0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (2)
  • R100 - R250 (26)
  • R250 - R500 (112)
  • R500+ (5,193)
  • -
Status
Format
Author / Contributor
Publisher

Books > Computing & IT > Applications of computing > Image processing

Maximum Entropy and Bayesian Methods - Seattle, 1991 (Hardcover, 1992 ed.): C.R. Smith, G. Erickson, Paul O. Neudorfer Maximum Entropy and Bayesian Methods - Seattle, 1991 (Hardcover, 1992 ed.)
C.R. Smith, G. Erickson, Paul O. Neudorfer
R5,710 Discovery Miles 57 100 Ships in 10 - 15 working days

Bayesian probability theory and maximum entropy methods are at the core of a new view of scientific inference. These new' ideas, along with the revolution in computational methods afforded by modern computers, allow astronomers, electrical engineers, image processors of any type, NMR chemists and physicists, and anyone at all who has to deal with incomplete and noisy data, to take advantage of methods that, in the past, have been applied only in some areas of theoretical physics. This volume records the Proceedings of Eleventh Annual Maximum Entropy' Workshop, held at Seattle University in June, 1991. These workshops have been the focus of a group of researchers from many different fields, and this diversity is evident in this volume. There are tutorial papers, theoretical papers, and applications in a very wide variety of fields. Almost any instance of dealing with incomplete and noisy data can be usefully treated by these methods, and many areas of theoretical research are being enhanced by the thoughtful application of Bayes' theorem. The contributions contained in this volume present a state-of-the-art review that will be influential and useful for many years to come.

Adaptive IIR Filtering in Signal Processing and Control (Hardcover): Phillip Regalia Adaptive IIR Filtering in Signal Processing and Control (Hardcover)
Phillip Regalia
R3,533 Discovery Miles 35 330 Ships in 12 - 17 working days

Integrates rational approximation with adaptive filtering, providing viable, numerically reliable procedures for creating adaptive infinite impulse response (IIR) filters. The choice of filter structure to adapt, algorithm design and the approximation properties for each type of algorithm are also addressed. This work recasts the theory of adaptive IIR filters by concentrating on recursive lattice filters, freeing systems from the need for direct-form filters.;A solutions manual is available for instructors only. College or university bookstores may order five or more copies at a special student price which is available upon request.

Shape Analysis in Medical Image Analysis (Hardcover, 2014): Shuo Li, Joao Manuel R.S. Tavares Shape Analysis in Medical Image Analysis (Hardcover, 2014)
Shuo Li, Joao Manuel R.S. Tavares
R3,988 R3,549 Discovery Miles 35 490 Save R439 (11%) Ships in 12 - 17 working days

This book contains thirteen contributions from invited experts of international recognition addressing important issues in shape analysis in medical image analysis, including techniques for image segmentation, registration, modelling and classification and applications in biology, as well as in cardiac, brain, spine, chest, lung and clinical practice.

This volume treats topics such as for example, anatomic and functional shape representation and matching; shape-based medical image segmentation; shape registration; statistical shape analysis; shape deformation; shape-based abnormity detection; shape tracking and longitudinal shape analysis; machine learning for shape modeling and analysis; shape-based computer-aided-diagnosis; shape-based medical navigation; benchmark and validation of shape representation, analysis and modeling algorithms.

This work will be of interest to researchers, students and manufacturers in the fields of artificial intelligence, bioengineering, biomechanics, computational mechanics, computational vision, computer sciences, human motion, mathematics, medical imaging, medicine, pattern recognition and physics.

Large-Scale Simultaneous Localization and Mapping (Hardcover, 1st ed. 2022): Janusz Bedkowski Large-Scale Simultaneous Localization and Mapping (Hardcover, 1st ed. 2022)
Janusz Bedkowski
R3,952 Discovery Miles 39 520 Ships in 12 - 17 working days

This book is dedicated for engineers and researchers who would like to increase the knowledge in area of mobile mapping systems. Therefore, the flow of the derived information is divided into subproblems corresponding to certain mobile mapping data and related observations' equations. The proposed methodology is not fulfilling all SLAM aspects evident in the literature, but it is based on the experience within the context of the pragmatic and realistic applications. Thus, it can be supportive information for those who are familiar with SLAM and would like to have broader overview in the subject. The novelty is a complete and interdisciplinary methodology for large-scale mobile mapping applications. The contribution is a set of programming examples available as supportive complementary material for this book. All observation equations are implemented, and for each, the programming example is provided. The programming examples are simple C++ implementations that can be elaborated by students or engineers; therefore, the experience in coding is not mandatory. Moreover, since the implementation does not require many additional external programming libraries, it can be easily integrated with any mobile mapping framework. Finally, the purpose of this book is to collect all necessary observation equations and solvers to build computational system capable providing large-scale maps.

