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Books > Computing & IT > Computer software packages
This book constitutes the refereed proceedings of the 22nd IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2021, held in Saint-Etienne, and virtually in November 2021. The 70 papers (15 full and 55 short) presented with 5 industrial workshop papers were carefully reviewed and selected from 189 submissions. They provide a comprehensive overview of major challenges and recent advances in various domains related to the digital transformation and collaborative networks and their applications with a strong focus on the following areas related to the main theme of the conference: sustainable collaborative networks; sustainability via digitalization; analysis and assessment of business ecosystems; human factors in collaboration 4.0; maintenance and life-cycle management; policies and new digital services; safety and collaboration management; simulation and optimization; complex collaborative systems and ontologies; value co-creation in digitally enabled ecosystems; digitalization strategy in collaborative enterprises' networks; pathways and tools for DIHs; socio-technical perspectives on smart product-service systems; knowledge transfer and accelerated innovation in FoF; interoperability of IoT and CPS for industrial CNs; sentient immersive response network; digital tools and applications for collaborative healthcare; collaborative networks and open innovation in education 4.0; collaborative learning networks with industry and academia; and industrial workshop.
For some time, medicine has been an important driver for the development of data processing and visualization techniques. Improved technology offers the capacity to generate larger and more complex data sets related to imaging and simulation. This, in turn, creates the need for more effective visualization tools for medical practitioners to interpret and utilize data in meaningful ways. The first edition of Visualization in Medicine and Life Sciences (VMLS) emerged from a workshop convened to explore the significant data visualization challenges created by emerging technologies in the life sciences. The workshop and the book addressed questions of whether medical data visualization approaches can be devised or improved to meet these challenges, with the promise of ultimately being adopted by medical experts. Visualization in Medicine and Life Sciences II follows the second international VMLS workshop, held in Bremerhaven, Germany, in July 2009. Internationally renowned experts from the visualization and driving application areas came together for this second workshop. The book presents peer-reviewed research and survey papers which document and discuss the progress made, explore new approaches to data visualization, and assess new challenges and research directions. The assembled papers span the frontiers of VMLS, examining these topics: * Feature Extraction * Classification * Volumes and Shapes * Tensor Visualization * Visualizing Genes, Proteins, and Molecules"
The book presents selected papers from the 17th International Conference on Intelligent Information Hiding and Multimedia Signal Processing, in conjunction with the 14th International Conference on Frontiers of Information Technology, Applications and Tools, held on October 29 - 31, 2021, in Kaohsiung, Taiwan. It is divided into two volumes and discusses latest research outcomes in the field of information technology (IT) including but not limited to information hiding, multimedia signal processing, big data, data mining, bioinformatics, database, industrial and Internet of things, and their applications.
Semantic Video Object Segmentation for Content-Based Multimedia Applications provides a thorough review of state-of-the-art techniques as well as describing several novel ideas and algorithms for semantic object extraction from image sequences. Semantic object extraction is an essential element in content-based multimedia services, such as the newly developed MPEG4 and MPEG7 standards. An interactive system called SIVOG (Smart Interactive Video Object Generation) is presented, which converts user's semantic input into a form that can be conveniently integrated with low-level video processing. Thus, high-level semantic information and low-level video features are integrated seamlessly into a smart segmentation system. A region and temporal adaptive algorithm was further proposed to improve the efficiency of the SIVOG system so that it is feasible to achieve nearly real-time video object segmentation with robust and accurate performances. Also included is an examination of the shape coding problem and the object segmentation problem simultaneously. Semantic Video Object Segmentation for Content-Based Multimedia Applications will be of great interest to research scientists and graduate-level students working in the area of content-based multimedia representation and applications and its related fields.
The nonequilibrium behavior of nanoscopic and biological systems, which are typically strongly fluctuating, is a major focus of current research. Lately, much progress has been made in understanding such systems from a thermodynamic perspective. However, new theoretical challenges emerge when the fluctuating system is additionally subject to time delay, e.g. due to the presence of feedback loops. This thesis advances this young and vibrant research field in several directions. The first main contribution concerns the probabilistic description of time-delayed systems; e.g. by introducing a versatile approximation scheme for nonlinear delay systems. Second, it reveals that delay can induce intriguing thermodynamic properties such as anomalous (reversed) heat flow. More generally, the thesis shows how to treat the thermodynamics of non-Markovian systems by introducing auxiliary variables. It turns out that delayed feedback is inextricably linked to nonreciprocal coupling, information flow, and to net energy input on the fluctuating level.
Multimedia technology has the potential to evolve the paradigm of end user computing, from the interactive text and graphics model that has developed since the 1950s, into one more compatible with the digital electronic world of the next century. Decreasing hardware costs, a relatively inexpensive storage capacity and a rapid increasing computing power and network bandwidth, all major requirements of multimedia applications, have contributed to the recent tremendous growth in production and use of multimedia contents. Interactive Multimedia Systems addresses these innovative technologies and how they can positively impact a variety of areas.
