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Books > Computing & IT > Computer programming
This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A truly system on the web of Virtual Try On does not exist so far. This book is an attempt to explain how to build a 3D Virtual Try On system which is now very much in demand in the clothing industry. To describe this work, the book is divided into five chapters. The first chapter contains a brief historical background of general deformation methods. It ends with a section on the 3D human body scanner systems that are used both for rapid p- totyping and statistical analyses of the human body size variations.
The book presents a unified treatment of integer programming and network models with topics ranging from exact and heuristic algorithms to network flows, traveling salesman tours, and traffic assignment problems. While the emphasis of the book is on models and applications, the most important methods and algorithms are described in detail and illustrated by numerical examples. The formulations and the discussion of a large variety of models provides insight into their structures that allows the user to better evaluate the solutions to the problems.
Cyberspace security is a critical subject of our times. On the one hand the development of Internet, mobile communications, distributed computing, computer software and databases storing essential enterprise information has helped to conduct business and personal communication between individual people. On the other hand it has created many opportunities for abuse, fraud and expensive damage. This book is a selection of the best papers presented at the NATO Advanced Research Workshop dealing with the Subject of Cyberspace Security and Defense. The level of the individual contributions in the volume is advanced and suitable for senior and graduate students, researchers and technologists who wish to get some feeling of the state of the art in several sub-disciplines of Cyberspace security. Several papers provide a broad-brush description of national security issues and brief summaries of technology states. These papers can be read and appreciated by technically enlightened managers and executives who want to understand security issues and approaches to technical solutions. An important question of our times is not "Should we do something for enhancing our digital assets security," the question is "How to do it."
This book is designed to cover the basics of C++, the powerful programming language used by developers all over the world. Its readily understandable concepts and easy syntax are used in video games, embedded systems, IoT devices, and resource-heavy AI applications. Using a "self-teaching" method with numerous examples and figures, the book covers all of the major C++ concepts, including pointers, classes, strings, arrays, polymorphism, inheritance, file handling, and more. Various types of the end of chapter exercises include theoretical, practical, and multiple choice (with answers) to enhance comprehension of the topics covered.
Researches and developers of simulation models state that the Java program ming language presents a unique and significant opportunity for important changes in the way we develop simulation models today. The most important characteristics of the Java language that are advantageous for simulation are its multi-threading capabilities, its facilities for executing programs across the Web, and its graphics facilities. It is feasible to develop compatible and reusable simulation components that will facilitate the construction of newer and more complex models. This is possible with Java development environments. Another important trend that begun very recently is web-based simulation, i.e., and the execution of simulation models using Internet browser software. This book introduces the application of the Java programming language in discrete-event simulation. In addition, the fundamental concepts and prac tical simulation techniques for modeling different types of systems to study their general behavior and their performance are introduced. The approaches applied are the process interaction approach to discrete-event simulation and object-oriented modeling. Java is used as the implementation language and UML as the modeling language. The first offers several advantages compared to C++, the most important being: thread handling, graphical user interfaces (QUI) and Web computing. The second language, UML (Unified Modeling Language) is the standard notation used today for modeling systems as a collection of classes, class relationships, objects, and object behavior."
PREVIOUS EDITIONThis textbook introduces the "Fundamentals of Multimedia", addressing real issues commonly faced in the workplace. The essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Features: presents an overview of the key concepts in multimedia, including color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website.
The book provides a platform for dealing with the flaws and failings of the soft computing paradigm through different manifestations. The different chapters highlight the necessity of the hybrid soft computing methodology in general with emphasis on several application perspectives in particular. Typical examples include (a) Study of Economic Load Dispatch by Various Hybrid Optimization Techniques, (b) An Application of Color Magnetic Resonance Brain Image Segmentation by Para Optimus LG Activation Function, (c) Hybrid Rough-PSO Approach in Remote Sensing Imagery Analysis, (d) A Study and Analysis of Hybrid Intelligent Techniques for Breast Cancer Detection using Breast Thermograms, and (e) Hybridization of 2D-3D Images for Human Face Recognition. The elaborate findings of the chapters enhance the exhibition of the hybrid soft computing paradigm in the field of intelligent computing.
