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Books > Computing & IT > Applications of computing > Image processing
This book gathers selected papers presented at the conference "Advances in 3D Image and Graphics Representation, Analysis, Computing and Information Technology," one of the first initiatives devoted to the problems of 3D imaging in all contemporary scientific and application areas. The aim of the conference was to establish a platform for experts to combine their efforts and share their ideas in the related areas in order to promote and accelerate future development. This second volume discusses algorithms and applications, focusing mainly on the following topics: 3D printing technologies; naked, dynamic and auxiliary 3D displays; VR/AR/MR devices; VR camera technologies; microprocessors for 3D data processing; advanced 3D computing systems; 3D data-storage technologies; 3D data networks and technologies; 3D data intelligent processing; 3D data cryptography and security; 3D visual quality estimation and measurement; and 3D decision support and information systems.
This book provides a unique view of human activity recognition, especially fine-grained human activity structure learning, human-interaction recognition, RGB-D data based action recognition, temporal decomposition, and causality learning in unconstrained human activity videos. The techniques discussed give readers tools that provide a significant improvement over existing methodologies of video content understanding by taking advantage of activity recognition. It links multiple popular research fields in computer vision, machine learning, human-centered computing, human-computer interaction, image classification, and pattern recognition. In addition, the book includes several key chapters covering multiple emerging topics in the field. Contributed by top experts and practitioners, the chapters present key topics from different angles and blend both methodology and application, composing a solid overview of the human activity recognition techniques.
This hands-on textbook/reference presents an introduction to the fundamental aspects of modelling and simulation, both for those wishing to learn about this methodology and also for those who have a need to apply it in their work. The text is supported by illustrative examples, drawn from projects formulated within the domains of discrete-event dynamic systems (DEDS) and continuous-time dynamic systems (CTDS). This updated new edition has been enhanced with new illustrative case studies, and additional examples demonstrating some new features and the effectiveness of the ABCmod conceptual modelling framework. Changes that facilitate the development of simulation models with ABSmod/J are illustrated. New material includes a presentation of the experimentation strategy called "design of experiments" and three new chapters that explore the optimization-simulation interface. Topics and features: presents a goal-based and project-oriented perspective of modelling and simulation; describes the ABCmod framework, an activity-based conceptual modelling framework for DEDS; examines the simulation-optimization interface in both the CTDS and DEDS domains; provides numerous illustrative examples, case studies and useful algorithms, as well as exercises and projects at the end of most chapters; includes appendices on probability and statistics, the GPSS programming environment, and relevant MATLAB features; provides supplementary software and teaching support material at an associated website, including lecture slides and a methodology for organizing student projects. Serving as an essential guide to the foundations of modelling and simulation, this practical primer is ideal for senior undergraduate and junior graduate-level students. Also suitable for self-study, the book will be of great benefit to professionals seeking insight into the vast potential of this rapidly evolving problem-solving paradigm.
To enhance the overall viewing experience (for cinema, TV, games, AR/VR) the media industry is continuously striving to improve image quality. Currently the emphasis is on High Dynamic Range (HDR) and Wide Colour Gamut (WCG) technologies, which yield images with greater contrast and more vivid colours. The uptake of these technologies, however, has been hampered by the significant challenge of understanding the science behind visual perception. Vision Models for High Dynamic Range and Wide Colour Gamut Imaging provides university researchers and graduate students in computer science, computer engineering, vision science, as well as industry R&D engineers, an insight into the science and methods for HDR and WCG. It presents the underlying principles and latest practical methods in a detailed and accessible way, highlighting how the use of vision models is a key element of all state-of-the-art methods for these emerging technologies.
