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Books > Computing & IT > Applications of computing > Image processing
An up-to-date, comprehensive review of surveillance and reconnaissance (S&R) imaging system modelling and performance prediction. This resource helps the reader predict the information potential of new surveillance system designs, compare and select from alternative measures of information extraction, relate the performance of tactical acquisition sensors and surveillance sensors, and understand the relative importance of each element of the image chain on S&R system performance. It provides system descriptions and characteristics, S&R modelling history, and performance modelling details. With an emphasis on validated prediction of human observer performance, this book addresses the specific design and analysis techniques used with today's S&R imaging systems. It offers in-depth discussions on everything from the conceptual performance prediction model, linear shift invariant systems, and measurement variables used for S&R information extraction to predictor variables, target and environmental considerations, CRT and flat panel display selection, and models for image processing. Conversion methods between alternative modelling approaches are examined to help the reader perform system comparisons.
The book includes insights that reflect the advances in the field of Internet of Things from upcoming researchers and leading academicians across the globe. It contains the high-quality peer-reviewed papers of 'International Conference on Internet of Things for Technological Development (IoT4TD 2017)', held at Kadi Sarva Vishvavidyalaya, Gandhinagar, Gujarat, India during April 1-2, 2017. The book covers variety of topics such as Internet of things, Intelligent Image Processing, Networks and Mobile Communications, Big Data and Cloud. The book is helpful for the perspective readers' from computer industry and academia to derive the advances of next generation communication and computational technology and shape them into real life applications.
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume I traces the roots and predecessors of modern animation, the history behind Emile Cohl's Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history. Key Features Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for
This book presents various video processing methodologies that are useful for distance education. The motivation is to devise new multimedia technologies that are suitable for better representation of instructional videos by exploiting the temporal redundancies present in the original video. This solves many of the issues related to the memory and bandwidth limitation of lecture videos. The various methods described in the book focus on a key-frame based approach which is used to time shrink, repackage and retarget instructional videos. All the methods need a preprocessing step of shot detection and recognition, which is separately given as a chapter. We find those frames which are well-written and distinct as key-frames. A super-resolution based image enhancement scheme is suggested for refining the key-frames for better legibility. These key-frames, along with the audio and a meta-data for the mutual linkage among various media components form a repackaged lecture video, which on a programmed playback, render an estimate of the original video but at a substantially compressed form. The book also presents a legibility retentive retargeting of this instructional media on mobile devices with limited display size. All these technologies contribute to the enhancement of the outreach of distance education programs. Distance education is now a big business with an annual turnover of over 10-12 billion dollars. We expect this to increase rapidly. Use of the proposed technology will help deliver educational videos to those who are less endowed in terms of network bandwidth availability and to those everywhere who are even on a move by delivering it effectively to mobile handsets (including PDAs). Thus, technology developers, practitioners, and content providers will find the material very useful.
The book presents findings, views and ideas on what exact problems of image processing, pattern recognition and generation can be efficiently solved by cellular automata architectures. This volume provides a convenient collection in this area, in which publications are otherwise widely scattered throughout the literature. The topics covered include image compression and resizing; skeletonization, erosion and dilation; convex hull computation, edge detection and segmentation; forgery detection and content based retrieval; and pattern generation. The book advances the theory of image processing, pattern recognition and generation as well as the design of efficient algorithms and hardware for parallel image processing and analysis. It is aimed at computer scientists, software programmers, electronic engineers, mathematicians and physicists, and at everyone who studies or develops cellular automaton algorithms and tools for image processing and analysis, or develops novel architectures and implementations of massive parallel computing devices. The book will provide attractive reading for a general audience because it has do-it-yourself appeal: all the computer experiments presented within it can be implemented with minimal knowledge of programming. The simplicity yet substantial functionality of the cellular automaton approach, and the transparency of the algorithms proposed, makes the text ideal supplementary reading for courses on image processing, parallel computing, automata theory and applications."
