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Books > Computing & IT > Applications of computing > Image processing
Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics
This book looks back to the early days of new and social media, to examine the potential threat that such technologies and platforms posed to the mainstream corporate media's gatekeeping, and its ability to exploit, humiliate, and even violate famous women Drawing on her own experiences working as part of this gatekeeping system, Stephanie Patrick argues that, in order to combat this threat, the mainstream media doubled down on gendered narratives of meritocracy that legitimized certain (male) celebrities over others Using a range of case studies spanning "old" media sites and "new," including Disney, Playboy, and reality television, this book demonstrates that sexual exploitation and violation could be considered constitutive of female celebrity, rather than a side effect Patrick's case studies include some of America's most (in)famous celebrities, including Miley Cyrus, Lindsay Lohan, Anna Nicole Smith, Paris Hilton, and Donald Trump, urging readers to question their assumptions about these figures and their public trajectories This nuanced exploration of patriarchal capitalism and women's ongoing sexual exploitation by the media will be an important reference for scholars and students of digital and new media, journalism, celebrity studies and gender studies
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
* 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.
Explores death as a narrative theme within cinema and animation Biographical insight into Dennis Tupicoff's works and how the subject of death impacted these completed award-winning films Special online access to Dennis Tupicoff's animated works In-depth exploration into ten of Dennis Tupicoff's most influential animations
a balanced blend of theoretical and practical information that enables readers to develop 3D worlds quickly and efficiently.
Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development. Using the structural concepts identified by Gilles Deleuze and Felix Guattari, the book is based around ideas related to labels such as Assemblage, Strata, Smooth and Striated Space, Temporal Space and, The Fold. The processes employed to undertake this research involved the creation of original texts, the development of frameworks for improvisation, the use of recordings within the process and implementation of techniques drawn from the practices of electroacoustic composition, and the use of ideas borrowed from electronic literature, publishing and game development. The results have helped to shape a compositional style which draws on these processes individually or collectively, drawing on practice often seen in game development, visual scores and composition using techniques found in electroacoustic music. Providing a journey through the landscape of emerging digital media, Sounding Emerging Media envisages a world where the composer/user/listener all become part of a continuum of collective artistry. This book is the ideal guide to the history and creation of audio for innovative digital media formats and represents crucial reading for both students and practitioners, from aspiring composers to experienced professionals.
Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development. Using the structural concepts identified by Gilles Deleuze and Felix Guattari, the book is based around ideas related to labels such as Assemblage, Strata, Smooth and Striated Space, Temporal Space and, The Fold. The processes employed to undertake this research involved the creation of original texts, the development of frameworks for improvisation, the use of recordings within the process and implementation of techniques drawn from the practices of electroacoustic composition, and the use of ideas borrowed from electronic literature, publishing and game development. The results have helped to shape a compositional style which draws on these processes individually or collectively, drawing on practice often seen in game development, visual scores and composition using techniques found in electroacoustic music. Providing a journey through the landscape of emerging digital media, Sounding Emerging Media envisages a world where the composer/user/listener all become part of a continuum of collective artistry. This book is the ideal guide to the history and creation of audio for innovative digital media formats and represents crucial reading for both students and practitioners, from aspiring composers to experienced professionals.
This book is a collection of the latest applications of methods from soft computing and machine learning in image processing. It explores different areas ranging from image segmentation to the object recognition using complex approaches, and includes the theory of the methodologies used to provide an overview of the application of these tools in image processing. The material has been compiled from a scientific perspective, and the book is primarily intended for undergraduate and postgraduate science, engineering, and computational mathematics students. It can also be used for courses on artificial intelligence, advanced image processing, and computational intelligence, and is a valuable resource for researchers in the evolutionary computation, artificial intelligence and image processing communities.
