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Books > Computing & IT > Applications of computing > Image processing
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
Biomedical Engineering Time Frequency and Wavelets in Biomedical Signal Processing IEEE Press Series in Biomedical Engineering Metin Akay, Series Editor Endorsed by the IEEE Engineering in Medicine and Biology Society Brimming with top articles from experts in signal processing and biomedical engineering, Time Frequency and Wavelets in Biomedical Signal Processing introduces time-frequency, time-scale, wavelet transform methods, and their applications in biomedical signal processing. This edited volume incorporates the most recent developments in the field to illustrate thoroughly how the use of these time-frequency methods is currently improving the quality of medical diagnosis, including technologies for assessing pulmonary and respiratory conditions, EEGs, hearing aids, MRIs, mammograms, X rays, evoked potential signals analysis, neural networks applications, among other topics. Time Frequency and Wavelets in Biomedical Signal Processing will be of particular interest to signal processing engineers, biomedical engineers, and medical researchers. Topics covered include:
The book augurs to be a mix of theoretical and practical perceptions of the related concepts pertaining to image processing. The primary objectives orient to offer an overview to the elementary concepts and practices appropriate to DIP as well as to provide theoretical exposition. It starts with an expanded coverage of the fundamentals to provide a more comprehensive and cohesive coverage of the topics including but not limited to: Applications and tools for image processing, fundamentals with several implementation examples Concepts of image formation, OpenCV installation with step-by-step screen shots Concepts behind intensity, brightness and contrast, color models Ways by which noises are created in an image and the possible remedial measures Edge detection, Image segmentation, classification, regression, Classification algorithms Importance of frequency domain in image processing field Relevant code snippets and the MATLAB codes, several interesting set of simple programs in OpenCV and Python to aid learning and for complete understanding The video lectures for specific topics through YouTube by the authors enable easy inference for the readers to apply the learnt theory into practice. The addition of contents at the end of each chapter such as quiz, review questions etc., fully prepares the readers for further study. Graduate Students, Post Graduate students, Researchers, and anyone in general interested in Image Processing, Computer Vision, Machine Learning domains etc. can find this book an excellent starting point for information and as an able ally.
The text covers recent advances in artificial intelligence, smart computing, and their applications in augmenting medical and health care systems. It will serve as an ideal reference text for graduate students and academic researchers in diverse engineering fields including electrical, electronics and communication, computer, and biomedical. The book- Presents architecture, characteristics, and applications of artificial intelligence and smart computing in health care systems Highlight privacy issues faced in health care and health informatics using artificial intelligence and smart computing technologies. Discusses nature-inspired computing algorithms for the brain-computer interface. Covers graph neural network application in the medical domain. Provides insights into the state-of-the-art Artificial Intelligence and Smart Computing enabling and emerging technologies. This book text discusses recent advances and applications of artificial intelligence and smart technologies in the field of healthcare. It highlights privacy issues faced in health care and health informatics using artificial intelligence and smart computing technologies. It covers nature-inspired computing algorithms such as genetic algorithms, particle swarm optimization algorithms, and common scrambling algorithms to study brain-computer interfaces. It will serve as an ideal reference text for graduate students and academic researchers in the fields of electrical engineering, electronics and communication engineering, computer engineering, and biomedical engineering.
This text takes a practical, step-by-step approach to algebraic curves and surface interpolation motivated by the understanding of the many practical applications in engineering analysis, approximation, and curve plotting problems. Because of its usefulness for computing, the algebraic approach is the main theme, but a brief discussion of the synthetic approach is also presented as a way of gaining additional insight before proceeding with the algebraic manipulation. The authors start with simple interpolation, including splines, and extend this in an intuitive fashion to the production of conic sections. They then introduce projective co-ordinates as tools for dealing with higher order curves and singular points. They present many applications and concrete examples, including parabolic interpolation, geometric approximation, and the numerical solution of trajectory problems. In the final chapter they apply the basic theory to the construction of finite element basis functions and surface interpolants over non-regular shapes.
- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.
- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.
In today's security-conscious society, real-world applications for authentication or identification require a highly accurate system for recognizing individual humans. The required level of performance cannot be achieved through the use of a single biometric such as face, fingerprint, ear, iris, palm, gait or speech. Fusing multiple biometrics enables the indexing of large databases, more robust performance and enhanced coverage of populations. Multiple biometrics are also naturally more robust against attacks than single biometrics. This book addresses a broad spectrum of research issues on multibiometrics for human identification, ranging from sensing modes and modalities to fusion of biometric samples and combination of algorithms. It covers publicly available multibiometrics databases, theoretical and empirical studies on sensor fusion techniques in the context of biometrics authentication, identification and performance evaluation and prediction.
