interactive CD-ROMs and multimedia, and 3-D motion graphics. Heavily illustrated with compelling work by students enrolled in Graphic Design programs across the U.S., The Digital Designer takes readers step-by-step through the design process with unprecedented attention to developing and refining the design concept, as well as the execution strategy. Narrative solicited directly from Graphic Design instructors accompanies illustrations of high-quality student work, helping to explain and reinforce important digital design principles and methods. The result is a book that empowers 21st century Graphic Designers, enabling them to work effectively across a wide range of fully digital and exponentially expansive media as they promote goods and services and build links between present and future.

Customer Reviews:

5 out of 5 stars The other books.......2006-01-09

Unfortunatly I arrived at Virginia Commonwealth University's graphic design program after Phil Meggs had passed away. His legacy still lives on. Rob Carter on the other hand has been my professor. He is a great man who pushes his students into experimenting and becoming comfortable with their own styles of design. He is by no means a "stuffy" guy. I have some of their books and I don't have one problem with them at all.

By the way, this book is a good one!

5 out of 5 stars A Very Useful Book.......2002-12-18

The Digital Designer is a quality publication , plus it covers enough ground to be useful in all of the classes we teach, so students going through the program will probably keep it and use it in several classes.

Your text is written in a friendly, accessible tone, and is a relief from some of the stuffy "Design is the Center of the Universe" books out there. As an example stuffy books are anything by Stephen Heller, Phil Meggs, or Rob Carter.

Their books are really good, of course, but frankly too focused on defining design as an official profession. Their books to me always seem like they are stiffly trying to define design as a formal, codified, yet creative event.

You seem to have achieved that friendly informative tone with ease. Kudos to you on your well resolved text. Frankly, this book is more useful to our program than any Rob Carter book, because of its accessibility.

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