The goal of this book is to present the topic of discrete calculus to scientists and - gineers and to show how the theory can be applied to solving a wide variety of re- world problems. We feel that discrete calculus allows us to unify many approaches to data analysis and content extraction while being accessible enough to be widely applied in many ?elds and disciplines. This project initially began as a tutorial on discrete calculus and its applications, and we hope that this work can provide an introduction to discrete calculus and demonstrate its effectiveness in many problem domains. This book bene?ted enormously from the friends and colleagues who provided software, data, and their time in reading the manuscript. In particular, for software we would like to thank Sebastien Bougleux for help with total variation code for an arbitrary graph and Camille Couprie for powerwatershed code. For use of their data, we wish to thank Jason Bohland, James Fowler, David Gleich, and Robert S- ner. For comments on the manuscript we would like to thank Christopher Alvino, Mukund Balasubramanian, Jason Bohland, Sebastien Bougleux, Gaelle Desbordes, Mathieu Desbrun, Noha El-Zehiry, Gareth Funka-Lea, David Gleich, Oliver Hinds, Anil Hirani, Hiroshi Ishikawa, Robert Kotiuga, Elliot Saltzman, Dheeraj Singaraju, Ganesh Sundaramoorthi and Enzo Tonti. We thank Eric Schwartz for all his help and support over the years. We would like to thank Wayne Wheeler, Simon Rees, and Catherine Brett at Springer for their enthusiasm and for initially proposing this project.
Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.
The American Council of the Blind (ACB) Recipient of the 2022 Dr. Margaret Pfanstiehl Audio Description Achievement Award for Research and Development This Handbook provides a comprehensive overview of the expanding field of audio description, the practice of rendering the visual elements of a multimodal product such as a film, painting, or live performance in the spoken mode, for the benefit principally of the blind and visually impaired community. This volume brings together scholars, researchers, practitioners and service providers, such as broadcasters from all over the world, to cover as thoroughly as possible all the theoretical and practical aspects of this discipline. In 38 chapters, the expert authors chart how the discipline has become established both as an important professional service and as a valid academic subject, how it has evolved and how it has come to play such an important role in media accessibility. From the early history of the subject through to the challenges represented by ever-changing technology, the Handbook covers the approaches and methodologies adopted to analyse the "multimodal" text in the constant search for the optimum selection of the elements to describe. This is the essential guide and companion for advanced students, researchers and audio description professionals within the more general spheres of translation studies and media accessibility.
R is a powerful and free software system for data analysis and graphics, with over 5,000 add-on packages available. This book introduces R using SAS and SPSS terms with which you are already familiar. It demonstrates which of the add-on packages are most like SAS and SPSS and compares them to R's built-in functions. It steps through over 30 programs written in all three packages, comparing and contrasting the packages' differing approaches. The programs and practice datasets are available for download. The glossary defines over 50 R terms using SAS/SPSS jargon and again using R jargon. The table of contents and the index allow you to find equivalent R functions by looking up both SAS statements and SPSS commands. When finished, you will be able to import data, manage and transform it, create publication quality graphics, and perform basic statistical analyses. This new edition has updated programming, an expanded index, and even more statistical methods covered in over 25 new sections.
Informal sequel to Unsung Heroes of Animation and Animators Unearthed. Analysis of a wide range of films and filmmakers including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki Yuasa
Informal sequel to Unsung Heroes of Animation and Animators Unearthed. Analysis of a wide range of films and filmmakers including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki Yuasa
Provides a comprehensive guide about how to use machine vision for Industry 4.0 applications like analysis of images for automated inspections, object detection, object tracking etc. Includes case studies of Robotics Internet of Things with its current and future applications in Healthcare, Agriculture, Transportation, etc. It highlights the inclusion of impaired people in industry, like intelligent assistant that helps deaf-mute people to transmit instructions and warnings in a manufacturing process. It examines the significant technological advancements in machine vision for industrial Internet of things and explores the commercial benefits using the real world applications from healthcare to transportation. Provides a conceptual framework of Machine vision for the various Industrial applications. Addresses scientific aspects for a wider audience such as senior and junior engineers, undergraduate and post-graduate students, researchers, and anyone else interested in the trends, development, and opportunities for the Machine Vision for Industry 4.0 applications.
