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Books > Computing & IT > Applications of computing > Image processing
1) Learn how to develop computer vision application algorithms 2) Learn to use software tools for analysis and development 3) Learn underlying processes need for image analysis 4) Learn concepts so that the reader can develop their own algorithms 5) Software tools provided
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.
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
This book provides readers with a comprehensive review of image quality assessment technology, particularly applications on screen content images, 3D-synthesized images, sonar images, enhanced images, light-field images, VR images, and super-resolution images. It covers topics containing structural variation analysis, sparse reference information, multiscale natural scene statistical analysis, task and visual perception, contour degradation measurement, spatial angular measurement, local and global assessment metrics, and more. All of the image quality assessment algorithms of this book have a high efficiency with better performance compared to other image quality assessment algorithms, and the performance of these approaches mentioned above can be demonstrated by the results of experiments on real-world images. On the basis of this, those interested in relevant fields can use the results obtained through these quality assessment algorithms for further image processing. The goal of this book is to facilitate the use of these image quality assessment algorithms by engineers and scientists from various disciplines, such as optics, electronics, math, photography techniques and computation techniques. The book can serve as a reference for graduate students who are interested in image quality assessment techniques, for front-line researchers practicing these methods, and for domain experts working in this area or conducting related application development.
This book addresses and disseminates research and development in the applications of intelligent techniques for computer vision, the field that works on enabling computers to see, identify, and process images in the same way that human vision does, and then providing appropriate output. The book provides contributions which include theory, case studies, and intelligent techniques pertaining to computer vision applications. The book helps readers grasp the essence of the recent advances in this complex field. The audience includes researchers, professionals, practitioners, and students from academia and industry who work in this interdisciplinary field. The authors aim to inspire future research both from theoretical and practical viewpoints to spur further advances in the field.
This book explains how depth measurements from the Time-of-Flight (ToF) range imaging cameras are influenced by the electronic timing-jitter. The author presents jitter extraction and measurement techniques for any type of ToF range imaging cameras. The author mainly focuses on ToF cameras that are based on the amplitude modulated continuous wave (AMCW) lidar techniques that measure the phase difference between the emitted and reflected light signals. The book discusses timing-jitter in the emitted light signal, which is sensible since the light signal of the camera is relatively straightforward to access. The specific types of jitter that present on the light source signal are investigated throughout the book. The book is structured across three main sections: a brief literature review, jitter measurement, and jitter influence in AMCW ToF range imaging.
Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century. Weaving together intellectual, social, cultural, and material histories, this book paints the landscape that brought computing into the imagination, production, and management of the built environment, whilst foregrounding the impact of architecture in shaping technological development. The book is organized into sections corresponding to the classic von Neumann diagram for computer architecture: program (control unit), storage (memory), input/output and computation (arithmetic/logic unit), each acting as a quasi-material category for parsing debates among architects, engineers, mathematicians, and technologists. Collectively, authors bring forth the striking homologies between a computer program and an architectural program, a wall and an interface, computer memory and storage architectures, structures of mathematics and structures of things. The collection initiates new histories of knowledge and technology production that turn an eye toward disciplinary fusions and their institutional and intellectual drives. Constructing the common ground between design and computing, this collection addresses audiences working at the nexus of design, technology, and society, including historians and practitioners of design and architecture, science and technology scholars, and media studies scholars.
The rapid development of artificial intelligence technology in medical data analysis has led to the concept of radiomics. This book introduces the essential and latest technologies in radiomics, such as imaging segmentation, quantitative imaging feature extraction, and machine learning methods for model construction and performance evaluation, providing invaluable guidance for the researcher entering the field. It fully describes three key aspects of radiomic clinical practice: precision diagnosis, the therapeutic effect, and prognostic evaluation, which make radiomics a powerful tool in the clinical setting. This book is a very useful resource for scientists and computer engineers in machine learning and medical image analysis, scientists focusing on antineoplastic drugs, and radiologists, pathologists, oncologists, as well as surgeons wanting to understand radiomics and its potential in clinical practice.
This book presents the interdisciplinary and international "Virtual and Remote Tower" research and development work. It has been carried out since nearly twenty years with the goal of replacing the conventional aerodrome control tower by a new "Remote Tower Operation" (RTO) work environment for enhancing work efficiency and safety and reducing cost. The revolutionary human-system interface replaces the out-of-windows view by an augmented vision video panorama that allows for remote aerodrome traffic control without a physical tower building. It enables the establishment of a (multiple) remote control center (MRTO, RTC) that may serve several airports from a central location. The first (2016) edition of this book covered all aspects from preconditions over basic research and prototype development to initial validation experiments with field testing. Co-edited and -authored by DLR RTO-team members Dr. Anne Papenfuss and Joern Jakobi, this second extended edition with nearly doubled number of chapters includes further important aspects of the international follow-up work towards the RTO-deployment. Focus of the extension with new contributions from ENRI/Japan and IAA/Dublin with Cranfield University, is on MRTO, workload, implementation, and standardization. Specifically, the two revised and nine new Chapters put the focus on inclusion of augmented vision and virtual reality technologies, human-in-the-loop simulation for quantifying workload and deriving minimum (technical) requirements according to standards of the European Organization for Civil Aviation Equipment (EUROCAE), and MRTO implementation and certification. Basics of optical / video design, workload measures, and advanced psychophysical data analysis are presented in four appendices.
