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Books > Computing & IT > Applications of computing > Image processing
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.
Since Lightroom first launched 15 years ago, Scott Kelby's The Adobe Photoshop Lightroom Book for Digital Photographers has been the world's #1 top-selling Lightroom book (it has been translated into dozens of different languages), and in this latest version, Scott did his biggest update ever, sharing all his newest techniques, insights, and invaluable tips using his award-winning, plain-English style that makes learning Lightroom easy and fun. Scott doesn't just show you which sliders do what (every Lightroom book does that, right?). Instead, he shares his own personal settings, his time-tested techniques, and his proven step-by-step method of learning Lightroom, so you can begin using it like a pro from the start. Each year, he trains thousands of Lightroom users at his live seminars, online conferences, and through his blog at LightroomKillerTips.com, and he has learned firsthand what really works and what doesn't. He tells you flat-out which techniques work best, which ones to avoid, and why. You'll learn: His famous SLIM (Simplified Lightroom Image Management) system that will teach you, step by step, how to organize your images, back them up, and be able to find them quickly and easily. Scott's SLIM system is taught at colleges and universities around the world, because it's so simple, straightforward, and it works. How to make your images look like the pros, and how to take advantage of the camera, creative, and B&W profiles-you'll finally "get" the whole image editing thing, and you'll know exactly what to do, which sliders to move (and which to avoid) in what order, and why. How to unlock the power of Lightroom's Masking tools and how to "paint with light" to take your images to another level. How to use Lightroom along with Photoshop, and how to make the two work together absolutely seamlessly. You'll be surprised at what you'll be able to do, even if you've never used Photoshop before. How to expand Lightroom's power to your phone or tablet, so you can organize and edit your images from anywhere. How to share your images in print and in gorgeous coffee table books, or online, including how to do online client proofing or share images with a group. Download most of the same images used in the book to follow right along with. You'll get a killer collection of custom Lightroom Develop and Print presets to give you some of the most sought-after looks and effects, all with just one click. This is the first and only book to bring the whole process together in such a clear, concise, and visual way. There is no faster, more straight-to-the-point, or more fun way to learn Lightroom.
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
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
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
This book provides a thorough overview of recent methods using higher level information (object or scene level) for advanced tasks such as image understanding along with their applications to medical images. Advanced methods for fuzzy image processing and understanding are presented, including fuzzy spatial objects, geometry and topology, mathematical morphology, machine learning, verbal descriptions of image content, fusion, spatial relations, and structural representations. For each methodological aspect covered, illustrations from the medical imaging domain are provided. This is an ideal book for graduate students and researchers in the field of medical image processing.
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
This book gathers outstanding research papers presented in the 2nd International Conference on Artificial Intelligence: Advances and Application (ICAIAA 2021), held in Poornima College of Engineering, Jaipur, India during 27-28 March 2021. This book covers research works carried out by various students such as bachelor, master and doctoral scholars, faculty and industry persons in the area of artificial intelligence, machine learning, deep learning applications in healthcare, agriculture, business, security, etc. It will also cover research in core concepts of computer networks, intelligent system design and deployment, real time systems, WSN, sensors and sensor nodes, SDN, NFV, etc.
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.
RUNS, JUMPS AND SKIPS From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Runs, Jumps and Skips. As with Walks, the way we run shows our character and personality. A lazy, heavy person is going to run very differently to an athletic ten-year-old girl. Richard Williams demonstrates how - when you're doing a walk and you take both legs off the ground, at the same time and for just one frame - a walk becomes a run. So, all the things we do with walks, we can do with runs. This Mini presents a collection of Williams' runs, jumps and skips inspired by some of the cleverest artists from the Golden Age of Animation
High Dynamic Range Video: Concepts, Technologies and Applications gives an introduction to a full range of topics within the end-to-end HDR video pipeline, covering the issues around capturing HDR and stereo HDR video, such as ghosting and use of legacy LDR systems, how HDR video can be manipulated, including real-time mixing, the very latest designs for HDR displays, HDR video on mobile devices, and the applications of HDR video. With this book, the reader will gain an overview of the current state-of-the art of HDR video, learn the potential of HDR video to provide a step change to a wide range of imaging applications, and attain the knowledge needed to introduce HDR video in their own applications.
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. |
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