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Books > Computing & IT > Applications of computing > Image processing
The slime mould Physarum polycephalum is a large cell visible by the unaided eye. It behaves as an intelligent nonlinear spatially extended active medium encapsulated in an elastic membrane. The cell optimises its growth patterns in configurations of attractants and repellents. This behaviour is interpreted as computation. Numerous prototypes of slime mould computers were designed to solve problems of computational geometry, graphs and transport networks and to implement universal computing circuits.In this unique set of scientific photographs and micrographs, the leading experts in computer science, biology, chemistry and material science illustrate in superb detail the nature of the slime mould computers and hybrid devices. Every photograph or micrograph in this book is of real scientific, theoretical or technological interest. Each entry includes a self-contained description of how the visualised phenomenon is used in the relevant slime mould computer. This atlas is unique in providing the depth and breadth of knowledge in harnessing behaviour of the slime mould to perform computation. It will help readers to understand how exploitation of biological processes has sparked new ideas and spurred progress in many fields of science and engineering.
Gambling is both a multi-billion dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including anthropology, history and media studies to explore the production and consumption of risk, risky places, risk technology, the gambling industry, and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including the challenges of studying deterritorialised social phenomena; globalizing technologies and local markets; regulation as it operates across local, regional and international scales; globalization, and the rise of games, virtual worlds, and social media.
In the current age of information technology, the issues of distributing and utilizing images efficiently and effectively are of substantial concern. Solutions to many of the problems arising from these issues are provided by techniques of image processing, among which segmentation and compression are topics of this book. Image segmentation is a process for dividing an image into its constituent parts. For block-based segmentation using statistical classification, an image is divided into blocks and a feature vector is formed for each block by grouping statistics of its pixel intensities. Conventional block-based segmentation algorithms classify each block separately, assuming independence of feature vectors. Image Segmentation and Compression Using Hidden Markov Models presents a new algorithm that models the statistical dependence among image blocks by two dimensional hidden Markov models (HMMs). Formulas for estimating the model according to the maximum likelihood criterion are derived from the EM algorithm. To segment an image, optimal classes are searched jointly for all the blocks by the maximum a posteriori (MAP) rule. The 2-D HMM is extended to multiresolution so that more context information is exploited in classification and fast progressive segmentation schemes can be formed naturally. The second issue addressed in the book is the design of joint compression and classification systems using the 2-D HMM and vector quantization. A classifier designed with the side goal of good compression often outperforms one aimed solely at classification because overfitting to training data is suppressed by vector quantization. Image Segmentation and Compression Using Hidden Markov Models is an essential reference source for researchers and engineers working in statistical signal processing or image processing, especially those who are interested in hidden Markov models. It is also of value to those working on statistical modeling.
Introduces the reader to the technical aspects of real-time visual effects. Built upon a career of over twenty years in the feature film visual effects and the real-time video game industries and tested on graduate and undergraduate students. Explores all real-time visual effects in four categories: in-camera effects, in-material effects, simulations and particles.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
The problem of dealing with missing or incomplete data in machine learning and computer vision arises in many applications. Recent strategies make use of generative models to impute missing or corrupted data. Advances in computer vision using deep generative models have found applications in image/video processing, such as denoising, restoration, super-resolution, or inpainting. Inpainting and Denoising Challenges comprises recent efforts dealing with image and video inpainting tasks. This includes winning solutions to the ChaLearn Looking at People inpainting and denoising challenges: human pose recovery, video de-captioning and fingerprint restoration. This volume starts with a wide review on image denoising, retracing and comparing various methods from the pioneer signal processing methods, to machine learning approaches with sparse and low-rank models, and recent deep learning architectures with autoencoders and variants. The following chapters present results from the Challenge, including three competition tasks at WCCI and ECML 2018. The top best approaches submitted by participants are described, showing interesting contributions and innovating methods. The last two chapters propose novel contributions and highlight new applications that benefit from image/video inpainting.