This book presents novel hybrid encryption algorithms that possess many different characteristics. In particular, "Hybrid Encryption Algorithms over Wireless Communication Channels", examines encrypted image and video data for the purpose of secure wireless communications. A study of two different families of encryption schemes are introduced: namely, permutation-based and diffusion-based schemes. The objective of the book is to help the reader selecting the best suited scheme for the transmission of encrypted images and videos over wireless communications channels, with the aid of encryption and decryption quality metrics. This is achieved by applying number-theory based encryption algorithms, such as chaotic theory with different modes of operations, the Advanced Encryption Standard (AES), and the RC6 in a pre-processing step in order to achieve the required permutation and diffusion. The Rubik's cube is used afterwards in order to maximize the number of permutations. Transmission of images and videos is vital in today's communications systems. Hence, an effective encryption and modulation schemes are a must. The author adopts Orthogonal Frequency Division Multiplexing (OFDM), as the multicarrier transmission choice for wideband communications. For completeness, the author addresses the sensitivity of the encrypted data to the wireless channel impairments, and the effect of channel equalization on the received images and videos quality. Complete simulation experiments with MATLAB (R) codes are included. The book will help the reader obtain the required understanding for selecting the suitable encryption method that best fulfills the application requirements.
3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models. The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering.
This book covers all main aspects of guidance information processing technologies for airborne optical imaging seekers, including theoretical models; image pre-processing; automatic target detection, recognition and tracking; and embedded real-time processing systems. The book is divided into three major sections: firstly, a theoretical model for optical-seeker information processing is introduced; then information processing methods are presented, including target modeling, online image pre-processing, typical surface fixed-target detection and recognition, and moving-target detection and recognition; lastly, embedded real-time processing systems are introduced, including new system architectures, image processing ASIC/SoC design, embedded real-time operating systems, system implementation aspects, and system testing and evaluation technologies. The book offers a unique and valuable resource, helping readers understand both fundamental and advanced information processing technologies employed in airborne optical imaging seekers.
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.
Machine vision systems offer great potential in a large number of areas of manufacturing industry and are used principally for Automated Visual Inspection and Robot Vision. This publication presents the state of the art in image processing. It discusses techniques which have been developed for designing machines for use in industrial inspection and robot control, putting the emphasis on software and algorithms. A comprehensive set of image processing subroutines, which together form the basic vocabulary for the versatile image processing language IIPL, is presented. This language has proved to be extremely effective, working as a design tool, in solving numerous practical inspection problems. The merging of this language with Prolog provides an even more powerful facility which retains the benefits of human and machine intelligence. The authors bring together the practical experience and the picture material from a leading industrial research laboratory and the mathematical foundations necessary to understand and apply concepts in image processing. Interactive Image Processing is a self-contained reference book that can also be used in graduate level courses in electrical engineering, computer science and physics.
Since computer vision¿s humble beginnings in the 1960s, a substantial amount of related research has been biologically inspired, using the human eye and visual perception as a model from which to work. Panoramic vision is a subset of computer vision that focuses on the creation and analysis of images with unusually wide fields of view that extend far beyond a single camera snapshot. It has broad implications for commercial and web-based multimedia applications, such as games, virtual reality, surveillance, and teleconferencing. This volume collects the works of researchers who have worked extensively in the field and covers a wide array of topics in this promising new area. In addition to providing a concise historical perspective on panoramic imaging, the book features representative sections on the design of panoramic image capturing systems, the theory involved in the imaging process, software techniques for creating panoramic images, and applications that use panoramic images. It will help readers to understand the more technical aspects of panoramic vision, such as sensor design and imaging techniques. Interest in panoramic vision will only increase over time, as faster computers and larger bandwidth become available and as specialized cameras become cheaper through economies of scale. Researchers and professionals in computer vision, imaging and robotics (machine vision) will find the book an authoritative and indispensable resource for panoramic vision concepts and methods.
The book presents selected methods for accelerating image retrieval and classification in large collections of images using what are referred to as 'hand-crafted features.' It introduces readers to novel rapid image description methods based on local and global features, as well as several techniques for comparing images. Developing content-based image comparison, retrieval and classification methods that simulate human visual perception is an arduous and complex process. The book's main focus is on the application of these methods in a relational database context. The methods presented are suitable for both general-type and medical images. Offering a valuable textbook for upper-level undergraduate or graduate-level courses on computer science or engineering, as well as a guide for computer vision researchers, the book focuses on techniques that work under real-world large-dataset conditions.