Overview For over a decade now, wavelets have been and continue to be an evolving subject of intense interest. Their allure in signal processing is due to many factors, not the least of which is that they offer an intuitively satisfying view of signals as being composed of little pieces of wa'ues. Making this concept mathematically precise has resulted in a deep and sophisticated wavelet theory that has seemingly limitless applications. This book and its supplementary hands-on electronic: component are meant to appeal to both students and professionals. Mathematics and en gineering students at the undergraduate and graduate levels will benefit greatly from the introductory treatment of the subject. Professionals and advanced students will find the overcomplete approach to signal represen tation and processing of great value. In all cases the electronic component of the proposed work greatly enhances its appeal by providing interactive numerical illustrations. A main goal is to provide a bridge between the theory and practice of wavelet-based signal processing. Intended to give the reader a balanced look at the subject, this book emphasizes both theoretical and practical issues of wavelet processing. A great deal of exposition is given in the beginning chapters and is meant to give the reader a firm understanding of the basics of the discrete and continuous wavelet transforms and their relationship. Later chapters promote the idea that overcomplete systems of wavelets are a rich and largely unexplored area that have demonstrable benefits to offer in many applications."
This useful textbook/reference presents an accessible primer on the fundamentals of image texture analysis, as well as an introduction to the K-views model for extracting and classifying image textures. Divided into three parts, the book opens with a review of existing models and algorithms for image texture analysis, before delving into the details of the K-views model. The work then concludes with a discussion of popular deep learning methods for image texture analysis. Topics and features: provides self-test exercises in every chapter; describes the basics of image texture, texture features, and image texture classification and segmentation; examines a selection of widely-used methods for measuring and extracting texture features, and various algorithms for texture classification; explains the concepts of dimensionality reduction and sparse representation; discusses view-based approaches to classifying images; introduces the template for the K-views algorithm, as well as a range of variants of this algorithm; reviews several neural network models for deep machine learning, and presents a specific focus on convolutional neural networks. This introductory text on image texture analysis is ideally suitable for senior undergraduate and first-year graduate students of computer science, who will benefit from the numerous clarifying examples provided throughout the work.
Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling-the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain. The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.
This book explores a central question in the study of depth perception - 'does the visual system rely upon objective knowledge and subjective meaning to specify visual depth?' Linton advances an alternative interpretation to the generally accepted affirmative answer, according to which many of the apparent contributions of knowledge and meaning to depth perception are better understood as contributions to our post-perceptual cognition of depth. In order to defend this position a new account of visual cognition is required, as well as a better understanding of the optical and physiological cues to depth. This book will appeal to students and researchers in psychology, vision science, and philosophy, as well as technologists and content creators working in virtual and augmented reality.
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.
This book constitutes the refereed proceedings of the 17th IFIP WG 12.5 International Conference on Artificial Intelligence Applications and Innovations, AIAI 2021, held virtually and in Hersonissos, Crete, Greece, in June 2021. The 50 full papers and 11 short papers presented were carefully reviewed and selected from 113 submissions. They cover a broad range of topics related to technical, legal, and ethical aspects of artificial intelligence systems and their applications and are organized in the following sections: adaptive modeling/ neuroscience; AI in biomedical applications; AI impacts/ big data; automated machine learning; autonomous agents; clustering; convolutional NN; data mining/ word counts; deep learning; fuzzy modeling; hyperdimensional computing; Internet of Things/ Internet of energy; machine learning; multi-agent systems; natural language; recommendation systems; sentiment analysis; and smart blockchain applications/ cybersecurity. Chapter "Improving the Flexibility of Production Scheduling in Flat Steel Production Through Standard and AI-based Approaches: Challenges and Perspective" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
This book covers current technological innovations and applications in image processing, introducing analysis techniques and describing applications in remote sensing and manufacturing, among others. The authors include new concepts of color space transformation like color interpolation, among others. Also, the concept of Shearlet Transform and Wavelet Transform and their implementation are discussed. The authors include a perspective about concepts and techniques of remote sensing like image mining, geographical, and agricultural resources. The book also includes several applications of human organ biomedical image analysis. In addition, the principle of moving object detection and tracking - including recent trends in moving vehicles and ship detection - is described. Presents developments of current research in various areas of image processing; Includes applications of image processing in remote sensing, astronomy, and manufacturing; Pertains to researchers, academics, students, and practitioners in image processing.
