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  • Essential Mathematics for Games and Interactive Applications

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    Essential Mathematics for Games and Interactive Applications A Programmer's Guide [ Hardcover, 2nd Edition, CD-Rom ]
    Van Verth, James M. / Bishop, Lars M. | Morgan Kaufmann | 2008³â 05¿ù
    125,090¿ø (18% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,260¿ø
    »óÇ° ÆǸŰ¡ ½ÃÀÛµÇ¸é ¾Ë·Áµå¸³´Ï´Ù. ÆǸŽÃÀÛ ¾Ë¸² ¼­ºñ½º¶õ? ½ÅûÇϱâ
    Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as c...

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  • How Computer Games Help Children Learn

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    Gee, James Paul / Shaffer, D. | Palgrave MacMillan | 2006³â 12¿ù
    124,180¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,210¿ø
    How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself.
  • The Hasselblad Manual

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    The Hasselblad Manual A Comprehensive Guide to the System [ Paperback ]
    Wildi, Ernst | Taylor & Francis Ltd | 2016³â 05¿ù
    124,110¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,210¿ø
    A new addition to the organizational psychology field, The Psychology of Coaching and Mentoring draws on key contemporary research to offer an in-depth, international examination of psychological coaching and mentoring.
  • The Games People Play: Identity, Insights and Issues in the Games Industry

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    The Games People Play: Identity, Insights and Issues in the Games Industry Identity, Insights and Issues in the Games Industry [ Hardcover ]
    Donald, Iain | A K PETERS | 2019³â 12¿ù
    124,110¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,210¿ø
    »óÇ° ÆǸŰ¡ ½ÃÀÛµÇ¸é ¾Ë·Áµå¸³´Ï´Ù. ÆǸŽÃÀÛ ¾Ë¸² ¼­ºñ½º¶õ? ½ÅûÇϱâ
    A look at Mahatma Ghandi and Martin Luther King Jr.

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  • Latex

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    Latex Fonts, Layout, Markup [ Hardcover ]
    Braune, Klaus / Lammarsch, Joachim / Lammarsch, Marion | Springer-Verlag New York Inc | 2007³â 11¿ù
    124,110¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,210¿ø
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  • Animation in Europe

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    Animation in Europe [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Giesen, Rolf | CRC Press | 2022³â 08¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    Animation in Europe provides a comprehensive review of the history and current situation of animation in over 20 European countries. It features numerous interviews with artists and producers, including rare documents and first-hand accounts that illustrate the rich history of animation.
  • An Introduction to GameGuru

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    An Introduction to GameGuru [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Messina, Michael Matthew | CRC Press | 2019³â 08¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    Game-Guru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program.
  • No-Code Video Game Development Using Unity and Playmaker

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    No-Code Video Game Development Using Unity and Playmaker [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Kelley, Michael | A K PETERS | 2016³â 06¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. A...
  • Game Audio Implementation: A Practical Guide Using the Unreal Engine

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    Game Audio Implementation: A Practical Guide Using the Unreal Engine A Practical Guide Using the Unreal Engine [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Stevens, Richard | Routledge | 2015³â 10¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    ȸ¿ø¸®ºä(1°Ç) ¸®ºä ÃÑÁ¡10.0 Á¤º¸ ´õ º¸±â/°¨Ãß±â
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    Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action b...
  • In the Box Music Production: Advanced Tools and Techniques for Pro Tools

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    In the Box Music Production: Advanced Tools and Techniques for Pro Tools Advanced Tools and Techniques for Pro Tools [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Collins, Mike | Routledge | 2014³â 07¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    Sure, you can import and mix a track in Pro Tools. You can work with MIDI and you know your way around the Edit window. The UI is as familiar as your most broken-in pair of jeans. We get it-you don't need another button-pushing guide starting from the ground floor. Get uniquely in-depth coverage i...
  • Managing Electronic Media: Making, Marketing, and Moving Digital Content

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    Managing Electronic Media: Making, Marketing, and Moving Digital Content Making, Moving and Marketing Digital Content [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Van Tassel, Joan / Poe-Howfield, Lisa | Routledge | 2010³â 03¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    Identifies the changes in technology in the global marketplace and the impact these innovations have on media organizations and their integral business practices. This book provides the concepts and vocabulary that managers use to meet the challenges of the market and to position their organizations...
  • Real Sound Synthesis for Interactive Applications

