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Books > Computing & IT > Applications of computing > Image processing
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 book focuses on seven commonly used image analysis techniques. It covers aspects from basic principles and practical methods, to new advancement of each selected technique to help readers solve image-processing related problems in real-life situations. The selected techniques include image segmentation, segmentation evaluation and comparison, saliency object detection, motion analysis, mathematical morphology methods, face recognition and expression classification. The author offers readers a three-step strategy toward problem-solving: first, essential principles; then, a detailed explanation; and finally, a discussion on practical and working techniques for specific tasks. He also encourages readers to make full use of available materials from the latest developments and trends. This is an excellent book for those who do not have a complete foundation in image technology but need to use image analysis techniques to perform specific tasks in particular applications.
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 textbook is designed for postgraduate studies in the field of 3D Computer Vision. It also provides a useful reference for industrial practitioners; for example, in the areas of 3D data capture, computer-aided geometric modelling and industrial quality assurance. This second edition is a significant upgrade of existing topics with novel findings. Additionally, it has new material covering consumer-grade RGB-D cameras, 3D morphable models, deep learning on 3D datasets, as well as new applications in the 3D digitization of cultural heritage and the 3D phenotyping of crops. Overall, the book covers three main areas: 3D imaging, including passive 3D imaging, active triangulation 3D imaging, active time-of-flight 3D imaging, consumer RGB-D cameras, and 3D data representation and visualisation; 3D shape analysis, including local descriptors, registration, matching, 3D morphable models, and deep learning on 3D datasets; and 3D applications, including 3D face recognition, cultural heritage and 3D phenotyping of plants. 3D computer vision is a rapidly advancing area in computer science. There are many real-world applications that demand high-performance 3D imaging and analysis and, as a result, many new techniques and commercial products have been developed. However, many challenges remain on how to analyse the captured data in a way that is sufficiently fast, robust and accurate for the application. Such challenges include metrology, semantic segmentation, classification and recognition. Thus, 3D imaging, analysis and their applications remain a highly-active research field that will continue to attract intensive attention from the research community with the ultimate goal of fully automating the 3D data capture, analysis and inference pipeline.
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.
This book discusses systematic designs of stable adaptive fuzzy logic controllers employing hybridizations of Lyapunov strategy-based approaches/H theory-based approaches and contemporary stochastic optimization techniques. The text demonstrates how candidate stochastic optimization techniques like Particle swarm optimization (PSO), harmony search (HS) algorithms, covariance matrix adaptation (CMA) etc. can be utilized in conjunction with the Lyapunov theory/H theory to develop such hybrid control strategies. The goal of developing a series of such hybridization processes is to combine the strengths of both Lyapunov theory/H theory-based local search methods and stochastic optimization-based global search methods, so as to attain superior control algorithms that can simultaneously achieve desired asymptotic performance and provide improved transient responses. The book also demonstrates how these intelligent adaptive control algorithms can be effectively utilized in real-life applications such as in temperature control for air heater systems with transportation delay, vision-based navigation of mobile robots, intelligent control of robot manipulators etc.
This book attempts to improve algorithms by novel theories and complex data analysis in different scopes including object detection, remote sensing, data transmission, data fusion, gesture recognition, and edical image processing and analysis. The book is directed to the Ph.D. students, professors, researchers, and software developers working in the areas of digital video processing and computer vision technologies.
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games-based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
Biomedical signals provide unprecedented insight into abnormal or anomalous neurological conditions. The computer-aided diagnosis (CAD) system plays a key role in detecting neurological abnormalities and improving diagnosis and treatment consistency in medicine. This book covers different aspects of biomedical signals-based systems used in the automatic detection/identification of neurological disorders. Several biomedical signals are introduced and analyzed, including electroencephalogram (EEG), electrocardiogram (ECG), heart rate (HR), magnetoencephalogram (MEG), and electromyogram (EMG). It explains the role of the CAD system in processing biomedical signals and the application to neurological disorder diagnosis. The book provides the basics of biomedical signal processing, optimization methods, and machine learning/deep learning techniques used in designing CAD systems for neurological disorders.