This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
Lying at the intersection of education, art, and cultural heritage, visualization is a powerful tool for representing and interpreting complex information. This unique text/reference reviews the evolution of the field of visualization, providing innovative examples of applied knowledge visualization from disciplines as varied as law, business management, the arts and humanities. With coverage of theoretical and practical aspects of visualization from ancient Sumerian tablets through to twenty-first century legal contracts, this work underscores the important role that the process of visualization plays in extracting, organizing, and crystallizing the concepts found in complex data. Topics and features: contains contributions from an international selection of preeminent authorities; presents a thorough introduction to the discipline of knowledge visualization, its current state of affairs and possible future developments; examines how tables have been used for information visualization in historical textual documents; discusses the application of visualization techniques for knowledge transfer in business relationships, and for the linguistic exploration and analysis of sensory descriptions; investigates the use of visualization to understand orchestral music scores, the optical theory behind Renaissance art, and to assist in the reconstruction of an historic church; describes immersive 360 degree stereographic visualization, knowledge-embedded embodied interaction, and a novel methodology for the analysis of architectural forms. This interdisciplinary collection of the state of the art in knowledge visualization will be of considerable interest to researchers from a broad spectrum of backgrounds in both industry and academia.
Describing and evaluating the basic principles and methods of subsurface sensing and imaging, Introduction to Subsurface Imaging is a clear and comprehensive treatment that links theory to a wide range of real-world applications in medicine, biology, security and geophysical/environmental exploration. It integrates the different sensing techniques (acoustic, electric, electromagnetic, optical, x-ray or particle beams) by unifying the underlying physical and mathematical similarities, and computational and algorithmic methods. Time-domain, spectral and multisensor methods are also covered, whilst all the necessary mathematical, statistical and linear systems tools are given in useful appendices to make the book self-contained. Featuring a logical blend of theory and applications, a wealth of color illustrations, homework problems and numerous case studies, this is suitable for use as both a course text and as a professional reference.
In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.
This book contains extended, in-depth presentations of the plenary talks from the 16th French-German-Polish Conference on Optimization, held in Krakow, Poland in 2013. Each chapter in this book exhibits a comprehensive look at new theoretical and/or application-oriented results in mathematical modeling, optimization, and optimal control. Students and researchers involved in image processing, partial differential inclusions, shape optimization, or optimal control theory and its applications to medical and rehabilitation technology, will find this book valuable. The first chapter by Martin Burger provides an overview of recent developments related to Bregman distances, which is an important tool in inverse problems and image processing. The chapter by Piotr Kalita studies the operator version of a first order in time partial differential inclusion and its time discretization. In the chapter by Gunter Leugering, Jan Sokolowski and Antoni Zochowski, nonsmooth shape optimization problems for variational inequalities are considered. The next chapter, by Katja Mombaur is devoted to applications of optimal control and inverse optimal control in the field of medical and rehabilitation technology, in particular in human movement analysis, therapy and improvement by means of medical devices. The final chapter, by Nikolai Osmolovskii and Helmut Maurer provides a survey on no-gap second order optimality conditions in the calculus of variations and optimal control, and a discussion of their further development.
This book offers a systematic and comprehensive introduction to the visual simultaneous localization and mapping (vSLAM) technology, which is a fundamental and essential component for many applications in robotics, wearable devices, and autonomous driving vehicles. The book starts from very basic mathematic background knowledge such as 3D rigid body geometry, the pinhole camera projection model, and nonlinear optimization techniques, before introducing readers to traditional computer vision topics like feature matching, optical flow, and bundle adjustment. The book employs a light writing style, instead of the rigorous yet dry approach that is common in academic literature. In addition, it includes a wealth of executable source code with increasing difficulty to help readers understand and use the practical techniques. The book can be used as a textbook for senior undergraduate or graduate students, or as reference material for researchers and engineers in related areas.
This book opens with an introduction to the main purpose and tasks of the GIANA challenge, as well as a summary and an analysis of the results and performance obtained by the 20 participating teams. The early and accurate diagnosis of gastrointestinal diseases is critical for increasing the chances of patient survival, and efficient screening is vital for locating precursor lesions. Video colonoscopy and wireless capsule endoscopy (WCE) are the gold-standard tools for colon and intestinal tract screening, respectively. Yet these tools still present some drawbacks, such as lesion miss rate, lack of in vivo diagnosis capabilities, and perforation risk. To mitigate these, computer-aided detection/diagnosis systems can play a key role in assisting clinicians in the different stages of the exploration. This book presents the latest, state-of-the-art approaches in this field, and also tackles the clinical considerations required to efficiently deploy these systems in the exploration room. The coverage draws upon results from the Gastrointestinal Image Analysis (GIANA) Challenge, part of the EndoVis satellite events of the conferences MICCAI 2017 and 2018. Each method proposed to address the different subtasks of the challenges is detailed in a separate chapter, offering a deep insight into this topic of interest for public health. This book appeals to researchers, practitioners, and lecturers spanning both the computer vision and gastroenterology communities.
