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Books > Computing & IT > Computer software packages
Multimedia computing has emerged in the last few years as a major area of research. Multimedia computer systems have opened a wide range of applications by combining a variety of information sources, such as voice, graphics, animation, images, audio and full-motion video. Looking at the big picture, multimedia can be viewed as the merging of three industries: computer, communications, and broadcasting industries. Research and development efforts can be divided into two areas. As the first area of research, much effort has been centered on the stand-alone multimedia workstation and associated software systems and tools, such as music composition, computer-aided education and training, and interactive video. However, the combination of multimedia computing with distributed systems offers even greater potential. New applications based on distributed multimedia systems include multimedia information systems, collaborative and video conferencing systems, on-demand multimedia services, and distance learning. Multimedia Systems and Techniques is one of two volumes published by Kluwer, both of which provide a broad introduction into this fast moving area. The book covers fundamental concepts and techniques used in multimedia systems. The topics include multimedia objects and related models, multimedia compression techniques and standards, multimedia interfaces, multimedia storage techniques, multimedia communication and networking, multimedia synchronization techniques, multimedia information systems, scheduling in multimedia systems, and video indexing and retrieval techniques. Multimedia Systems and Techniques, together with its companion volume, Multimedia Tools and Applications, is intended for anyone involved in multimedia system design and applications and can be used as a textbook for advanced courses on multimedia.
In recent years, spatial analysis has become an increasingly active field, as evidenced by the establishment of educational and research programs at many universities. Its popularity is due mainly to new technologies and the development of spatial data infrastructures. This book illustrates some recent developments in spatial analysis, behavioural modelling, and computational intelligence. World renown spatial analysts explain and demonstrate their new and insightful models and methods. The applications are in areas of societal interest such as the spread of infectious diseases, migration behaviour, and retail and agricultural location strategies. In addition, there is emphasis on the uses of new technologoies for the analysis of spatial data through the application of neural network concepts.
The latest developments in rendering, visualization, and rasterization hardware are reported in this volume, which contains revised versions of thecontributions to the Sixth Eurographics Workshop on Graphics Hardware, held in Vienna in September 1991 in conjunction with the Eurographics '91 Conference. The book has five parts and a keynote paper, "Issues and Directions for Graphics Hardware Accelerators," by Kurt Akeley. The first part of the book concerns graphics hardware design, including simulation and silicon compilers. The second part contains two papers on graphics systems. The third part focuses on volume (voxel-based) machines, describing two devices to facilitate transformations of volumes. The fourth part includes papers on rasterization systems, including character rasterization and scan-conversion of triangular faces. The papers in the last part of the book focus on rendering machines. They include a programmable rendering engine, primitive shaders, and radiosity implementation on a parallel architecture.
It is, indeed, widely acceptable today that nowhere is it more important to focus on the improvement of software quality than in the case of systems with requirements in the areas of safety and reliability - especially for distributed, real-time and embedded systems. Thus, much research work is under progress in these fields, since software process improvement impinges directly on achieved levels of quality, and many application experiments aim to show quantitative results demonstrating the efficacy of particular approaches. Requirements for safety and reliability - like other so-called non-functional requirements for computer-based systems - are often stated in imprecise and ambiguous terms, or not at all. Specifications focus on functional and technical aspects, with issues like safety covered only implicitly, or not addressed directly because they are felt to be obvious; unfortunately what is obvious to an end user or system user is progressively less so to others, to the extend that a software developer may not even be aware that safety is an issue. Therefore, there is a growing evidence for encouraging greater understanding of safety and reliability requirements issues, right across the spectrum from end user to software developer; not just in traditional safety-critical areas (e.g. nuclear, aerospace) but also acknowledging the need for such things as heart pacemakers and other medical and robotic systems to be highly dependable.
Computer Science and Operations Research continue to have a synergistic relationship and this book - as a part of the Operations Research and Computer Science Interface Series - sits squarely in the center of the confluence of these two technical research communities. The research presented in the volume is evidence of the expanding frontiers of these two intersecting disciplines and provides researchers and practitioners with new work in the areas of logic programming, stochastic optimization, heuristic search and post-solution analysis for integer programs. The chapter topics span the spectrum of application level. Some of the chapters are highly applied and others represent work in which the application potential is only beginning. In addition, each chapter contains expository material and reviews of the literature designed to enhance the participation of the reader in this expanding interface.
