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Books > Computing & IT > Applications of computing > Image processing
This book presents the topic of underwater real-time 3-D acoustical imaging covering the theory, algorithms and system design. It summarizes recent advances in wideband and ultra-wideband underwater real-time 3-D acoustical imaging, which will be very useful for developing next-generation systems. Through simulation techniques, readers are able to quickly learn and develop practical underwater real-time 3-D acoustical imaging systems of their own.
3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.
Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs
This book gathers full papers presented at the VipIMAGE 2019-VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing-held on October 16-18, 2019, in Porto, Portugal. It discusses cutting-edge methods, findings, and applications related to 3D vision, bio- and medical imaging, computer-aided diagnosis, image enhancement, image processing and analysis, virtual reality, and also describes in detail advanced image analysis techniques, such as image segmentation and feature selection, as well as statistical and geometrical modeling. The book provides both researchers and professionals with extensive and timely insights into advanced imaging techniques for various application purposes.
Focusing on how visual information is represented, stored and extracted in the human brain, this book uses cognitive neural modeling in order to show how visual information is represented and memorized in the brain. Breaking through traditional visual information processing methods, the author combines our understanding of perception and memory from the human brain with computer vision technology, and provides a new approach for image recognition and classification. While biological visual cognition models and human brain memory models are established, applications such as pest recognition and carrot detection are also involved in this book. Given the range of topics covered, this book is a valuable resource for students, researchers and practitioners interested in the rapidly evolving field of neurocomputing, computer vision and machine learning.
Congruences are ubiquitous in computer science, engineering, mathematics, and related areas. Developing techniques for finding (the number of) solutions of congruences is an important problem. But there are many scenarios in which we are interested in only a subset of the solutions; in other words, there are some restrictions. What do we know about these restricted congruences, their solutions, and applications? This book introduces the tools that are needed when working on restricted congruences and then systematically studies a variety of restricted congruences. Restricted Congruences in Computing defines several types of restricted congruence, obtains explicit formulae for the number of their solutions using a wide range of tools and techniques, and discusses their applications in cryptography, information security, information theory, coding theory, string theory, quantum field theory, parallel computing, artificial intelligence, computational biology, discrete mathematics, number theory, and more. This is the first book devoted to restricted congruences and their applications. It will be of interest to graduate students and researchers across computer science, electrical engineering, and mathematics.
While the JPEG image standard was developed more than 25 years ago, it is still dominant in terms of image formation, manipulation and transmission over the internet and other media. As technology advances, new demands have arisen for the efficient transmission and storage of images causing other formats to emerge. Over the years, several extensions such as, JPEGLS, JPEG2K, JPEGXT, JPEGXR, JPEGXS and JPEG Pleno, have been added, constructing a series of standards for the compression and transmission of images. This book is the first to bring together most of the series of JPEG standards in a book. This book covers the descriptions of the JPEG standards and gives the reader an overview of the latest advances in the standards of the Joint Photographic Experts Group. Topics discussed include: * JEPG; * JPEG XR; * JPEG XT; * JPEG 2000; * JPEG XS; * JPEG Pleno; * JPEG AIC; * JPEG LS; * JPEG XL; * JPSearch; * JPEG Systems; * JBIG.
Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.
Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.
Solves specific problems surrounding the spectral signature libraries of different minerals in multispectral and hyperspectral data. Helps develop new algorithms for retrieving mineral mining potential zones in remote sensing data. Includes over 200 equations that illustrate how to follow examples in the book.
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.
Inspired by Roland Barthes's practice of "semioclasm" in Mythologies, this book offers a "technoclasm"; a cultural critique of US narratives, discourses, images, and objects that have transformed the politics of automation into statements of fact about the "rise of the robots". Treating automation as an ensemble of technologies and science fictions, this book foregrounds automation's ideologies, exaggerations, failures, and mystifications of the social value of human labor in order to question accepted and prolific automation mythologies. Jesse Ramirez offers a study of automation that recognizes automation as a technosocial project, that uses the tools of cultural studies and history to investigate the narratives and ideologies that often implicitly frame the automation debate, and that concretely and soberly assesses the technologies that have made the headlines. The case studies featured include some of the most widely cited and celebrated automatic technologies, such as the Baxter industrial robot, the self-driving car, and the Watson AI system. An ideal resource for anyone interested in or studying emerging technology and society, automation, Marxist cultural theory, cultural studies, science fiction studies, and the cultural history of technology.
