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Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration: 6th International Conference, LCT 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II (Lecture Notes in Computer Science #11591)

by Panayiotis Zaphiris Andri Ioannou

This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers 209 posters presented at the HCII 2019 conferences were carefully reviewed and selected from 5029 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: mobile and ubiquitous learning; virtual reality and augmented reality systems for learning; and collaborative technology.

Learning and Teaching in the Music Studio: A Student-Centred Approach (Landscapes: the Arts, Aesthetics, and Education #31)

by Juan Ignacio Pozo María Puy Pérez Echeverría Guadalupe López-Íñiguez José Antonio Torrado

This book advocates for a radical change in music teaching and learning methods, allowing for a break from the traditional conservatory model still in use in many classrooms. The product of twenty years of interdisciplinary work by musicians, music teachers, and psychologists, the book proposes to place the focus of music education on the students themselves and on their mental and physical activity, with the aim of helping them to manage their own goals and emotions. This alternative is based on a new theoretical framework, as well as numerous real, concrete examples of how to put it into practice with students of different ages and in different environments. This book focuses primarily on teaching instrumental music, but its content will be useful for any teacher, student, musician, or researcher interested in improving music education in any environment, whether formal or informal, in which it takes placeChapters 3, 4, 6 and 18 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Learning and Teaching Literature with the Arts for Social Justice

by Karen Spector James S. Chisholm Kathryn F. Whitmore

This text invites pre-service teachers to explore arts-informed practices that showcase the transformative potential of literature in the classroom. Through the lens of "stories-we-live-by," the authors recognize literature as interference, capable of disrupting the habitual patterns through which we interpret the world in order to reawaken the capacity of students and teachers alike to change. Chapters are designed to inspire students’ love of literature by fostering literary and artful encounters that provoke their thinking and sense-making. Each chapter includes engaging pedagogical features that spark thinking and analysis of literature and invite readers to further engagement. The appendices include directions for instruction as well as additional resources. An essential text for courses on children’s and adolescent literature and English methods, pre-service teachers will come away with plenty of text recommendations and arts- and social justice-informed practices to use with their future students. Through artful encounters with visual learning analyses, visual-verbal journals, drama, soundscapes, poetry, and so much more, readers examine their own transformative experiences with literature. Readers will learn to craft and curate practices that encourage engagement, imagination, experimentation, and self-awareness in and beyond the classroom.

The Learning and Teaching of Cantonese as a Second Language

by Siu-Lun Lee

The Learning and Teaching of Cantonese as a Second Language brings together contributions on such issues as Cantonese textbooks, linguistic description, literacy and tone acquisition, supplemented by case studies from the Netherlands and Japan. The learning and teaching of Cantonese as a second language is a subject of considerable interest in the international academic community, and the first international symposium on teaching Cantonese as a second language, held at the Chinese University of Hong Kong in October 2019, brought together leading researchers in this field. This conference provided the inspiration for the current volume, The Learning and Teaching of Cantonese as a Second Language. In the Hong Kong context, historically, the term ‘Cantonese’ refers to the language varieties of immigrants who came to the territory from various areas in Guangdong province, including Macau, Panyu, Taishan, Xinhui and Zhongshan. From the late nineteenth century onwards, their speech coalesced into the contemporary variety of Cantonese used in Hong Kong today. The term ‘Cantonese’ is also used to refer to the entire Yue subgroup of Chinese, which includes varieties of Cantonese spoken in southern China, Hong Kong, Macau, Malaysia, Singapore and among overseas Chinese in Australia, Europe and North America. In all, it is estimated that there are about 70 million Cantonese speakers in the world. This volume is of direct relevance to educators, language teachers, linguists and all those concerned with the learning of Cantonese as a second language.

Learning AndEngine

by Martin Varga

If you are a beginner to AndEngine, or mobile game development in general, and you are looking for a simple way to start making games for Android, this book is for you. You should already know the basics of Java programming, but no previous game development experience is required.