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 last 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 3D multi-view video, spatial audio 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.
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
"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as:- Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.
This book explains efficient solutions for segmenting the intensity levels of different types of multilevel images. The authors present hybrid soft computing techniques, which have advantages over conventional soft computing solutions as they incorporate data heterogeneity into the clustering/segmentation procedures. This is a useful introduction and reference for researchers and graduate students of computer science and electronics engineering, particularly in the domains of image processing and computational intelligence.
Biometrics-based authentication and identification are emerging as the most reliable method to authenticate and identify individuals. Biometrics requires that the person to be identified be physically present at the point-of-identification and relies on something which you are or you do' to provide better security, increased efficiency, and improved accuracy. Automated biometrics deals with physiological or behavioral characteristics such as fingerprints, signature, palmprint, iris, hand, voice and face that can be used to authenticate a person's identity or establish an identity from a database. With rapid progress in electronic and Internet commerce, there is also a growing need to authenticate the identity of a person for secure transaction processing. Designing an automated biometrics system to handle large population identification, accuracy and reliability of authentication are challenging tasks. Currently, there are over ten different biometrics systems that are either widely used or under development. Some automated biometrics, such as fingerprint identification and speaker verification, have received considerable attention over the past 25 years, and some issues like face recognition and iris-based authentication have been studied extensively resulting in successful development of biometrics systems in commercial applications. However, very few books are exclusively devoted to such issues of automated biometrics. Automated Biometrics: Technologies and Systems systematically introduces the technologies and systems, and explores how to design the corresponding systems with in-depth discussion. The issues addressed in this book are highly relevant to many fundamental concerns of both researchers and practitioners of automated biometrics in computer and system security.
Advancements in digital sensor technology, digital image analysis techniques, as well as computer software and hardware have brought together the fields of computer vision and photogrammetry, which are now converging towards sharing, to a great extent, objectives and algorithms. The potential for mutual benefits by the close collaboration and interaction of these two disciplines is great, as photogrammetric know-how can be aided by the most recent image analysis developments in computer vision, while modern quantitative photogrammetric approaches can support computer vision activities. Devising methodologies for automating the extraction of man-made objects (e.g. buildings, roads) from digital aerial or satellite imagery is an application where this cooperation and mutual support is already reaping benefits. The valuable spatial information collected using these interdisciplinary techniques is of improved qualitative and quantitative accuracy. This book offers a comprehensive selection of high-quality and in-depth contributions from world-wide leading research institutions, treating theoretical as well as implementational issues, and representing the state-of-the-art on this subject among the photogrammetric and computer vision communities.
This graduate-level text provides a language for understanding, unifying, and implementing a wide variety of algorithms for digital signal processing - in particular, to provide rules and procedures that can simplify or even automate the task of writing code for the newest parallel and vector machines. It thus bridges the gap between digital signal processing algorithms and their implementation on a variety of computing platforms. The mathematical concept of tensor product is a recurring theme throughout the book, since these formulations highlight the data flow, which is especially important on supercomputers. Because of their importance in many applications, much of the discussion centres on algorithms related to the finite Fourier transform and to multiplicative FFT algorithms.
129 6.2 Representation of hints. 131 6.3 Monotonicity hints .. . 134 6.4 Theory ......... . 139 6.4.1 Capacity results 140 6.4.2 Decision boundaries 144 6.5 Conclusion 145 6.6 References....... ... 146 7 Analysis and Synthesis Tools for Robust SPRness 147 C. Mosquera, J.R. Hernandez, F. Perez-Gonzalez 7.1 Introduction.............. 147 7.2 SPR Analysis of Uncertain Systems. 153 7.2.1 The Poly topic Case . 155 7.2.2 The ZP-Ball Case ...... . 157 7.2.3 The Roots Space Case ... . 159 7.3 Synthesis of LTI Filters for Robust SPR Problems 161 7.3.1 Algebraic Design for Two Plants ..... . 161 7.3.2 Algebraic Design for Three or More Plants 164 7.3.3 Approximate Design Methods. 165 7.4 Experimental results 167 7.5 Conclusions 168 7.6 References ..... . 169 8 Boundary Methods for Distribution Analysis 173 J.L. Sancho et aZ. 8.1 Introduction ............. . 173 8.1.1 Building a Classifier System . 175 8.2 Motivation ............. . 176 8.3 Boundary Methods as Feature-Set Evaluation 177 8.3.1 Results ................ . 179 8.3.2 Feature Set Evaluation using Boundary Methods: S- mary. . . . . . . . . . . . . . . . . . . .. . . 182 . . .
