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Books > Computing & IT > Applications of computing > Image processing
This book provides a detailed insight into the current state of journalism and its future challenges It brings together a global team of authors to review and analyse emerging practices in the automated digital scenario through which journalism is being reshaped, such as novel languages, storytelling forms, and business models It provides a much-needed review of the field to apprehend the knowledge and experience acquired and offers an up-to-date overview of digital journalism today, outlining those trends pointing to the future of journalism practice and media in the online sphere The book takes a multidisciplinary and international approach to the topic, and delves into the main technological changes that digital journalism has recently faced, closely related to digital native media, novel storytelling forms, social media, innovation, television broadcasting, new media management structures and procedures, content automation, fact-checking, web analytics, and social audiences Offering new insights into this fast-developing area, this volume will be an engaging and vital resource for media professionals and researchers in journalism and communication studies, as well as those interested in contemporary journalism practice and communication technology
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. Completely revised and updated according to years of classroom teaching, the third edition of this highly popular textbook contains a large number of ready-to-run Java programs and an algorithm animation and demonstration open-source software also in Java. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses. Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource.
This book describes the technical problems and solutions for automatically recognizing and parsing a medical image into multiple objects, structures, or anatomies. It gives all the key methods, including state-of- the-art approaches based on machine learning, for recognizing or detecting, parsing or segmenting, a cohort of anatomical structures from a medical image. Written by top experts in Medical Imaging, this book is ideal for university researchers and industry practitioners in medical imaging who want a complete reference on key methods, algorithms and applications in medical image recognition, segmentation and parsing of multiple objects. Learn: Research challenges and problems in medical image recognition, segmentation and parsing of multiple objects Methods and theories for medical image recognition, segmentation and parsing of multiple objects Efficient and effective machine learning solutions based on big datasets Selected applications of medical image parsing using proven algorithms
This book presents novel hybrid encryption algorithms that possess many different characteristics. In particular, "Hybrid Encryption Algorithms over Wireless Communication Channels", examines encrypted image and video data for the purpose of secure wireless communications. A study of two different families of encryption schemes are introduced: namely, permutation-based and diffusion-based schemes. The objective of the book is to help the reader selecting the best suited scheme for the transmission of encrypted images and videos over wireless communications channels, with the aid of encryption and decryption quality metrics. This is achieved by applying number-theory based encryption algorithms, such as chaotic theory with different modes of operations, the Advanced Encryption Standard (AES), and the RC6 in a pre-processing step in order to achieve the required permutation and diffusion. The Rubik's cube is used afterwards in order to maximize the number of permutations. Transmission of images and videos is vital in today's communications systems. Hence, an effective encryption and modulation schemes are a must. The author adopts Orthogonal Frequency Division Multiplexing (OFDM), as the multicarrier transmission choice for wideband communications. For completeness, the author addresses the sensitivity of the encrypted data to the wireless channel impairments, and the effect of channel equalization on the received images and videos quality. Complete simulation experiments with MATLAB (R) codes are included. The book will help the reader obtain the required understanding for selecting the suitable encryption method that best fulfills the application requirements.
A human observer can effortlessly identify visible portions of geometric objects present in the environment. However, computations of visible portions of objects from a viewpoint involving thousands of objects is a time consuming task even for high speed computers. To solve such visibility problems, efficient algorithms have been designed. This book presents some of these visibility algorithms in two dimensions. Specifically, basic algorithms for point visibility, weak visibility, shortest paths, visibility graphs, link paths and visibility queries are all discussed. Several geometric properties are also established through lemmas and theorems. With over 300 figures and hundreds of exercises, this book is ideal for graduate students and researchers in the field of computational geometry. It will also be useful as a reference for researchers working in algorithms, robotics, computer graphics and geometric graph theory, and some algorithms from the book can be used in a first course in computational geometry.