This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models and computational tools have been developed to improve human safety and comfort in built environments. In particular, understanding pedestrian behaviours during egress situations is of considerable importance in such contexts. Moreover, some places are built for large numbers of people (such as train stations and airports and high volume special activities such as sporting events). Simulating Crowds in Egress Scenarios discusses the use of computational crowd simulation to reproduce and evaluate egress performance in specific scenarios. Several case studies are included, evaluating the work and different analyses, and comparisons of simulation data versus data obtained from real-life experiments are given.
This book presents an approach to postmortem human identification using dental image processing based on dental features and characteristics, and provides information on various identification systems based on dental features using image processing operations. The book also provides information on a novel human identification approach that uses Infinite Symmetric Exponential Filter (ISEF) based edge detection and contouring algorithms. Provides complete details on dental imaging; Discusses the important features of a human identification approach and presents a brief review on DICOM standard for dental imaging; Presents human identification approach based on dental features.
This book includes original research findings in the field of memetic algorithms for image processing applications. It gathers contributions on theory, case studies, and design methods pertaining to memetic algorithms for image processing applications ranging from defence, medical image processing, and surveillance, to computer vision, robotics, etc. The content presented here provides new directions for future research from both theoretical and practical viewpoints, and will spur further advances in the field.
This updated and revised edition of a classic work provides a summary of methods for numerical computation of high resolution conventional and scanning transmission electron microscope images. At the limits of resolution, image artifacts due to the instrument and the specimen interaction can complicate image interpretation. Image calculations can help the user to interpret and understand high resolution information in recorded electron micrographs. The book contains expanded sections on aberration correction, including a detailed discussion of higher order (multipole) aberrations and their effect on high resolution imaging, new imaging modes such as ABF (annular bright field), and the latest developments in parallel processing using GPUs (graphic processing units), as well as updated references. Beginning and experienced users at the advanced undergraduate or graduate level will find the book to be a unique and essential guide to the theory and methods of computation in electron microscopy.
Accompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films - including concept art for talking furniture and fairy-tale castles - with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate - silver, porcelain, furniture - so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sevres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.
This book presents different approaches on multi-modality imaging with a focus on biomedical applications. Medical imaging can be divided into two categories: functional (related to physiological body measurements) and anatomical (structural) imaging modalities. In particular, this book covers imaging combinations coming from the usual popular modalities (such as the anatomical modalities, e.g. X-ray, CT and MRI), and it also includes some promising and new imaging modalities that are still being developed and improved (such as infrared thermography (IRT) and photoplethysmography imaging (PPGI)), implying potential approaches for innovative biomedical applications. Moreover, this book includes a variety of tools on computer vision, imaging processing, and computer graphics, which led to the generation and visualization of 3D models, making the most recent advances in this area possible. This is an ideal book for students and biomedical engineering researchers covering the biomedical imaging field.
This book covers the key advances in computerized facial beauty analysis, with an emphasis on data-driven research and the results of quantitative experiments. It takes a big step toward practical facial beauty analysis, proposes more reliable and stable facial features for beauty analysis and designs new models, methods, algorithms and schemes while implementing a facial beauty analysis and beautification system. This book also tests some previous putative rules and models for facial beauty analysis by using computationally efficient mathematical models and algorithms, especially large scale database-based and repeatable experiments.The first section of this book provides an overview of facial beauty analysis. The base of facial beauty analysis, i.e., facial beauty features, is presented in part two. Part three describes hypotheses on facial beauty, while part four defines data-driven facial beauty analysis models. This book concludes with the authors explaining how to implement their new facial beauty analysis system.This book is designed for researchers, professionals and post graduate students working in the field of facial beauty analysis, computer vision, human-machine interface, pattern recognition and biometrics. Those involved in interdisciplinary fields with also find the contents useful. The ideas, means and conclusions for beauty analysis are valuable for researchers and the system design and implementation can be used as models for practitioners and engineers.
