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Books > Computing & IT > Applications of computing > Image processing
Provides a new perspective on Environment Art by covering the latest and most creative industry techniques in Substance Designer Follows a step-by-step process for using Substance Designer to help readers create realistic, state-of-the-art environments Explains the fundamentals of being a talented games environment artist, outlining the key considerations that most environment artists tend to forget
a collection of interviews from renowned author, David L. Craddock
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 offers a unique multidisciplinary integration of the physics of turbulence and remote sensing technology. Remote Sensing of Turbulence provides a new vision on the research of turbulence and summarizes the current and future challenges of monitoring turbulence remotely. The book emphasizes sophisticated geophysical applications, detection, and recognition of complex turbulent flows in oceans and the atmosphere. Through several techniques based on microwave and optical/IR observations, the text explores the technological capabilities and tools for the detection of turbulence, their signatures, and variability. FEATURES Covers the fundamental aspects of turbulence problems with a broad geophysical scope for a wide audience of readers Provides a complete description of remote-sensing capabilities for observing turbulence in the earth's environment Establishes the state-of-the-art remote-sensing techniques and methods of data analysis for turbulence detection Investigates and evaluates turbulence detection signatures, their properties, and variability Provides cutting-edge remote-sensing applications for space-based monitoring and forecasts of turbulence in oceans and the atmosphere This book is a great resource for applied physicists, the professional remote sensing community, ecologists, geophysicists, and earth scientists.
This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction
This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
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.
This book studies R. Buckminster Fuller's World Game and similar world games, past and present. Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to 'make the world work'. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naive, utopian, or technocratic, but we share its problems, if not necessarily its solutions. Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.
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.
Loving Fanfiction explores emotion within the context of fandoms, specifically online fanfiction. Through exploring fans' narratives about themselves and the fanwork they produce and consume, the author theorizes how identity, cognition, emotion, the body, and embodiment come together in literacy development and practices. Drawing on affect theory to explore the complex roles of emotions, literacy, identity, and the digital, both in their own position and in the worlds of engaged fans, Brit Kelley systematically analyses work from a six-year ethnographic study across fandoms-from Harry Potter and WWE, to Gotham and Twilight. Their analysis expands upon current understandings of fandom by more thoroughly theorizing the deeply emotional element of fanfiction practices, and connects to the academic fan community to draw connections and implications for the role of emotion in teaching and research. This unique perspective on emotions, love, and fandoms will be of significant interest to scholars and students of media and communication studies, fan studies, literature, creative writing, cultural studies, digital humanities, and literacy studies.
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.
This book covers applications of machine learning in artificial intelligence. The specific topics covered include human language, heterogeneous and streaming data, unmanned systems, neural information processing, marketing and the social sciences, bioinformatics and robotics, etc. It also provides a broad range of techniques that can be successfully applied and adopted in different areas. Accordingly, the book offers an interesting and insightful read for scholars in the areas of computer vision, speech recognition, healthcare, business, marketing, and bioinformatics.
This book provides a view of low-rank and sparse computing, especially approximation, recovery, representation, scaling, coding, embedding and learning among unconstrained visual data. The book includes chapters covering multiple emerging topics in this new field. It links multiple popular research fields in Human-Centered Computing, Social Media, Image Classification, Pattern Recognition, Computer Vision, Big Data, and Human-Computer Interaction. Contains an overview of the low-rank and sparse modeling techniques for visual analysis by examining both theoretical analysis and real-world applications.
• Readers will gain an understanding of the optical technology, material science, and semiconductor device technology behind image acquisition devices • Research on image information is stable but slowly growing and several universities globally teach related courses for which this is valuable supplementary reading • This book offers a unique focus on the devices used in image sensors and displays
Traditional wireless sensor networks (WSNs) capture scalar data such as temperature, vibration, pressure, or humidity. Motivated by the success of WSNs and also with the emergence of new technology in the form of low-cost image sensors, researchers have proposed combining image and audio sensors with WSNs to form wireless multimedia sensor networks (WMSNs). This introduces practical and research challenges, because multimedia sensors, particularly image sensors, generate huge amounts of data to be processed and distributed within the network, while sensor nodes have restricted battery power and hardware resources. This book describes how reconfigurable hardware technologies such as field-programmable gate arrays (FPGAs) offer cost-effective, flexible platforms for implementing WMSNs, with a main focus on developing efficient algorithms and architectures for information reduction, including event detection, event compression, and multicamera processing for hardware implementations. The authors include a comprehensive review of wireless multimedia sensor networks, a complete specification of a very low-complexity, low-memory FPGA WMSN node processor, and several case studies that illustrate information reduction algorithms for visual event compression, detection, and fusion. The book will be of interest to academic researchers, R&D engineers, and computer science and engineering graduate students engaged with signal and video processing, computer vision, embedded systems, and sensor networks. |
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