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Books > Computing & IT > Computer software packages
ICMCCA 2012 is the first International Conference on Multimedia Processing, Communication and Computing Applications and the theme of the Conference is chosen as 'Multimedia Processing and its Applications'. Multimedia processing has been an active research area contributing in many frontiers of today's science and technology. This book presents peer-reviewed quality papers on multimedia processing, which covers a very broad area of science and technology. The prime objective of the book is to familiarize readers with the latest scientific developments that are taking place in various fields of multimedia processing and is widely used in many disciplines such as Medical Diagnosis, Digital Forensic, Object Recognition, Image and Video Analysis, Robotics, Military, Automotive Industries, Surveillance and Security, Quality Inspection, etc. The book will assist the research community to get the insight of the overlapping works which are being carried out across the globe at many medical hospitals and institutions, defense labs, forensic labs, academic institutions, IT companies and security & surveillance domains. It also discusses latest state-of-the-art research problems and techniques and helps to encourage, motivate and introduce the budding researchers to a larger domain of multimedia.
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.
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.
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.
Official lavish in-depth coffee table art book for the first-person horror adventure game Scorn, inspired by H.R. Giger and Zdzislaw Beksinski, to be released on Xbox series X/S, Microsoft Windows, Steam, and Windows Store. In this coffee table hardback, uncover the concept and vision behind Scorn, alongside insight from the artists and software designers at Ebb. The game is set in a nightmarish universe of odd forms and somber tapestry inspired by the work of H.R. Giger, and designed around the idea of "being thrown into the world". This lavish book explores the characters, creatures, weapons, and locations, with maps, user interfaces, concept art, and original designs. The unsettling biomechanical environment is a character in itself, and every location reveals its own theme, puzzles, and characters that are integral in creating a cohesive lived-in world. "It blends the anatomical and organic with the mechanical and architectural to create fleshy, irregular landscapes inhabited by shambling monstrosities" - PC Gamer magazine
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."
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.
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.
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.
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.
Autopoietic systems show a remarkable property in the way they interact with their environment: on the one hand building blocks and energy (including information) are exchanged with the environment, which characterizes them as open systems; on the other hand, any functional mechanisms-the way the system processes, incorporates building blocks, and responds to information-are totally self-determined and cannot be controlled by interventions from the environment. Information systems in an organization seem to accept the autopoietic system way of development and can help managers to understand the operations of their organizations better. Autopoiesis and Self-Sustaining Processes for Organizational Success is an innovative reference book that presents the meaning of autopoietic organizations for social and information science, examines how autopoietic organizations are information self-producing and self-controlled, and provides a framework for its development in modern organizations. The book focuses on analyzing autopoiesis features such as self-managing, self-sustaining, self-producing, self-regulating, etc. Moreover, as the aforementioned characteristics receive a new interpretation in IT environments, the book also includes an exploration of IT solutions that enable the development of these characteristics. This book is ideal for professionals, academicians, researchers, and students working in the field of information economics and management in various disciplines such as information and communication sciences, administrative sciences and management, education, computer science, and information technology.
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.
To satisfy the demand for 24/7 information access, applications available in airport and conference kiosks, and in the mobile, gaming, and medical industries, provide consumers data access wherever they are. But its essential that fast availability not be traded for quality performance. A prominent solution for managing the data in these applications and devices is db4othe open source object database native to the Java and .NET platforms. Highly reliable and scalable, db4o cuts down on development time by smoothly integrating into the system, cutting out the otherwise costly object-relational mapping typical of larger applications. "The Definitive Guide to db4o" is the first book to comprehensively cover this project in detail. You will learn about all relevant topics, including installing and configuring db4o, querying and managing objects, performing transactions, and replicating data. To aid newcomers to the topic, early chapters cover object database fundamentals, as well as technical considerations and migration strategies. The book is complete with numerous C# and Java examples, so youll be able to follow along regardless of your chosen language.
Intended for both researchers and practitioners, this book will be a valuable resource for studying and applying recent robust statistical methods. It contains up-to-date research results in the theory of robust statistics Treats computational aspects and algorithms and shows interesting and new applications.
Searching Multimedia Databases by Content bridges the gap between the database and signal processing communities by providing the necessary background information for the reader and presenting it along with the intuition and mechanics of the best existing tools in each area. The first half of Searching Multimedia Databases by Content reviews the most successful database access methods, in increasing complexity, reaching up to spatial access methods and text retrieval. In all cases, the emphasis is on practical approaches that have been incorporated in commercial systems, or that seem very promising. The second half of the book uses the above access methods to achieve fast searching in a database of signals. A general methodology is presented, which suggests extracting a few good features from each multimedia object, thus mapping objects into points in a metric space. Finally, the book concludes by presenting some recent successful applications of the methodology on time series and color images. Searching Multimedia Databases by Content is targeted towards researchers and developers of multimedia systems. The book can also serve as a textbook for a graduate course on multimedia searching, covering both access methods as well as the basics of signal processing.
Some recent fuzzy database modeling advances for the
non-traditional applications are introduced in this book. The focus
is on database models for modeling complex information and
uncertainty at the conceptual, logical, physical design levels and
from integrity constraints defined on the fuzzy relations.
A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players. Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.
The problem of structure and motion recovery from image sequences is an important theme in computer vision. Considerable progress has been made in this field during the past two decades, resulting in successful applications in robot navigation, augmented reality, industrial inspection, medical image analysis, and digital entertainment, among other areas. However, many of these methods work only for rigid objects and static scenes. The study of non-rigid structure from motion is not only of academic significance, but also has important practical applications in real-world, nonrigid or dynamic scenarios, such as human facial expressions and moving vehicles. This practical guide/reference provides a comprehensive overview of Euclidean structure and motion recovery, with a specific focus on factorization-based algorithms. The book discusses the latest research in this field, including the extension of the factorization algorithm to recover the structure of non-rigid objects, and presents some new algorithms developed by the authors. Readers require no significant knowledge of computer vision, although some background on projective geometry and matrix computation would be beneficial. Topics and features: presents the first systematic study of structure and motion recovery of both rigid and non-rigid objects from images sequences; discusses in depth the theory, techniques, and applications of rigid and non-rigid factorization methods in three dimensional computer vision; examines numerous factorization algorithms, covering affine, perspective and quasi-perspective projection models; provides appendices describing the mathematical principles behind projective geometry, matrix decomposition, least squares, and nonlinear estimation techniques; includes chapter-ending review questions, and a glossary of terms used in the book. This unique text offers practical guidance in real applications and implementations of 3D modeling systems for practitioners in computer vision and pattern recognition, as well as serving as an invaluable source of new algorithms and methodologies for structure and motion recovery for graduate students and researchers. |
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