Learning Android Game Development

by Nikhil Malankar

Learn the art of making Android games and turn your game development dreams into reality About This Book • Leverage the latest features of Android N to create real-world 2D games • Architect a 2D game from scratch and level up your Android game development skill • Transition from developing simple 2D games to 3D games using basic Java code Who This Book Is For If you are a mobile developer who has basic Java programming knowledge, then this book is ideal for you. Previous Android development experience is not needed; however, basic mobile development knowledge is essential. What You Will Learn • Understand the nuts and bolts of developing highly interactive and interesting games for Android N • Link the interface to the code used in games through simple methods • Interact with the images on the screen and also learn to animate them • Set and save the game state and save high scores, hit points, and so on for your games • Get a grasp of various collision techniques and implement the bounding box technique • Convert your 2D games to 3D games using Android N • Get an understanding of the process of UI creation using Android Studio In Detail In this book, we'll start with installing Android studio and its components, and setting it up ready for Android N. We teach you how to take inputs from users, create images and interact with them, and work with sprites to create animations. You'll then explore the various collision detection methods and use sprites to create an explosion. Moving on, you'll go through the process of UI creation and see how to create buttons as well as display the score and other parameters on screen. By the end of the book, you will have a working example and an understanding of a 2D platform game like Super Mario and know how to convert your 2D games to 3D games. Style and approach This easy-to-understand guide follows a step-by-step approach to building games, and contains plenty of graphical examples for you to follow and grasp quickly, giving you the chance to implement the concepts practically.

Learning AngularJS Animations

by Richard Keller

If you are a developer who is new to AngularJS or is experienced with the AngularJS framework, this book is intended for you. If you want to provide a better user experience on your web app, this book is also for you.

Learning Anime Studio

by Chad Troftgruben

Written in an easy to follow manner with practical exercises, this book takes you through every aspect of Anime Studio, guiding you to create your own original cartoon. Learning Anime Studio is for newcomers to Anime Studio or animation in general. Hobbyists and newcomers with ambitions of being an animator will get the most out of this book. However, intermediate and long time users will be able to use various chapters as a reference to some of Anime Studio's tools and features. The book also serves as a guide for the new enhancements introduced in Anime Studio Pro 10.

Learning ArcGIS Pro 2: A beginner's guide to creating 2D and 3D maps and editing geospatial data with ArcGIS Pro, 2nd Edition

by Tripp Corbin

Create 2D maps and 3D scenes, analyze GIS data, and share your results with the GIS community using the latest ArcGIS Pro 2 features Key Features Get up to speed with the new ribbon-based user interface, projects, models, and common workflows in ArcGIS Pro 2 Learn how to visualize, maintain, and analyze GIS data Automate analysis and processes with ModelBuilder and Python scripts Book Description Armed with powerful tools to visualize, maintain, and analyze data, ArcGIS Pro 2 is Esri's newest desktop geographic information system (GIS) application that uses the modern ribbon interface and a 64-bit processor to make using GIS faster and more efficient. This second edition of Learning ArcGIS Pro will show you how you can use this powerful desktop GIS application to create maps, perform spatial analysis, and maintain data. The book begins by showing you how to install ArcGIS and listing the software and hardware prerequisites. You'll then understand the concept of named user licensing and learn how to navigate the new ribbon interface to leverage the power of ArcGIS Pro for managing geospatial data. Once you've got to grips with the new interface, you'll build your first GIS project and understand how to use the different project resources available. The book shows you how to create 2D and 3D maps by adding layers and setting and managing the symbology and labeling. You'll also discover how to use the analysis tool to visualize geospatial data. In later chapters, you'll be introduced to Arcade, the new lightweight expression language for ArcGIS, and then advance to creating complex labels using Arcade expressions. Finally, you'll use Python scripts to automate and standardize tasks and models in ArcGIS Pro. By the end of this ArcGIS Pro book, you'll have developed the core skills needed for using ArcGIS Pro 2.x competently. What you will learn Navigate the user interface to create maps, perform analysis, and manage data Display data based on discrete attribute values or range of values Label features on a GIS map based on one or more attributes using Arcade Create map books using the map series functionality Share ArcGIS Pro maps, projects, and data with other GIS community members Explore the most used geoprocessing tools for performing spatial analysis Create Tasks based on common workflows to standardize processes Automate processes using ModelBuilder and Python scripts Who this book is for If you want to learn ArcGIS Pro to create maps and, edit and analyze geospatial data, this ArcGIS book is for you. No knowledge of GIS fundamentals or experience with any GIS tool or ArcGIS software suite is required. Basic Windows skills, such as navigating and file management, are all you need.

