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Launching the Imagination

Launching the Imagination
Author: Mary Stewart
Publisher: Ingram
Total Pages: 208
Release: 2019
Genre: Design
ISBN: 9781260402216

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Revision of: Launching the imagination. Two-dimensional design. Ã2002.


Launching the Imagination

Launching the Imagination
Author: Mary Stewart
Publisher: McGraw-Hill Humanities Social
Total Pages: 408
Release: 2006
Genre: Design
ISBN: 9780072870619

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Launching the Imagination 3-D Version 2.0

Launching the Imagination 3-D Version 2.0
Author: Mary Stewart
Publisher: McGraw-Hill Humanities, Social Sciences & World Languages
Total Pages: 0
Release: 2005-04
Genre: Art
ISBN: 9780072878752

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Designed for courses in Creativity or Three-Dimensional Design,Launching the Imagination: A Guide to Three-Dimensional Designoffers a comprehensive framework on which students, teachers, and administrators can build. The approach in this second edition is refined, distilled, and updated, using hundreds of examples drawn from traditional and contemporary sources.Profileswith interviews of artists and designers introduce students to working processes, career choices, and criteria for excellence from a remarkable group of masters. Launching the Imaginationis available in a comprehensive volume treating 2D design, Creativity and Problem-solving, 3D design, and time-based (4D) design; or in split volumes containing either 2D or 3D design, plus the material on Creativity and Problem-solving. Launching the Imagination’sCore Concepts in Art CD-ROM, version 2.0, which engages students interactively with the elements and principles of art through numerous interactive exercises, has been re-organized and expanded. A copy of this CD-ROM is included free with every copy of the textbook purchased from McGraw-Hill, a student-value of over $30, and is also available individually through your local bookstore.


Shaping Space

Shaping Space
Author: Paul Zelanski
Publisher: Cengage Learning
Total Pages: 292
Release: 2007
Genre: Design
ISBN:

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Introductory guide to three-dimensional design and sculpture, which offers an in-depth exploration of aesthetic and practical considerations of working three-dimensionally.


Launching the Imagination

Launching the Imagination
Author: Mary Stewart
Publisher: McGraw-Hill Europe
Total Pages: 0
Release: 2008
Genre: Design
ISBN: 9780071283588

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Designed for courses in Creativity, Two-, Three- or Four-Dimensional Design, Launching the Imagination offers a comprehensive framework on which students, teachers, and administrators can build. The approach in this third edition is refined, distilled, and updated, using over 600 examples drawn from traditional and contemporary sources. Interviews of artists and designers, known as Profiles, introduce students to working processes, career choices, and criteria for excellence from a remarkable group of masters. Launching the Imagination is available in a comprehensive volume treating 2D design, Creativity and Problem-solving, 3D design, and time-based (4D) design; or in split volumes containing either 2D or 3D design, plus the material on Creativity and Problem-solving. This edition of Launching the Imagination moves the content of the Core Concepts in Art CD-ROM to the Online Learning Center. With free access, this website, which engages students interactively with the elements and principles of art through numerous interactive exercises, has been re-organized and expanded.


Launching the Imagination 3D

Launching the Imagination 3D
Author: Mary Stewart
Publisher: McGraw-Hill Education
Total Pages: 0
Release: 2014-04-15
Genre: Design
ISBN: 9780077773441

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Launching the Imagination treats design as both a verb and a noun—as both a process and a product. Design is deliberate—a process of exploring multiple solutions and choosing the most promising option. Through an immersion in 3D concepts, students are encouraged to develop methods of thinking visually that will serve them throughout their studies and careers. Building on strengths of the previous four editions, Launching the Imagination, 5e, is even more: Concise. Every sentence has been refined, so that maximum content can be communicated as clearly and concisely as possible. Colorful. In addition to full-color throughout the book, the writing is livelier than that in most textbooks. Analogies are often used to expand communication, and every visual example has been carefully selected for maximum impact. Comprehensive. LTI is the only foundational text will full sections devoted to Critical and Creative Thinking and to Time-based Design. Photo program is global, represents a myriad of stylistic approaches, and prominently features design and media arts as well as more traditional art forms. Contemporary. Over half of the visual examples now represent artworks completed since 1970.


The Moral Imagination

The Moral Imagination
Author: John Paul Lederach
Publisher: Oxford University Press
Total Pages: 217
Release: 2010
Genre: Language Arts & Disciplines
ISBN: 019974758X

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"John Paul Lederach's work in the field of conciliation and mediation is internationally recognized. He has provided consultation, training and direct mediation in a range of situations from the Miskito/Sandinista conflict in Nicaragua to Somalia, Northern Ireland, Tajikistan, and the Philippines. His influential 1997 book Building Peace has become a classic in the discipline. In this book, Lederach poses the question, "How do we transcend the cycles of violence that bewitch our human community while still living in them?" Peacebuilding, in his view, is both a learned skill and an art. Finding this art, he says, requires a worldview shift. Conflict professionals must envision their work as a creative act-an exercise of what Lederach terms the "moral imagination." This imagination must, however, emerge from and speak to the hard realities of human affairs. The peacebuilder must have one foot in what is and one foot beyond what exists. The book is organized around four guiding stories that point to the moral imagination but are incomplete. Lederach seeks to understand what happened in these individual cases and how they are relevant to large-scale change. His purpose is not to propose a grand new theory. Instead he wishes to stay close to the "messiness" of real processes and change, and to recognize the serendipitous nature of the discoveries and insights that emerge along the way. overwhelmed the equally important creative process. Like most professional peacemakers, Lederach sees his work as a religious vocation. Lederach meditates on his own calling and on the spirituality that moves ordinary people to reject violence and seek reconciliation. Drawing on his twenty-five years of experience in the field he explores the evolution of his understanding of peacebuilding and points the way toward the future of the art." http://www.loc.gov/catdir/enhancements/fy0616/2004011794-d.html.


Evolution

Evolution
Author: Min-Gyu Seol
Publisher:
Total Pages: 447
Release: 2016
Genre:
ISBN: 9788968010156

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Beginner's Guide to Creating Characters in Blender

Beginner's Guide to Creating Characters in Blender
Author: 3dtotal Publishing
Publisher: 3dtotal Publishing
Total Pages: 0
Release: 2021
Genre: Blender (Computer file)
ISBN: 9781912843138

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Beginner's Guide to Creating Characters in Blender gives those interested in this versatile, expansive tool all the information they need to enter 3D.


Virtual Cities

Virtual Cities
Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
Total Pages: 257
Release: 2020-11-12
Genre: Games & Activities
ISBN: 1783528508

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Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.