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Books > Computing & IT > Computer programming > General
This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user's context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcast access network technologies together with a QoE aware Peer-to-Peer (P2P) distribution system that operates over wired and wireless links. Live streaming 3D media needs to be received by collaborating users at the same time or with imperceptible delay to enable them to watch together while exchanging comments as if they were all in the same location. This book is the second of a series of three annual volumes devoted to the latest results of the FP7 European Project ROMEO. The present volume provides state-of-the-art information on immersive media, 3D multi-view video, spatial audio, cloud-based media, networking protocols for 3D media, P2P 3D media streaming, and 3D Media delivery across heterogeneous wireless networks among other topics. Graduate students and professionals in electrical engineering and computer science with an interest in 3D Future Internet Media will find this volume to be essential reading. Describes the latest innovations in 3D technologies and Future Internet Media Focuses on research to facilitate application scenarios such as social TV and high-quality, real-time collaboration Discusses QoE for 3D Represents the last of a series of three volumes devoted to contributions from FP7 projects in the area of 3D and networked media
Key to our culture is that we can disseminate information, and then maintain and access it over time. While we are rapidly advancing from vulnerable physical solutions to superior, digital media, preserving and using data over the long term involves complicated research challenges and organization efforts. Uwe Borghoff and his coauthors address the problem of storing, reading, and using digital data for periods longer than 50 years. They briefly describe several markup and document description languages like TIFF, PDF, HTML, and XML, explain the most important techniques such as migration and emulation, and present the OAIS (Open Archival Information System) Reference Model. To complement this background information on the technology issues the authors present the most relevant international preservation projects, such as the Dublin Core Metadata Initiative, and experiences from sample projects run by the Cornell University Library and the National Library of the Netherlands. A rated survey list of available systems and tools completes the book. With this broad overview, the authors address librarians who preserve our digital heritage, computer scientists who develop technologies that access data, and information managers engaged with the social and methodological requirements of long-term information access.
I am very happy to have this opportunity to introduce Luca Vigano's book on Labelled Non-Classical Logics. I put forward the methodology of labelled deductive systems to the participants of Logic Colloquium'90 (Labelled Deductive systems, a Position Paper, In J. Oikkonen and J. Vaananen, editors, Logic Colloquium '90, Volume 2 of Lecture Notes in Logic, pages 66-68, Springer, Berlin, 1993), in an attempt to bring labelling as a recognised and significant component of our logic culture. It was a response to earlier isolated uses of labels by various distinguished authors, as a means to achieve local proof theoretic goals. Labelling was used in many different areas such as resource labelling in relevance logics, prefix tableaux in modal logics, annotated logic programs in logic programming, proof tracing in truth maintenance systems, and various side annotations in higher-order proof theory, arithmetic and analysis. This widespread local use of labels was an indication of an underlying logical pattern, namely the simultaneous side-by-side manipulation of several kinds of logical information. It was clear that there was a need to establish the labelled deductive systems methodology. Modal logic is one major area where labelling can be developed quickly and sys tematically with a view of demonstrating its power and significant advantage. In modal logic the labels can play a double role."
Pro Java ME MMAPI: Mobile Media API is the first and only Java book that explores the mobile media API in great detail which lets mobile game and other mobile application developers add multimedia attributes for more dynamic multimedia functionality on cell phones, PDAs and other mobile devices.
Proceedings of the FISITA 2012 World Automotive Congress are selected from nearly 2,000 papers submitted to the 34th FISITA World Automotive Congress, which is held by Society of Automotive Engineers of China (SAE-China ) and the International Federation of Automotive Engineering Societies (FISITA). This proceedings focus on solutions for sustainable mobility in all areas of passenger car, truck and bus transportation. Volume 6: Vehicle Electronics focuses on: *Engine/Chassis/Body Electronic Control *Electrical and Electronic System *Software and Hardware Development *Electromagnetic Compatibility (EMC) *Vehicle Sensor and Actuator *In-Vehicle Network *Multi-Media/Infotainment System Above all researchers, professional engineers and graduates in fields of automotive engineering, mechanical engineering and electronic engineering will benefit from this book. SAE-China is a national academic organization composed of enterprises and professionals who focus on research, design and education in the fields of automotive and related industries. FISITA is the umbrella organization for the national automotive societies in 37 countries around the world. It was founded in Paris in 1948 with the purpose of bringing engineers from around the world together in a spirit of cooperation to share ideas and advance the technological development of the automobile.
Data compression is now indispensable to products and services of many industries including computers, communications, healthcare, publishing and entertainment. This invaluable resource introduces this area to information system managers and others who need to understand how it is changing the world of digital systems. For those who know the technology well, it reveals what happens when data compression is used in real-world applications and provides guidance for future technology development.