The book provides future research directions in IoT and image processing based Energy, Industry, and Healthcare domain and explores the different applications of its associated technologies. However, the Internet of Things and image processing is a very big field with a lot of subfields, which are very important such as Smart Homes to improve our daily life, Smart Cities to improve the citizens' life, Smart Towns to recover the livability and traditions, Smart Earth to protect our world, and Industrial Internet of Things to create safer and easier jobs. This book considers very important research areas in Energy, Industry, and Healthcare domain with IoT and image processing applications.The aim of the book to highlights future directions of optimization methods in various engineering and science applications in various IoT and image processing applications. Emphasis is given to deep learning and similar models of neural network-based learning techniques employed in solving optimization problems of different engineering and science applications. The role of AI in mechatronics is also highlighted using suitable optimization methods. This book considers very important research areas in Energy, Industry, and Healthcare. It addresses major issues and challenges in Energy, Industry, and Healthcare and solutions proposed for IoT-enabled cellular/computer networks, routing/communication protocols, surveillances applications, secured data management, and positioning approaches. It focuses mainly on smart and context-aware implementations. Key sailing Features: The impact of the proposed book is to provide a major area of concern to develop a foundation for the implementation process of new image processing and IoT devices based on Energy, Industry, and Healthcare related technology. The researchers working on image processing and IoT devices can correlate their work with other requirements of advanced technology in Energy, Industry, and Healthcare domain. To make aware of the latest technology like AI and Machine learning in Energy, Industry, and Healthcare related technology. Useful for the researcher to explore new things like Security, cryptography, and privacy in Energy, Industry, and Healthcare related technology. People who want to start in Energy, Industry, and Healthcare related technology with image processing and IoT world.
Image processing algorithms based on the mammalian visual cortex are powerful tools for extraction information and manipulating images. This book reviews the neural theory and translates them into digital models. Applications are given in areas of image recognition, foveation, image fusion and information extraction. The third edition reflects renewed international interest in pulse image processing with updated sections presenting several newly developed applications. This edition also introduces a suite of Python scripts that assist readers in replicating results presented in the text and to further develop their own applications.
- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.
- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.
Volume 3 of the second edition of the fully revised and updated Digital Signal and Image Processing using MATLAB, after first two volumes on the "Fundamentals" and "Advances and Applications: The Deterministic Case", focuses on the stochastic case. It will be of particular benefit to readers who already possess a good knowledge of MATLAB, a command of the fundamental elements of digital signal processing and who are familiar with both the fundamentals of continuous-spectrum spectral analysis and who have a certain mathematical knowledge concerning Hilbert spaces. This volume is focused on applications, but it also provides a good presentation of the principles. A number of elements closer in nature to statistics than to signal processing itself are widely discussed. This choice comes from a current tendency of signal processing to use techniques from this field. More than 200 programs and functions are provided in the MATLAB language, with useful comments and guidance, to enable numerical experiments to be carried out, thus allowing readers to develop a deeper understanding of both the theoretical and practical aspects of this subject.
This book equips readers to understand a complex range of healthcare products that are used to diagnose, monitor, and treat diseases or medical conditions affecting humans. The first part of the book presents medical technologies such as medical information retrieval, tissue engineering techniques, 3D medical imaging, nanotechnology innovations in medicine, medical wireless sensor networks, and knowledge mining techniques in medicine. The second half of the book focuses on healthcare technologies including prediction hospital readmission risk, modeling e-health framework, personal Web in healthcare, security issues for medical records, and personalized services in healthcare. The contributors are leading world researchers who share their innovations, making this handbook the definitive resource on these topics. Handbook of Medical and Healthcare Technologies is intended for a wide audience including academicians, designers, developers, researchers and advanced-level students. It is also valuable for business managers, entrepreneurs, and investors within the medical and healthcare industries.
This is a timely and relevant volume, considering the many manipulations and enhancements upon our ideas of reality in the 21st century The book explores how and why we deny, manipulate, convert, or enhance reality The book argues that examining the many ways in which we manipulate, deny, convert or enhance our realities can give us an idea of how to deal with reality, which in turn can provide us with a blueprint for how to live responsibly The book brings together an international team of contributors to discuss contemporary issues such as fake news, propaganda, virtual reality, theatre as real life and reality TV This book draws on examples from vast fields such as film studies, sociology, the social sciences and medicine This volume will appeal to scholars and upper-level students in the areas of communication and media studies, comparative literature, film studies, economics, English, international affairs, journalism, philosophy, psychology, sociology, and theatre |
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