Learning as a Creative and Developmental Process in Higher Education: A Therapeutic Arts Approach and Its Wider Application

by Judie Taylor Clive Holmwood

Much has been written about the importance of creativity in learning and education over the last few decades. This unique book extends beyond the usual focus on implementing creative methods in learning, teaching and assessing within higher education, to an examination of creativity as central to a learning process which is transformational for the student. More specifically, Learning as a Creative and Developmental Process in Higher Education examines the importance of a facilitative tutor-student relationship and environment which contextualise this creative process of teaching and learning. Bringing together unique teaching and learning approaches developed by experienced academics, this book discusses a number of complex issues, including approaches to an understanding of the student’s self-concept as learner; the nature of the curriculum; the potential of metaphor and creativity; and a multi-modal approach to learning and teaching. Contributions to the book also examine some of the challenges and tensions of such an approach within the context of arts-based subjects in higher education institutions. Using a unique and coherent thematic structure that is based upon the student journey as a transformational process, this book provides a new way of understanding the student journey through higher education. Including an examination of the parallels between educational and arts education and arts therapies disciplines, this book will be of interest to researchers, academics and postgraduate students involved in the arts and the arts therapies, as well as those studying creativity in teaching and learning in higher education. It should be of particular interest to those involved in the teaching and training of teachers and lecturers in higher education.

Learning Autodesk 3ds Max 2008 Foundation

by Autodesk

Learning Autodesk® 3ds Max® 2008 | Foundation is your shortcut to learning 3ds Max quickly and effectively. You'll get hands-on experience with the key tools and techniques through easy-to-follow, step-by-step project-based lessons, while learning to model, animate, apply materials and render in both the games & design visualization pipelines. By the end of the book you'll have a sense of the entire production process as you work on real-life production examples.Whether you're a game artist or a graphic artist, Autodesk® 3ds Max® 2008 has the tools you need to succeed. Game Artists will gain in-depth knowledge of the world-class Biped character animation toolset, unparalleled polygon modeling and texturing workflow.Design Visualization Specialists such as architects, designers, and graphic artists, will gain the power to visually inform the design process through conceptual exploration, design validation and visual communication.Bonus features included on DVD:. Link to a 30-day trial of Autodesk® 3ds Max® software. Bonus short films and new software feature demos. Autodesk 3ds Max hotkeys reference guide. Free models from Turbo Squid worth $160. Autodesk® 3ds Max® 2008

Learning Autodesk 3ds Max 2010 Foundation for Games

by Autodesk

3ds Max XXXX: presently under NDA. Learning 3ds Max XXXX Foundation is the key to unlocking the power of Autodesk 3ds Max, directly from the creators of one of the world's most powerful 3D animation and effects software products. Get hands on experience with the innovative tools and powerful techniques available in the new version of 3ds Max, through all new project-based lessons. Projects will include valuable game assets and examples. Topics will include modeling, animation, materials & mapping, rendering. Autodesk will be contributing assets (models and images) from high-profile studios. The DVD will include: 30-day trial of Max XXXX, bonus short films, demos, hotkey reference, free models from turbosquid.

