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Books > Computing & IT > Applications of computing > Image processing
Computational Intelligence in Image and Video Processing presents introduction and state-of-the-art adaptations of computational intelligence techniques and their usefulness in image and video enhancement, classification, retrieval, forensics and captioning. It covers an amalgamation of such techniques in diverse applications of image and video processing. Features: A systematic overview of state-of-the-art technology in computational intelligence techniques for image and video processing Advanced evolutionary and nature inspired approaches to solve optimization problems in the image and video processing domain. Outcomes of Recent research and some pointers to future advancements in image and video processing and intelligent solutions using computational intelligence techniques. Code snippets of the computational intelligence algorithm/techniques used in image and video processing This book is primarily aimed at advanced undergraduates, graduates and researchers in computer science and information technology. Engineers and industry professionals will also find this book useful.
Digital Image Processing with C++ presents the theory of digital image processing, and implementations of algorithms using a dedicated library. Processing a digital image means transforming its content (denoising, stylizing, etc.), or extracting information to solve a given problem (object recognition, measurement, motion estimation, etc.). This book presents the mathematical theories underlying digital image processing, as well as their practical implementation through examples of algorithms implemented in the C++ language, using the free and easy-to-use CImg library. Chapters cover in a broad way the field of digital image processing and proposes practical and functional implementations of each method theoretically described. The main topics covered include filtering in spatial and frequency domains, mathematical morphology, feature extraction and applications to segmentation, motion estimation, multispectral image processing and 3D visualization. Students or developers wishing to discover or specialize in this discipline, teachers and researchers wishing to quickly prototype new algorithms, or develop courses, will all find in this book material to discover image processing or deepen their knowledge in this field.
The first of its kind, this anthology in the burgeoning field of technology ethics offers students and other interested readers 32 chapters, each written in an accessible and lively manner specifically for this volume. The chapters are conveniently organized into five parts: I. Perspectives on Technology and its Value II. Technology and the Good Life III. Computer and Information Technology IV. Technology and Business V. Biotechnologies and the Ethics of Enhancement A hallmark of the volume is multidisciplinary contributions both (1) in "analytic" and "continental" philosophies and (2) across several hot-button topics of interest to students, including the ethics of autonomous vehicles, psychotherapeutic phone apps, and bio-enhancement of cognition and in sports. The volume editors, both teachers of technology ethics, have compiled a set of original and timely chapters that will advance scholarly debate and stimulate fascinating and lively classroom discussion. Downloadable eResources (available from www.routledge.com/9781032038704) provide a glossary of all relevant terms, sample classroom activities/discussion questions relevant for chapters, and links to Stanford Encyclopedia of Philosophy entries and other relevant online materials. Key Features: Examines the most pivotal ethical questions around our use of technology, equipping readers to better understand technology's promises and perils. Explores throughout a central tension raised by technological progress: maintaining social stability vs. pursuing dynamic social improvements. Provides ample coverage of the pressing issues of free speech and productive online discourse.
Advances in high spatial resolution mapping capabilities and the new rules established by the Federal Aviation Administration in the United States for the operation of Small Unmanned Aircraft Systems (sUAS) have provided new opportunities to acquire aerial data at a lower cost and more safely versus other methods. A similar opening of the skies for sUAS applications is being allowed in countries across the world. Also, sUAS can access hazardous or inaccessible areas during disaster events and provide rapid response when needed. Applications of Small Unmanned Aircraft systems: Best Practices and Case Studies is the first book that brings together the best practices of sUAS applied to a broad range of issues in high spatial resolution mapping projects. Very few sUAS pilots have the knowledge of how the collected imagery is processed into value added mapping products that have commercial and/or academic import. Since the field of sUAS applications is just a few years old, this book covers the need for a compendium of case studies to guide the planning, data collection, and most importantly data processing and map error issues, with the range of sensors available to the user community. Written by experienced academics and professionals, this book serves as a guide on how to formulate sUAS based projects, from choice of a sUAS, flight planning for a particular application, sensors and data acquisition, data processing software, mapping software and use of the high spatial resolution maps produced for particular types of geospatial modeling. Features: Focus on sUAS based data acquisition and processing into map products Broad range of case studies by highly experienced academics Practical guidance on sUAS hardware, sensors, and software utilized Compilation of workflow insights from expert professors and professionals Relevant to academia, government, and industry Positional and thematic map accuracy, UAS curriculum development and workflow replicability issues This book would be an excellent text for upper-level undergraduate to graduate level sUAS mapping application courses. It is also invaluable as a reference for educators designing sUAS based curriculum as well as for potential sUAS users to assess the scope of mapping projects that can be done with this technology.