Deep Learning-Based Face Analytics (Hardcover, 1st ed. 2021): Nalini K. Ratha, Vishal M. Patel, Rama Chellappa Deep Learning-Based Face Analytics (Hardcover, 1st ed. 2021)
Nalini K. Ratha, Vishal M. Patel, Rama Chellappa
R4,923 Discovery Miles 49 230 Ships in 12 - 17 working days

This book provides an overview of different deep learning-based methods for face recognition and related problems. Specifically, the authors present methods based on autoencoders, restricted Boltzmann machines, and deep convolutional neural networks for face detection, localization, tracking, recognition, etc. The authors also discuss merits and drawbacks of available approaches and identifies promising avenues of research in this rapidly evolving field. Even though there have been a number of different approaches proposed in the literature for face recognition based on deep learning methods, there is not a single book available in the literature that gives a complete overview of these methods. The proposed book captures the state of the art in face recognition using various deep learning methods, and it covers a variety of different topics related to face recognition. This book is aimed at graduate students studying electrical engineering and/or computer science. Biometrics is a course that is widely offered at both undergraduate and graduate levels at many institutions around the world: This book can be used as a textbook for teaching topics related to face recognition. In addition, the work is beneficial to practitioners in industry who are working on biometrics-related problems. The prerequisites for optimal use are the basic knowledge of pattern recognition, machine learning, probability theory, and linear algebra.

Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Paperback): Alayna Cole, Jessica Zammit Cooperative Gaming - Diversity in the Games Industry and How to Cultivate Inclusion (Paperback)
Alayna Cole, Jessica Zammit
R1,082 R1,027 Discovery Miles 10 270 Save R55 (5%) Ships in 12 - 17 working days

Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features * Explores the history of diversity in games * Provides important information around what it is like to be a marginalized person in the industry * Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.

Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Paperback): Toiya Finley Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Paperback)
Toiya Finley
R1,106 Discovery Miles 11 060 Ships in 12 - 17 working days

* 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.

Celebrity and New Media - Gatekeeping Success (Hardcover): Stephanie Patrick Celebrity and New Media - Gatekeeping Success (Hardcover)
Stephanie Patrick
R3,882 Discovery Miles 38 820 Ships in 12 - 17 working days

This book looks back to the early days of new and social media, to examine the potential threat that such technologies and platforms posed to the mainstream corporate media's gatekeeping, and its ability to exploit, humiliate, and even violate famous women Drawing on her own experiences working as part of this gatekeeping system, Stephanie Patrick argues that, in order to combat this threat, the mainstream media doubled down on gendered narratives of meritocracy that legitimized certain (male) celebrities over others Using a range of case studies spanning "old" media sites and "new," including Disney, Playboy, and reality television, this book demonstrates that sexual exploitation and violation could be considered constitutive of female celebrity, rather than a side effect Patrick's case studies include some of America's most (in)famous celebrities, including Miley Cyrus, Lindsay Lohan, Anna Nicole Smith, Paris Hilton, and Donald Trump, urging readers to question their assumptions about these figures and their public trajectories This nuanced exploration of patriarchal capitalism and women's ongoing sexual exploitation by the media will be an important reference for scholars and students of digital and new media, journalism, celebrity studies and gender studies

Restricted Congruences in Computing (Paperback): Khodakhast Bibak Restricted Congruences in Computing (Paperback)
Khodakhast Bibak
R635 Discovery Miles 6 350 Ships in 12 - 17 working days

Congruences are ubiquitous in computer science, engineering, mathematics, and related areas. Developing techniques for finding (the number of) solutions of congruences is an important problem. But there are many scenarios in which we are interested in only a subset of the solutions; in other words, there are some restrictions. What do we know about these restricted congruences, their solutions, and applications? This book introduces the tools that are needed when working on restricted congruences and then systematically studies a variety of restricted congruences. Restricted Congruences in Computing defines several types of restricted congruence, obtains explicit formulae for the number of their solutions using a wide range of tools and techniques, and discusses their applications in cryptography, information security, information theory, coding theory, string theory, quantum field theory, parallel computing, artificial intelligence, computational biology, discrete mathematics, number theory, and more. This is the first book devoted to restricted congruences and their applications. It will be of interest to graduate students and researchers across computer science, electrical engineering, and mathematics.

Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Paperback, 2nd edition)
Jeff Howard
R1,316 Discovery Miles 13 160 Ships in 12 - 17 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

3D Game Development with Unity (Paperback): Franz Lanzinger 3D Game Development with Unity (Paperback)
Franz Lanzinger
R1,670 Discovery Miles 16 700 Ships in 12 - 17 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

Mad Eyed Misfits - Writings on Indie Animation (Paperback): Chris Robinson Mad Eyed Misfits - Writings on Indie Animation (Paperback)
Chris Robinson
R619 Discovery Miles 6 190 Ships in 12 - 17 working days

Informal sequel to Unsung Heroes of Animation and Animators Unearthed. Analysis of a wide range of films and filmmakers including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki Yuasa

Processing - Creative Coding and Computational Art (Hardcover, 1st Corrected ed., Corr. 2nd printing): Ira Greenberg Processing - Creative Coding and Computational Art (Hardcover, 1st Corrected ed., Corr. 2nd printing)
Ira Greenberg 1
R2,581 Discovery Miles 25 810 Ships in 12 - 17 working days

Create code art, visualizations, and interactive applications with this powerful yet simple computer language and programming environment Learn how to code 2D and 3D animation, pixel-level imaging, motion effects, and physics simulations Take a creative and fun approach to learning creative computer programming If you're interested in creating cutting-edge code-based art and animations, you've come to the right place! Processing (available at www.processing.org) is a revolutionary open source programming language and environment designed to bridge the gap between programming and art, allowing non-programmers to learn programming fundamentals as easily as possible, and empowering anyone to produce beautiful creations using math patterns. With the software freely available, Processing provides an accessible alternative to using Flash for creative coding and computational artboth on and off the Web. This book is written especially for artists, designers, and other creative professionals and students exploring code art, graphics programming, and computational aesthetics. The book provides a solid and comprehensive foundation in programming, including object-oriented principles, and introduces you to the easy-to-grasp Processing language, so no previous coding experience is necessary. The book then goes through using Processing to code lines, curves, shapes, and motion, continuing to the point where you'll have mastered Processing and can really start to unleash your creativity with realistic physics, interactivity, and 3D! In the final chapter, you'll even learn how to extend your Processing skills by working directly with the powerful Java programming languagethe language Processing itselfis built with. You'll learn: The fundamentals of creative computer programming--from procedural programming, to object-oriented programming, to pure Java programming How to virtually draw, paint, and sculpt using computer code and clearly explained mathematical concepts 2D and 3D programming techniques, motion design, and cool graphics effects How to code your own pixel-level imaging effects, such as image contrast, color saturation, custom gradients and more Advanced animation techniques, including realistic physics and artificial life simulation Summary of Contents PART ONE: THEORY OF PROCESSING AND COMPUTATIONAL ART Chapter 1: Code Art Chapter 2: Creative Coding Chapter 3: Code Grammar 101 Chapter 4: Computer Graphics, the Fun, Easy Way Chapter 5: The Processing Environment PART TWO: PUTTING THEORY INTO PRACTICE Chapter 6: Lines Chapter 7: Curves Chapter 8: Object-Oriented Programming Chapter 9: Shapes Chapter 10: Color and Imaging Chapter 11: Motion Chapter 12: Interactivity Chapter 13: 3D Chapter 14: 3D Rendering in Java Mode PART THREE: REFERENCE Appendix A: Processing Language API Appendix B: Math Reference Appendix C: Integrating Processing within Java

