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Following publication of Introduction to Japanese Cuisine, as well as a volume on Flavour and Seasoning, the Japanese Culinary Academy is pleased to present the third book in the Complete Japanese Cuisine series: Mukoita Cutting Techniques (Fish) - Japanese Language Edition. This book covers all the fundamentals of the subject, providing information that's necessary to understanding the cuisine and its cultural context. It features an introduction to Japanese cutting techniques including its importance to preparing and serving sashimi, its history, hygiene and regulations for using raw ingredients in Japan, and a discussion of Japanese knives.
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The first in a multi-volume definitive series on the art of Japanese cuisine that will be the standard work for many years to come. Subsequent volumes will appear annually and will describe and illustrate the technical aspects of Japanese cuisine, such as Umami, Sauce & Seasoning, Cutting and Slicing, Simmering and Steaming, Grilling and Frying, Sushi and Other Cuisine, Desserts, Ingredients and more.
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Books on Textiles tend to focus solely on aesthetic or technical points of view. Designers’ understanding of special technical aspects of textile structure or the ability of researchers to grasp the design aspects would result in quantum leaps in innovations and creativity in the Textile domain. This book presents a holistic view integrating the viewpoints of designers and researchers. It presents previously unexplored features or possibilities, mainly in the field of textile structure constructions and characteristics. The main aim is a unique proper blending of both the technical and aesthetic sides of textile. Without compromising on the technicalities, it simplifies complex concepts to...
This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.