Learning Autodesk 3ds Max Design 2010 Essentials: The Official Autodesk 3ds Max Reference

by Autodesk

Learning Autodesk 3ds Max XXXX Essentials is a superb end-to-end reference that provides users with complete info on all of the features and options available in the latest version of 3ds Max, so that users can learn how to use 3ds Max confidently in a production environment. Each chapter offers a series of lessons - which introduce the functional areas of Max and go over all associated features (with examples), and then a lab (which demonstrates a practical application of the lesson). Together, all of the lessons deliver and sound and complete approach to revealing the functions, features, and principles of 3ds Max XXXX. New Bonus section on MaxScript covering techniques for automating repetitive tasks and customizing 3ds Max to make you more productive.The DVD includes: Project Scene & support files, Free models & texture maps from Turbo Squid, NEW!! HIGH VALUE: Autodesk product Sketchbook Pro (for character development) valued at $199.99 US.

Learning by Heart: Teachings to Free the Creative Spirit

by Corita Kent Jan Steward

Tap into your natural ability to create!* Engaging, proven exercises for developing creativity* Priceless resource for teachers, artists, actors, everyoneArtist and educator Corita Kent inspired generations of artists, and the truth of her words "We can all talk, we can all write, and if the blocks are removed, we can all draw and paint and make things" still shines through. This revised edition of her classic work Learning by Heart features a new foreword and a chart of curriculum standards. Kent's original projects and exercises, developed through more than 30 years as an art teacher and richly illustrated with 300 thought-provoking images, are as inspiring and as freeing today as they were during her lifetime. Learn how to challenge fears, be open to new directions, recognize connections between objects and ideas, and much more in this remarkable, indispensable guide to freeing the creative spirit within all of us. With new material by art world heavyweights Susan Friel and Barbara Loste, Learning by Heart brings creative inspiration into the 21st century!

Learning C++ by Creating Games with Unreal Engine 4 - Second Edition

by Sharan Volin

If you are really passionate about games and have always wanted to write your own, this book is perfect for you. It will help you get started with programming in C++ and explore the immense functionalities of UE4

Learning C# by Developing Games with Unity: Get to grips with coding in C# and build simple 3D games in Unity 2022 from the ground up, 7th Edition

by Harrison Ferrone

Learn C# programming from scratch using Unity as a fun and accessible entry point with this updated edition of the bestselling series.Includes invitation to join the online Unity Game Development community to read the book alongside peers, Unity developers/C# programmers and Harrison Ferrone.Key FeaturesDevelop a strong foundation of programming concepts and the C# languageBecome confident with Unity fundamentals and features in line with Unity 2022Build a playable game prototype in Unity—a working first-person shooter game prototypeBook DescriptionIt's the ability to write custom C# scripts for behaviors and game mechanics that really takes Unity the extra mile. That's where this book can help you as a new programmer! Harrison Ferrone, in this seventh edition of the bestselling series, will take you through the building blocks of programming and the C# language from scratch while building a fun and playable game prototype in Unity. This book will teach you the fundamentals of OOPs, basic concepts of C#, and Unity engine with lots of code samples, exercises and tips to go beyond the book with your work. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing intelligent enemies and damage-dealing projectiles. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, collisions, and more with every passing chapter. Note: The screenshots in the book display the Unity editor in full-screen mode for a comprehensive view. Users can easily reference color versions of images by downloading them from the GitHub repository or the graphics bundle linked in the book. What you will learnUnderstanding programming fundamentals by breaking them down into their basic partsComprehensive explanations with sample codes of object-oriented programming and how it applies to C#Follow simple steps and examples to create and implement C# scripts in UnityDivide your code into pluggable building blocks using interfaces, abstract classes, and class extensionsGrasp the basics of a game design document and then move on to blocking out your level geometry, adding lighting and a simple object animationCreate basic game mechanics such as player controllers and shooting projectiles using C#Become familiar with stacks, queues, exceptions, error handling, and other core C# conceptsLearn how to handle text, XML, and JSON data to save and load your game dataWho this book is forIf you're a developer, programmer, hobbyist, or anyone who wants to get started with Unity and C# programming in a fun and engaging manner, this book is for you. You'll still be able to follow along if you don't have programming experience, but knowing the basics will help you get the most out of this book.