On November 21, 1990, the Super Nintendo was officially introduced to the Japanese public as the Super Famicom - a date that would forever be engraved in the hearts and souls of gamers worldwide. Following in the footsteps of the NES, whose universal success had definitively shaped the fate of the gaming industry, the Super Nintendo was a technological masterpiece teeming with power and potential, and that still fascinates us to this very day. Across more than 510+ pages richly illustrated with photographs and documents from the period, this perfect fusion of our two previous Super Nintendo Anthology volumes recounts the life story of the Kyoto-based giant's wondrous 16-bit console and delves deep into its huge international games library. A true work of reference, allowing those who missed out on our Super Nintendo/Super Famicom Deluxe Edition the chance to own even more content than before. This new version of our SNES Anthology meshes together both the Software and Hardware books from our out-of-print Ultimate Edition. It covers the console's genesis through to the end of its life cycle (including a deep-dive into its many components, and its graphic/audio capabilities), as well as its accessories (official or otherwise), secrets behind the hardware, and a total of 1770+ official, unofficial and cancelled games - with a specific amount of page space dedicated to each one based on its quality and reputation, including their release date, developer, publisher, genre, and a rating out of five.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficult and challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics. Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of Articulated Figures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computer graphics techniques for simulating human and animal figures in a natural and physically realistic manner.
"R for Business Analytics" looks at some of the most common tasks performed by business analysts and helps the user navigate the wealth of information in R and its 4000 packages. With this information the reader can select the packages that can help process the analytical tasks with minimum effort and maximum usefulness. The use of Graphical User Interfaces (GUI) is emphasized in this book to further cut downand bend the famous learning curve in learning R. This book is aimed to help you kick-start with analytics including chapters on data visualization, code examples on web analytics and social media analytics, clustering, regression models, text mining, data mining models and forecasting. The book tries to expose the reader to a breadth of business analytics topics without burying the user in needless depth. The included references and links allow the reader to pursue business analytics topics. This book is aimed at business analysts with basic programming skills for using R for Business Analytics. Note the scope of the book is neither statistical theory nor graduate level research for statistics, but rather it is for business analytics practitioners. Business analytics (BA) refers to the field ofexploration and investigation of data generated by businesses. Business Intelligence (BI) is the seamless dissemination of information through the organization, which primarily involves business metrics both past and current for the use of decision support in businesses. Data Mining (DM) is the process of discovering new patterns from large data using algorithms and statistical methods. To differentiate between the three, BI is mostly current reports, BA is models to predict and strategizeand DM matches patterns in big data. The R statistical software is the fastest growing analytics platform in the world, and is established in both academia and corporations for robustness, reliability and accuracy. The book utilizes Albert Einstein s famous remarks on making things as simple as possible, but no simpler. This book will blow the last remaining doubts in your mind about using R in your business environment. Even non-technical users will enjoy the easy-to-use examples. The interviews with creators and corporate users of R make the book very readable. The author firmly believes Isaac Asimovwas a better writer in spreading science than any textbook or journal author."
Welcome to the world of 3D architectural visualizations using the most powerful and versatile 3D software package on the planet: 3ds Max. In just the last few years, the visualization industry has arguably become the fastest-growing 3D industry, and may soon overtake all others in total number of users. Just as the use ofcomputer-aided designbecame the norm for nearly all architectural, engineering, and construction firms in the 1990s, 3D visualizations have become standard practice today. This book takes you through the challenge of learning one of the most complex computer programs ever created, by way of easy-to-follow tutorials and instruction. It specifically focuses on those parts of the program you need to know to produce stunning architectural visualizations. The intent is not to show you every possible way to accomplish a task, but rather some of the fastest and most efficient ways. At the end of the book, there is a guide to marketing your services, as well as 20 top tips that took the author almost 10 years to learn in a production environmentsometimes the hard way. 3ds Max is a large and complex application, but by learning just the features that apply to visualizations, you'll be learning everything you need to know to get ahead in the industry in the shortest possible amount of time.