This Special Edited Volume is a unique approach towards Computational solution for the upcoming field of study called Vision Science. From a scientific firmament Optics, Ophthalmology, and Optical Science has surpassed an Odyssey of optimizing configurations of Optical systems, Surveillance Cameras and other Nano optical devices with the metaphor of Nano Science and Technology. Still these systems are falling short of its computational aspect to achieve the pinnacle of human vision system. In this edited volume much attention has been given to address the coupling issues Computational Science and Vision Studies. It is a comprehensive collection of research works addressing various related areas of Vision Science like Visual Perception and Visual system, Cognitive Psychology, Neuroscience, Psychophysics and Ophthalmology, linguistic relativity, color vision etc. This issue carries some latest developments in the form of research articles and presentations. The volume is rich of contents with technical tools for convenient experimentation in Vision Science. There are 18 research papers having significance in an array of application areas. The volume claims to be an effective compendium of computing developments like Frequent Pattern Mining, Genetic Algorithm, Gabor Filter, Support Vector Machine, Region Based Mask Filter, 4D stereo camera systems, Principal Component Analysis etc. The detailed analysis of the papers can immensely benefit to the researchers of this domain. It can be an Endeavour in the pursuit of adding value in the existing stock of knowledge in Vision Science.
This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.
This unique survey of the career of Michael Dudok de Wit discusses all of his works and offers a glimpse into his private life. The biography of this European master of 2D animation, born in the Netherlands and based in London, is the first complete overview of the well-defined and canonic opus of this humble genius. Visually and thematically, Dudok de Wit's poetic and singular style of animation differs from the rest of contemporary independent animation production. This book reveals what still challenges and thrills Dudok de Wit in the art of animation and why he persistently continues to believe in the beauty of hand-drawn animation. Key Features The complete animation production of Michael Dudok de Wit, never-before reviewed in one volume An all-embracing approach regarding this auteur, unavailable elsewhere in one place (his biography, his peculiar method of work, his extracurricular activities) An ad hoc glossary of animation written by Michael Dudok de Wit and a critical reception of his body of work with a wide contribution of his colleagues and collaborators Filmography and bibliography Author Andrijana Ruzic graduated in History and Criticism of Art at the Universita degli Studi in Milan, Italy, where she fell in love with the medium of animation. She specialised in the History of Animated Film under Giannalberto Bendazzi's mentorship. For the past six years, she has curated the section dedicated to animated films at the International Comics Festival in Belgrade, Serbia. She is a member of the Selection Board of Animafest Scanner, the symposium for Contemporary Animation Studies at the World Festival of Animated Film held annually in Zagreb, Croatia. She writes about animation and art for the Belgrade weekly magazine Vreme.
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.
[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.
This book proposes a number of promising models and methods for adaptive segmentation, swarm partition, permissible segmentation, and transform properties, as well as techniques for spatio-temporal video segmentation and interpretation, online fuzzy clustering of data streams, and fuzzy systems for information retrieval. The main focus is on the spatio-temporal segmentation of visual information. Sets of meaningful and manageable image or video parts, defined by visual interest or attention to higher-level semantic issues, are often vital to the efficient and effective processing and interpretation of viewable information. Developing robust methods for spatial and temporal partition represents a key challenge in computer vision and computational intelligence as a whole. This book is intended for students and researchers in the fields of machine learning and artificial intelligence, especially those whose work involves image processing and recognition, video parsing, and content-based image/video retrieval.
A concise introduction to the design and analysis of digital signal processors. Unique in its presentation of advanced topics at the undergraduate level. Contains excellent graphics and includes coverage of the A/D-digital filter and D/A structures of digital systems. Each chapter includes many carefully worked-out examples and concludes with a summary and problems.
This book discusses human emotion recognition from face images using different modalities, highlighting key topics in facial expression recognition, such as the grid formation, distance signature, shape signature, texture signature, feature selection, classifier design, and the combination of signatures to improve emotion recognition. The book explains how six basic human emotions can be recognized in various face images of the same person, as well as those available from benchmark face image databases like CK+, JAFFE, MMI, and MUG. The authors present the concept of signatures for different characteristics such as distance and shape texture, and describe the use of associated stability indices as features, supplementing the feature set with statistical parameters such as range, skewedness, kurtosis, and entropy. In addition, they demonstrate that experiments with such feature choices offer impressive results, and that performance can be further improved by combining the signatures rather than using them individually. There is an increasing demand for emotion recognition in diverse fields, including psychotherapy, biomedicine, and security in government, public and private agencies. This book offers a valuable resource for researchers working in these areas.
This book presents a collection of the most recent hybrid methods for image processing. The algorithms included consider evolutionary, swarm, machine learning and deep learning. The respective chapters explore different areas of image processing, from image segmentation to the recognition of objects using complex approaches and medical applications. The book also discusses the theory of the methodologies used to provide an overview of the applications of these tools in image processing. The book is primarily intended for undergraduate and postgraduate students of science, engineering and computational mathematics, and can also be used for courses on artificial intelligence, advanced image processing, and computational intelligence. Further, it is a valuable resource for researchers from the evolutionary computation, artificial intelligence and image processing communities. |
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