1. Covers latest concepts in image processing and intelligent computing systems. 2. Presents the applications of image processing based intelligent systems. 3. Covers latest research topics in the field. 4. Written in a comprehensive and simple manner. 5. The text is accompanied by tables and illustrative figures for better understanding of the topic.
This book, written from the perspective of a designer and educator, brings to the attention of media historians, fellow practitioners and students the innovative practices of leading moving image designers. Moving image design, whether viewed as television and movie title sequences, movie visual effects, animating infographics, branding and advertising, or as an art form, is being increasingly recognised as an important dynamic part of contemporary culture. For many practitioners this has been long overdue. Central to these designers' practice is the hybridisation of digital and heritage methods. Macdonald uses interviews with world-leading motion graphic designers, moving image artists and Oscar nominated visual effects supervisors to examine the hybrid moving image, which re-invigorates both heritage practices and the handmade and analogue crafts. Now is the time to ensure that heritage skills do not atrophy, but that their qualities and provenance are understood as potent components with digital practices in new hybrids.
This book presents the latest technological advances and practical tools for discovering, verifying and visualizing social media video content, and managing related rights. The digital media revolution is bringing breaking news to online video platforms, and news organizations often rely on user-generated recordings of new and developing events shared in social media to illustrate the story. However, in video, there is also deception. In today's "fake news" era, access to increasingly sophisticated editing and content management tools and the ease with which fake information spreads in electronic networks, require the entire news and media industries to carefully verify third-party content before publishing it. As such, this book is of interest to computer scientists and researchers, news and media professionals, as well as policymakers and data-savvy media consumers.
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 collects a number of papers presented at the International Conference on Sensing and Imaging, which was held at Chengdu University of Information Technology on June 5-7, 2017. Sensing and imaging is an interdisciplinary field covering a variety of sciences and techniques such as optics, electricity, magnetism, heat, sound, mathematics, and computing technology. The field has diverse applications of interest such as sensing techniques, imaging, and image processing techniques. This book will appeal to professionals and researchers within the field.
Digital forensics deals with the acquisition, preservation, examination, analysis and presentation of electronic evidence. Computer networks, cloud computing, smartphones, embedded devices and the Internet of Things have expanded the role of digital forensics beyond traditional computer crime investigations. Practically every crime now involves some aspect of digital evidence; digital forensics provides the techniques and tools to articulate this evidence in legal proceedings. Digital forensics also has myriad intelligence applications; furthermore, it has a vital role in cyber security -- investigations of security breaches yield valuable information that can be used to design more secure and resilient systems. Advances in Digital Forensics XV describes original research results and innovative applications in the discipline of digital forensics. In addition, it highlights some of the major technical and legal issues related to digital evidence and electronic crime investigations. The areas of coverage include: forensic models, mobile and embedded device forensics, filesystem forensics, image forensics, and forensic techniques. This book is the fifteenth volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.9 on Digital Forensics, an international community of scientists, engineers and practitioners dedicated to advancing the state of the art of research and practice in digital forensics. The book contains a selection of fourteen edited papers from the Fifteenth Annual IFIP WG 11.9 International Conference on Digital Forensics, held in Orlando, Florida, USA in the winter of 2019. Advances in Digital Forensics XV is an important resource for researchers, faculty members and graduate students, as well as for practitioners and individuals engaged in research and development efforts for the law enforcement and intelligence communities.
Machine Learning and Medical Imaging presents state-of- the-art machine learning methods in medical image analysis. It first summarizes cutting-edge machine learning algorithms in medical imaging, including not only classical probabilistic modeling and learning methods, but also recent breakthroughs in deep learning, sparse representation/coding, and big data hashing. In the second part leading research groups around the world present a wide spectrum of machine learning methods with application to different medical imaging modalities, clinical domains, and organs. The biomedical imaging modalities include ultrasound, magnetic resonance imaging (MRI), computed tomography (CT), histology, and microscopy images. The targeted organs span the lung, liver, brain, and prostate, while there is also a treatment of examining genetic associations. Machine Learning and Medical Imaging is an ideal reference for medical imaging researchers, industry scientists and engineers, advanced undergraduate and graduate students, and clinicians.