Fractals in Multimedia (Hardcover, 2002 ed.): Michael F. Barnsley, Dietmar Saupe, Edward R. Vrscay Fractals in Multimedia (Hardcover, 2002 ed.)
Michael F. Barnsley, Dietmar Saupe, Edward R. Vrscay
R4,290 Discovery Miles 42 900 Ships in 12 - 17 working days

This volume describes the status of fractal imaging research and looks to future directions. It will be useful to researchers in the areas of fractal image compression, analysis, and synthesis, iterated function systems, and fractals in education. In particular it includes a vision for the future of these areas. It aims to provide an efficient means by which researchers can look back over the last decade at what has been achieved, and look forward towards second-generation fractal imaging. The articles in themselves are not meant to be detailed reviews or expositions, but to serve as signposts to the state of the art in their areas. What is important is what they mention and what tools and ideas are seen now to be relevant to the future. The contributors, a number of whom have been involved since the start, are active in fractal imaging, and provide a well-informed viewpoint on both the status and the future. Most were invited participants at a meeting on Fractals in Multimedia held at the IMA in January 2001. Some goals of the mini-symposium, shared with this volume, were to demonstrate that the fractal viewpoint leads to a broad collection of useful mathematical tools, common themes, new ways of looking at and thinking about existing algorithms and applications in multimedia, and to consider future developments. This book should be useful to commercial and university researchers in the rapidly evolving field of digital imaging, specifically, chief information officers, professors, software engineers, and graduate students in the mathematical sciences. While much of the content is quite technical, it contains pointers to the state-of-the-art and the future in fractal imaging.

Image Fusion - Theories, Techniques and Applications (Hardcover, 2010 Ed.): H.B. Mitchell Image Fusion - Theories, Techniques and Applications (Hardcover, 2010 Ed.)
H.B. Mitchell
R2,810 Discovery Miles 28 100 Ships in 10 - 15 working days

The purpose of this book is to provide a practical introduction to the th- ries, techniques and applications of image fusion. The present work has been designed as a textbook for a one-semester ?nal-year undergraduate, or ?r- year graduate, course in image fusion. It should also be useful to practising engineers who wish to learn the concepts of image fusion and apply them to practical applications. In addition, the book may also be used as a supp- mentary text for a graduate course on topics in advanced image processing. The book complements the author's previous work on multi-sensor data [1] fusion by concentrating exclusively on the theories, techniques and app- cations of image fusion. The book is intended to be self-contained in so far as the subject of image fusion is concerned, although some prior exposure to the ?eld of computer vision and image processing may be helpful to the reader. Apart from two preliminary chapters, the book is divided into three parts.

Animation and Performance Capture Using Digitized Models (Hardcover, 2010 ed.): Edilson De Aguiar Animation and Performance Capture Using Digitized Models (Hardcover, 2010 ed.)
Edilson De Aguiar
R2,894 Discovery Miles 28 940 Ships in 10 - 15 working days

The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.

Vision Models and Applications to Image and Video Processing (Hardcover, 2001 ed.): Christian J. van den Branden Lambrecht Vision Models and Applications to Image and Video Processing (Hardcover, 2001 ed.)
Christian J. van den Branden Lambrecht
R4,310 Discovery Miles 43 100 Ships in 12 - 17 working days

In this introduction to vision models and their use in image and video processing applications, prominent authors take on an engineering and signal processing approach. It is intended for an engineering audience that wants to use and become familiar with vision models.

Intelligent Manufacturing and Energy Sustainability - Proceedings of ICIMES 2021 (Hardcover, 1st ed. 2022): A.N.R. Reddy,... Intelligent Manufacturing and Energy Sustainability - Proceedings of ICIMES 2021 (Hardcover, 1st ed. 2022)
A.N.R. Reddy, Deepak Marla, Margarita N. Favorskaya, Suresh Chandra Satapathy
R5,558 Discovery Miles 55 580 Ships in 10 - 15 working days

This book includes best selected, high-quality research papers presented at the International Conference on Intelligent Manufacturing and Energy Sustainability (ICIMES 2021) held at the Department of Mechanical Engineering, Malla Reddy College of Engineering & Technology (MRCET), Maisammaguda, Hyderabad, India, during June 18-19, 2021. It covers topics in the areas of automation, manufacturing technology and energy sustainability and also includes original works in the intelligent systems, manufacturing, mechanical, electrical, aeronautical, materials, automobile, bioenergy and energy sustainability.

