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  • Deep and Shallow

    Deep and Shallow Machine Learning in Music and Audio [ Hardcover ]
    Dubnov, Shlomo / Greer, Ross | Chapman and Hall/CRC | 2023³â 11¿ù
    220,270¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 11,020¿ø
    Combining signals and language models in one place, this book explores how sound may be represented and manipulated by computer systems, and how our devices may come to recognize particular sonic patterns as musically meaningful or creative through the lens of information theory.
  • Pocket Mentor for Video Game Writers

    Megill, Anna | CRC Press | 2023³â 11¿ù
    60,040¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,010¿ø
    Want to become a writer in the games industry? Then this is the book is for you. Award-winning game writer Anna Megill provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.
  • Michel Ocelot

    ¼öÀÔ Focus Animation
    Michel Ocelot A World of Animated Images [ Hardcover ]
    Buono, Laura | CRC Press | 2023³â 10¿ù
    98,010¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,910¿ø
    This unique book examines the career of Michel Ocelot, from his earliest works to his latest research and productions and highlights the director's role in the panorama of contemporary animated cinema and his relationship with the tradition, both artistic and cinematographic.
  • Meaningful Game Design

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    Meaningful Game Design The Methodology and Psychology of Tabletop Games [ Hardcover ]
    Allcoat, Devon / Evans, Chris | CRC Press | 2023³â 12¿ù
    240,300¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 12,020¿ø
    This book provides readers with the tools and methods with which to create effective serious tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of serious games that must be understood in order to build ...
  • Audio Description for the Arts

    Audio Description for the Arts A Linguistic Perspective [ Hardcover ]
    Perego, Elisa | Routledge | 2023³â 10¿ù
    280,350¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 14,020¿ø
    This book traces the development of audio description (AD), a form of audiovisual translation delivered orally or consumed aurally that makes visual elements accessible primarily to people who are visually impaired, and in particular, art AD as an emergent sub-genre.
  • Artistic Approach to Virtual Reality

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    Tornatzky, Cyane / Kelley, Brendan | CRC Press | 2023³â 10¿ù
    90,090¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,510¿ø
    Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks; it covers the theories behind basic mechanics required to enter the virtual reality space; and it investigates theories around...
  • An Artistic Approach to Virtual Reality

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    Tornatzky, Cyane / Kelley, Brendan | CRC Press | 2023³â 10¿ù
    209,470¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 10,480¿ø
    Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks; it covers the theories behind basic mechanics required to enter the virtual reality space; and it investigates theories around...
  • FORCE Fabric

    FORCE Fabric How to Draw Clothes [ Paperback ]
    Mattesi, Mike / Varun, Mritunjay | CRC Press | 2023³â 09¿ù
    74,070¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,710¿ø
    This sixth book in the "FORCE" series instructs artists on how to understand fabric with FORCE thus leading to improved drawings of clothed figures. Expertly organized and beautifully illustrated, the book instructs artists to see clothing in a new way, through FORCE.
  • Complete Guide to Blender Graphics

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    Complete Guide to Blender Graphics Computer Modeling and Animation: Volume One [ Paperback ]
    Blain, John M. | A K Peters/CRC Press | 2023³â 09¿ù
    106,110¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 5,310¿ø
    The book introduces the program's Graphical User Interface and shows how to implement tools for modeling and animating characters and created scenes with the application of color, texture and special lighting effects.
  • Complete Guide to Blender Graphics

    ¼öÀÔ
    Complete Guide to Blender Graphics Computer Modeling and Animation: Volume Two [ Paperback ]
    Blain, John M. | A K Peters/CRC Press | 2023³â 09¿ù
    106,110¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 5,310¿ø
    The book introduces the program's Graphical User Interface and shows how to implement tools for modeling and animating characters and created scenes with the application of color, texture and special lighting effects.
  • A Complete Guide to Character Rigging for Games Using Blender

    ¼öÀÔ
    A Complete Guide to Character Rigging for Games Using Blender [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Hala?, Armin | CRC Press | 2023³â 09¿ù
    239,400¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 11,970¿ø
    This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
  • Applied Computer Vision and Soft Computing with Interpretable AI

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    Applied Computer Vision and Soft Computing with Interpretable AI [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Shinde, Swati V. / Medhane, Darshan V. / Castillo, Oscar | Chapman and Hall/CRC | 2023³â 08¿ù
    180,190¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 9,010¿ø
    This reference text presents the knowledge base of computer vision and soft computing techniques with their applications for sustainable developments.
  • FORCE Fabric

    FORCE Fabric How to Draw Clothes [ Hardcover ]
    Mattesi, Mike / Varun, Mritunjay | CRC Press | 2023³â 09¿ù
    190,210¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 9,520¿ø
    This sixth book in the "FORCE" series instructs artists on how to understand fabric with FORCE thus leading to improved drawings of clothed figures. Expertly organized and beautifully illustrated, the book instructs artists to see clothing in a new way, through FORCE.
  • Complete Guide to Character Rigging for Games Using Blender

    ¼öÀÔ
    Complete Guide to Character Rigging for Games Using Blender [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Hala?, Armin | CRC Press | 2023³â 09¿ù
    98,100¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,910¿ø
    This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
  • Complete Guide to Blender Graphics

    ¼öÀÔ
    Complete Guide to Blender Graphics Computer Modeling and Animation: Volume One [ Hardcover ]
    Blain, John M. (Toormina, New South Wales, Australia) | A K Peters/CRC Press | 2023³â 09¿ù
    280,350¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 14,020¿ø
    The book introduces the program's Graphical User Interface and shows how to implement tools for modeling and animating characters and created scenes with the application of color, texture and special lighting effects.
  • Embedding Culture into Video Games and Game Design

    ¼öÀÔ
    Embedding Culture into Video Games and Game Design The Palm, the Dogai and the Tombstone [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Loban, Rhett | Chapman and Hall/CRC | 2023³â 08¿ù
    90,090¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,510¿ø
    This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process.
  • Translation of Realia and Irrealia in Game Localization

    Translation of Realia and Irrealia in Game Localization Culture-Specificity between Realism and Fictionality [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Pettini, Silvia | Routledge | 2023³â 05¿ù
    80,070¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,010¿ø
    This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions. It is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
  • Ludotronics Game Design Methodology

    ¼öÀÔ
    Ludotronics Game Design Methodology From First Ideas to Spectacular Pitches and Proposals [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Martin, J. | CRC Press | 2023³â 09¿ù
    90,090¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,510¿ø
    This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a p...
  • Game Narrative Toolbox

    Game Narrative Toolbox [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Heussner, Tobias / Finley, Toiya Kristen / Brandes Hepler, Jennifer | CRC Press | 2023³â 08¿ù
    260,320¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 13,020¿ø
    Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry.
  • Earmarked for Collision

    ¼öÀÔ Focus Animation
    Earmarked for Collision A Highly Biased Tour of Collage Animation [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Robinson, Chris | CRC Press | 2023³â 08¿ù
    98,100¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,910¿ø
    In Earmarked for Collision, award-winning writer, Chris Robinson (The Animation Pimp, Mad Eyed Misfits, Unsung Heroes of Animation), takes us on a tour of the history of collage animation, cataloguing the collage works of notable artists like Larry Jordan, Harry Smith, Stan Vanderbeek, Janie Geiser ...
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