Learning C# by Developing Games with Unity 2020: An enjoyable and intuitive approach to getting started with C# programming and Unity, 5th Edition

by Harrison Ferrone

Publisher's note: This edition from 2020 is outdated and does not make use of the most recent Unity and C# features. A new sixth edition, updated for Unity 2021 and including new advanced C# topics, such as reading, writing, and serializing data, has now been published.Key FeaturesUnderstand C# programming basics, terminology, and coding best practicesPut your knowledge of C# concepts into practice by building a fun and playable gameCome away with a clear direction for taking your C# programming and Unity game development skills to the next levelBook DescriptionOver the years, the Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language that can be applied in a wide array of application areas. This book presents a clear path for learning C# programming from the ground up without complex jargon or unclear programming logic, all while building a simple game with Unity.This fifth edition has been updated to introduce modern C# features with the latest version of the Unity game engine, and a new chapter has been added on intermediate collection types. Starting with the basics of software programming and the C# language, you'll learn the core concepts of programming in C#, including variables, classes, and object-oriented programming. Once you've got to grips with C# programming, you'll enter the world of Unity game development and discover how you can create C# scripts for simple game mechanics. Throughout the book, you'll gain hands-on experience with programming best practices to help you take your Unity and C# skills to the next level.By the end of this book, you'll be able to leverage the C# language to build your own real-world Unity game development projects.What you will learnDiscover easy-to-follow steps and examples for learning C# programming fundamentalsGet to grips with creating and implementing scripts in UnityCreate basic game mechanics such as player controllers and shooting projectiles using C#Understand the concepts of interfaces and abstract classesLeverage the power of the latest C# features to solve complex programming problemsBecome familiar with stacks, queues, exceptions, error handling, and other core C# conceptsExplore the basics of artificial intelligence (AI) for games and implement them to control enemy behaviorWho this book is forIf you're a developer, programmer, hobbyist, or anyone who wants to get started with C# programming in a fun and engaging manner, this book is for you. Prior experience in programming or Unity is not required.

Learning C# by Developing Games with Unity 2021: Kickstart your C# programming and Unity journey by building 3D games from scratch, 6th Edition

by Harrison Ferrone

Learn C# programming from scratch using Unity as a fun and accessible entry point with this updated edition of the bestselling seriesKey FeaturesLearn C# programming basics, terminology, and coding best practicesBecome confident with Unity fundamentals and features in line with Unity 2021Apply your C# knowledge in practice and build a working first-person shooter game prototype in UnityBook DescriptionThe Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language with a wide array of applications in various domains. This bestselling franchise presents a clear path for learning C# programming from the ground up through the world of Unity game development.This sixth edition has been updated to introduce modern C# features with Unity 2021. A new chapter has also been added that covers reading and writing binary data from files, which will help you become proficient in handling errors and asynchronous operations.The book acquaints you with the core concepts of programming in C#, including variables, classes, and object-oriented programming. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, and collisions. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing smart enemies and damage-causing projectiles.By the end of the book, you will have developed the skills to become proficient in C# programming and built a playable game prototype with the Unity game engine.What you will learnFollow simple steps and examples to create and implement C# scripts in UnityDevelop a 3D mindset to build games that come to lifeCreate basic game mechanics such as player controllers and shooting projectiles using C#Divide your code into pluggable building blocks using interfaces, abstract classes, and class extensionsBecome familiar with stacks, queues, exceptions, error handling, and other core C# conceptsLearn how to handle text, XML, and JSON data to save and load your game dataExplore the basics of AI for games and implement them to control enemy behaviorWho this book is forIf you're a developer, programmer, hobbyist, or anyone who wants to get started with C# programming in a fun and engaging manner, this book is for you. Prospective Unity game developers will also find this title useful. No prior experience in programming or Unity required.

Learning C# Programming with Unity 3D

by Alex Okita

Designed to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with

Learning C# Programming with Unity 3D, second edition

by Alex Okita

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

Learning Cocos2d-x Game Development

by Siddharth Shekar

If you are a hobbyist, novice game developer, or programmer who wants to learn about developing games/apps using Cocos2d-x, this book is ideal for you.

