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Books > Computing & IT > Computer software packages
The objective of this monograph is to improve the performance of the sentiment analysis model by incorporating the semantic, syntactic and common-sense knowledge. This book proposes a novel semantic concept extraction approach that uses dependency relations between words to extract the features from the text. Proposed approach combines the semantic and common-sense knowledge for the better understanding of the text. In addition, the book aims to extract prominent features from the unstructured text by eliminating the noisy, irrelevant and redundant features. Readers will also discover a proposed method for efficient dimensionality reduction to alleviate the data sparseness problem being faced by machine learning model. Authors pay attention to the four main findings of the book : -Performance of the sentiment analysis can be improved by reducing the redundancy among the features. Experimental results show that minimum Redundancy Maximum Relevance (mRMR) feature selection technique improves the performance of the sentiment analysis by eliminating the redundant features. - Boolean Multinomial Naive Bayes (BMNB) machine learning algorithm with mRMR feature selection technique performs better than Support Vector Machine (SVM) classifier for sentiment analysis. - The problem of data sparseness is alleviated by semantic clustering of features, which in turn improves the performance of the sentiment analysis. - Semantic relations among the words in the text have useful cues for sentiment analysis. Common-sense knowledge in form of ConceptNet ontology acquires knowledge, which provides a better understanding of the text that improves the performance of the sentiment analysis.
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.
Social media is now ubiquitous on the internet, generating both new possibilities and new challenges in information analysis and retrieval. This comprehensive text/reference examines in depth the synergy between multimedia content analysis, personalization, and next-generation networking. The book demonstrates how this integration can result in robust, personalized services that provide users with an improved multimedia-centric quality of experience. Each chapter offers a practical step-by-step walkthrough for a variety of concepts, components and technologies relating to the development of applications and services. Topics and features: provides contributions from an international and interdisciplinary selection of experts in their fields; introduces the fundamentals of social media retrieval, presenting the most important areas of research in this domain; examines the important topic of multimedia tagging in social environments, including geo-tagging; discusses issues of personalization and privacy in social media; reviews advances in encoding, compression and network architectures for the exchange of social media information; describes a range of applications related to social media. Researchers and students interested in social media retrieval will find this book a valuable resource, covering a broad overview of state-of-the-art research and emerging trends in this area. The text will also be of use to practicing engineers involved in envisioning and building innovative social media applications and services.
Feast on all of the delicious offerings found in the world of Skyrim in this beautifully crafted cookbook based on the award-winning game The Elder Scrolls V: Skyrim Immerse yourself in the diverse cuisine of Skyrim with these recipes inspired by food found in the Old Kingdom and across Tamriel. With over seventy delicious recipes for fan-favorite recipes including Apple Cabbage Stew Sunlight Souffle, Sweetrolls, and more, The Elder Scrolls V: Skyrim: The Official Cookbook will delight every hungry Dragonborn.
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.
The book offers a detailed guide to temporal ordering, exploring open problems in the field and providing solutions and extensive analysis. It addresses the challenge of automatically ordering events and times in text. Aided by TimeML, it also describes and presents concepts relating to time in easy-to-compute terms. Working out the order that events and times happen has proven difficult for computers, since the language used to discuss time can be vague and complex. Mapping out these concepts for a computational system, which does not have its own inherent idea of time, is, unsurprisingly, tough. Solving this problem enables powerful systems that can plan, reason about events, and construct stories of their own accord, as well as understand the complex narratives that humans express and comprehend so naturally. This book presents a theory and data-driven analysis of temporal ordering, leading to the identification of exactly what is difficult about the task. It then proposes and evaluates machine-learning solutions for the major difficulties. It is a valuable resource for those working in machine learning for natural language processing as well as anyone studying time in language, or involved in annotating the structure of time in documents.
