The Animated ABC book of Machines
The Animated ABC E book of Equipment is a fun way for kids to study the alphabet. Each and every letter from Ambulance to Zamboni is entirely animated and incredibly entertaining to enjoy!
The Animated ABC E book of Equipment is a fun way for kids to study the alphabet. Each and every letter from Ambulance to Zamboni is entirely animated and incredibly entertaining to enjoy!
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Author : Helen Martin
Genre : Machinery
Summary : "Tip trucks and toasters! Clocks and cranes! Machines are all around us, helping us every day. Come and explore the fascinating world of machines."--Provided by publisher.
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Author : Helen Martin
Genre : Machinery
Summary : Tip trucks and toasters! Clocks and cranes! Machines are all around us, helping us every day. Come and explore the fascinating world of machines.
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Author : Thomas Lamarre
Genre : Performing Arts
Summary : Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
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Author : Ramin Zahed
Genre : Art
Summary : COVER NOT FINAL The official behind-the-scenes art book for Sony Pictures Animation’s feature film The Mitchells vs. The Machines The Mitchells vs. The Machines is a comedy about an everyday family's struggle to relate while technology rises up around the world! When Katie Mitchell, a creative outsider, is accepted into the film school of her dreams, her plans to meet “her people” at college are upended when her nature-loving dad Rick determines the whole family should drive Katie to school together and bond as a family one last time. Katie and Rick are joined by the rest of the family, including Katie’s wildly positive mom Linda, her quirky little brother Aaron, and the family’s delightfully chubby pug Monchi for the ultimate family road trip. Suddenly, the Mitchells’ plans are interrupted by a tech uprising: All around the world, the electronic devices people love—from phones to appliances to an innovative new line of personal robots—decide it’s time to take over. With the help of two friendly malfunctioning robots, the Mitchells will have to get past their problems and work together to save each other and the world! The Art of The Mitchells vs. The Machines gives insight into how the filmmakers were able to bring this fresh, new vision to the screen through concept art, sketches, and early character designs, accompanied by exclusive commentary from director/co-writer Michael Rianda and co-director/co-writer Jeff Rowe, alumni of the team behind Emmy Award–winning Gravity Falls, and producers Phil Lord and Christopher Miller, the innovative and creative minds behind The Lego Movie and the Academy Award–winning Spider-Man: Into the Spider-Verse.
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Author : Julia Cook
Genre : Juvenile Fiction
Summary : "My stomach feels like it's tied up in a knot. My knees lock up, and my face feels hot. You know what I mean? I'm Wilma Jean, The Worry Machine." Anxiety is a subjective sense of worry, apprehension, and/or fear. It is considered to be the number one health problem in America. Although quite common, anxiety disorders in children are often misdiagnosed and overlooked. Everyone feels fear, worry and apprehension from time to time, but when these feelings prevent a person from doing what he/she wants and/or needs to do, anxiety becomes a disability. This fun and humorous book addresses the problem of anxiety in a way that relates to children of all ages. It offers creative strategies for parents and teachers to use that can lessen the severity of anxiety. The goal of the book is to give children the tools needed to feel more in control of their anxiety. For those worries that are not in anyone's control (i.e. the weather) a worry hat is introduced. A fun read for Wilmas of all ages! Includes a note to parents and educators with tips on dealing with an anxious child.
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Author : Mark Liu
Genre : Computers
Summary : The release of ChatGPT has kicked off an arms race in Machine Learning (ML), however ML has also been described as a black box and very hard to understand. Machine Learning, Animated eases you into basic ML concepts and summarizes the learning process in three words: initialize, adjust and repeat. This is illustrated step by step with animation to show how machines learn: from initial parameter values to adjusting each step, to the final converged parameters and predictions. This book teaches readers to create their own neural networks with dense and convolutional layers, and use them to make binary and multi-category classifications. Readers will learn how to build deep learning game strategies and combine this with reinforcement learning, witnessing AI achieve super-human performance in Atari games such as Breakout, Space Invaders, Seaquest and Beam Rider. Written in a clear and concise style, illustrated with animations and images, this book is particularly appealing to readers with no background in computer science, mathematics or statistics. Access the book's repository at: https://github.com/markhliu/MLA
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Author : Jun Yu
Genre : Computers
Summary : The integration of machine learning techniques and cartoon animation research is fast becoming a hot topic. This book helps readers learn the latest machine learning techniques, including patch alignment framework; spectral clustering, graph cuts, and convex relaxation; ensemble manifold learning; multiple kernel learning; multiview subspace learning; and multiview distance metric learning. It then presents the applications of these modern machine learning techniques in cartoon animation research. With these techniques, users can efficiently utilize the cartoon materials to generate animations in areas such as virtual reality, video games, animation films, and sport simulations