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Books > Computing & IT > Applications of computing > Image processing
This book analyzes the multimodal verbal and nonverbal behavior of humans in both an artificial game, based on the well-known Mafia and Resistance games, as well as selected other settings. This book develops statistical results linking different types of facial expressions (e.g. smile, pursed lips, raised eyebrows), vocal features (e.g., pitch, loudness) and linguistic features (e.g., dominant language, turn length) with both unary behaviors (e.g. is person X lying?) to binary behaviors (Is person X dominant compared to person Y? Does X trust Y? Does X like Y?). In addition, this book describes machine learning and computer vision-based algorithms that can be used to predict deception, as well as the visual focus of attention of people during discussions that can be linked to many binary behaviors. It is written by a multidisciplinary team of both social scientists and computer scientists. Meetings are at the very heart of human activity. Whether you are involved in a business meeting or in a diplomatic negotiation, such an event has multiple actors, some cooperative and some adversarial. Some actors may be deceptive, others may have complex relationships with others in the group. This book consists of a set of 11 chapters that describe the factors that link human behavior in group settings and attitudes to facial and voice characteristics. Researchers working in social sciences (communication, psychology, cognitive science) with an interest in studying the link between human interpersonal behavior and facial/speech/linguistic characteristics will be interested in this book. Computer scientists, who are interested in developing machine learning and deep learning based models of human behavior in group settings will also be interested in purchasing this book.
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and
Technical Background, Motion Capture Techniques, Animating
Substances, Alternate Methods, and Animating with MEL for MAYA),
each one focusing on specific substances, tools, topics, and
languages, this is a MUST-HAVE book for artists interested in
proficiency with the top technology available today Whether you're
a programmer developing new animation functionality or an animator
trying to get the most out of your current animation software,
Computer Animation Complete: will help you work more efficiently
and achieve better results. For programmers, this book provides a
solid theoretical orientation and extensive practical instruction
information you can put to work in any development or customization
project. For animators, it provides crystal-clear guidance on
determining which of your concepts can be realized using
commercially available products, which demand custom programming,
and what development strategies are likely to bring you the
greatest success.
This book gathers selected, extended and revised contributions to the 16th International Symposium on Computer Methods in Biomechanics and Biomedical Engineering, and the 4th Conference on Imaging and Visualization (CMBBE 2019), held on August 14-16, 2019, in New York City, USA. It reports on cutting-edge models and algorithms for studying various tissues and organs in normal and pathological conditions; innovative imaging and visualization techniques; and the latest diagnostic tools. Further topics addressed include: numerical methods, machine learning approaches, FEM models, and high-resolution imaging and real-time visualization methods applied for biomedical purposes. Given the scope of its coverage, the book provides graduate students and researchers with a timely and insightful snapshot of the latest research and current challenges in biomedical engineering, computational biomechanics and biological imaging, as well as a source of inspiration for future research and cross-disciplinary collaborations.
This book covers the essential concepts and strategies within traditional and cutting-edge feature learning methods thru both theoretical analysis and case studies. Good features give good models and it is usually not classifiers but features that determine the effectiveness of a model. In this book, readers can find not only traditional feature learning methods, such as principal component analysis, linear discriminant analysis, and geometrical-structure-based methods, but also advanced feature learning methods, such as sparse learning, low-rank decomposition, tensor-based feature extraction, and deep-learning-based feature learning. Each feature learning method has its own dedicated chapter that explains how it is theoretically derived and shows how it is implemented for real-world applications. Detailed illustrated figures are included for better understanding. This book can be used by students, researchers, and engineers looking for a reference guide for popular methods of feature learning and machine intelligence.
This book constitutes the refereed proceedings of two International Workshops held as parallel events of the 16th IFIP WG 12.5 International Conference on Artificial Intelligence Applications and Innovations, AIAI 2020, in Neos Marmaras, Greece, in June 2020: the 9th Mining Humanistic Data Workshop, MHDW 2020, and the 5th Workshop on 5G-Putting Intelligence to the Network Edge, 5G-PINE 2020.* The 6 full papers and 3 short papers presented at MHDW 2020 were carefully reviewed and selected from 16 submissions; out of the 23 papers submitted to 5G-PINE 2020, 11 were accepted as full papers and 1 as a short paper. The MHDW papers focus on topics such as recommendation systems, sentiment analysis, pattern recognition, data mining, and time series. The papers presented at 5G-PINE focus on the latest AI applications in the telecommunication industry and deal with topics such as the Internet of Things, intelligence fusion in 5G networks, and 5G media. *The workshops were held virtually due to the COVID-19 pandemic.
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
This book applies novel theories to improve algorithms in complex data analysis in various fields, including object detection, remote sensing, data transmission, data fusion, gesture recognition, and medical image processing and analysis. It is intended for Ph.D. students, academics, researchers, and software developers working in the areas of digital video processing and computer vision technologies.