Scalar diffraction from a circular aperture is a ubiquitous problem that arises in a variety of disciplines, such as optics (lenses), acoustics (speakers), electromagnetics (dish antennas), and ultrasonics (piston transducers). The problem endures despite centuries of research because each new generation of researchers rediscovers it and adds some novel insight or new result to the existing literature. Scalar Diffraction from a Circular Aperture promises a few new results and several novel insights, particularly with regard to spatial averaging. Although the text emphasizes ultrasonic diffraction, the results and insights developed are general and may be applied to the many practical problems involving scalar diffraction from a circular aperture. Included are novel insights on mirror-image diffraction, autoconvolution diffraction, and coherent and incoherent averaging. Examples from ultrasonic imaging, a coherent imaging modality, are used to develop a fairly general theory that connects over a century of research on scalar diffraction from a circular aperture. The material is based on a synthesis of mathematics, physical optics, linear systems theory, and scalar diffraction theory. Thus, engineers, scientists, mathematicians, and students working in optics, acoustics, antenna design, biomedical engineering, non-destructive testing, and astronomy will find Scalar Diffraction from a Circular Aperture interesting, provocative, and useful.
This book contains high-quality research articles and reviews that promote research and reflect the most recent advances in intelligent wavelet based techniques for advanced multimedia applications as well as other emerging areas. In recent time, wavelet transforms have become useful in many signal, image and video processing applications, especially for multimedia security and surveillance. A few applications of wavelets in security and surveillance are watermarking, fusion, steganography, object detection, tracking, motion recognition and intention recognition, etc. Wavelets are well capable of analyzing signal, image and video at different resolution levels, popularly known as multiresolution analysis. The multiresolution analysis is advantageous in multimedia security and surveillance applications. It provides flexibility in selection of different resolution levels that leads to better accuracy. Furthermore, recently sparse representation has become an advancement to analyze wavelet coefficients. It is observed that wavelet transforms possess the invariance property which makes them suitable for many vision applications. This book provides a concise overview of the current state of the art and disseminates some of the novel and exciting ideas and techniques. In addition, it is also helpful for the senior undergraduate and graduate students, researcher, academicians, IT professional and providers, citizens, customers as well as policy makers working in this area as well as other emerging applications demanding state-of-the-art wavelet based multimedia applications.
A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.
* There are no books dedicated specifically to freelancing in games. * There are more freelancing jobs available than ever before, as permanent jobs in the industry decrease. * More and more developers are looking/willing to work with telecommuting/remote freelancers, giving more opportunities to freelancers who can't move for a job.
This book presents the latest advances in photometric 3D reconstruction. It provides the reader with an overview of the state of the art in the field, and of the latest research into both the theoretical foundations of photometric 3D reconstruction and its practical application in several fields (including security, medicine, cultural heritage and archiving, and engineering). These techniques play a crucial role within such emerging technologies as 3D printing, since they permit the direct conversion of an image into a solid object. The book covers both theoretical analysis and real-world applications, highlighting the importance of deepening interdisciplinary skills, and as such will be of interest to both academic researchers and practitioners from the computer vision and mathematical 3D modeling communities, as well as engineers involved in 3D printing. No prior background is required beyond a general knowledge of classical computer vision models, numerical methods for optimization, and partial differential equations.
Traditionally, scientific fields have defined boundaries, and scientists work on research problems within those boundaries. However, from time to time those boundaries get shifted or blurred to evolve new fields. For instance, the original goal of computer vision was to understand a single image of a scene, by identifying objects, their structure, and spatial arrangements. This has been referred to as image understanding. Recently, computer vision has gradually been making the transition away from understanding single images to analyzing image sequences, or video understanding. Video understanding deals with understanding of video sequences, e. g., recognition of gestures, activities, facial expressions, etc. The main shift in the classic paradigm has been from the recognition of static objects in the scene to motion-based recognition of actions and events. Video understanding has overlapping research problems with other fields, therefore blurring the fixed boundaries. Computer graphics, image processing, and video databases have obvious overlap with computer vision. The main goal of computer graphics is to gener ate and animate realistic looking images, and videos. Researchers in computer graphics are increasingly employing techniques from computer vision to gen erate the synthetic imagery. A good example of this is image-based rendering and modeling techniques, in which geometry, appearance, and lighting is de rived from real images using computer vision techniques. Here the shift is from synthesis to analysis followed by synthesis." |
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