Der Domainname ist SchlA1/4ssel und AushAngeschild jeder Website. Je durchdachter die Wahl der Domain, um so besser die Kommunikation. Dieses Buch bietet einen Rundum-Service: ausgehend von der Bedeutung eines guten Domain-Namens bis hin zu Suche, Registrierung, Handel, Rechtsfragen und Zukunftsprognosen soll das BewuAtsein fA1/4r den Domain-Namen als Grundlage von Marketingstrategien im Internet geschArft werden. Das Buch bietet auAerdem eine Basis fA1/4r das Management von Domain-Portfolios und richtet sich an Internetverantwortliche in Unternehmen ebenso wie an AnwAlte mit Schwerpunkt Online-Recht.
Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds-enticing threads that hinted at a greater tapestry. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny's most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.
Over the past decade, diverse organizations have been turning to open source software for their technological needs, in both internal processes management and public interaction. Turning the data generated by organizations ranging from universities to large corporations into usable information has plagued users for years, making open source solutions one of the primary goals of these institutions. Open Source Solutions for Knowledge Management and Technological Ecosystems addresses the issues surrounding the search for each organization's unique data management needs, defining the tools necessary to fulfill them within their technological ecosystem, along with the selection, interoperability, and integration of these tools. This book is ideal for managers, business professionals, software engineers, information technology professionals, and students of business and IT.
We are living in a multilingual world and the diversity in languages which are used to interact with information access systems has generated a wide variety of challenges to be addressed by computer and information scientists. The growing amount of non-English information accessible globally and the increased worldwide exposure of enterprises also necessitates the adaptation of Information Retrieval (IR) methods to new, multilingual settings. Peters, Braschler and Clough present a comprehensive description of the technologies involved in designing and developing systems for Multilingual Information Retrieval (MLIR). They provide readers with broad coverage of the various issues involved in creating systems to make accessible digitally stored materials regardless of the language(s) they are written in. Details on Cross-Language Information Retrieval (CLIR) are also covered that help readers to understand how to develop retrieval systems that cross language boundaries. Their work is divided into six chapters and accompanies the reader step-by-step through the various stages involved in building, using and evaluating MLIR systems. The book concludes with some examples of recent applications that utilise MLIR technologies. Some of the techniques described have recently started to appear in commercial search systems, while others have the potential to be part of future incarnations. The book is intended for graduate students, scholars, and practitioners with a basic understanding of classical text retrieval methods. It offers guidelines and information on all aspects that need to be taken into consideration when building MLIR systems, while avoiding too many 'hands-on details' that could rapidly become obsolete. Thus it bridges the gap between the material covered by most of the classical IR textbooks and the novel requirements related to the acquisition and dissemination of information in whatever language it is stored.
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
"There are currently 3.5 billion mobile phones in the world and mobile information technologies permeate all aspects of life. This book explores how mobile technologies and information work shape each other. Most writings do not consider how information work increasingly relies on mobile services; this book seeks to address this imbalance"--
This proceedings volume explores the disruptive effect of COVID19 pandemic on business leaders and managers. It covers the sweeping changes experienced by all sectors of work and business along with core functional verticals. As organizations institutionalize lessons learned through trial and error, an effort is required to document these efforts. The volume is an amalgamation of papers presented papers at the International Management Conference, 2021 hosted at KIIT University, India in February 2021. The thrust of this conference was to gather a holistic picture of the lessons derived during the pandemic hardship. Selected papers provide readers with an idea of the new normal in various domains of management across industries and organizations. Research papers, from each functional areas of business management, give focus on experiences and best practices.
This book provides a reference for people working in the design, development, and manufacturing of medical devices. ​While there are no statistical methods specifically intended for medical devices, there are methods that are commonly applied to various problems in the design, manufacturing, and quality control of medical devices. The aim of this book is not to turn everyone working in the medical device industries into mathematical statisticians; rather, the goal is to provide some help in thinking statistically, and knowing where to go to answer some fundamental questions, such as justifying a method used to qualify/validate equipment, or what information is necessary to support the choice of sample sizes. While, there are no statistical methods specifically designed for analysis of medical device data, there are some methods that seem to appear regularly in relation to medical devices. For example, the assessment of receiver operating characteristic curves is fundamental to development of diagnostic tests, and accelerated life testing is often critical for assessing the shelf life of medical device products. Another example is sensitivity/specificity computations are necessary for in-vitro diagnostics, and Taguchi methods can be very useful for designing devices. Even notions of equivalence and noninferiority have different interpretations in the medical device field compared to pharmacokinetics. It contains topics such as dynamic modeling, machine learning methods, equivalence testing, and experimental design, for example. This book is for those with no statistical experience, as well as those with statistical knowledgeable—with the hope to provide some insight into what methods are likely to help provide rationale for choices relating to data gathering and analysis activities for medical devices.