Despite their novelty, wavelets have a tremendous impact on a number of modern scientific disciplines, particularly on signal and image analysis. Because of their powerful underlying mathematical theory, they offer exciting opportunities for the design of new multi-resolution processing algorithms and effective pattern recognition systems. This book provides a much-needed overview of current trends in the practical application of wavelet theory. It combines cutting edge research in the rapidly developing wavelet theory with ideas from practical signal and image analysis fields. Subjects dealt with include balanced discussions on wavelet theory and its specific application in diverse fields, ranging from data compression to seismic equipment. In addition, the book offers insights into recent advances in emerging topics such as double density DWT, multiscale Bayesian estimation, symmetry and locality in image representation, and image fusion. Audience: This volume will be of interest to graduate students and researchers whose work involves acoustics, speech, signal and image processing, approximations and expansions, Fourier analysis, and medical imaging.
This book discusses research, methods, and recent developments in the interdisciplinary field that spans research in visualization, eye tracking, human-computer interaction, and psychology. It presents extended versions of papers from the First Workshop on Eye Tracking and Visualization (ETVIS), which was organized as a workshop of the IEEE VIS Conference 2015. Topics include visualization and visual analytics of eye-tracking data, metrics and cognitive models, eye-tracking experiments in the context of visualization interfaces, and eye tracking in 3D and immersive environments. The extended ETVIS papers are complemented by a chapter offering an overview of visualization approaches for analyzing eye-tracking data and a chapter that discusses electrooculography (EOG) as an alternative of acquiring information about eye movements. Covering scientific visualization, information visualization, and visual analytics, this book is a valuable resource for eye-tracking researchers within the visualization community.
In his paper Theory of Communication [Gab46], D. Gabor proposed the use of a family of functions obtained from one Gaussian by time-and frequency shifts. Each of these is well concentrated in time and frequency; together they are meant to constitute a complete collection of building blocks into which more complicated time-depending functions can be decomposed. The application to communication proposed by Gabor was to send the coeffi cients of the decomposition into this family of a signal, rather than the signal itself. This remained a proposal-as far as I know there were no seri ous attempts to implement it for communication purposes in practice, and in fact, at the critical time-frequency density proposed originally, there is a mathematical obstruction; as was understood later, the family of shifted and modulated Gaussians spans the space of square integrable functions [BBGK71, Per71] (it even has one function to spare [BGZ75] . . . ) but it does not constitute what we now call a frame, leading to numerical insta bilities. The Balian-Low theorem (about which the reader can find more in some of the contributions in this book) and its extensions showed that a similar mishap occurs if the Gaussian is replaced by any other function that is "reasonably" smooth and localized. One is thus led naturally to considering a higher time-frequency density.
Traditional Pattern Recognition (PR) and Computer Vision (CV) technologies have mainly focused on full automation, even though full automation often proves elusive or unnatural in many applications, where the technology is expected to assist rather than replace the human agents. However, not all the problems can be automatically solved being the human interaction the only way to tackle those applications. Recently, multimodal human interaction has become an important field of increasing interest in the research community. Advanced man-machine interfaces with high cognitive capabilities are a hot research topic that aims at solving challenging problems in image and video applications. Actually, the idea of computer interactive systems was already proposed on the early stages of computer science. Nowadays, the ubiquity of image sensors together with the ever-increasing computing performance has open new and challenging opportunities for research in multimodal human interaction. This book aims to show how existing PR and CV technologies can naturally evolve using this new paradigm. The chapters of this book show different successful case studies of multimodal interactive technologies for both image and video applications. They cover a wide spectrum of applications, ranging from interactive handwriting transcriptions to human-robot interactions in real environments.
