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Book reviews for "Hoffman,_Donald_David" sorted by average review score:

Visual Intelligence: How We Create What We See
Published in Hardcover by W.W. Norton & Company (1998)
Amazon base price: $20.97
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Collectible price: $21.18
List price: $29.95 (that's 30% off!)
Used price: $5.94
Collectible price: $21.18
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Got this book out of our company library and found very easy to read, insightful and helpful in understanding the basics of human perception. Information on how we filter information is very helpful in designing a range of systems for humans to use. I've recommended this book to my peers at work and have bought a private copy for myself.

This book is a lot of fun to read, not only because it's really interesting but because you learn through experience while you read. The book is about how our minds interpret the visual information that our eyes see, and it includes many visual examples -- optical illusions, basically, that make you pay attention to how your mind is working while you take in the experience.
I read the book because of an interest in graphic design, and it brings design concepts together with psychology and biology in a really involving way. It was just a pleasure to read from the beginning to almost the end.
Another reviewer points out that the last chapter is a bit of a letdown, and that's true. It's kind of an "everything's relative and you construct your own reality" message that's obviously very important to the author for academic reasons but much less so to the audience. Still, it takes nothing away from the rest of this fascinating book.

Corporation, s Corporation and Partnership: Practice Sets
Published in Paperback by Southwestern Pub Co (1999)
Amazon base price: $27.95
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Modeling, and representation of most phenomena in a digital computer lag in precision compared to their originals in the physical world. They are pronouncedly more so with Computer Graphics, on which is founded the field of Virtual Reality. I believe that a researcher in VR should modify the kernel of his projects to rely on the ways of making virtual entities LOOK closest to their physical counterparts, rather than blindly simulate those entities with the closest precision possible. Thus, for a good VR universe, frequently, it is "fake the best" you can to recreate the virtual EXPERIENCE closest to the EXPRIRENCE of reality.
"Experience" is the goal; not (always) the precision per se of the underlying simulation. That is where this books comes handy. Understanding how the "Visual Intelligence" works goes a long way in learning how to fake it. Chapters 3 ("The Invisible Surface That Glows"), 4 ("Spontaneous Morphing"), 5 ("The Day Color Drained Away") are particularly of interest to Graphics/VR students.
I would have given a 5-star, if the author had made the "case histories" more readable and less verbose. In fact I skipped reading some of those!