This book introduces readers to various signal processing models that have been used in analyzing periodic data, and discusses the statistical and computational methods involved. Signal processing can broadly be considered to be the recovery of information from physical observations. The received signals are usually disturbed by thermal, electrical, atmospheric or intentional interferences, and due to their random nature, statistical techniques play an important role in their analysis. Statistics is also used in the formulation of appropriate models to describe the behavior of systems, the development of appropriate techniques for estimation of model parameters and the assessment of the model performances. Analyzing different real-world data sets to illustrate how different models can be used in practice, and highlighting open problems for future research, the book is a valuable resource for senior undergraduate and graduate students specializing in mathematics or statistics.
Uncertainties in Numerical Weather Prediction is a comprehensive work on the most current understandings of uncertainties and predictability in numerical simulations of the atmosphere. It provides general knowledge on all aspects of uncertainties in the weather prediction models in a single, easy to use reference. The book illustrates particular uncertainties in observations and data assimilation, as well as the errors associated with numerical integration methods. Stochastic methods in parameterization of subgrid processes are also assessed, as are uncertainties associated with surface-atmosphere exchange, orographic flows and processes in the atmospheric boundary layer. Through a better understanding of the uncertainties to watch for, readers will be able to produce more precise and accurate forecasts. This is an essential work for anyone who wants to improve the accuracy of weather and climate forecasting and interested parties developing tools to enhance the quality of such forecasts.
Everyday Innovators explores the active role of people, collectively and individually, in shaping the use of information and communication technologies. It examines issues around acquiring and using that knowledge of users, how we should conceptualise the role of users and understand the forms and limitations of their participation.
This book enables a cross-fertilisation of perspectives from different disciplines and aims to provide new insights into the role of users, drawing out both applied and theoretical implications
Design Science Research is a powerful paradigm enabling researchers to make important contributions to society and industry. Simply stated, the goal of DSR is to generate knowledge on how to find innovative solutions to important problems in the form of models, methods, constructs and instantiations. Over the past 20 years, the design science research (DSR) paradigm has developed into an established paradigm in Information Systems Research and it is of strong uptake in many other disciplines, including Management Science and Computer Science. This book provides a collection of twelve DSR cases, presented by experienced researchers in the field. It offers readers access to real-world DSR studies, together with the authors' reflections on their research processes. These cases will support researchers who want to engage in DSR, and represent a valuable addition to existing introductions to DSR methods and processes. Readers will learn from the hands-on experiences of respected experts who have conducted extensive DSR in a range of application contexts.
This book shows how information theory, probability, statistics, mathematics and personal computers can be applied to the exploration of numbers and proportions in music. It brings the methods of scientific and quantitative thinking to questions like: What are the ways of encoding a message in music and how can we be sure of the correct decoding? How do claims of names hidden in the notes of a score stand up to scientific analysis? How many ways are there of obtaining proportions and are they due to chance? After thoroughly exploring the ways of encoding information in music, the ambiguities of numerical alphabets and the words to be found "hidden" in a score, the book presents a novel way of exploring the proportions in a composition with a purpose-built computer program and gives example results from the application of the techniques. These include information theory, combinatorics, probability, hypothesis testing, Monte Carlo simulation and Bayesian networks, presented in an easily understandable form including their development from ancient history through the life and times of J. S. Bach, making connections between science, philosophy, art, architecture, particle physics, calculating machines and artificial intelligence. For the practitioner the book points out the pitfalls of various psychological fallacies and biases and includes succinct points of guidance for anyone involved in this type of research. This book will be useful to anyone who intends to use a scientific approach to the humanities, particularly music, and will appeal to anyone who is interested in the intersection between the arts and science.With a foreword by Ruth Tatlow (Uppsala University), award winning author of Bach's Numbers: Compositional Proportion and Significance and Bach and the Riddle of the Number Alphabet."With this study Alan Shepherd opens a much-needed examination of the wide range of mathematical claims that have been made about J. S. Bach's music, offering both tools and methodological cautions with the potential to help clarify old problems." Daniel R. Melamed, Professor of Music in Musicology, Indiana University
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.
30th European Symposium on Computer Aided Chemical Engineering, Volume 47 contains the papers presented at the 30th European Symposium of Computer Aided Process Engineering (ESCAPE) event held in Milan, Italy, May 24-27, 2020. It is a valuable resource for chemical engineers, chemical process engineers, researchers in industry and academia, students, and consultants for chemical industries.
"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in todayas video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. Youall begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once youave reviewed the foundations of game graphics, youall go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, youall also examine optimizations that can be done to improve performance and alternative methods. "Game Graphics Programming" presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. |
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