Mobile robots are playing an increasingly important role in our world. Remotely operated vehicles are in everyday use for hazardous tasks such as charting and cleaning up hazardous waste spills, construction work of tunnels and high rise buildings, and underwater inspection of oil drilling platforms in the ocean. A whole host of further applications, however, beckons robots capable of autonomous operation without or with very little intervention of human operators. Such robots of the future will explore distant planets, map the ocean floor, study the flow of pollutants and carbon dioxide through our atmosphere and oceans, work in underground mines, and perform other jobs we cannot even imagine; perhaps even drive our cars and walk our dogs. The biggest technical obstacles to building mobile robots are vision and navigation-enabling a robot to see the world around it, to plan and follow a safe path through its environment, and to execute its tasks. At the Carnegie Mellon Robotics Institute, we are studying those problems both in isolation and by building complete systems. Since 1980, we have developed a series of small indoor mobile robots, some experimental, and others for practical applicationr Our outdoor autonomous mobile robot research started in 1984, navigating through the campus sidewalk network using a small outdoor vehicle called the Terregator. In 1985, with the advent of DARPA's Autonomous Land Vehicle Project, we constructed a computer controlled van with onboard sensors and researchers. In the fall of 1987, we began the development of a six-legged Planetary Rover.
This book proposes soft computing techniques for segmenting real-life images in applications such as image processing, image mining, video surveillance, and intelligent transportation systems. The book suggests hybrids deriving from three main approaches: fuzzy systems, primarily used for handling real-life problems that involve uncertainty; artificial neural networks, usually applied for machine cognition, learning, and recognition; and evolutionary computation, mainly used for search, exploration, efficient exploitation of contextual information, and optimization. The contributed chapters discuss both the strengths and the weaknesses of the approaches, and the book will be valuable for researchers and graduate students in the domains of image processing and computational intelligence.
Acquiring spatial data for geoinformation systems is still mainly done by human operators who analyze images using classical photogrammetric equipment or digitize maps, possibly assisted by some low level image processing. Automation of these tasks is difficult due to the complexity of the object, the topography, and the deficiency of current pattern recognition and image analysis tools for achieving a reliable transition from the data to the high level description of topographic objects. It appears that progress in automation only can be achieved by incorporating domain-specific semantic models into the analysis procedures. This volume collects papers which were presented at the Workshop "SMATI '97." The workshop focused on "Semantic Modeling for the Acquisition of Topographic Information from Images and Maps." This volume offers a comprehensive selection of high-quality and in-depth contributions by experts of the field coming from leading research institutes, treating both theoretical and implementation issues and integrating aspects of photogrammetry, cartography, computer vision, and image understanding.
"3D Surface Reconstruction: Multi-Scale Hierarchical Approaches "presents methods to model 3D objects in an incremental way so as to capture more finer details at each step. The configuration of the model parameters, the rationale and solutions are described and discussed in detail so the reader has a strong understanding of the methodology. Modeling starts from data captured by 3D digitizers and makes the process even more clear and engaging. Innovative approaches, based on two popular machine learning paradigms, namely Radial Basis Functions and the Support Vector Machines, are also introduced. These paradigms are innovatively extended to a multi-scale incremental structure, based on a hierarchical scheme. The resulting approaches allow readers to achieve high accuracy with limited computational complexity, and makes the approaches appropriate for online, real-time operation. Applications can be found in any domain in which regression is required. "3D Surface Reconstruction: Multi-Scale Hierarchical Approaches" is designed as a secondary text book or reference for advanced-level students and researchers in computer science. This book also targets practitioners working in computer vision or machine learning related fields.