This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape Building on research about digital reading, born digital literature, and digital audiobooks, The Digital Reading Condition explores reading as part of a broader cultural shift encompassing many forms of media and genres Bringing together research from media and literary studies, digital humanities, scholarship on reading and learning, as well as sensory studies and research on multimodal and multisensory media reception, the authors address and challenge print-biased conceptions of reading that are still prevalent in research, whether the reading medium is print or digital They argue that the act of reading itself is changing, and rather than rejecting digital media as not suitable for sustained or focused reading practices, argue that the complex media landscape challenges us to rethink how to define reading as a mediated practice Presenting a truly interdisciplinary perspective on digital reading practices, this volume will appeal to scholars and graduate students in communication, media studies, new media and technology, literature, digital humanities, literacy studies, composition, and rhetoric
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
Provides tools from different disciplines and shows how they can be used in the game design world. Offers practical tools for all the main aspects of game design from conception through to testing. Gives concrete examples of how to use each tool with practical applications.
Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.
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
This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape Building on research about digital reading, born digital literature, and digital audiobooks, The Digital Reading Condition explores reading as part of a broader cultural shift encompassing many forms of media and genres Bringing together research from media and literary studies, digital humanities, scholarship on reading and learning, as well as sensory studies and research on multimodal and multisensory media reception, the authors address and challenge print-biased conceptions of reading that are still prevalent in research, whether the reading medium is print or digital They argue that the act of reading itself is changing, and rather than rejecting digital media as not suitable for sustained or focused reading practices, argue that the complex media landscape challenges us to rethink how to define reading as a mediated practice Presenting a truly interdisciplinary perspective on digital reading practices, this volume will appeal to scholars and graduate students in communication, media studies, new media and technology, literature, digital humanities, literacy studies, composition, and rhetoric
"Digital Preservation Technology for Cultural Heritage" discusses the technology and processes in digital preservation of cultural heritage. It covers topics in five major areas: Digitization of cultural heritage; Digital management in the cultural heritage preservation; Restoration techniques for rigid solid relics; Restoration techniques for paintings; Digital museum. It also includes application examples for digital preservation of cultural heritage. The book is intended for researchers, advanced undergraduate and graduate students in Computer Graphics and Image Processing as well as Cultural heritage preservation. Mingquan Zhou is a professor at the College of Information Science and Technology, Beijing Normal University, China. Guohua Geng is a professor at the College of Information Science and Technology, Northwest University, Xi'an, China. Zhongke Wu is a professor at the College of Information Science and Technology, Beijing Normal University, China.
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
Image processing and machine vision are fields of renewed interest in the commercial market. People in industry, managers, and technical engineers are looking for new technologies to move into the market. Many of the most promising developments are taking place in the field of image processing and its applications. The book offers a broad coverage of advances in a range of topics in image processing and machine vision.
Successful remote sensing methods and applications are rooted in the science, art, and technology of earth observation, part of the larger emerging world of geographical information science. Sensors are increasingly sensitive to the phenomena we wish to observe and image analysis systems are increasingly able to transform the data and deliver the required information. At the same time, advances in forest science and management continue to develop momentum. A renewed commitment to understanding forests at different scales and with a process-based perspective has helped generate demand for information about forests that is feasibly acquired only by remote sensing. Remote Sensing of Forest Environments: Concepts and Case Studies is an edited volume intended to provide readers with a state-of-the-art synopsis of the current methods and applied applications employed in remote sensing the world's forests. The contributing authors have sought to illustrate and deepen our understanding of remote sensing of forests, providing new insights and indicating opportunities that are created when forests and forest practices are considered in concert with the evolving paradigm of remote sensing science. Following background and methods sections, this book introduces a series of case studies that exemplify the ways in which remotely sensed data are operationally used, as an element of the decision-making process, and in the scientific study of forests. Remote Sensing of Forest Environments: Concepts and Case Studies is designed to meet the needs of a professional audience composed of both practitioners and researchers. This book is also suitable as a secondary text for graduate-level students in Forestry, Environmental Science, Geography, Engineering, and Computer Science.
In view of the extensive development of CCS 7 and fast-paced growth of ISDN in telecommunication networks throughout the world, this valuable resource serves as a timely reference and guide. Practical and up-to-date, ENGINEERING NETWORKS FOR SYNCHRONIZATION, CCS 7, AND ISDN provides in-depth instruction on three important and closely related elements of the modern digital network: network synchronization, CCITT Common Channel Signaling System No. 7 (CCS 7), and Narrowband ISDN. Sponsored by: IEEE Communications Society.
Software, Animation and the Moving Image brings a unique perspective to the study of computer-generated animation by placing interviews undertaken with animators alongside an analysis of the user interface of animation software. Wood develops a novel framework for considering computer-generated images found in visual effects and animations. |
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