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Books > Computing & IT > Applications of computing > Artificial intelligence > Computer vision
Volumetric, or three-dimensional, digital imaging now plays a vital role in many areas of research such as medicine and geology. Medical images acquired by tomographic scanners for instance are often given as a stack of cross-sectional image slices. Such images are called ‘volumetric’ because they depict objects in their entire three-dimensional extent rather than just as a projection onto a two-dimensional image plane. Since huge amounts of volumetric data are continually being produced in many places around the world, techniques for their automatic analysis become ever more important. Written by a computer vision specialist, this clear, detailed account of volumetric image analysis techniques provides a practical approach to the field including the following topics:
The aim of the conference is to present and discuss new methods, issues and challenges encountered in all parts of the complex process of gradual development and application of digital surface models. This process covers data capture, data generation, storage, model creation, validation, manipulation, utilization and visualization. Each stage requires suitable methods and involves issues that may substantially decrease the value of the model. Furthermore, the conference provides a platform to discuss the requirements, features and research approaches for 3D modeling, continuous field modeling and other geoscience applications. The conference covers the following topics: - LIDAR for elevation data - Radar interferometry for elevation data - Surface model creation - Surface model statistics - Surface model storage (including data formats, standardization, database) - Feature extraction - Analysis of surface models - Surface models for hydrology, meteorology, climatology - Surface models for signal spreading - Surface models for geology (structural, mining) - Surface models for environmental science - Surface models for visibility studies - Surface models for urban geography - Surface models for human geography - Uncertainty of surface models and digital terrain analysis - Surface model visual enhancement and rendering
Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of "being there" inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.
This book constitutes the proceedings of the Second International Symposium on Intelligent Computing Systems, ISICS 2018, held in Merida, Mexico, in March 2018. The 12 papers presented in this volume were carefully reviewed and selected from 28 submissions. They deal with the field of intelligent computing systems focusing on artificial intelligence, computer vision and image processing.
This three volume set, CCIS 771, 772, 773, constitutes the refereed proceedings of the CCF Chinese Conference on Computer Vision, CCCV 2017, held in Tianjin, China, in October 2017. The total of 174 revised full papers presented in three volumes were carefully reviewed and selected from 465 submissions. The papers are organized in the following topical sections: biological vision inspired visual method; biomedical image analysis; computer vision applications; deep neural network; face and posture analysis; image and video retrieval; image color and texture; image composition; image quality assessment and analysis; image restoration; image segmentation and classification; image-based modeling; object detection and classification; object identification; photography and video; robot vision; shape representation and matching; statistical methods and learning; video analysis and event recognition; visual salient detection.
This three volume set, CCIS 771, 772, 773, constitutes the refereed proceedings of the CCF Chinese Conference on Computer Vision, CCCV 2017, held in Tianjin, China, in October 2017. The total of 174 revised full papers presented in three volumes were carefully reviewed and selected from 465 submissions. The papers are organized in the following topical sections: biological vision inspired visual method; biomedical image analysis; computer vision applications; deep neural network; face and posture analysis; image and video retrieval; image color and texture; image composition; image quality assessment and analysis; image restoration; image segmentation and classification; image-based modeling; object detection and classification; object identification; photography and video; robot vision; shape representation and matching; statistical methods and learning; video analysis and event recognition; visual salient detection
This three volume set, CCIS 771, 772, 773, constitutes the refereed proceedings of the CCF Chinese Conference on Computer Vision, CCCV 2017, held in Tianjin, China, in October 2017. The total of 174 revised full papers presented in three volumes were carefully reviewed and selected from 465 submissions. The papers are organized in the following topical sections: biological vision inspired visual method; biomedical image analysis; computer vision applications; deep neural network; face and posture analysis; image and video retrieval; image color and texture; image composition; image quality assessment and analysis; image restoration; image segmentation and classification; image-based modeling; object detection and classification; object identification; photography and video; robot vision; shape representation and matching; statistical methods and learning; video analysis and event recognition; visual salient detection.
This text covers state-of-the-art color image and video enhancement techniques. The book examines the multivariate nature of color image/video data as it pertains to contrast enhancement, color correction (equalization, harmonization, normalization, balancing, constancy, etc.), noise removal and smoothing. This book also discusses color and contrast enhancement in vision sensors and applications of image and video enhancement.
Automatic detection and segmentation of anatomical structures in medical images are prerequisites to subsequent image measurements and disease quantification, and therefore have multiple clinical applications. This book presents an efficient object detection and segmentation framework, called Marginal Space Learning, which runs at a sub-second speed on a current desktop computer, faster than the state-of-the-art. Trained with a sufficient number of data sets, Marginal Space Learning is also robust under imaging artifacts, noise and anatomical variations. The book showcases 35 clinical applications of Marginal Space Learning and its extensions to detecting and segmenting various anatomical structures, such as the heart, liver, lymph nodes and prostate in major medical imaging modalities (CT, MRI, X-Ray and Ultrasound), demonstrating its efficiency and robustness.