As the first book devoted to relational data mining, this coherently written multi-author monograph provides a thorough introduction and systematic overview of the area. The first part introduces the reader to the basics and principles of classical knowledge discovery in databases and inductive logic programming; subsequent chapters by leading experts assess the techniques in relational data mining in a principled and comprehensive way; finally, three chapters deal with advanced applications in various fields and refer the reader to resources for relational data mining.This book will become a valuable source of reference for R&D professionals active in relational data mining. Students as well as IT professionals and ambitioned practitioners interested in learning about relational data mining will appreciate the book as a useful text and gentle introduction to this exciting new field.
Recent growth in knowledge management concepts has played a vital role in the improvement of organizational performance. These knowledge management approaches have been influential in achieving the goal of efficient production of software development processes. Knowledge-Based Processes in Software Development focuses on the inherent issues to help practitioners in gaining understanding of software development processes. The best practices highlighted in this publication will be essential to software professionals working in the industry as well as students and researchers in the domain of software engineering in order to successfully employ knowledge management procedures.
Templates are used to generate all kinds of text, including computer code. The last decade, the use of templates gained a lot of popularity due to the increase of dynamic web applications. Templates are a tool for programmers, and implementations of template engines are most times based on practical experience rather than based on a theoretical background. This book reveals the mathematical background of templates and shows interesting findings for improving the practical use of templates. First, a framework to determine the necessary computational power for the template metalanguage is presented. The template metalanguage does not need to be Turing-complete to be useful. A non-Turing-complete metalanguage enforces separation of concerns between the view and model. Second, syntactical correctness of all languages of the templates and generated code is ensured. This includes the syntactical correctness of the template metalanguage and the output language. Third, case studies show that the achieved goals are applicable in practice. It is even shown that syntactical correctness helps to prevent cross-site scripting attacks in web applications. The target audience of this book is twofold. The first group exists of researcher interested in the mathematical background of templates. The second group exists of users of templates. This includes designers of template engines on one side and programmers and web designers using templates on the other side"
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.
Everything should be made as simple as possible, but not simpler. (Albert Einstein, Readers Digest, 1977) The modern practice of creating technical systems and technological processes of high effi.ciency besides the employment of new principles, new materials, new physical effects and other new solutions ( which is very traditional and plays the key role in the selection of the general structure of the object to be designed) also includes the choice of the best combination for the set of parameters (geometrical sizes, electrical and strength characteristics, etc.) concretizing this general structure, because the Variation of these parameters ( with the structure or linkage being already set defined) can essentially affect the objective performance indexes. The mathematical tools for choosing these best combinations are exactly what is this book about. With the advent of computers and the computer-aided design the pro bations of the selected variants are usually performed not for the real examples ( this may require some very expensive building of sample op tions and of the special installations to test them ), but by the analysis of the corresponding mathematical models. The sophistication of the mathematical models for the objects to be designed, which is the natu ral consequence of the raising complexity of these objects, greatly com plicates the objective performance analysis. Today, the main (and very often the only) available instrument for such an analysis is computer aided simulation of an object's behavior, based on numerical experiments with its mathematical model."
This book is an up-to-date self-contained compendium of the research carried out by the authors on model-based diagnosis of a class of discrete-event systems called active systems. After defining the diagnosis problem, the book copes with a variety of reasoning mechanisms that generate the diagnosis, possibly within a monitoring setting. The book is structured into twelve chapters, each of which has its own introduction and concludes with bibliographic notes and itemized summaries. Concepts and techniques are presented with the help of numerous examples, figures, and tables, and when appropriate these concepts are formalized into propositions and theorems, while detailed algorithms are expressed in pseudocode. This work is primarily intended for researchers, professionals, and graduate students in the fields of artificial intelligence and control theory.
