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Books > Computing & IT > Applications of computing > Image processing
An Image Processing Tour of College Mathematics aims to provide meaningful context for reviewing key topics of the college mathematics curriculum, to help students gain confidence in using concepts and techniques of applied mathematics, to increase student awareness of recent developments in mathematical sciences, and to help students prepare for graduate studies. The topics covered include a library of elementary functions, basic concepts of descriptive statistics, probability distributions of functions of random variables, definitions and concepts behind first- and second-order derivatives, most concepts and techniques of traditional linear algebra courses, an introduction to Fourier analysis, and a variety of discrete wavelet transforms - all of that in the context of digital image processing. Features Pre-calculus material and basic concepts of descriptive statistics are reviewed in the context of image processing in the spatial domain. Key concepts of linear algebra are reviewed both in the context of fundamental operations with digital images and in the more advanced context of discrete wavelet transforms. Some of the key concepts of probability theory are reviewed in the context of image equalization and histogram matching. The convolution operation is introduced painlessly and naturally in the context of naive filtering for denoising and is subsequently used for edge detection and image restoration. An accessible elementary introduction to Fourier analysis is provided in the context of image restoration. Discrete wavelet transforms are introduced in the context of image compression, and the readers become more aware of some of the recent developments in applied mathematics. This text helps students of mathematics ease their way into mastering the basics of scientific computer programming.
This book presents practical optimization techniques used in image processing and computer vision problems. Ill-posed problems are introduced and used as examples to show how each type of problem is related to typical image processing and computer vision problems. Unconstrained optimization gives the best solution based on numerical minimization of a single, scalar-valued objective function or cost function. Unconstrained optimization problems have been intensively studied, and many algorithms and tools have been developed to solve them. Most practical optimization problems, however, arise with a set of constraints. Typical examples of constraints include: (i) pre-specified pixel intensity range, (ii) smoothness or correlation with neighboring information, (iii) existence on a certain contour of lines or curves, and (iv) given statistical or spectral characteristics of the solution. Regularized optimization is a special method used to solve a class of constrained optimization problems. The term regularization refers to the transformation of an objective function with constraints into a different objective function, automatically reflecting constraints in the unconstrained minimization process. Because of its simplicity and efficiency, regularized optimization has many application areas, such as image restoration, image reconstruction, optical flow estimation, etc. Optimization plays a major role in a wide variety of theories for image processing and computer vision. Various optimization techniques are used at different levels for these problems, and this volume summarizes and explains these techniques as applied to image processing and computer vision.
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.
This book presents essential perspectives on digital convolutions in wireless communications systems and illustrates their corresponding efficient real-time field-programmable gate array (FPGA) implementations. FPGAs or generic all programmable devices will soon become widespread, serving as the "brains" of all types of real-time smart signal processing systems, like smart networks, smart homes and smart cities. The book examines digital convolution by bringing together the following main elements: the fundamental theory behind the mathematical formulae together with corresponding physical phenomena; virtualized algorithm simulation together with benchmark real-time FPGA implementations; and detailed, state-of-the-art case studies on wireless applications, including popular linear convolution in digital front ends (DFEs); nonlinear convolution in digital pre-distortion (DPD) enabled high-efficiency wireless RF transceivers; and fast linear convolution in massive multiple-input multiple-output (MIMO) systems. After reading this book, students and professionals will be able to: * Understand digital convolution with inside-out information: discover what convolution is, why it is important and how it works. * Enhance their FPGA design skills, i.e., enhance their FPGA-related prototyping capability with model-based hands-on examples. * Rapidly expand their digital signal processing (DSP) blocks: to examine how to rapidly and efficiently create (DSP) functional blocks on a programmable FPGA chip as a reusable intellectual property (IP) core. * Upgrade their expertise as both "thinkers" and "doers": minimize/close the gap between mathematical equations and FPGA implementations for existing and emerging wireless applications.
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games-based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
Welcome to the second volume of Game Audio Programming: Principles and Practices - the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!