The use of metaheuristic algorithms (MA) has been increasing in recent years, and the image processing field is not the exempted of their application. In the last two years a big amount of MA has been introduced as alternatives for solving complex optimization problems. This book collects the most prominent MA of the 2019 and 2020 and verifies its use in image processing tasks. In addition, literature review of both MA and digital image processing is presented as part of the introductory information. Each algorithm is detailed explained with special focus in the tuning parameters and the proper implementation for the image processing tasks. Besides several examples permits to the reader explore and confirm the use of this kind of intelligent methods. Since image processing is widely used in different domains, this book considers different kinds of datasets that includes, magnetic resonance images, thermal images, agriculture images, among others. The reader then can have some ideas of implementation that complement the theory exposed of each optimization mechanism. Regarding the image processing problems this book consider the segmentation by using different metrics based on entropies or variances. In the same way, the identification of different shapes and the detection of objects are also covered in the corresponding chapters. Each chapter is complemented with a wide range of experiments and statistical analysis that permits the reader to judge about the performance of the MA. Finally, there is included a section that includes some discussion and conclusions. This section also provides some open questions and research opportunities for the audience.
This book explores the use of a socio-inspired optimization algorithm (the Cohort Intelligence algorithm), along with Cognitive Computing and a Multi-Random Start Local Search optimization algorithm. One of the most important types of media used for steganography is the JPEG image. Considering four important aspects of steganography techniques - picture quality, high data-hiding capacity, secret text security and computational time - the book provides extensive information on four novel image-based steganography approaches that employ JPEG compression. Academics, scientists and engineers engaged in research, development and application of steganography techniques, optimization and data analytics will find the book's comprehensive coverage an invaluable resource.
Given how educators have come to rely on online modes of teaching and learning over the past two years, this handbook is a timely and much-needed exploration of how media educators are coping with changes in an online learning environment It showcases how educators and practitioners around the world adapted their routine media pedagogies to meet the challenges of the COVID-19 pandemic, which often led to significant social, economic, and cultural hardships The book combines an innovative mix of traditional chapters, autoethnography, case studies, and dialogue within an intercultural framework It focuses on the future of media education and provides a deeper understanding of the challenges and affordances of media education as we move forward The book covers vast-ranging topics, such as fighting disinformation, how vulnerable communities cope with disadvantages using media, transforming educational T.V. or YouTube to reach larger audiences, supporting students' wellbeing through various online strategies, examining early childhood, parents, and media mentoring using digital tools, reflecting on educators' intersectionality on video platforms, youth produced-media to fight injustice, teaching remotely and providing low tech solutions to address the digital divide, and searching for solutions collaboratively using social media It offers a unique and broad multicultural perspective on how we can learn from the challenges of addressing varied pedagogical issues that have arisen in the context of the pandemic It will allow researchers, educators, practitioners, institution leaders and graduate students to explore how media education evolved during 2020 and 2021, and how these experiences can shape the future direction of media education
Although the field of texture processing is now well-established, research in this area remains predominantly restricted to texture analysis and simple and approximate static textures. This comprehensive text/reference presents a survey of the state of the art in multidimensional, physically-correct visual texture modeling. Starting from basic principles and building upon the fundamentals to the latest advanced methods, the book brings together research from computer vision, pattern recognition, computer graphics, virtual and augmented reality. The text assumes a graduate-level understanding of statistics and probability theory, and a knowledge of basic computer graphics principles, but is accessible to newcomers to the field. Topics and features: reviews the entire process of texture synthesis, including material appearance representation, measurement, analysis, compression, modeling, editing, visualization, and perceptual evaluation; explains the derivation of the most common representations of visual texture, discussing their properties, advantages, and limitations; describes a range of techniques for the measurement of visual texture, including BRDF, SVBRDF, BTF and BSSRDF; investigates the visualization of textural information, from texture mapping and mip-mapping to illumination- and view-dependent data interpolation; examines techniques for perceptual validation and analysis, covering both standard pixel-wise similarity measures and also methods of visual psychophysics; reviews the applications of visual textures, from visual scene analysis in image processing and medical applications, to high-quality visualizations for cultural heritage and the automotive industry. Researchers, lecturers, students and practitioners will all find this book an invaluable reference on the rapidly developing new field of texture modeling.