Multiresolution methods in geometric modelling are concerned with the generation, representation, and manipulation of geometric objects at several levels of detail. Applications include fast visualization and rendering as well as coding, compression, and digital transmission of 3D geometric objects. This book marks the culmination of the four-year EU-funded research project, Multiresolution in Geometric Modelling (MINGLE). The book contains seven survey papers, providing a detailed overview of recent advances in the various fields within multiresolution modelling, and sixteen additional research papers. Each of the seven parts of the book starts with a survey paper, followed by the associated research papers in that area. All papers were originally presented at the MINGLE 2003 workshop held at Emmanuel College, Cambridge, UK, 9-11 September 2003.
This book collects the lectures given at the NATO Advanced Study Institute From Identijication to Learning held in Villa Olmo, Como, Italy, from August 22 to September 2, 1994. The school was devoted to the themes of Identijication, Adaptation and Learning, as they are currently understood in the Information and Contral engineering community, their development in the last few decades, their inter connections and their applications. These titles describe challenging, exciting and rapidly growing research areas which are of interest both to contral and communication engineers and to statisticians and computer scientists. In accordance with the general goals of the Institute, and notwithstanding the rat her advanced level of the topics discussed, the presentations have been generally kept at a fairly tutorial level. For this reason this book should be valuable to a variety of rearchers and to graduate students interested in the general area of Control, Signals and Information Pracessing. As the goal of the school was to explore a common methodologicalline of reading the issues, the flavor is quite interdisciplinary. We regard this as an original and valuable feature of this book."
The book addresses the relationship between knowledge, complexity and innovation systems. It integrates research findings from a broad area including economics, business studies, management studies, geography, mathematics and science & technology contributions from a wide range group of international experts. In particular, it offers insights about knowledge creation and spillovers, innovation and learning systems, innovation diffusion processes and innovation policies.The contributions provide an excellent coverage of current conceptual and theoretical developments and valuable insights from both empirical and conceptual work. The reader gets an overview about the state of the art of the role of innovation systems and knowledge creation and diffusion in geographical space.
"Power SAS: A Survival Guide" is designed to provide the millions of SAS users with the largest and most comprehensive collection of SAS tips and techniques ever offered. Kirk Lafler is an Internet and software consultant with 25 years of experience providing clients around the world with innovative technical solutions and training. Kirk's tips will help you leverage features of SAS that even the most experienced SAS users may not know. Whether you read it cover to cover, browse through it in your free time, or use it as a reference by looking up pertinent tips, this book is an invaluable self-help resource for working smarter, and for troubleshooting and resolving SAS problems and errors. The book's organization makes it easy for SAS users of all experience levelsprogrammers, statisticians, database programmers and administrators, technical managers, technical support staff, and studentsto find what they need. The nine chapters cover SAS basics, data access, data step programming, data manipulation, data management, data presentation, efficiency and performance, configuration and support, and SAS 9.
Packed with more than 350 techniques, this book delivers what you need to know-on the spot. Its concise presentation of professional techniques is suited to experienced artists whether you are: * Migrating from another visual effects application * Upgrading to Houdini 9 * Seeking a handy reference to raise your proficiency with Houdini Houdini On the Spot presents immediate solutions in an accessible format. It clearly illustrates the essential methods that pros use to get the job done efficiently and creatively. Screenshots and step-by-step instructions show you how to: * Navigate and manipulate the version 9 interface * Create procedural models that can be modified quickly and efficiently with Surface Operators (SOPs) * Use Particle Operators (POPs) to build complex simulations with speed and precision * Minimize the number of operators in your simulations with Dynamics Operators (DOPs) * Extend Houdini with customized tools to include data or scripts with Houdini Digital Assets (HDAs) * Master the version 9 rendering options including Physically Based Rendering (PBR), volume rendering and motion blur * Quickly modify timing, geometry, space and rotational values of your animations with Channel Operators (CHOPs) * Create and manipulate elements with Composite Operators (COPs); Houdini's full-blown compositor toolset * Make your own SOPs, COPs, POPs, CHOPs, and shaders with the Vector Expressions (VEX) shading language * Configure the Houdini interface with customized environments and hotkeys * Mine the treasures of the dozens of standalone applications that are bundled with Houdini
