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Books > Computing & IT > Applications of computing > Image processing
Fuzzy sets, near sets, and rough sets are useful and important stepping stones in a variety of approaches to image analysis. These three types of sets and their various hybridizations provide powerful frameworks for image analysis. Emphasizing the utility of fuzzy, near, and rough sets in image analysis, Rough Fuzzy Image Analysis: Foundations and Methodologies introduces the fundamentals and applications in the state of the art of rough fuzzy image analysis. In the first chapter, the distinguished editors explain how fuzzy, near, and rough sets provide the basis for the stages of pictorial pattern recognition: image transformation, feature extraction, and classification. The text then discusses hybrid approaches that combine fuzzy sets and rough sets in image analysis, illustrates how to perform image analysis using only rough sets, and describes tolerance spaces and a perceptual systems approach to image analysis. It also presents a free, downloadable implementation of near sets using the Near Set Evaluation and Recognition (NEAR) system, which visualizes concepts from near set theory. In addition, the book covers an array of applications, particularly in medical imaging involving breast cancer diagnosis, laryngeal pathology diagnosis, and brain MR segmentation. Edited by two leading researchers and with contributions from some of the best in the field, this volume fully reflects the diversity and richness of rough fuzzy image analysis. It deftly examines the underlying set theories as well as the diverse methods and applications.
This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she's a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design
Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.
Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips and tricks, and step-by-step walkthroughs you'll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations all featured on the companion website.
Presenting encryption algorithms with diverse characteristics, Image Encryption: A Communication Perspective examines image encryption algorithms for the purpose of secure wireless communication. It considers two directions for image encryption: permutation-based approaches and substitution-based approaches. Covering the spectrum of image encryption principles and techniques, the book compares image encryption with permutation- and diffusion-based approaches. It explores number theory-based encryption algorithms such as the Data Encryption Standard, the Advanced Encryption Standard, and the RC6 algorithms. It not only details the strength of various encryption algorithms, but also describes their ability to work within the limitations of wireless communication systems. Since some ciphers were not designed for image encryption, the book explains how to modify these ciphers to work for image encryption. It also provides instruction on how to search for other approaches suitable for this task. To make this work comprehensive, the authors explore communication concepts concentrating on the orthogonal frequency division multiplexing (OFDM) system and present a simplified model for the OFDM communication system with its different implementations. Complete with simulation experiments and MATLAB (R) codes for most of the simulation experiments, this book will help you gain the understanding required to select the encryption method that best fulfills your application requirements.
This unique reference presents in-depth coverage of the latest methods and applications of digital image processing describing various computer architectures ideal for satisfying specific image processing demands.
In the area of Digital Image Processing the new area of "Time-Varying Image Processing and Moving Oject Recognition" is contributing to impressive advances in several fields. Presented in this volume are new digital image processing and recognition methods, implementation techniques and advanced applications such as television, remote sensing, biomedicine, traffic, inspection, and robotics. New approaches (such as digital transforms, neural networks) for solving 2-D and 3-D problems are described. Many papers concentrate on motion estimation and recognition i.e. tracking of moving objects. Overall, the book describes the state-of-the-art (theory, implementation, applications) of this developing area, together with future trends. The work will be of interest not only to researchers, professors and students in university departments of engineering, communications, computers and automatic control, but also to engineers and managers of industries concerned with computer vision, manufacturing, automation, robotics and quality control.
The book is concerned with narrative in digital media that changes according to user input-Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.
Demystifies the Processes of Game DevelopmentGame Development for iOS with Unity3D takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store. Encompasses the Whole Range of iOS Game DevelopmentThis practical book begins with advice on writing a game design document and getting Apple developer certification. It then covers the build processes of the Unity Remote application and explains how to use the Unity editor. After focusing on debugging and optimization, the author describes tips for designing and marketing a successful App Store page. The book also features two iOS-ready games to explore, adapt, and play. Source files for the game examples are available at www.crcpress.com. Guides You in Creating a Functional iOS Game Accessible to indie game developers and small- to medium-sized studios, this hands-on guide gives you the tools and knowledge needed to start building and launching iOS games. It helps you create games using Unity3D and publish them to the App Store.
While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.
This book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.
If you want to be successful in any area of game development game design, programming, graphics, sound, or publishing you should know how standouts in the industry approach their work and address problems. In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications. While there are plenty of resources available for aspiring game developers to learn the necessary technical skills, there is hardly any historical material on the culture that made the games industry possible. Filling the void, this book provides a historical and cultural context for the games industry. It takes you into the minds of the pioneers who blazed the trails and established the industry as we know it today.