The Ottawa International Animation Festival (OIAF) began in 1976 and stands today as one of the oldest and largest animation events in the world. One of the unique features of the OIAF is the inclusion of commissioned writings that provide attendees with a more in-depth background into the festival's special screenings. These writings have not only contextualized the festival presentations but have also contributed significantly to animation education and scholarship. The Corners are Glowing is a selection of the best writings (many unseen for decades) culled from past OIAF catalogues. These wide-ranging texts cover the spectrum of animation from the familiar (Daffy Duck, Pee Wee Herman, Bob Clampett, Joanna Quinn, Hiyao Miyazaki, Frank Tashlin) to the more esoteric (Robert Breer, Emily Pelstring, Taku Furukawa, Michael Sporn, and even the use of furniture in animation!). The Corners are Glowing is a valuable time capsule that celebrates animation's past and present, and the styles of writing are as diverse, enlightening, and fun as the animation subjects being written about.
The Ottawa International Animation Festival (OIAF) began in 1976 and stands today as one of the oldest and largest animation events in the world. One of the unique features of the OIAF is the inclusion of commissioned writings that provide attendees with a more in-depth background into the festival's special screenings. These writings have not only contextualized the festival presentations but have also contributed significantly to animation education and scholarship. The Corners are Glowing is a selection of the best writings (many unseen for decades) culled from past OIAF catalogues. These wide-ranging texts cover the spectrum of animation from the familiar (Daffy Duck, Pee Wee Herman, Bob Clampett, Joanna Quinn, Hiyao Miyazaki, Frank Tashlin) to the more esoteric (Robert Breer, Emily Pelstring, Taku Furukawa, Michael Sporn, and even the use of furniture in animation!). The Corners are Glowing is a valuable time capsule that celebrates animation's past and present, and the styles of writing are as diverse, enlightening, and fun as the animation subjects being written about.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
- Centers artificial intelligence as a pathway for media studies students, scholars and practitioners to navigate the broad terrain of software practice. - Examines the impact of software on everyday life as it traces the industrial development and migrations of AI and the connectedness of play to broader cultural, social and economic forces. - Connects history and theory to practice through a number of illustrative, culturally relevant media objects and case studies that will be familiar and engaging to many students. - With its focus on applied artificial intelligence in popular and public culture, it bridges the fields of software studies, science and technology studies, and video game studies.
- Centers artificial intelligence as a pathway for media studies students, scholars and practitioners to navigate the broad terrain of software practice. - Examines the impact of software on everyday life as it traces the industrial development and migrations of AI and the connectedness of play to broader cultural, social and economic forces. - Connects history and theory to practice through a number of illustrative, culturally relevant media objects and case studies that will be familiar and engaging to many students. - With its focus on applied artificial intelligence in popular and public culture, it bridges the fields of software studies, science and technology studies, and video game studies.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
The second edition of Disney Stories: Getting to Digital will be of interest to lovers of Disney history and also to lovers of Hollywood history in general. The first edition was planned as a short history of the companies evolution from analog storytelling to a digital online presence that closed the chapter on early Disney films with the release of the groundbreaking Snow White. The purpose of the new edition is to bring to readers a more complete view of the analog-digital story by including three new chapters on film that cover key developments from the live-animation hybrids of the 1940s to CAPS and CGI in the 1990s and VR in the 2010s. It also includes in the discussion of cross-media storytelling the acquisition of the exceptional story property, Star Wars, and discusses how Disney has brought the epic into the Disney Master Narrative by creating Galaxy's Edge in its US theme parks. Krystina Madej's engaging portrayal of the long history of Disney's love affair with storytelling and technology brings to life the larger focus of innovation in creating characters and stories that captivate an audience, and together with Newton Lee's detailed experience of Disney during the crucial 1995-2005 era when digital innovation in online and games was at its height in the company, makes for a fast-paced captivating read. Disney Stories first edition explored the history of Disney, both analog and digital. It described in detail how Walt Disney used inventive and often ground-breaking approaches in the use of sound, color, depth, and the psychology of characters to move the animation genre from short visual gags to feature-length films with meaningful stories that engaged audience's hearts as well as tickled their funny bones. It showed Walt's comprehensive approach to engaging the public across all media as he built the Disney Master Narrative by using products, books, comics, public engagements, fan groups such as the Mickey Mouse club, TV, and, of course, Disneyland, his theme park. Finally it showed how, after his passing, the company continued to embrace Walt's enthusiasm for using new technology to engage audiences through their commitment to innovation in digital worlds. It describes in detail the innovative storybook CD-ROMs, their extensive online presence, the software they used and created for MMORGs such as Toontown, and the use of production methods such as agile methodology. This new edition provides insight on major developments in Disney films that moved them into the digital world.