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 main contributions are based on the results of the FP7 European Projects ROMEO, which focus 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 (www.ict-romeo.eu). 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 constant video quality to both fixed and mobile users. ROMEO will design and develop 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. The 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."
DIRECTING, DIALOGUE AND ACTING From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Directing, Dialogue and Acting. As a director, whatever your idea is, you want to put it over, so the main thing with directing is to be clear - very clear. The Director's job is to hold everything together so that the animator can give the performance. Richard Williams shows how that performance can be achieved with flexibility and contrast. With Acting and Dialogue, the temptation is to try to do everything at once - Williams' advice: do one thing at a time.
The genre of the video clip has been established for more than thirty years, mainly served by the sub genres of video art and music video. This book explores processes of hybridization between music video, film, and video art by presenting current theoretical discourses and engaging them through interviews with well-known artists and directors, bringing to the surface the crucial questions of art practice. The collection discusses topics including postcolonialism, posthumanism, gender, race and class and addresses questions regarding the hybrid media structure of video, the diffusion between content and form, art and commerce as well as pop culture and counterculture. Through the diversity of the areas and interviews included, the book builds on and moves beyond earlier aesthetics-driven perspectives on music video.
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
This book describes active illumination techniques in computer vision. We can classify computer vision techniques into two classes: passive and active techniques. Passive techniques observe the scene statically and analyse it as is. Active techniques give the scene some actions and try to facilitate the analysis. In particular, active illumination techniques project specific light, for which the characteristics are known beforehand, to a target scene to enable stable and accurate analysis of the scene. Traditional passive techniques have a fundamental limitation. The external world surrounding us is three-dimensional; the image projected on a retina or an imaging device is two-dimensional. That is, reduction of one dimension has occurred. Active illumination techniques compensate for the dimensional reduction by actively controlling the illumination. The demand for reliable vision sensors is rapidly increasing in many application areas, such as robotics and medical image analysis. This book explains this new endeavour to explore the augmentation of reduced dimensions in computer vision. This book consists of three parts: basic concepts, techniques, and applications. The first part explains the basic concepts for understanding active illumination techniques. In particular, the basic concepts of optics are explained so that researchers and engineers outside the field can understand the later chapters. The second part explains currently available active illumination techniques, covering many techniques developed by the authors. The final part shows how such active illumination techniques can be applied to various domains, describing the issue to be overcome by active illumination techniques and the advantages of using these techniques. This book is primarily aimed at 4th year undergraduate and 1st year graduate students, and will also help engineers from fields beyond computer vision to use active illumination techniques. Additionally, the book is suitable as course material for technical seminars.
This book discusses the computational geometry, topology and physics of digital images and video frame sequences. This trio of computational approaches encompasses the study of shape complexes, optical vortex nerves and proximities embedded in triangulated video frames and single images, while computational geometry focuses on the geometric structures that infuse triangulated visual scenes. The book first addresses the topology of cellular complexes to provide a basis for an introductory study of the computational topology of visual scenes, exploring the fabric, shapes and structures typically found in visual scenes. The book then examines the inherent geometry and topology of visual scenes, and the fine structure of light and light caustics of visual scenes, which bring into play catastrophe theory and the appearance of light caustic folds and cusps. Following on from this, the book introduces optical vortex nerves in triangulated digital images. In this context, computational physics is synonymous with the study of the fine structure of light choreographed in video frames. This choreography appears as a sequence of snapshots of light reflected and refracted from surface shapes, providing a solid foundation for detecting, analyzing and classifying visual scene shapes.
Image and signal processing techniques are receiving increasing interest because of their numerous real-world applications. Data is now available in different forms, different wavelengths, and even in different dimensions, creating the need for novel multidisciplinary solutions for automated data processing and analysis. Applied Signal and Image Processing: Multidisciplinary Advancements highlights the growing multidisciplinary nature of signal and image processing by focusing on emerging applications and recent advances in well-established fields. This book covers state-or-the-art applications in both signal and image processing, which include optical communication and sensing, wireless communication management, face recognition and facial imaging, solar imaging and feature detection, fractal analysis, and video processing.
The advancement of security technologies has allowed information systems to store more crucial and sensitive data. With these advancements, organisations turn to physiological and behavioral methods of identification in order to guard against unwanted intrusion. Research Developments in Biometrics and Video Processing Techniques investigates advanced techniques in user identification and security, including retinal, facial, and finger print scans as well as signature and voice authentication models. Through its in-depth examination of computer vision applications and other biometric security technologies, this reference volume will provide researchers, engineers, developers, and students with insight into the latest research on enhanced security systems design and development.