The world is becoming increasingly mobile. Smartphones and tablets have become more powerful and popular, with many of these devices now containing confidential business, financial, and personal information. This has led to a greater focus on mobile software security. Establishing mobile software security should be of primary concern to every mobile application developer. This book explains how you can create mobile social applications that incorporate security throughout the development process. Although there are many books that address security issues, most do not explain how to incorporate security into the building process. Secure Development for Mobile Apps does exactly that. Its step-by-step guidance shows you how to integrate security measures into social apps running on mobile platforms. You'll learn how to design and code apps with security as part of the process and not an afterthought. The author outlines best practices to help you build better, more secure software. This book provides a comprehensive guide to techniques for secure development practices. It covers PHP security practices and tools, project layout templates, PHP and PDO, PHP encryption, and guidelines for secure session management, form validation, and file uploading. The book also demonstrates how to develop secure mobile apps using the APIs for Google Maps, YouTube, jQuery Mobile, Twitter, and Facebook. While this is not a beginner's guide to programming, you should have no problem following along if you've spent some time developing with PHP and MySQL.
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.
Looking to become more efficient using Unity? How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book's companion files and also watch bonus tutorial video content. Learn bite-sized tips and tricks for effective Unity workflows Become a more powerful Unity user through interface customization Enhance your productivity with rendering tricks, better scene organization and more Better understand Unity asset and import workflows Learn techniques to save you time and money during development
Master techniques from top automotive designers and world-class game developers with this insider's guide to designing and modeling 3D vehicles. With techniques demonstrated in 3ds Max, Maya, XSI, and Photoshop, 3D Automotive Modeling starts with a fantastic series of hot concept designs and continues by offering a full hands-on modeling tutorial for each. Some of the very best designers and modelers from across the globe take you through their processes step-by-step, giving you the tips, tricks, and short-cuts that true professionals use. 3D Automotive Modeling features tutorials from Honda, Toyota, and Mercedes-Benz designers, as well as modelers from Sony Computer Entertainment, Lucas Arts, and Simbin-artists who have worked on some of the biggest games in the industry, including the MotorStorm series. You will get:
Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.
The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development
V-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray and 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible. It caters to the design masses; architects, engineers, interior designers, industrial designers, photographers, and enthusiasts will find this book essential in their quest to express themselves through visual communication. V-Ray My Way is an accumulation of 13 years of experimental experience and will have you creating content within minutes, help grow your company, help develop your portfolio, and help you make that career leap. Additional resources and exercises are available at the book's companion website, http://routledgetextbooks.com/textbooks/_author/wylde-9780415709637/ .
All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands! Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam-packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2014 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, How to Cheat in Maya 2014 is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.
This instructional drawing book is intended to guide the reader through a story-telling based approach to gesture drawing, utilizing different techniques and exercises that encourage and develop creative problem solving as it relates to observational studies. This book clearly outlines a work flow and process with a simple exercise program that encourages the artist to ask questions and create work that engages not only their audience but themselves. Rich illustrations are included throughout that depict this workflow and also different drawing and mark-making techniques, and how to apply the exercises throughout the course of the book. Included are video drawing tutorials and examples. Key Features The approach to drawing as explained in the book is broken down into simple, clearly defined concepts. Each chapter outlines a further step in the drawing process, ending with a technique or exercise the reader can then execute to begin applying each concept to their work. Ample amount of illustrations drawn exclusively for this book or taken directly from the author's physical classes to clearly show the reader individual concepts, exercises, techniques, ideas, etc., so the reader may feel comfortable enough to follow the program. Each chapter includes a chapter objective as well as a summary and ample amount of illustrations which relate to the chapter objective. Key Terms will also be highlighted and defined so that they may be referenced throughout the book without causing unnecessary confusion. Companion video tutorials that show the reader different topics and exercises for reference.
A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts.
Signals and Images: Advances and Results in Speech, Estimation, Compression, Recognition, Filtering, and Processing cohesively combines contributions from field experts to deliver a comprehensive account of the latest developments in signal processing. These experts detail the results of their research related to audio and speech enhancement, acoustic image estimation, video compression, biometric recognition, hyperspectral image analysis, tensor decomposition with applications in communications, adaptive sparse-interpolated filtering, signal processing for power line communications, bio-inspired signal processing, seismic data processing, arithmetic transforms for spectrum computation, particle filtering in cooperative networks, three-dimensional television, and more. This book not only shows how signal processing theory is applied in current and emerging technologies, but also demonstrates how to tackle key problems such as how to enhance speech in the time domain, improve audio quality, and meet the desired electrical consumption target for controlling carbon emissions. Signals and Images: Advances and Results in Speech, Estimation, Compression, Recognition, Filtering, and Processing serves as a guide to the next generation of signal processing solutions for speech and video coding, hearing aid devices, big data processing, smartphones, smart digital communications, acoustic sensors, and beyond. |
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