Solders have given the designer of modern consumer, commercial, and military electronic systems a remarkable flexibility to interconnect electronic components. The properties of solder have facilitated broad assembly choices that have fueled creative applications to advance technology. Solder is the electrical and me chanical "glue" of electronic assemblies. This pervasive dependency on solder has stimulated new interest in applica tions as well as a more concerted effort to better understand materials properties. We need not look far to see solder being used to interconnect ever finer geo metries. Assembly of micropassive discrete devices that are hardly visible to the unaided eye, of silicon chips directly to ceramic and plastic substrates, and of very fine peripheral leaded packages constitute a few of solder's uses. There has been a marked increase in university research related to solder. New electronic packaging centers stimulate applications, and materials engineering and science departments have demonstrated a new vigor to improve both the materials and our understanding of them. Industrial research and development continues to stimulate new application, and refreshing new packaging ideas are emerging. New handbooks have been published to help both the neophyte and seasoned packaging engineer."
As games become increasingly embedded into everyday life, understanding the ethics of their creation and use, as well as their potential for practicing ethical thinking, becomes more relevant. Designing Games for Ethics: Models, Techniques and Frameworks brings together the diverse and growing community of voices and begin to define the field, identify its primary challenges and questions, and establish the current state of the discipline. Such a rigorous, collaborative, and holistic foundation for the study of ethics and games is necessary to appropriately inform future games, policies, standards, and curricula.
No other area of biology has grown as fast and become as relevant over the last decade as virology. It is with no little amount of amaze ment, that the more we learn about fundamental biological questions and mechanisms of diseases, the more obvious it becomes that viruses perme ate all facets of our lives. While on one hand viruses are known to cause acute and chronic, mild and fatal, focal and generalized diseases, on the other hand, they are used as tools for gaining an understanding of the structure and function of higher organisms, and as vehicles for carrying protective or curative therapies. The wide scope of approaches to different biological and medical virological questions was well rep resented by the speakers that participated in this year's Symposium. While the epidemic by the human immunodeficiency virus type 1 continues to spread without hope for much relief in sight, intriguing questions and answers in the area of diagnostics, clinical manifestations and therapeutical approaches to viral infections are unveiled daily. Let us hope, that with the increasing awareness by our society of the role played by viruses, not only as causative agents of diseases, but also as models for better understanding basic biological principles, more efforts and resources are placed into their study. Luis M. de la Maza Irvine, California Ellena M."
Getting SSL to actually work for most has been a very difficult assignment and most opt for an expensive commercial package, and end up having the same difficult challenge regardless only now you have a vendor and purchase orders to deal with. This book is for the developer who needs to integrate SSL communication with a new application or an existing application without the massive undertaking or expense and for those that want to get up and running and worry about the details later. To that end the OpenSSL project is perfect for that use-of course it wasn't easy getting an open source project to actually work, but this book cuts right through the garbage and gives you the code you can use today without hassel. So, if you don't know what RSA is and have no idea about how an existing TCP/IP connection can have SSL on top of it, then don't worry, this book is for you and though the author doesn't support it, you can also use the understanding of SSL to attack or even counter-attack encryption. It starts with downloading the OpenSSL library, walks you through setting up your own certificates including Authenticode and then shows you the code in both C++ and Delphi. This book, though it walks you through the use of SSL, is NOT a beginners guide and is not for the feint of heart-this book demonstrates one of the more difficult aspects to software engineering and indeed mathematics so enjoy what took nearly 4 years to complete and most of all have some fun.
In recent years global optimization has found applications in many interesting areas of science and technology including molecular biology, chemical equilibrium problems, medical imaging and networks. The collection of papers in this book indicates the diverse applicability of global optimization. Furthermore, various algorithmic, theoretical developments and computational studies are presented. Audience: All researchers and students working in mathematical programming.