This book covers different, current research directions in the context of variational methods for non-linear geometric data. Each chapter is authored by leading experts in the respective discipline and provides an introduction, an overview and a description of the current state of the art. Non-linear geometric data arises in various applications in science and engineering. Examples of nonlinear data spaces are diverse and include, for instance, nonlinear spaces of matrices, spaces of curves, shapes as well as manifolds of probability measures. Applications can be found in biology, medicine, product engineering, geography and computer vision for instance. Variational methods on the other hand have evolved to being amongst the most powerful tools for applied mathematics. They involve techniques from various branches of mathematics such as statistics, modeling, optimization, numerical mathematics and analysis. The vast majority of research on variational methods, however, is focused on data in linear spaces. Variational methods for non-linear data is currently an emerging research topic. As a result, and since such methods involve various branches of mathematics, there is a plethora of different, recent approaches dealing with different aspects of variational methods for nonlinear geometric data. Research results are rather scattered and appear in journals of different mathematical communities. The main purpose of the book is to account for that by providing, for the first time, a comprehensive collection of different research directions and existing approaches in this context. It is organized in a way that leading researchers from the different fields provide an introductory overview of recent research directions in their respective discipline. As such, the book is a unique reference work for both newcomers in the field of variational methods for non-linear geometric data, as well as for established experts that aim at to exploit new research directions or collaborations. Chapter 9 of this book is available open access under a CC BY 4.0 license at link.springer.com.
This book gives a comprehensive view of the developed procrustes models, including the isotropic, the generalized and the anisotropic variants. These represent original tools to perform, among others, the bundle block adjustment and the global registration of multiple 3D LiDAR point clouds. Moreover, the book also reports the recently derived total least squares solution of the anisotropic Procrustes model, together with its practical application in solving the exterior orientation of one image. The book is aimed at all those interested in discovering valuable innovative algorithms for solving various photogrammetric computer vision problems. In this context, where functional models are non-linear, Procrustean methods prove to be powerful since they do not require any linearization nor approximated values of the unknown parameters, furnishing at the same time results comparable in terms of accuracy with those given by the state-of-the-art methods.
Group and Crowd Behavior for Computer Vision provides a multidisciplinary perspective on how to solve the problem of group and crowd analysis and modeling, combining insights from the social sciences with technological ideas in computer vision and pattern recognition. The book answers many unresolved issues in group and crowd behavior, with Part One providing an introduction to the problems of analyzing groups and crowds that stresses that they should not be considered as completely diverse entities, but as an aggregation of people. Part Two focuses on features and representations with the aim of recognizing the presence of groups and crowds in image and video data. It discusses low level processing methods to individuate when and where a group or crowd is placed in the scene, spanning from the use of people detectors toward more ad-hoc strategies to individuate group and crowd formations. Part Three discusses methods for analyzing the behavior of groups and the crowd once they have been detected, showing how to extract semantic information, predicting/tracking the movement of a group, the formation or disaggregation of a group/crowd and the identification of different kinds of groups/crowds depending on their behavior. The final section focuses on identifying and promoting datasets for group/crowd analysis and modeling, presenting and discussing metrics for evaluating the pros and cons of the various models and methods. This book gives computer vision researcher techniques for segmentation and grouping, tracking and reasoning for solving group and crowd modeling and analysis, as well as more general problems in computer vision and machine learning.
Indie developers and other people who work on games for a living face all kinds of interesting income tax and small business formation issues that more traditional businesses simply don't: not being geographically bound, relying on alternative funding, long periods of time with no income, and having multiple options for tax treatment of game development costs. The Definitive Guide to Taxes for Indie Game Developers addresses income tax issues that the average indie game developer is most likely to encounter, in the context of the American Internal Revenue Code and types of taxes. Written by a former tax law practitioner turned game developer and industry consultant with a decade of tax and accounting experience, the newly revised Second Edition includes key provisions of the 2018 tax reform such as the new qualified business income deduction, R&D credit expansion, and permanent reduction to corporate income taxes. In-depth explanations and examples are provided along with references to Tax Court and Supreme Court cases relevant to each tax benefit. Key Features: Includes authoritative sources with relevant IRS publications, Revenue Rulings, and Tax Court cases. Features easy to read, accessible and humorous language No legalese! Approaches how business decisions as an indie developer affect personal finances. Readers will gain a thorough understanding of taxation's role in managing a game studio of any size and going indie with any lifestyle. The accompanying companion website is a valuable resource that is annually updated to keep current on any tax reforms.
Nordic Animation examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as the Moomins and Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics that have made their mark on the global animation industry. The book begins with some historical findings before moving to look at the stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios looks at the international success and impact on the global animation industry that has been made by these companies. The book is forward thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry. This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.
Consistently rated as the best overall introduction to computer-based image processing, The Image Processing Handbook covers two-dimensional (2D) and three-dimensional (3D) imaging techniques, image printing and storage methods, image processing algorithms, image and feature measurement, quantitative image measurement analysis, and more. Incorporating image processing and analysis examples at all scales, from nano- to astro-, this Seventh Edition: Features a greater range of computationally intensive algorithms than previous versions Provides better organization, more quantitative results, and new material on recent developments Includes completely rewritten chapters on 3D imaging and a thoroughly revamped chapter on statistical analysis Contains more than 1700 references to theory, methods, and applications in a wide variety of disciplines Presents 500+ entirely new figures and images, with more than two-thirds appearing in color The Image Processing Handbook, Seventh Edition delivers an accessible and up-to-date treatment of image processing, offering broad coverage and comparison of algorithms, approaches, and outcomes.
Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry. The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry. This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding |
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