This book provides a systematic overview of watermarking and steganography methods for triangle meshes related to computer graphics and security. The significance of this research has been well recognized by the growing body of work on watermarking, steganography and steganalysis of 3D meshes. With the evolution of the CAD industry and real-world end-user applications such as virtual reality (VR) and 3D printing, 3D meshes have attracted world-wide attention. Besides, the flexible data structure of 3D geometry provides enough space to embed secret information, making it ideal for applications such as copyright protection and covert communication. Our goal of the book is to allow readers to systematically understand 3D mesh information hiding technology and its applications as a whole. The book outlines comprehensive techniques, including handcrafted and deep learning-based techniques, digital and physical techniques in the literature and provides standard evaluation metrics for triangle meshes. The up-to-date geometrical deep learning and 3D printing-related algorithms are also covered. Offering a rich blend of ideas and algorithms, the book is up-to-date and self-contained. It is an excellent reference resource for users who are seeking 3D mesh watermarking and steganography algorithms, as well as for graduate students and researchers wanting to grasp the frontiers of triangular mesh processing on data hiding.
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.
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games-based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
a balanced blend of theoretical and practical information that enables readers to develop 3D worlds quickly and efficiently.
Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.
This book presents non-linear image enhancement approaches to mammograms as a robust computer-aided analysis solution for the early detection of breast cancer, and provides a compendium of non-linear mammogram enhancement approaches: from the fundamentals to research challenges, practical implementations, validation, and advances in applications. The book includes a comprehensive discussion on breast cancer, mammography, breast anomalies, and computer-aided analysis of mammograms. It also addresses fundamental concepts of mammogram enhancement and associated challenges, and features a detailed review of various state-of-the-art approaches to the enhancement of mammographic images and emerging research gaps. Given its scope, the book offers a valuable asset for radiologists and medical experts (oncologists), as mammogram visualization can enhance the precision of their diagnostic analyses; and for researchers and engineers, as the analysis of non-linear filters is one of the most challenging research domains in image processing.
This book comprises a collection of papers by international experts, presented at the International Conference on NextGen Electronic Technologies (ICNETS2-2017). ICNETS2 encompassed six symposia covering all aspects of electronics and communications engineering domains, including relevant nano/micro materials and devices. Featuring the latest research on computational signal processing and analysis, the book is useful to researchers, professionals, and students working in the core areas of electronics and their applications, especially signal processing, embedded systems, and networking.
Images are all around us The proliferation of low-cost, high-quality imaging devices has led to an explosion in acquired images. When these images are acquired from a microscope, telescope, satellite, or medical imaging device, there is a statistical image processing task: the inference of something--an artery, a road, a DNA marker, an oil spill--from imagery, possibly noisy, blurry, or incomplete. A great many textbooks have been written on image processing. However this book does not so much focus on images, per se, but rather on spatial data sets, with one or more measurements taken over a two or higher dimensional space, and to which standard image-processing algorithms may not apply. There are many important data analysis methods developed in this text for such statistical image problems. Examples abound throughout remote sensing (satellite data mapping, data assimilation, climate-change studies, land use), medical imaging (organ segmentation, anomaly detection), computer vision (image classification, segmentation), and other 2D/3D problems (biological imaging, porous media). The goal, then, of this text is to address methods for solving multidimensional statistical problems. The text strikes a balance between mathematics and theory on the one hand, versus applications and algorithms on the other, by deliberately developing the basic theory (Part I), the mathematical modeling (Part II), and the algorithmic and numerical methods (Part III) of solving a given problem. The particular emphases of the book include inverse problems, multidimensional modeling, random fields, and hierarchical methods.
Tensor signal processing is an emerging field with important applications to computer vision and image processing. This book presents the state of the art in this new branch of signal processing, offering a great deal of research and discussions by leading experts in the area. The wide-ranging volume offers an overview into cutting-edge research into the newest tensor processing techniques and their application to different domains related to computer vision and image processing. This comprehensive text will prove to be an invaluable reference and resource for researchers, practitioners and advanced students working in the area of computer vision and image processing.
This book offers a timely exploration of our patterns of engagement with politics, news, and information in current high-choice information environments It analyzes the issue plaguing our society today - The spread of misinformation and its impact on the public sphere, our politics and our everyday lives The book offers insights into the processes that influence the supply of misinformation and factors influencing how and why people expose themselves to and process information that may support or contradict their beliefs and attitudes A team of authors from across a range of disciplines address the phenomena of knowledge resistance and its causes and consequences at the macro- as well as the micro-level The chapters take a philosophical look at the notion of knowledge resistance, before moving on to discuss issues such as misinformation and fake news, psychological mechanisms such as motivated reasoning in processes of selective exposure and attention, how people respond to evidence and fact-checking, the role of political partisanship, political polarization over factual beliefs, and how knowledge resistance might be counteracted This book will have a broad appeal to scholars and students interested in knowledge resistance, primarily within philosophy, psychology, media and communication, and political science, as well as journalists and policymakers
This book presents studies involving algorithms in the machine learning paradigms. It discusses a variety of learning problems with diverse applications, including prediction, concept learning, explanation-based learning, case-based (exemplar-based) learning, statistical rule-based learning, feature extraction-based learning, optimization-based learning, quantum-inspired learning, multi-criteria-based learning and hybrid intelligence-based learning.