Developing a successful game in today's market is a challenging endeavor. Thousands of titles are published yearly, all competing for players' time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.
Arising from the fourth Dagstuhl conference entitled Visualization and Processing of Tensors and Higher Order Descriptors for Multi-Valued Data (2011), this book offers a broad and vivid view of current work in this emerging field. Topics covered range from applications of the analysis of tensor fields to research on their mathematical and analytical properties. Part I, Tensor Data Visualization, surveys techniques for visualization of tensors and tensor fields in engineering, discusses the current state of the art and challenges, and examines tensor invariants and glyph design, including an overview of common glyphs. The second Part, Representation and Processing of Higher-order Descriptors, describes a matrix representation of local phase, outlines mathematical morphological operations techniques, extended for use in vector images, and generalizes erosion to the space of diffusion weighted MRI. Part III, Higher Order Tensors and Riemannian-Finsler Geometry, offers powerful mathematical language to model and analyze large and complex diffusion data such as High Angular Resolution Diffusion Imaging (HARDI) and Diffusion Kurtosis Imaging (DKI). A Part entitled Tensor Signal Processing presents new methods for processing tensor-valued data, including a novel perspective on performing voxel-wise morphometry of diffusion tensor data using kernel-based approach, explores the free-water diffusion model, and reviews proposed approaches for computing fabric tensors, emphasizing trabecular bone research. The last Part, Applications of Tensor Processing, discusses metric and curvature tensors, two of the most studied tensors in geometry processing. Also covered is a technique for diagnostic prediction of first-episode schizophrenia patients based on brain diffusion MRI data. The last chapter presents an interactive system integrating the visual analysis of diffusion MRI tractography with data from electroencephalography.
Learn how computer vision works, how augmented reality renders digital graphics into the physical world via an iPhone's camera, and how to incorporate these technologies into your own apps. This book shows you how to take full advantage of computer vision technologies. Interacting with other people online usually involves user-generated images and videos; whether it be "memes", short videos, or heavily-modified images. Before smart phones, generating this content required a professional using high-level image and video editing software. Not any more. This book will teach you to use computer vision in the most popular ways, such as for facial recognition, image to text analysis and, of course, recording a video of a dancing hot dog in your living room. Starting with the history of computer vision, image and video processing fundamentals, and an introduction to developing augmented reality applications, you'll learn to incorporate computer vision both in the content you create and the apps you develop for end users. Computer Vision and Augmented Reality in iOS reveals how every user with access to the Internet and a smart phone can easily generate heavily-modified images and videos. What You'll Learn Incorporate mathematics related to computer vision into your apps Host computer vision models remotely for mobile use Implement visual-inertial state estimation algorithms for mobile augmented reality Who This Book Is For Professionals or post graduate students in software development or engineering who have a basic understanding of how software development works and are interested in implementing computer vision into their development. It's recommended that readers already have a working knowledge of C++ and Swift.
The research book is focused on the recent advances in computer vision methodologies and innovations in practice. The Contributions include: * Human Action Recognition: Contour-Based and Silhouette-based Approaches. * The Application of Machine Learning Techniques to Real Time Audience Analysis System. * Panorama Construction from Multi-view Cameras in Outdoor Scenes. * A New Real-Time Method of Contextual Image Description and Its Application in Robot Navigation and Intelligent Control. * Perception of Audio Visual Information for Mobile Robot Motion Control Systems. * Adaptive Surveillance Algorithms Based on the Situation Analysis. * Enhanced, Synthetic and Combined Vision Technologies for Civil Aviation. * Navigation of Autonomous Underwater Vehicles Using Acoustic and Visual Data Processing. * Efficient Denoising Algorithms for Intelligent Recognition Systems. * Image Segmentation Based on Two-dimensional Markov Chains. The book is directed to the PhD students, professors, researchers and software developers working in the areas of digital video processing and computer vision technologies.
This book covers up-to-date methods and algorithms for the automated analysis of engineering drawings and digital cartographic maps. The Non-Deterministic Agent System (NDAS) offers a parallel computational approach to such image analysis. The book describes techniques suitable for persistent and explicit knowledge representation for engineering drawings and digital maps. It also highlights more specific techniques, e.g., applying robot navigation and mapping methods to this problem. Also included are more detailed accounts of the use of unsupervised segmentation algorithms to map images. Finally, all these threads are woven together in two related systems: NDAS and AMAM (Automatic Map Analysis Module).