A key technology enabling fast-paced embedded media processing developments is the high-performance, low-power, small-footprint convergent processor, a specialized device that combines the real-time control of a traditional microcontroller with the signal processing power of a DSP. This practical guide is your one-stop shop for understanding how to implement this cutting-edge technology. You will learn how to: * Choose the proper processor for an application. * Architect your system to avoid problems at the outset. * Manage your data flows and memory accesses so that they line up properly * Make smart-trade-offs in portable applications between power considerations and computational performance. * Divide processing tasks across multiple cores. * Program frameworks that optimize performance without needlessly increasing programming model complexity. * Implement benchmarking techniques that will help you adapt a framework to best fit a target application, and much more Covering the entire spectrum of EMP-related design issues, from easy-to-understand explanations of basic architecture and direct memory access (DMA), to in-depth discussions of code optimization and power management, this practical book will be an invaluable aid to every engineer working with EMP, from the beginner to the seasoned expert. All disc-based content for this title is now available on the
Web. * Comprehensive subject coverage with emphasis on practical application * Essential assembly language code included throughout text * Many real-world examples using Analog's popular Blackfin Processor architecture
This book presents the recent computational developments inspired by swarms in art known as swarm art and discusses applying swarm intelligence concepts in architecture. Non-human art is a great leap in the evolution of contemporary art, removing the requirement of an artist's production from the creative process. Furthermore, it is a critical declaration in opposition to the anthropomorphic vision which is so destructive for all other life forms and the planet's ecology. When accepted and integrated into human culture, non-human art done by artificial systems or machines boosts creativity and stimulates innovative fusions. We analyze 120 swarm systems with unique and diverse conceptual contexts, agent design, and audience engagement that can be utilized as inspiration for future projects or to design new swarm algorithms by artists, architects, or computer scientists.
Trying to learn Maya programming from the documentation can be
daunting whether or not you are a programmer. The first edition of
"MEL Scripting for Maya Animators" earned the reputation as the
best introductory book on MEL, Maya's scripting language. Now fully
revised and updated, the second edition also includes new features,
such as a discussion of global procedures, new chapters on fixing
programming bottlenecks, advanced user interface techniques, and
optimizing character rigs. New chapters on utility nodes and Maya's
Web Panel feature provide new ideas on how to use MEL in
applications.
This book introduces the applications of deep learning in various human centric visual analysis tasks, including classical ones like face detection and alignment and some newly rising tasks like fashion clothing parsing. Starting from an overview of current research in human centric visual analysis, the book then presents a tutorial of basic concepts and techniques of deep learning. In addition, the book systematically investigates the main human centric analysis tasks of different levels, ranging from detection and segmentation to parsing and higher-level understanding. At last, it presents the state-of-the-art solutions based on deep learning for every task, as well as providing sufficient references and extensive discussions. Specifically, this book addresses four important research topics, including 1) localizing persons in images, such as face and pedestrian detection; 2) parsing persons in details, such as human pose and clothing parsing, 3) identifying and verifying persons, such as face and human identification, and 4) high-level human centric tasks, such as person attributes and human activity understanding. This book can serve as reading material and reference text for academic professors / students or industrial engineers working in the field of vision surveillance, biometrics, and human-computer interaction, where human centric visual analysis are indispensable in analysing human identity, pose, attributes, and behaviours for further understanding.
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
In this book, differential evolution and its modified variants are applied to the clustering of data and images. Metaheuristics have emerged as potential algorithms for dealing with complex optimization problems, which are otherwise difficult to solve using traditional methods. In this regard, differential evolution is considered to be a highly promising technique for optimization and is being used to solve various real-time problems. The book studies the algorithms in detail, tests them on a range of test images, and carefully analyzes their performance. Accordingly, it offers a valuable reference guide for all researchers, students and practitioners working in the fields of artificial intelligence, optimization and data analytics.
This book shows how the web-based PhysGL programming environment (http://physgl.org) can be used to teach and learn elementary mechanics (physics) using simple coding exercises. The book's theme is that the lessons encountered in such a course can be used to generate physics-based animations, providing students with compelling and self-made visuals to aid their learning. Topics presented are parallel to those found in a traditional physics text, making for straightforward integration into a typical lecture-based physics course. Users will appreciate the ease at which compelling OpenGL-based graphics and animations can be produced using PhysGL, as well as its clean, simple language constructs. The author argues that coding should be a standard part of lower-division STEM courses, and provides many anecdotal experiences and observations, that include observed benefits of the coding work.
[FIRST EDITION] This accessible textbook presents an introduction to computer vision algorithms for industrially-relevant applications of X-ray testing. Features: introduces the mathematical background for monocular and multiple view geometry; describes the main techniques for image processing used in X-ray testing; presents a range of different representations for X-ray images, explaining how these enable new features to be extracted from the original image; examines a range of known X-ray image classifiers and classification strategies; discusses some basic concepts for the simulation of X-ray images and presents simple geometric and imaging models that can be used in the simulation; reviews a variety of applications for X-ray testing, from industrial inspection and baggage screening to the quality control of natural products; provides supporting material at an associated website, including a database of X-ray images and a Matlab toolbox for use with the book's many examples. |
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