This book presents an introduction to new and important research in the images processing and analysis area. It is hoped that this book will be useful for scientists and students involved in many aspects of image analysis. The book does not attempt to cover all of the aspects of Computer Vision, but the chapters do present some state of the art examples.
The fully automated estimation of the 6 degrees of freedom camera motion and the imaged 3D scenario using as the only input the pictures taken by the camera has been a long term aim in the computer vision community. The associated line of research has been known as Structure from Motion (SfM). An intense research effort during the latest decades has produced spectacular advances; the topic has reached a consistent state of maturity and most of its aspects are well known nowadays. 3D vision has immediate applications in many and diverse fields like robotics, videogames and augmented reality; and technological transfer is starting to be a reality. This book describes one of the first systems for sparse point-based 3D reconstruction and egomotion estimation from an image sequence; able to run in real-time at video frame rate and assuming quite weak prior knowledge about camera calibration, motion or scene. Its chapters unify the current perspectives of the robotics and computer vision communities on the 3D vision topic: As usual in robotics sensing, the explicit estimation and propagation of the uncertainty hold a central role in the sequential video processing and is shown to boost the efficiency and performance of the 3D estimation. On the other hand, some of the most relevant topics discussed in SfM by the computer vision scientists are addressed under this probabilistic filtering scheme; namely projective models, spurious rejection, model selection and self-calibration.
A rare look at the role of special effects in creating fictional worlds and transmedia franchises From comic book universes crowded with soaring superheroes and shattering skyscrapers to cosmic empires set in far-off galaxies, today's fantasy blockbusters depend on visual effects. Bringing science fiction from the studio to your screen, through film, television, or video games, these special effects power our entertainment industry. More Than Meets the Eye delves into the world of fantastic media franchises to trace the ways in which special effects over the last 50 years have become central not just to transmedia storytelling but to worldbuilding, performance, and genre in contemporary blockbuster entertainment. More Than Meets the Eye maps the ways in which special effects build consistent storyworlds and transform genres while traveling from one media platform to the next. Examining high-profile franchises in which special effects have played a constitutive role such as Star Trek, Star Wars, The Matrix, and The Lord of the Rings, as well as more contemporary franchises like Pirates of the Caribbean and Harry Potter, Bob Rehak analyzes the ways in which production practices developed alongside the cultural work of industry professionals. By studying social and cultural factors such as fan interaction, this book provides a context for understanding just how much multiplatform storytelling has come to define these megahit franchises. More Than Meets the Eye explores the larger history of how physical and optical effects in postwar Hollywood laid the foundation for modern transmedia franchises and argues that special effects are not simply an adjunct to blockbuster filmmaking, but central agents of an entire mode of production.
Landmarks are preferred image features for a variety of computer vision tasks such as image mensuration, registration, camera calibration, motion analysis, 3D scene reconstruction, and object recognition. Main advantages of using landmarks are robustness w. r. t. lightning conditions and other radiometric vari ations as well as the ability to cope with large displacements in registration or motion analysis tasks. Also, landmark-based approaches are in general com putationally efficient, particularly when using point landmarks. Note, that the term landmark comprises both artificial and natural landmarks. Examples are comers or other characteristic points in video images, ground control points in aerial images, anatomical landmarks in medical images, prominent facial points used for biometric verification, markers at human joints used for motion capture in virtual reality applications, or in- and outdoor landmarks used for autonomous navigation of robots. This book covers the extraction oflandmarks from images as well as the use of these features for elastic image registration. Our emphasis is onmodel-based approaches, i. e. on the use of explicitly represented knowledge in image analy sis. We principally distinguish between geometric models describing the shape of objects (typically their contours) and intensity models, which directly repre sent the image intensities, i. e., the appearance of objects. Based on these classes of models we develop algorithms and methods for analyzing multimodality im ages such as traditional 20 video images or 3D medical tomographic images." |
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