Intelligent Multimedia Surveillance - Current Trends and Research (Hardcover, 2013): Pradeep K. Atrey, Mohan S. Kankanhalli,... Intelligent Multimedia Surveillance - Current Trends and Research (Hardcover, 2013)
Pradeep K. Atrey, Mohan S. Kankanhalli, Andrea Cavallaro
R3,225 R1,830 Discovery Miles 18 300 Save R1,395 (43%) Ships in 12 - 17 working days

Intelligent multimedia surveillance concerns the analysis of multiple sensing inputs including video and audio streams, radio-frequency identification (RFID), and depth data. These data are processed for the automated detection and tracking of people, vehicles, and other objects. The goal is to locate moving targets, to understand their behavior, and to detect suspicious or abnormal activities for crime prevention. Despite its benefits, there is societal apprehension regarding the use of such technology, so an important challenge in this research area is to balance public safety and privacy.

This edited book presents recent findings in the field of intelligent multimedia surveillance emerging from disciplines such as multimedia computing, computer vision, and artificial intelligence. It consists of nine chapters addressing intelligent video surveillance, video analysis of crowds, privacy issues in intelligent multimedia surveillance, RFID technology for localization of objects, object tracking using visual saliency information, estimating multiresolution depth using active stereo vision, and performance evaluation for video surveillance systems.

The book will be of value to researchers and practitioners working on related problems in security, multimedia, and artificial intelligence."

Geometrical Multiresolution Adaptive Transforms - Theory and Applications (Hardcover, 2014): Agnieszka Lisowska Geometrical Multiresolution Adaptive Transforms - Theory and Applications (Hardcover, 2014)
Agnieszka Lisowska
R1,449 Discovery Miles 14 490 Ships in 10 - 15 working days

Modern image processing techniques are based on multiresolution geometrical methods of image representation. These methods are efficient in sparse approximation of digital images. There is a wide family of functions called simply X-lets, and these methods can be divided into two groups: the adaptive and the nonadaptive. This book is devoted to the adaptive methods of image approximation, especially to multismoothlets.

Besides multismoothlets, several other new ideas are also covered. Current literature considers the black and white images with smooth horizon function as the model for sparse approximation but here, the class of blurred multihorizon is introduced, which is then used in the approximation of images with multiedges. Additionally, the semi-anisotropic model of multiedge representation, the introduction of the shift invariant multismoothlet transform and sliding multismoothlets are also covered.

"Geometrical Multiresolution Adaptive Transforms" should be accessible to both mathematicians and computer scientists. It is suitable as a professional reference for students, researchers and engineers, containing many open problems and will be an excellent starting point for those who are beginning new research in the area or who want to use geometrical multiresolution adaptive methods in image processing, analysis or compression."

What UX is Really About - Introducing a Mindset for Great Experiences (Paperback): Celia Hodent What UX is Really About - Introducing a Mindset for Great Experiences (Paperback)
Celia Hodent
R661 Discovery Miles 6 610 Ships in 12 - 17 working days

Key Features: This work aims to be the most approachable book about UX. Many books on the topic are highly specialized and are not easy to read for people who just want to understand it better. This book is easy to read and aims to popularize the UX mindset while debunking its main misconceptions. Small format size makes it easy to carry around. Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. It tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services. Includes a glossary.

Gaming Disability - Disability Perspectives on Contemporary Video Games (Hardcover): Katie Ellis, Tama Leaver, Mike Kent Gaming Disability - Disability Perspectives on Contemporary Video Games (Hardcover)
Katie Ellis, Tama Leaver, Mike Kent
R3,613 Discovery Miles 36 130 Ships in 12 - 17 working days

This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples

Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback): Steven Rabin Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback)
Steven Rabin
R1,689 Discovery Miles 16 890 Ships in 12 - 17 working days

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Computational Electrostatics for Biological Applications - Geometric and Numerical Approaches to the Description of... Computational Electrostatics for Biological Applications - Geometric and Numerical Approaches to the Description of Electrostatic Interaction Between Macromolecules (Hardcover, 2015 ed.)
Walter Rocchia, Michela Spagnuolo
R4,936 R4,681 Discovery Miles 46 810 Save R255 (5%) Ships in 12 - 17 working days