We are extremely pleased to present a comprehensive book comprising a collection of research papers which is basically an outcome of the Second IFIP TC 13.6 Working Group conference on Human Work Interaction Design, HWID2009. The conference was held in Pune, India during October 7-8, 2009. It was hosted by the Centre for Development of Advanced Computing, India, and jointly organized with Copenhagen Business School, Denmark; Aarhus University, Denmark; and Indian Institute of Technology, Guwahati, India. The theme of HWID2009 was Usability in Social, C- tural and Organizational Contexts. The conference was held under the auspices of IFIP TC 13 on Human-Computer Interaction. 1 Technical Committee TC13 on Human-Computer Interaction The committees under IFIP include the Technical Committee TC13 on Human-Computer Interaction within which the work of this volume has been conducted. TC13 on Human-Computer Interaction has as its aim to encourage theoretical and empirical human science research to promote the design and evaluation of human-oriented ICT. Within TC13 there are different working groups concerned with different aspects of human- computer interaction. The flagship event of TC13 is the bi-annual international conference called INTERACT at which both invited and contributed papers are presented. Contributed papers are rigorously refereed and the rejection rate is high.
Many emerging technologies such as video conferencing, video-on-demand, and digital libraries require the efficient delivery of compressed video streams. For applications that require the delivery of compressed stored multimedia streams, the a priori knowledge available about these compressed streams can aid in the allocation of server and network resources. By using a client-side buffer, the resource requirements from the server and network can be minimized. Buffering Techniques for Delivery of Compressed Video in Video-on-Demand Systems presents a comprehensive description of buffering techniques for the delivery of compressed, prerecorded multimedia data. While these techniques can be applied to any compressed data streams, this book focusses primarily on the delivery of video streams because of the large resource requirements that they can consume. The book first describes buffering techniques for the continuous playback of stored video sources. In particular, several bandwidth smoothing (or buffering) algorithms that are provably optimal under certain conditions are presented. To provide a well-rounded discussion, the book then describes extensions that aid in the ability to provide interactive delivery of video across networks. Specifically, reservation techniques that take into account interactive functions such as fast-forward and rewind are described. In addition, extensions to the bandwidth smoothing algorithms presented in the first few chapters are described. These algorithms are designed with interactive, continuous playback of stored video in mind and are also provably optimal under certain constraints. Buffering Techniques for Delivery of Compressed Video in Video-on-Demand Systems serves as an excellent resource for multimedia systems, networking and video-on-demand designers, and may be used as a text for advanced courses on the topic.
Multimedia Content Analysis: Theory and Applications covers the latest in multimedia content analysis and applications based on such analysis. As research has progressed, it has become clear that this field has to appeal to other disciplines such as psycho-physics, media production, etc. This book consists of invited chapters that cover the entire range of the field. Some of the topics covered include low-level audio-visual analysis based retrieval and indexing techniques, the TRECVID effort, video browsing interfaces, content creation and content analysis, and multimedia analysis-based applications, among others. The chapters are written by leading researchers in the multimedia field.
II Challenges in Data Mapping Part II deals with one of the most challenging tasks in Interactive Visualization, mapping and teasing out information from large complex datasets and generating visual representations. This section consists of four chapters. Binh Pham, Alex Streit, and Ross Brown provide a comprehensive requirement analysis of information uncertainty visualizations. They examine the sources of uncertainty, review aspects of its complexity, introduce typical models of uncertainty, and analyze major issues in visualization of uncertainty, from various user and task perspectives. Alfred Inselberg examines challenges in the multivariate data analysis. He explains how relations among multiple variables can be mapped uniquely into ?-space subsets having geometrical properties and introduces Parallel Coordinates meth- ology for the unambiguous visualization and exploration of a multidimensional geometry and multivariate relations. Christiaan Gribble describes two alternative approaches to interactive particle visualization: one targeting desktop systems equipped with programmable graphics hardware and the other targeting moderately sized multicore systems using pack- based ray tracing. Finally, Christof Rezk Salama reviews state-of-the-art strategies for the assignment of visual parameters in scientific visualization systems. He explains the process of mapping abstract data values into visual based on transfer functions, clarifies the terms of pre- and postclassification, and introduces the state-of-the-art user int- faces for the design of transfer functions.
This book treats computational modeling of structures in which strong nonlinearities are present. It is therefore a work in mechanics and engineering, although the discussion centers on methods that are considered parts of applied mathematics. The task is to simulate numerically the behavior of a structure under various imposed excitations, forces, and displacements, and then to determine the resulting damage to the structure, and ultimately to optimize it so as to minimize the damage, subject to various constraints. The method used is iterative: at each stage an approximation to the displacements, strains, and stresses throughout the structure is computated and over all times in the interval of interest. This method leads to a general approach for understanding structural models and the necessary approximations.