This book discusses blind investigation and recovery of digital evidence left behind on digital devices, primarily for the purpose of tracing cybercrime sources and criminals. It presents an overview of the challenges of digital image forensics, with a specific focus on two of the most common forensic problems. The first part of the book addresses image source investigation, which involves mapping an image back to its camera source to facilitate investigating and tracing the source of a crime. The second part of the book focuses on image-forgery detection, primarily focusing on "copy-move forgery" in digital images, and presenting effective solutions to copy-move forgery detection with an emphasis on additional related challenges such as blur-invariance, similar genuine object identification, etc. The book concludes with future research directions, including counter forensics. With the necessary mathematical information in every chapter, the book serves as a useful reference resource for researchers and professionals alike. In addition, it can also be used as a supplementary text for upper-undergraduate and graduate-level courses on "Digital Image Processing", "Information Security", "Machine Learning", "Computer Vision" and "Multimedia Security and Forensics".
This book continues first one of the same authors "Adaptive Image Processing Algorithms for Printing" and presents methods and software solutions for copying and scanning various types of documents by conventional office equipment, offering techniques for correction of distortions and enhancement of scanned documents; techniques for automatic cropping and de-skew; approaches for segmentation of text and picture regions; documents classifiers; approach for vectorization of symbols by approximation of their contour by curves; methods for optimal compression of scanned documents, algorithm for stitching parts of large originals; copy-protection methods by microprinting and embedding of hidden information to hardcopy; algorithmic approach for toner saving. In addition, method for integral printing is considered. Described techniques operate in automatic mode thanks to machine learning or ingenious heuristics. Most the techniques presented have a low computational complexity and memory consumption due to they were designed for firmware of embedded systems or software drivers. The book reflects the authors' practical experience in algorithm development for industrial R&D.
Since time immemorial, vision in general and images in particular have played an important and essential role in human life. Nowadays, the field of image processing also has numerous scientific, commercial, industrial and military applications. All these applications result from the interaction between fun damental scientific research on the one hand, and the development of new and high-standard technology on the other hand. Regarding the scientific com ponent, quite recently the scientific community became familiar with "fuzzy techniques" in image processing, which make use of the framework of fuzzy sets and related theories. The theory of fuzzy sets was initiated in 1965 by Zadeh, and is one of the most developed models to treat imprecision and uncertainty. Instead of the classical approach that an object belongs or does not belong to a set, the concept of a fuzzy set allows a gradual transition from membership to nonmembership, providing partial degrees of member ship. Fuzzy techniques are often complementary to existing techniques and can contribute to the development of better and more robust methods, as has already been illustrated in numerous scientific branches. With this vol ume, we want to demonstrate that the introduction and application of fuzzy techniques can also be very successful in the area of image processing. This book contains high-quality contributions of over 30 field experts, covering a wide range of both theoretical and practical applications of fuzzy techniques in image processing.
This volume helps to fill the gap between data analytics, image processing, and soft computing practices. Soft computing methods are used to focus on data analytics and image processing to develop good intelligent systems. To this end, readers of this volume will find quality research that presents the current trends, advanced methods, and hybridized techniques relating to data analytics and intelligent systems. The book also features case studies related to medical diagnosis with the use of image processing and soft computing algorithms in particular models. Providing extensive coverage of biometric systems, soft computing, image processing, artificial intelligence, and data analytics, the chapter authors discuss the latest research issues, present solutions to research problems, and look at comparative analysis with earlier results. Topics include some of the most important challenges and discoveries in intelligent systems today, such as computer vision concepts and image identification, data analysis and computational paradigms, deep learning techniques, face and speaker recognition systems, and more.
* There are no books dedicated specifically to freelancing in games. * There are more freelancing jobs available than ever before, as permanent jobs in the industry decrease. * More and more developers are looking/willing to work with telecommuting/remote freelancers, giving more opportunities to freelancers who can't move for a job.
A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling. |
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