The implementation of object-oriented languages has been an active topic of research since the 1960s when the first Simula compiler was written. The topic received renewed interest in the early 1980s with the growing popularity of object-oriented programming languages such as c++ and Smalltalk, and got another boost with the advent of Java. Polymorphic calls are at the heart of object-oriented languages, and even the first implementation of Simula-67 contained their classic implementation via virtual function tables. In fact, virtual function tables predate even Simula-for example, Ivan Sutherland's Sketchpad drawing editor employed very similar structures in 1960. Similarly, during the 1970s and 1980s the implementers of Smalltalk systems spent considerable efforts on implementing polymorphic calls for this dynamically typed language where virtual function tables could not be used. Given this long history of research into the implementation of polymorphic calls, and the relatively mature standing it achieved over time, why, one might ask, should there be a new book in this field? The answer is simple. Both software and hardware have changed considerably in recent years, to the point where many assumptions underlying the original work in this field are no longer true. In particular, virtual function tables are no longer sufficient to implement polymorphic calls even for statically typed languages; for example, Java's interface calls cannot be implemented this way. Furthermore, today's processors are deeply pipelined and can execute instructions out-of order, making it difficult to predict the execution time of even simple code sequences."
This new text/reference presents an accessible, concise, but rather complete, introduction to the C++ programming language with special emphasis on object-oriented numeric computation for scientific and engineering program development. The description of the language is in compliance with ISO/ANSI standards and is platform independent for maximum versatility. Requiring only basic calculus and linear algebra as prerequisites, the book introduces concepts, techniques, and standard libraries of C++ in a manner that is easy to understand and uses such familiar examples as vectors, matrices, integrals, and complex numbers. It also contains an introduction to C++ programs for applications with many numberic methods that are fundamental to science and engineering computing: polynomial evaluation and interpolation; numeric integration; methods for solving nonlinear equations; systems of linear equations in full, band, and sparse matrix storage formats; and ordinary and partial differential equations. Numerous techniques and examples are provided on how to reduce (C and Fortran) run-time overhead and improve program efficiency. Topics and features: *concise coverage of C++ programming concepts with object-oriented emphasis*numerous examples, coding tools, sample programs and exercises for reinforcement and self-study purposes*develops and uses basic and advanced features, as well as standard libraries of C++*covers many fundamental numeric methods for scientific and engineering computing applications*downloadable user-defined numeric linear algebra library available from author web site With an accessible style, intuitive topic development, and numerous examples, the book is an excellent resource and guide to the power, versatility and efficiency of C++ programming for numeric computing applications. Advanced students, practitioners and professionals in computer science, engineering and scientific computing in general will find the book a practical guide and resource for their work and applications program development.
A presentation of the central and basic concepts, techniques, and tools of computer science, with the emphasis on presenting a problem-solving approach and on providing a survey of all of the most important topics covered in degree programmes. Scheme is used throughout as the programming language and the author stresses a functional programming approach to create simple functions so as to obtain the desired programming goal. Such simple functions are easily tested individually, which greatly helps in producing programs that work correctly first time. Throughout, the author aids to writing programs, and makes liberal use of boxes with "Mistakes to Avoid." Programming examples include: * abstracting a problem; * creating pseudo code as an intermediate solution; * top-down and bottom-up design; * building procedural and data abstractions; * writing progams in modules which are easily testable. Numerous exercises help readers test their understanding of the material and develop ideas in greater depth, making this an ideal first course for all students coming to computer science for the first time.
Advice involves recommendations on what to think; through thought, on what to choose; and via choices, on how to act. Advice is information that moves by communication, from advisors to the recipient of advice. Ivan Jureta offers a general way to analyze advice. The analysis applies regardless of what the advice is about and from whom it comes or to whom it needs to be given, and it concentrates on the production and consumption of advice independent of the field of application. It is made up of two intertwined parts, a conceptual analysis and an analysis of the rationale of advice. He premises that giving advice is a design problem and he treats advice as an artifact designed and used to influence decisions. What is unusual is the theoretical backdrop against which the author's discussions are set: ontology engineering, conceptual analysis, and artificial intelligence. While classical decision theory would be expected to play a key role, this is not the case here for one principal reason: the difficulty of having relevant numerical, quantitative estimates of probability and utility in most practical situations. Instead conceptual models and mathematical logic are the author's tools of choice. The book is primarily intended for graduate students and researchers of management science. They are offered a general method of analysis that applies to giving and receiving advice when the decision problems are not well structured, and when there is imprecise, unclear, incomplete, or conflicting qualitative information.