Designed to serve as a reference work for practitioners, academics, and scholars worldwide, this book is the first of its kind to explain complex cybercrimes from the perspectives of multiple disciplines (computer science, law, economics, psychology, etc.) and scientifically analyze their impact on individuals, society, and nations holistically and comprehensively. In particular, the book shows: How multiple disciplines concurrently bring out the complex, subtle, and elusive nature of cybercrimes How cybercrimes will affect every human endeavor, at the level of individuals, societies, and nations How to legislate proactive cyberlaws, building on a fundamental grasp of computers and networking, and stop reacting to every new cyberattack How conventional laws and traditional thinking fall short in protecting us from cybercrimes How we may be able to transform the destructive potential of cybercrimes into amazing innovations in cyberspace that can lead to explosive technological growth and prosperity
3. 8 Problems . . . 66 4 ENABLING REUSE 69 4. 1 Concepts . . . . . . . . 69 4. 2 Exploiting commonality 70 4. 3 Reusable building blocks 71 4. 4 Allowing replaceable components 75 4. 5 Other replaceable entities 79 4. 6 Limiting flexibility . . . 82 4. 7 Other considerations . . 84 4. 8 Language fundamentals 85 4. 9 Problems . . . . . . . . 88 5 FUNCTIONS 91 5. 1 Concepts . . . . . . . . 91 5. 2 Introduction to functions 92 5. 3 An interpolation function 94 5. 4 Multiple return values 96 97 5. 5 Passing records as arguments 5. 6 Using extemal subroutines 100 5. 7 Language fundamentals 102 5. 8 Problems . . . . . . . . 110 6 USING ARRAYS 113 6. 1 Concepts . . . . . . . . . . . . . . . . . . 113 6. 2 Planetary motion: Arrays of components . . 113 6. 3 Simple ID heat transfer: Arrays of variables 120 6. 4 Using arrays with chemical systems 132 6. 5 Language fundamentals 143 6. 6 Problems . . . . . . . . . . . . . . 152 7 HYBRID MODELS 155 7. 1 Concepts . . . . . . . . 155 7. 2 Modeling digital circuits 155 7. 3 Bouncing ball . . . . . . 162 7. 4 Sensor modeling . . . . 166 7. 5 Language fundamentals 178 7. 6 Problems . . . . . . . . 186 8 EXPLORING NONLINEAR BEHAVIOR 189 8. 1 Concepts . . . 189 8. 2 An ideal diode 189 8. 3 Backlash . . . 193 8. 4 Thermal properties 199 Contents vii 8. 5 Hodgkin-Huxley nerve cell models 203 8. 6 Language fundamentals 206 8. 7 Problems . . . . . . . . . . . . . . 210 9 MISCELLANEOUS 213 9. 1 Lookup rules 213 9. 2 Annotations . . 225 Part II Effective Modelica 10 MULTI-DOMAIN MODELING 231 10. 1 Concepts . . . . . . . . . 231 231 10. 2 Conveyor system . . . . .
This book is a collection of the finalized versions of the papers presented at the third Eurographics Workshop on Graphics Hardware. The diversity of the contributions reflects the widening range of options for graphics hardware that can be exploited due to the constant evolution of VLSI and software technologies. The first part of the book deals with the algorithmic aspects of graphics systems in a hardware-oriented context. Topics are: VLSI design strategies, data distribution for ray-tracing, the advantages of point-driven image generation with respect to VLSI implementation, use of memory and ease of parallelization, ray-tracing, and image reconstruction. The second part is on specific hardware, on content addressable memories and voxel-based systems. The third part addresses parallel systems: massively parallel object-based architectures, two systems in which image generated by individual rendering systems are composited, a transputer-based parallel display processor.
This state-of-the-art monograph presents a coherent survey of a variety of methods and systems for formal hardware verification. It emphasizes the presentation of approaches that have matured into tools and systems usable for the actual verification of nontrivial circuits. All in all, the book is a representative and well-structured survey on the success and future potential of formal methods in proving the correctness of circuits. The various chapters describe the respective approaches supplying theoretical foundations as well as taking into account the application viewpoint. By applying all methods and systems presented to the same set of IFIP WG10.5 hardware verification examples, a valuable and fair analysis of the strenghts and weaknesses of the various approaches is given.
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