This interdisciplinary study participates in the ongoing critical conversation about postwar American poetry and visual culture, while advancing that field into the arena of the museum. Turning to contemporary poems about the visual arts that foreground and interrogate a museum setting, the book demonstrates the particular importance of the museum as a cultural site that is both inspiration and provocation for poets. The study uniquely bridges the "dual canon" in contemporary poetry (and calls the lyric/avant-garde distinction into question) by analyzing museum-sponsored anthologies as well as poems by John Ashbery, Richard Howard, Kenneth Koch, Kathleen Fraser, Cole Swensen, Anne Carson, and others. Through these case studies of poets with diverse affiliations, the author shows that the boom in ekphrasis in the past 20 years is not only an aesthetic but a critical phenomenon, a way that poets have come to terms with the critical dilemmas of our moment. Highlighting the importance of poets' "peripheral vision"-awareness of the institutional conditions that frame encounters with art-the author contend that a museum visit becomes a forum for questioning oppositions that have preoccupied literary criticism for the past 50 years: homage and innovation, modernism and postmodernism, subjectivity and collectivity. The study shows that ekphrasis becomes a strategy for negotiating these impasses-a mode of political inquiry, a meditation on canonization, a venue for comic appraisal of institutionalization, and a means of "site-specific" feminist revision-in a vital synthesis of critique, perspicacity, and pleasure.
The Key to Fully Understanding the Basics of a 3D World Prominently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines the complexities of 3D computer-generated art, and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D-modeling, rendering, and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist, it includes step-by-step instruction with ample examples, and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information-presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts, enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types, polygons and NURBS surfaces, showing the student basic modeling techniques with both. While more techniques are available, an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling, Rendering, and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers, animators, texture artists, render artists, game developers, and production artists, as well as educators teaching an undergrad or tech course in 3D animation.
This book explores the effects of the Instagram platform on the making and viewing of art. Authors Lachlan MacDowall and Kylie Budge critically analyse the ways Instagram has influenced artists, art spaces, art institutions and art audiences, and ultimately contemporary aesthetic experience. The book argues that more than simply being a container for digital photography, the architecture of Instagram represents a new relationship to the image and to visual experience, a way of shaping ocular habits and social relations. Following a detailed analysis of the structure of Instagram - the tactile world of affiliation ('follows'), aesthetics ('likes') and attention ('comments') - the book examines how art spaces, audiences and aesthetics are key to understanding its rise. The book will be of interest to scholars working in art history, design, digital culture, cultural studies, sociology, education, business, media and communication studies.
With 300 figures, tables, and equations, this book presents a unified approach to image quality research and modeling. The author discusses the results of different, calibrated psychometric experiments can be rigorously integrated to construct predictive software using Monte Carlo simulations and provides numerous examples of viable field applications for product design and verification of modeling predictions. He covers perceptual measurements for the assessment of individual quality attributes and overall quality, explores variation in scene susceptibility, observer sensitivity, and preference, and includes methods of analysis for testing and refining metrics based on psychometric data.
Background modeling and foreground detection are important steps in video processing used to detect robustly moving objects in challenging environments. This requires effective methods for dealing with dynamic backgrounds and illumination changes as well as algorithms that must meet real-time and low memory requirements. Incorporating both established and new ideas, Background Modeling and Foreground Detection for Video Surveillance provides a complete overview of the concepts, algorithms, and applications related to background modeling and foreground detection. Leaders in the field address a wide range of challenges, including camera jitter and background subtraction. The book presents the top methods and algorithms for detecting moving objects in video surveillance. It covers statistical models, clustering models, neural networks, and fuzzy models. It also addresses sensors, hardware, and implementation issues and discusses the resources and datasets required for evaluating and comparing background subtraction algorithms. The datasets and codes used in the text, along with links to software demonstrations, are available on the book's website. A one-stop resource on up-to-date models, algorithms, implementations, and benchmarking techniques, this book helps researchers and industry developers understand how to apply background models and foreground detection methods to video surveillance and related areas, such as optical motion capture, multimedia applications, teleconferencing, video editing, and human-computer interfaces. It can also be used in graduate courses on computer vision, image processing, real-time architecture, machine learning, or data mining.