Designed as a Java based textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. The new edition includes updating the GUI interface chapters from Swing based to FX based programs. The game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming or advanced Java programming course, and permits instructors who are not familiar with game programming and computer graphic concepts to realize the pedagogical advantages of using game programming. The book assumes the reader has no prior programming experience. FEATURES: Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines. Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc. Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based. Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes. 4 color throughout with game demos on the companion files. Instructor's resources available upon adoption.
Basics of Software Engineering Experimentation is a practical guide to experimentation in a field which has long been underpinned by suppositions, assumptions, speculations and beliefs. It demonstrates to software engineers how Experimental Design and Analysis can be used to validate their beliefs and ideas. The book does not assume its readers have an in-depth knowledge of mathematics, specifying the conceptual essence of the techniques to use in the design and analysis of experiments and keeping the mathematical calculations clear and simple. Basics of Software Engineering Experimentation is practically oriented and is specially written for software engineers, all the examples being based on real and fictitious software engineering experiments.
This 2nd edition has been completely revised and updated, with additional new chapters. It presents state-of-the-art research in this area and focuses on key topics such as: visualization of semantic and structural information and metadata in the context of the emerging Semantic Web; Ontology-based Information Visualization and the use of graphically represented ontologies; Semantic Visualizations using Topic Maps and graph techniques; Recommender systems for filtering and recommending on the Semantic Web; SVG and X3D as new XML-based languages for 2D and 3D visualisations; methods used to construct and visualize high quality metadata and ontologies; and navigating and exploring XML documents using interactive multimedia interfaces. The design of visual interfaces for e-commerce and information retrieval is currently a challenging area of practical web development.
Enterprises have made amazing advances by taking advantage of data about their business to provide predictions and understanding of their customers, markets, and products. But as the world of business becomes more interconnected and global, enterprise data is no long a monolith; it is just a part of a vast web of data. Managing data on a world-wide scale is a key capability for any business today. The Semantic Web treats data as a distributed resource on the scale of the World Wide Web, and incorporates features to address the challenges of massive data distribution as part of its basic design. The aim of the first two editions was to motivate the Semantic Web technology stack from end-to-end; to describe not only what the Semantic Web standards are and how they work, but also what their goals are and why they were designed as they are. It tells a coherent story from beginning to end of how the standards work to manage a world-wide distributed web of knowledge in a meaningful way. The third edition builds on this foundation to bring Semantic Web practice to enterprise. Fabien Gandon joins Dean Allemang and Jim Hendler, bringing with him years of experience in global linked data, to open up the story to a modern view of global linked data. While the overall story is the same, the examples have been brought up to date and applied in a modern setting, where enterprise and global data come together as a living, linked network of data. Also included with the third edition, all of the data sets and queries are available online for study and experimentation at data.world/swwo.
Actor-Network Theory (ANT) has existed as a topic of interest among social theorists for decades. Due to the prevalence of technology in modern society, discussions over the influence of actor-network theory on the changing scope of technology can assist in facilitating further research and scientific thought. Technological Advancements and the Impact of Actor-Network Theory focuses on cross-disciplinary research as well as examples of the use of actor-network theory in a variety of fields, including medicine, education, business, engineering, environmental science, computer science, and social science. This timely publication is well-suited for reference use by academicians, researchers, upper-level students, and theorists. Topics Covered The many academic areas covered in this publication include, but are not limited to: Digital Communication E-Health Human Interaction Information and Communication Technologies Online Education Online Investing Public Service Innovation Software Development |
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