The book Model-Based Reasoning in Scientific Discovery, aims to explain how specific modeling practices employed by scientists are productive methods of creative changes in science. The study of diagnostic, visual, spatial, analogical, and temporal reasoning has demonstrated that there are many ways of performing intelligent and creative reasoning which cannot be described by classical logic alone. The study of these high-level methods of reasoning is situated at the crossroads of philosophy, artificial intelligence, cognitive psychology, and logic: at the heart of cognitive science. Model based reasoning promotes conceptual change because it is effective in abstracting, generating, and integrating constraints in ways that produce novel results. There are several key ingredients common to the various forms of model-based reasoning to be considered in this presentation. The models are intended as interpretations of target physical systems, processes, phenomena, or situations. The models are retrieved or constructed on the basis of potentially satisfying salient constraints of the target domain. In the modeling process, various forms of abstraction, such as limiting case, idealization, generalization, and generic modeling are utilized. Evaluation and adaptation take place in the light of structural of structural, causal, and/or functional constraint satisfaction and enhanced understanding of the target problem is obtained through the modeling process. Simulation can be used to produce new states and enable evaluation of behaviors, constraint satisfaction, and other factors. The book also addresses some of the main aspects of the concept of abduction, connecting it to the centralepistemological question of hypothesis withdrawal in science and model-based reasoning, where abductive interferences exhibit their most appealing cognitive virtues. The most recent results and achievements in the above areas are illustrated in detail by the various contributors to the work, who are among the most respected researchers in philosophy, artificial intelligence and cognitive science.
Featuring stunning concept art and visual details, this is the first in the definitive series on the cinematics that bring World of Warcraft vividly to life. World of Warcraft redefined online gaming, and over the last fifteen years each new chapter has delivered new and incredible cinematics. The Cinematic Art of World of Warcraft goes behind the scenes with the Warcraft cinematic team. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.
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."
The term "haptics" refers to the science of sensing and manipulation through touch. Multiple disciplines such as biomechanics, psychophysics, robotics, neuroscience, and software engineering converge to support haptics, and generally, haptic research is done by three communities: the robotics community, the human computer interface community, and the virtual reality community. This book is different from any other book that has looked at haptics. The authors treat haptics as a new medium rather than just a domain within one of the above areas. They describe human haptic perception and interfaces and present fundamentals in haptic rendering and modeling in virtual environments. Diverse software architectures for standalone and networked haptic systems are explained, and the authors demonstrate the vast application spectrum of this emerging technology along with its accompanying trends. The primary objective is to provide a comprehensive overview and a practical understanding of haptic technologies. An appreciation of the close relationship between the wide range of disciplines that constitute a haptic system is a key principle towards being able to build successful collaborative haptic environments. Structured as a reference to allow for fast accommodation of the issues concerned, this book is intended for researchers interested in studying touch and force feedback for use in technological multimedia systems in computer science, electrical engineering, or other related disciplines. With its novel approach, it paves the way for exploring research trends and challenges in such fields as interpersonal communication, games, or military applications.
Automatic Graph Drawing is concerned with the layout of relational structures as they occur in Computer Science (Data Base Design, Data Mining, Web Mining), Bioinformatics (Metabolic Networks), Businessinformatics (Organization Diagrams, Event Driven Process Chains), or the Social Sciences (Social Networks). In mathematical terms, such relational structures are modeled as graphs or more general objects such as hypergraphs, clustered graphs, or compound graphs. A variety of layout algorithms that are based on graph theoretical foundations have been developed in the last two decades and implemented in software systems. After an introduction to the subject area and a concise treatment of the technical foundations for the subsequent chapters, this book features 14 chapters on state-of-the-art graph drawing software systems, ranging from general "tool boxes'' to customized software for various applications. These chapters are written by leading experts, they follow a uniform scheme and can be read independently from each other.