The Learning Communities Guide to Improving Reading Instruction

by Valerie Hastings Gregory Jan Rozzelle Nikas

The themes of attending to individual needs, providing assessment-driven instruction, and creating long-term, focused professional development plans are solid and consistent throughout.

Learning Country in Landscape Architecture: Indigenous Knowledge Systems, Respect and Appreciation

by David S. Jones

This book strategically focuses upon the feasibility of positioning Indigenous Knowledge Systems into tertiary built environment education and research in Australia. Australian tertiary education has little engaged with Indigenous peoples and their Indigenous Knowledge Systems, and the respectful translation of their Indigenous Knowledge Systems into tertiary education learning. In contrast, while there has been a dearth of discussion and research on this topic pertaining to the tertiary sector, the secondary school sector has passionately pursued this topic. There is an uneasiness by the tertiary sector to engage in this realm, overwhelmed already by the imperatives of the Commonwealth’s ‘Closing the Gap’ initiative to advance Aboriginal and Torres Strait Islander tertiary education successes and appointments of Indigenous academics. As a consequence, the teaching of Indigenous Knowledge Systems relevant to professional disciplines, particularly landscape architecture where it is most apt, is overlooked and similarly little addressed in the relevant professional institute education accreditation standards.

Learning Cultural Literacy through Creative Practices in Schools: Cultural and Multimodal Approaches to Meaning-Making

by Tuuli Lähdesmäki Jūratė Baranova Susanne C. Ylönen Aino-Kaisa Koistinen Katja Mäkinen Vaiva Juškiene Irena Zaleskiene

This open access book discusses how cultural literacy can be taught and learned through creative practices. It approaches cultural literacy as a dialogic social process based on learning and gaining knowledge through emphatic, tolerant, and inclusive interaction. The book focuses on meaning-making in children and young people’s visual and multimodal artefacts created by students aged 5–15 as an outcome of the Cultural Literacy Learning Programme implemented in schools in Cyprus, Germany, Israel, Lithuania, Spain, Portugal, and the UK. The lessons in the program address different social and cultural themes, ranging from one’s cultural attachments to being part of a community and engaging more broadly in society. The artefacts are explored through data-driven content analysis and self-reflexive and collaborative interpretation and discussed through multimodality and a sociocultural approach to children’s visual expression. This interdisciplinary volume draws on cultural studies, communication studies, art education, and educational sciences.

Learning d3.js Data Visualization - Second Edition

by Ændrew Rininsland Swizec Teller

Inject new life into your data by creating compelling visualizations with d3.js About This Book * Understand how to best represent your data by developing the right kind of visualization * Harness the power of D3 by building interactive and real-time data-driven web visualizations * This book will provide a strong foundation in designing compelling web visualizations with D3.js Who This Book Is For This book is for web developers, data scientists, and anyone interested in representing data through interactive visualizations on the web with D3. Some basic JavaScript knowledge is expected, but no prior experience with data visualization or D3 is required to follow this book. What You Will Learn * Gain a solid understanding of the common D3 development idioms * Be able to input data, transform it, and output it as a visualization * Add simple effects and user interactions to a visualization * Find out how to write basic D3 code for server using Node.js * Automate testing visualizations using Mocha * Achieve fluency in ES2015, the most modern version of JavaScript In Detail D3 has emerged as one of the leading platforms to develop beautiful, interactive visualizations over the web. We begin by setting up a strong foundation, then build on this foundation book will take you through the entire world of reimagining data using interactive, animated visualizations created in D3.js. In addition to covering the various features of D3.js to build a wide range of visualizations, we also focus on the entire process of representing data through visualizations so that developers and those interested in data visualization will get the entire process right. We also include chapters that explore a wide range of visualizations through practical use cases. By the end of this book, you will have unlocked the mystery behind successful data visualizations and will be ready to use D3 to transform any data into a more engaging and sophisticated visualization. Style and approach This book has comprehensive explanation on how to leverage the power of D3.js to create powerful and creative visualizations through step by step instruction

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