This book gathers high-quality research articles and reviews that reflect the latest advances in the smart network-inspired paradigm and address current issues in IoT applications as well as other emerging areas. Featuring work from both academic and industry researchers, the book provides a concise overview of the current state of the art and highlights some of the most promising and exciting new ideas and techniques. Accordingly, it offers a valuable resource for senior undergraduate and graduate students, researchers, policymakers, and IT professionals and providers working in areas that call for state-of-the-art networks and IoT applications.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
This collection of papers is dedicated to the memory of Gaetano Fichera, a great mathematician and also a good friend to the editors. Regrettably it took an unusual amount of time to bring this collection out. This was primarily due to the fact that the main editor who had collected all of the materials, for this volume, P. D. Panagiotopoulos, died unexpectedly during the period when we were editing the manuscript. The other two editors in appreciation of Panagiotopoulos' contribution to this field, believe it is therefore fitting that this collection be dedicated to his memory also. The theme of the collection is centered around the seminal research of G. Fichera on the Signorini problem. Variants on this idea enter in different ways. For example, by bringing in friction the problem is no longer self-adjoint and the minimization formulation is not valid. A large portion of this collection is devoted to survey papers concerning hemivariational methods, with a main point of its application to nonsmooth mechanics. Hemivariational inequali ties, which are a generalization of variational inequalities, were pioneered by Panagiotopoulos. There are many applications of this theory to the study of non convex energy functionals occurring in many branches of mechanics. An area of concentration concerns contact problems, in particular, quasistatic and dynamic contact problems with friction and damage. Nonsmooth optimization methods which may be divided into the main groups of subgradient methods and bundle methods are also discussed in this collection."
This book focuses on the use of open source software for geospatial analysis. It demonstrates the effectiveness of the command line interface for handling both vector, raster and 3D geospatial data. Appropriate open-source tools for data processing are clearly explained and discusses how they can be used to solve everyday tasks. A series of fully worked case studies are presented including vector spatial analysis, remote sensing data analysis, landcover classification and LiDAR processing. A hands-on introduction to the application programming interface (API) of GDAL/OGR in Python/C++ is provided for readers who want to extend existing tools and/or develop their own software.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
Data mining involves the non-trivial extraction of implicit, previously unknown, and potentially useful information from databases. Genetic Programming (GP) and Inductive Logic Programming (ILP) are two of the approaches for data mining. This book first sets the necessary backgrounds for the reader, including an overview of data mining, evolutionary algorithms and inductive logic programming. It then describes a framework, called GGP (Generic Genetic Programming), that integrates GP and ILP based on a formalism of logic grammars. The formalism is powerful enough to represent context- sensitive information and domain-dependent knowledge. This knowledge can be used to accelerate the learning speed and/or improve the quality of the knowledge induced. A grammar-based genetic programming system called LOGENPRO (The LOGic grammar based GENetic PROgramming system) is detailed and tested on many problems in data mining. It is found that LOGENPRO outperforms some ILP systems. We have also illustrated how to apply LOGENPRO to emulate Automatically Defined Functions (ADFs) to discover problem representation primitives automatically. By employing various knowledge about the problem being solved, LOGENPRO can find a solution much faster than ADFs and the computation required by LOGENPRO is much smaller than that of ADFs. Moreover, LOGENPRO can emulate the effects of Strongly Type Genetic Programming and ADFs simultaneously and effortlessly. Data Mining Using Grammar Based Genetic Programming and Applications is appropriate for researchers, practitioners and clinicians interested in genetic programming, data mining, and the extraction of data from databases.
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
"JDBC Metadata, MySQL, and Oracle Recipes" is the only book that focuses on metadata or annotation-based code recipes for JDBC API for use with Oracle and MySQL. It continues where the authors other book, "JDBC Recipes: A Problem-Solution Approach," leaves off. This edition is also a Java EE 5-compliant book, perfect for lightweight Java database development. And it provides cut-and-paste code templates that can be immediately customized and applied in each developer's application development.
Programming languages are often classified according to their paradigms, e.g. imperative, functional, logic, constraint-based, object-oriented, or aspect-oriented. A paradigm characterizes the style, concepts, and methods of the language for describing situations and processes and for solving problems, and each paradigm serves best for programming in particular application areas. Real-world problems, however, are often best implemented by a combination of concepts from different paradigms, because they comprise aspects from several realms, and this combination is more comfortably realized using multiparadigm programming languages. This book deals with the theory and practice of multiparadigm constraint programming languages. The author first elaborates on programming paradigms and languages, constraints, and the merging of programming concepts which yields multiparadigm (constraint) programming languages. In the second part the author inspects two concrete approaches on multiparadigm constraint programming the concurrent constraint functional language CCFL, which combines the functional and the constraint-based paradigms and allows the description of concurrent processes; and a general framework for multiparadigm constraint programming and its implementation, Meta-S. The book is appropriate for researchers and graduate students in the areas of programming and artificial intelligence. "
Domain theory is a rich interdisciplinary area at the intersection of logic, computer science, and mathematics. This volume contains selected papers presented at the International Symposium on Domain Theory which took place in Shanghai in October 1999. Topics of papers range from the encounters between topology and domain theory, sober spaces, Lawson topology, real number computability and continuous functionals to fuzzy modelling, logic programming, and pi-calculi. This book is a valuable reference for researchers and students interested in this rapidly developing area of theoretical computer science. |
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