This book represents the compilation of papers presented at the IFIP Working Group 8. 2 conference entitled "Information Technology in the Service Economy: Challenges st and Possibilities for the 21 Century. " The conference took place at Ryerson University, Toronto, Canada, on August 10 13, 2008. Par ticipation in the conference spanned the continents from Asia to Europe with paper submissions global in focus as well. Conference submissions included complete d research papers and research in progress reports. Papers submitted to the conference went through a double blind review process in which the program co chairs, an associate editor, and reviewers provided assessments and recommendations. The editor ial efforts of the associate editors and reviewers in this process were outstanding. To foster high quality research publications in this field of study, authors of accepted pape rs were then invited to revise and resubmit their work. Through this rigorous review and revision process, 12 completed research papers and 11 research in progress reports were accepted for presentation and publica tion. Paper workshop sessions were also esta blished to provide authors of emergent work an opportunity to receive feedback fromthe IF IP 8. 2 community. Abstracts of these new projects are included in this volume. Four panels were presented at the conference to provide discussion forums for the varied aspect s of IT, service, and globalization. Panel abstracts are also included here.
Recent trends have shown increasing privatization of standardization activities under various corporations, trade associations, and consortia, raising significant public policy issues about how the public interest may be represented. ""Standardization and Digital Enclosure: The Privatization of Standards, Knowledge, and Policy in the Age of Global Information Technology"" establishes a framework of analysis for public policy discussion and debate. Discussing topics such as social practices and political economic discourse, this book offers a truly interdisciplinary approach to standardization and privatization valuable to technical, economic, and political researchers and practitioners, as well as academicians involved in related fields.
This book presents a unified theory of rare event simulation and the variance reduction technique known as importance sampling from the point of view of the probabilistic theory of large deviations. It allows us to view a vast assortment of simulation problems from a unified single perspective.
Content-Based Audio Classification and Retrieval for Audiovisual Data Parsing is an up-to-date overview of audio and video content analysis. Included is extensive treatment of audiovisual data segmentation, indexing and retrieval based on multimodal media content analysis, and content-based management of audio data. In addition to the commonly studied audio types such as speech and music, the authors have included hybrid types of sounds that contain more than one kind of audio component such as speech or environmental sound with music in the background. Emphasis is also placed on semantic-level identification and classification of environmental sounds. The authors introduce a new generic audio retrieval system on top of the audio archiving schemes. Both theoretical analysis and implementation issues are presented. The developing MPEG-7 standards are explored. Content-Based Audio Classification and Retrieval for Audiovisual Data Parsing will be especially useful to researchers and graduate level students designing and developing fully functional audiovisual systems for audio/video content parsing of multimedia streams.
Over the past two decades, we have witnessed unprecedented
innovations in the development of miniaturized electromechanical
devices and low-power wireless communication making practical the
embedding of networked computational devices into a rapidly
widening range of material entities.
The book covers the various approaches to modeling the in-cylinder processes such as mixture formation, combustion and formation of exhaust emissions in diesel and gasoline engines. Due to their complexity, emphasis is put on multi-dimensional spray, combustion and emission formation models. However, phenomenological as well as zero-dimensional thermodynamic models, which are still widely used in engine development because of their computational efficiency, are addressed as well. Example calculations of each model type are compared with corresponding experimental data – represented in diagrams as well as in images resulting from modern optical measuring techniques – in order to discuss the capabilities of today's simulation models and the shortcomings that still exist either because of oversimplifying assumptions or insufficient knowledge. Readers achieve an overview of the most important simulation models describing the in-cylinder processes of internal combustion engines and gain insights into which modeling approach is appropriate for a specific problem.
This volume contains the Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS-2011). IIMSS-2011 comes as a sequel to IIMSS-2008 (Piraeus-Athens, Greece, July 9, 10 and 11, 2008), IIMSS-2009 (Mogliano Veneto (near Venice), Italy, July 15, 16 and 17, 2009) and IIMSS-2010 (Baltimore, USA, July 28, 29, and 30, 2010). This fourth edition of the IIMSS Conference was organized jointly by the Department of Informatics of the University of Piraeus, Greece and the School of Electrical and Information Engineering of the University of South Australia, in conjunction with KES International. At a time when computers are more widespread than ever and computer users range from highly qualified scientists to non-computer-expert professionals and may include people with special needs, interactivity, personalization and adaptivity have become a necessity in modern multimedia systems. Modern intelligent multimedia systems need to be interactive not only through classical modes of interaction where the user inputs information through a keyboard or mouse. They must also support other modes of interaction, such as visual or lingual computer-user interfaces, which render them more attractive, user friendlier, more human-like and more informative. IIMSS is a new series of international scientific conferences aimed at presenting novel research in the fields of intelligent multimedia systems relevant to the development of a new generation of interactive, user-centric services. |
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