The field of computer graphics combines display hardware, software, and interactive techniques in order to display and interact with data generated by applications. Visualization is concerned with exploring data and information graphically in such a way as to gain information from the data and determine significance. Visual analytics is the science of analytical reasoning facilitated by interactive visual interfaces. Expanding the Frontiers of Visual Analytics and Visualization provides a review of the state of the art in computer graphics, visualization, and visual analytics by researchers and developers who are closely involved in pioneering the latest advances in the field. It is a unique presentation of multi-disciplinary aspects in visualization and visual analytics, architecture and displays, augmented reality, the use of color, user interfaces and cognitive aspects, and technology transfer. It provides readers with insights into the latest developments in areas such as new displays and new display processors, new collaboration technologies, the role of visual, multimedia, and multimodal user interfaces, visual analysis at extreme scale, and adaptive visualization.
This book presents a comprehensive discussion on the characterization of vagueness in pictures. It reports on how the problem of representation of images has been approached in scientific practice, highlighting the role of mathematical methods and the philosophical background relevant for issues such as representation, categorization and reasoning. Without delving too much into the technical details, the book examines and defends different kinds of values of fuzziness based on a complex approach to categorization as a practice, adopting conceptual and empirical suggestions from different fields including the arts. It subsequently advances criticisms and provides suggestions for interpretation and application. By describing a cognitive framework based on fuzzy, rough and near sets, and discussing all of the relevant mathematical and philosophical theories for the representation and processing of vagueness in images, the book offers a practice-oriented guide to fuzzy visual reasoning, along with novel insights into the field of interpreting and thinking with fuzzy pictures and fuzzy data.
The first notable feature of this book is its innovation Computational intelligence (CI), a fast evolving area, is currently attracting lots of researchers' attention in dealing with many complex problems. At present, there are quite a lot competing books existing in the market. Nevertheless, the present book is markedly different from the existing books in that it presents new paradigms of CI that have rarely mentioned before, as opposed to the traditional CI techniques or methodologies employed in other books.During the past decade, a number of new CI algorithms are proposed. Unfortunately, they spread in a number of unrelated publishing directions which may hamper the use of such published resources. These provide us with motivation to analyze the existing research for categorizing and synthesizing it in a meaningful manner. The mission of this book is really important since those algorithms are going to be a new revolution in computer science. We hope it will stimulate the readers to make novel contributions or even start a new paradigm based on nature phenomena. Although structured as a textbook, the book's straightforward, self-contained style will also appeal to a wide audience of professionals, researchers and independent learners. We believe that the book will be instrumental in initiating an integrated approach to complex problems by allowing cross-fertilization of design principles from different design philosophies. The second feature of this book is its comprehensiveness Through an extensive literature research, there are 134 innovative CI algorithms covered in this book.
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
The contributions appearing in this volume are a snapshot of the different topics that were discussed during the Second Conference "Mathematics and Image Processing held at the University of Orl ans in 2010. They mainly concern, image reconstruction, texture extraction and image classification and involve a variety of different methods and applications. Therefore it was impossible to split the papers into generic groups which is why they are presented in alphabetic order. However they mainly concern: texture analysis (5 papers) with different techniques (variational analysis, wavelet and morphological component analysis, fractional Brownian fields), geometrical methods (2 papers ) for restoration and invariant feature detection, classification (with multifractal analysis), neurosciences imaging and analysis of Multi-Valued Images.
Modern life is increasingly relying on digital technology, which in turn runs on mathematics. However, this underlying math is hidden from us. That is mostly a good thing since we do not want to be solving equations and calculating fractions just to get things done in our everyday business. But the mathematical details do matter for anyone who wants to understand how stuff works, or wishes to create something new in the jungle of apps and algorithms. This book takes a look at the mathematical models behind weather forecasting, climate change prediction, artificial intelligence, medical imaging and computer graphics. The reader is expected to have only a curious mind; technical math skills are not needed for enjoying this text. |
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