This volume constitutes the refereed proceedings of the 9th International Conference on Multimedia Communications, Services and Security, MCSS 2017, held in Krakow, Poland, in November 2017. The 16 full papers included in the volume were selected from 38 submissions. The papers cover ongoing research activities in the following topics: multimedia services; intelligent monitoring; audio-visual systems; biometric applications; experiments and deployments.
Taking into account aspects of semantic world models and graph databases, Nico Hempe presents concepts for a new class of modern Multi-Domain VR Simulation Systems based on the principles of the research field of eRobotics. Nico Hempe not only shows how to overcome structural differences between rendering and simulation frameworks to allow attractive and intuitive representations of the generated results, he also demonstrates ways to enable rendering-supported simulations. The outcome is an intuitive multi-purpose development tool for multiple applications, ranging from industrial domains over environmental scenarios up to space robotics.
This book constitutes the refereed proceedings of the 4th Iberoamerican Conference on Applications and Usability of Interactive TV, jAUTI 2015, and the 6th Congress on Interactive Digital TV, CTVDI 2015, held in Palma de Mallorca, Spain, in October 2015. The 10 revised full papers and two short papers presented together with an invited talk were carefully reviewed and selected for this volume from 30 accepted submissions. The papers are organized in topical sections on Second Screen Applications Immersive TV; Video Consumption Development Tools; IDTV Interoperability; IDTV User Experience; Audiovisual Accessibility.
This book constitutes thoroughly revised and selected papers from the 11th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, held in Rome, Italy, in February 2016. VISIGRAPP comprises GRAPP, International Conference on Computer Graphics Theory and Applications; IVAPP, International Conference on Information Visualization Theory and Applications; and VISAPP, International Conference on Computer Vision Theory and Applications. The 28 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 338 submissions. The book also contains one invited talk in full-paper length. The regular papers were organized in topical sections named: computer graphics theory and applications; information visualization theory and applications; and computer vision theory and applications.
The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.
In his master thesis, Sven Painer develops, implements, and evaluates a method to reconstruct the liver surface from monocular mini-laparoscopic sequences. The principal focus of his research is to create a basis for helping clinicians to write reports with quantitative descriptions of the liver surface. A Structure from Motion approach is performed to do a sparse reconstruction of the liver surface and subsequently this information is used in a variation based dense 3D reconstruction. The algorithms are formulated in a causal way, enabling the implementation to be run in real-time on an adequate hardware platform. The results show a significant performance increase and pave the way to give clinicians a feedback during video capturing to improve the quality of the reconstruction in the near future.
This book constitutes the refereed proceedings of the 11th Chinese Conference on Image and Graphics Technologies and Applications, IGTA 2016, held in Beijing, China in July 2016. The 27 papers presented were carefully reviewed and selected from 69 submissions. They provide a forum for sharing progresses in the areas of image processing technology; image analysis and understanding; computer vision and pattern recognition; big data mining, computer graphics and VR; as well as image technology applications.
This book constitutes the thoroughly refereed post-conference proceedings of the 7th International Conference on Agents and Artificial Intelligence, ICAART 2015, held in Lisbon, Portugal, in January 2015.The 18 revised full papers presented in this book were carefully reviewed and selected from 187 submissions. The papers are organized in two topical sections on agents and on artificial intelligence and focus on multi-agent systems and software platforms; distributed problem solving and distributed AI in general; knowledge representation; planning; learning; scheduling; perception; reactive AI systems; and evolutionary computing.
This book constitutes the proceedings of the 5th International Conference on Analysis of Images, Social Networks and Texts, AIST 2016, held in Yekaterinburg, Russia, in April 2016. The 23 full papers, 7 short papers, and 3 industrial papers were carefully reviewed and selected from 142 submissions. The papers are organized in topical sections on machine learning and data analysis; social networks; natural language processing; analysis of images and video.
This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Agents and Artificial Intelligence, ICAART 2014, held in Angers, France, in March 2014. The 21 revised full papers presented together with one invited paper were carefully reviewed and selected from 225 submissions. The papers are organized in two topical sections on agents and on artificial intelligence.
Human computer interaction (HCI) plays a vital role in bridging the 'Digital Divide', bringing people closer to consumer electronics control in the 'lounge'. Keyboards and mouse or remotes do alienate old and new generations alike from control interfaces. Hand Gesture Recognition systems bring hope of connecting people with machines in a natural way. This will lead to consumers being able to use their hands naturally to communicate with any electronic equipment in their 'lounge.' This monograph will include the state of the art hand gesture recognition approaches and how they evolved from their inception. The author would also detail his research in this area for the past 8 years and how the future might turn out to be using HCI. This monograph will serve as a valuable guide for researchers (who would endeavour into) in the world of HCI. |
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