Since the early 20th century, medical imaging has been dominated by monochrome imaging modalities such as x-ray, computed tomography, ultrasound, and magnetic resonance imaging. As a result, color information has been overlooked in medical image analysis applications. Recently, various medical imaging modalities that involve color information have been introduced. These include cervicography, dermoscopy, fundus photography, gastrointestinal endoscopy, microscopy, and wound photography. However, in comparison to monochrome images, the analysis of color images is a relatively unexplored area. The multivariate nature of color image data presents new challenges for researchers and practitioners as the numerous methods developed for monochrome images are often not directly applicable to multichannel images. The goal of this volume is to summarize the state-of-the-art in the utilization of color information in medical image analysis.
This book reports on the theoretical foundations, fundamental applications and latest advances in various aspects of connected services for health information systems. The twelve chapters highlight state-of-the-art approaches, methodologies and systems for the design, development, deployment and innovative use of multisensory systems and tools for health management in smart city ecosystems. They exploit technologies like deep learning, artificial intelligence, augmented and virtual reality, cyber physical systems and sensor networks. Presenting the latest developments, identifying remaining challenges, and outlining future research directions for sensing, computing, communications and security aspects of connected health systems, the book will mainly appeal to academic and industrial researchers in the areas of health information systems, smart cities, and augmented reality.
Optimization plays an invaluable role in the exciting and rapidly developing field of computer vision, yet this importance is often overlooked in the literature. This practical and authoritative text/reference presents a broad introduction to the optimization methods used specifically in computer vision. In order to facilitate understanding, the presentation of the methods is supplemented by simple flow charts, followed by pseudocode implementations that reveal deeper insights into their mode of operation. These discussions are further supported by examples taken from important applications in computer vision. Topics and features: provides a comprehensive overview of computer vision-related optimization; covers a range of techniques from classical iterative multidimensional optimization to cutting-edge topics of graph cuts and GPU-suited total variation-based optimization; describes in detail the optimization methods employed in computer vision applications; illuminates key concepts with clearly written and step-by-step explanations; presents detailed information on implementation, including pseudocode for most methods. This easy-to-follow and applications-focused book is an essential resource for researchers and practitioners seeking guidance on implementing specific methods in computer vision.
Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.
Digital art practitioners work under the constant threat of a medium - the digital - that objectifies the self and depersonalises artistic identities. If digital technology is a pharmakon in that it can be either cure or poison, with regard to digital art practices the digital may have in fact worked as a placebo that has allowed us to push back the date in which the crisis between digital and art will be given serious thought. This book is hence concerned with an analysis of such a relationship and proposes their rethinking in terms of an ethico-phenomenological practice informed by an in-depth understanding of the digital medium. Giuseppe Torre engages with underground cultures such as Free and Libre Open Source Software (FLOSS) and its ties with art discourse. The discussion is informed by various philosophical discourses and media theories, with a focus on how such ideas connect back to the existing literature in performance studies. Replete with examples of artwork and practices, this book will be of great interest to students and scholars of theatre and performance studies, art and technology.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities. |
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