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    Real Sound Synthesis for Interactive Applications [ Paperback, CD, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Cook, Perry R. | A K PETERS | 2002³â 07¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    This work emphasizes physical modelling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators. It is written at introductory level.
  • Digital Graphic Design

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    Digital Graphic Design [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Pender, Ken | Routledge | 1996³â 11¿ù
    122,810¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,690¿ø
    Comprehensive, cross-platform, DIY guide to the creation of a wide range of graphic effects: from the scanning and manipulation of photographs to exciting 3D graphics and the creative use of typography. Benefit from a design professional's experie...
  • Virtual Standard Setting: Setting Cut Scores

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    Harsch, Claudia / Kollias, Charalambos | Peter Lang Gmbh, Internationaler Verlag Der W | 2023³â 01¿ù
    122,560¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,130¿ø
    The study investigated whether cut scores could be set in two synchronous e-communication media.The findings revealed that virtual cut scores set in both media were valid, reliable, and comparable to ones set in face-to-face environment and provides a framework for conducting and evaluating virtual ...
  • Adobe InDesign CS5

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    Adobe InDesign CS5 [ Paperback, CD-Rom ]
    Fisher, Ann | Course Technology Ptr | 2010³â 09¿ù
    122,560¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,130¿ø
    Presenting each skill on two facing pages, this title provides detailed instructions on the left-hand page and large, full-color screenshots on the right page. It features a visual format that helps students intuitively grasp the concepts in the book and apply them to the classroom and workplace env...
  • Digital Media Primer

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    Digital Media Primer International Edition [ Paperback ]
    Wong, Yue-Ling | Pearson Education Limited | 2012³â 05¿ù
    122,110¿ø (18% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,110¿ø
    This accessible fill-in skills workbook has been updated to support the Oxford International Student's Atlas - the most engaging 11-18 atlas, now updated and even better.
  • Monster Hunter Illustrations 3

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    Capcom / Capcom | Udon Entertainment | 2020³â 10¿ù
    121,660¿ø Æ÷ÀÎÆ®Àû¸³ 0¿ø
    »óÇ° ÆǸŰ¡ ½ÃÀÛµÇ¸é ¾Ë·Áµå¸³´Ï´Ù. ÆǸŽÃÀÛ ¾Ë¸² ¼­ºñ½º¶õ? ½ÅûÇϱâ

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  • Logic Pro X 10.3 - Apple Pro Training Series

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    Logic Pro X 10.3 - Apple Pro Training Series Professional Music Production [ Paperback ]
    Nahmani, David | Pearson Education (US) | 2017³â 06¿ù
    121,660¿ø Æ÷ÀÎÆ®Àû¸³ 0¿ø
  • Konami's MSX Legacy: the unofficial story

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    Konami's MSX Legacy: the unofficial story the unofficial story [ Hardback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Dewijngaert, Wim | Tele-Line Videotex Services Vzw | 2018³â 11¿ù
    121,560¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,650¿ø
    ȸ¿ø¸®ºä(1°Ç) ¸®ºä ÃÑÁ¡10.0 Á¤º¸ ´õ º¸±â/°¨Ãß±â
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    It¡¯s hard to imagine, but at the beginning of the eighties, the PC had yet to be invented. If you wanted to create software or play video games, you had to buy a machine called a ¡®home computer¡¯. Unfortunately, each manufacturer released its own hardware, with its own (incompatible) software.
  • Building Interactive Worlds In 3D

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    Building Interactive Worlds In 3D Virtual Sets And Pre-Visualization For Games, Film, And The Web [ Paperback, CD-Rom ]
    Gauthier, Jean-Marc | Butterworth-Heinemann | 2005³â 04¿ù
    121,360¿ø (10% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 6,070¿ø
    Details the steps required to build simulations and interactions, utilize virtual cameras, virtual actors, and real-time physics including gravity, collision and topography. This work helps to create interactive, 3D sets - virtual buildings, terrains, as well as other virtual prototypes for games an...
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