"The King of Independent Animation" has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.
About this book * Gives the reader hands on example-base experience for simulating dynamical models in MATLAB (R)/Simulink (R) and animating them in VRML * More than 150 images describe each step in the model realizations helping readers to understand them visually * Diverse examples and profound problem treatment enable the reader to animate complex dynamical problems m-files, Simulink models, VRML files and jpegs available for download provide full solutions for the end-of-chapter problems Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users demonstrates the simulation and animation of physical systems using the MATLAB (R) Virtual Reality Toolbox (virtual models are created in V-Realm Builder). The book is divided into two parts; the first addresses MATLAB (R) and the second Simulink (R). The presentation is problem-based with each chapter teaching the reader a group of essential principles in the context of a step-by-step solution to a particular issue. Examples of the systems covered include mass-spring-dampers, a crank-slider mechanism and a moving vehicle. The examples are given in ascending level of difficulty and contain MATLAB (R)/Simulink (R) codes deliberately simplified so that readers can focus on: * understanding how to link a 3-d virtual scene to MATLAB (R)/Simulink (R); and * manipulating the 3-d virtual scene in MATLAB (R)/Simulink (R). When studied in sequence, the chapters of this text form a coherent whole enabling the reader to gain a thorough expertise in virtual simulation and animation of dynamical models using MATLAB (R)/Simulink (R). Individual chapters stand on their own, however, so that readers interested in a particular system can concentrate on it easily. Problems are provided in each chapter to give practice in the techniques demonstrated and to extend the range of the systems studied, for example, into the control sphere. Solution code for these problems can be downloaded from insert URL. Whether modeling the dynamics of a simple pendulum, a robot arm or a moving car, animation of a dynamical model can enliven and encourage understanding of mechanical systems and thus contribute to control design. Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users will be instructive and interesting to anyone, researcher or student, working with the dynamics of physical systems. Readers are assumed to have some familiarity with MATLAB (R).
o Continuing the a series of books that focus entirely on a singular game design system or mechanic o A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint o The series has potential to keep growing looking at a multitude of topics
The Open Access version of this book, available at http://www.tandfebooks.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. Gambling is both a multi-billion-dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including geography, organisational studies, sociology, East Asian studies and anthropology to explore the production and consumption of risk, risky places, risk technologies, the gambling industry and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including: the challenges of studying deterritorialised social phenomena; globalising technologies and local markets; regulation as it operates across local, regional and international scales; and the rise of games, virtual worlds and social media.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
Synthetic aperture radar provides broad-area imaging at high
resolutions, which is used in applications such as environmental
monitoring, earth-resource mapping, and military systems.
- Explores how mixed, virtual and augmented reality technologies can enable designers to create immersive experiences and expand the aesthetic potential of the medium - Curated selection of projects and essays by leading international architects and designers, including those from Zaha Hadid Architects and MVRDV- Illustrated with over 150 images
In the last few years, biometric techniques have proven their ability to provide secure access to shared resources in various domains. Furthermore, software agents and multi-agent systems (MAS) have shown their efficiency in resolving critical network problems. Iris Biometric Model for Secured Network Access proposes a new model, the IrisCryptoAgentSystem (ICAS), which is based on a biometric method for authentication using the iris of the eyes and an asymmetric cryptography method using "Rivest-Shamir-Adleman" (RSA) in an agent-based architecture. It focuses on the development of new methods in biometric authentication in order to provide greater efficiency in the ICAS model. It also covers the pretopological aspects in the development of the indexed hierarchy to classify DRVA iris templates. The book introduces biometric systems, cryptography, and multi-agent systems (MAS) and explains how they can be used to solve security problems in complex systems. Examining the growing interest to exploit MAS across a range of fields through the integration of various features of agents, it also explains how the intersection of biometric systems, cryptography, and MAS can apply to iris recognition for secure network access. The book presents the various conventional methods for the localization of external and internal edges of the iris of the eye based on five simulations and details the effectiveness of each. It also improves upon existing methods for the localization of the external and internal edges of the iris and for removing the intrusive effects of the eyelids.
The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. |
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