This book presents established and new approaches to perform calculations of electrostatic interactions at the nanoscale, with particular focus on molecular biology applications. It is based on the proceedings of the Computational Electrostatics for Biological Applications international meeting, which brought together researchers in computational disciplines to discuss and explore diverse methods to improve electrostatic calculations. Fostering an interdisciplinary approach to the description of complex physical and biological problems, this book encompasses contributions originating in the fields of geometry processing, shape modeling, applied mathematics, and computational biology and chemistry. The main topics covered are theoretical and numerical aspects of the solution of the Poisson-Boltzmann equation, surveys and comparison among geometric approaches to the modelling of molecular surfaces and related discretization and computational issues. It also includes a number of contributions addressing applications in biology, biophysics and nanotechnology. The book is primarily intended as a reference for researchers in the computational molecular biology and chemistry fields. As such, it also aims at becoming a key source of information for a wide range of scientists who need to know how modeling and computing at the molecular level may influence the design and interpretation of their experiments.

Hard X-Ray Imaging of Solar Flares (Hardcover, 1st ed. 2022): Michele Piana, A. Gordon Emslie, Anna Maria Massone, Brian R.... Hard X-Ray Imaging of Solar Flares (Hardcover, 1st ed. 2022)
Michele Piana, A. Gordon Emslie, Anna Maria Massone, Brian R. Dennis
R3,507 Discovery Miles 35 070 Ships in 10 - 15 working days

The idea for this text emerged over several years as the authors participated in research projects related to analysis of data from NASA's RHESSI Small Explorer mission. The data produced over the operational lifetime of this mission inspired many investigations related to a specific science question: the when, where, and how of electron acceleration during solar flares in the stressed magnetic environment of the active Sun. A vital key to unlocking this science problem is the ability to produce high-quality images of hard X-rays produced by bremsstrahlung radiation from electrons accelerated during a solar flare. The only practical way to do this within the technological and budgetary limitations of the RHESSI era was to opt for indirect modalities in which imaging information is encoded as a set of two-dimensional spatial Fourier components. Radio astronomers had employed Fourier imaging for many years. However, differently than for radio astronomy, X-ray images produced by RHESSI had to be constructed from a very limited number of sparsely distributed and very noisy Fourier components. Further, Fourier imaging is hardly intuitive, and extensive validation of the methods was necessary to ensure that they produced images with sufficient accuracy and fidelity for scientific applications. This book summarizes the results of this development of imaging techniques specifically designed for this form of data. It covers a set of published works that span over two decades, during which various imaging methods were introduced, validated, and applied to observations. Also considering that a new Fourier-based telescope, STIX, is now entering its nominal phase on-board the ESA Solar Orbiter, it became more and more apparent to the authors that it would be a good idea to put together a compendium of these imaging methods and their applications. Hence the book you are now reading.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Digital Image Processing Applications
Paulo E. Ambrosio Hardcover R3,467 R3,240 Discovery Miles 32 400
The Photography Storytelling Workshop…
Finn Beales Paperback R382 R345 Discovery Miles 3 450
Klaus: The Art of the Movie
Ramin Zahed Hardcover R1,015 R797 Discovery Miles 7 970
Next-Generation Applications and…
Filipe Portela, Ricardo Queiros Hardcover R7,022 Discovery Miles 70 220
Drawn to Life: 20 Golden Years of Disney…
Walt Stanchfield Paperback R2,108 Discovery Miles 21 080
Minecraft: Guide to Creative (Updated)
Mojang AB, The Official Minecraft Team Hardcover R357 R309 Discovery Miles 3 090
Unstable Aesthetics - Game Engines and…
Eddie Lohmeyer Hardcover R3,137 Discovery Miles 31 370
Advancements in Bio-Medical Image…
Rijwan Khan, Indrajeet Kumar Hardcover R8,408 Discovery Miles 84 080
Handbook of Research on Advanced…
Ahmed J. Obaid, Ghassan H Abdul-Majeed, … Hardcover R7,692 Discovery Miles 76 920
Digital Imaging
Muhammad Sarfraz Hardcover R3,436 R3,208 Discovery Miles 32 080

 

Partners