Do you have creative ideas that you wish you could transform into code? Do you want to boost your problem solving and logic skills? Do you want to enhance your career by adopting an algorithmic mindset? In our increasingly digital world, coding is an essential skill. Communicating an algorithm to a machine to perform a set of tasks is vital. Beginner's Guide to Code Algorithms: Experiments to Enhance Productivity and Solve Problems written by Deepankar Maitra teaches you how to think like a programmer. The author unravels the secret behind writing code - building a good algorithm. Algorithmic thinking leads to asking the right question and enables a shift from issue resolution to value creation. Having this mindset will make you more marketable to employers. This book takes you on a problem-solving journey to expand your mind and increase your willingness to experiment with code. You will: Learn the art of building an algorithm through hands-on exercises Understand how to develop code for inspiring productivity concepts Build a mentality of developing algorithms to solve problems Develop, test, review, and improve code through guided experimentation This book is designed to develop a culture of logical thinking through intellectual stimulation. It will benefit students and teachers of programming, business professionals, as well as experienced users of Microsoft Excel who wish to become proficient with macros.
Aims and Scope This book is both an introductory textbook and a research monograph on modeling the statistical structure of natural images. In very simple terms, "natural images" are photographs of the typical environment where we live. In this book, their statistical structure is described using a number of statistical models whose parameters are estimated from image samples. Our main motivation for exploring natural image statistics is computational m- eling of biological visual systems. A theoretical framework which is gaining more and more support considers the properties of the visual system to be re?ections of the statistical structure of natural images because of evolutionary adaptation processes. Another motivation for natural image statistics research is in computer science and engineering, where it helps in development of better image processing and computer vision methods. While research on natural image statistics has been growing rapidly since the mid-1990s, no attempt has been made to cover the ?eld in a single book, providing a uni?ed view of the different models and approaches. This book attempts to do just that. Furthermore, our aim is to provide an accessible introduction to the ?eld for students in related disciplines.
One of the more revolutionary parts of the MPEG-4 International Standard is the Face and Body Animation, or FBA: the specification for efficient coding of shape and animation of human faces and bodies. This specification is a result of collaboration of experts with different backgrounds ranging from image coding and compression to video analysis, computer graphics, as well as speech analysis and synthesis, all sharing a common interest in computer simulation of humans. This book concentrates on the animation of faces. Features include:
Provides the reader with clear, concise, instructions that help build on the fundamentals of graphics, 3D modeling, and animation With nearly two hundred, vibrant images to help the reader understand the designing process Review questions at the end of each chapter that will help readers hone their understanding of the content
This interdisciplinary volume will be an important resource for scholars, students and activists working in the areas of Cultural Studies, Media and Visual Studies, Indigenous Studies, Refugee Studies and Law An international team of authors take a multidisciplinary approach to questions of race, geographies of state violence and countermaps of resistance across North America, Australia and Europe The book establishes rich lines of dialogic connection between digital and other media by incorporating both traditional scholarly resources and digital archives, databases, social media
This book offers a comprehensive scholarly overview of Reddit, one of the most popular and least studied social platforms of the early 21st century. The book inspires new ways of thinking about Reddit, considering it from multiple perspectives: through a historical lens, as a site where identity is forged, as a democracy, as a community, and as a news aggregator and distributor. By bringing theories from computer-mediated communication, communication studies, and sociology to bear on original, large-scale observational analyses of Reddit's communities, this book provides a uniquely comprehensive overview of the platform's first 15 years. Understanding Reddit will help us make sense of how rapidly growing communities function in an era of mass online anonymity. Serving both as a primer on how social behavior on Reddit plays out, and as a way of locating it within multiple theoretical traditions, the book will offer important insights to scholars and students in the disciplines of communication, media studies, information science, internet and emerging media studies, and sociology.
In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.
The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making. In his essay On Fairy Stories and a short poem entitled Mythopoeia, Tolkien makes the case that the fairy tale aesthetic is simply a more intimate version of the same principle underlying the great myths: the human desire to make meaning out of the world. By using mythopoeia as a touchstone concept, the essays in this volume explore how The Legend of Zelda series turns the avatar, through which the player interacts with the in-game world, into a player-character symbiote wherein the individual both enacts and observes the process of integrating worldbuilding with storytelling. Twelve essays explore Zelda's mythmaking from the standpoints of literary criticism, videogame theory, musicology, ecocriticism, pedagogy, and more.
In recent years visual devices have proliferated, from the massive high-resolution, high-contrast screens to the tiny ones on mobile phones, with their limited dynamic range and color gamut. The wide variety of screens on which content may be viewed creates a challenge for developers. Adapting visual content for optimized viewing on all devices is called retargeting. This is the first book to provide a holistic view of the subject, thoroughly reviewing and analyzing the many techniques that have been developed for retargeting along dimensions such as color gamut, dynamic range, and spatial resolution.
A Selection of Image Processing Techniques: From Fundamentals to Research Front focuses on seven commonly used image-processing techniques. These are de-noising, de-blurring, repairing, de-fogging, reconstruction from projection, watermarking, and super-resolution. This book is suitable for readers who do not have a complete foundation in the principles of image technology but need to use image techniques to solve specific tasks in particular applications. Hence, elementary knowledge for further study is provided, allowing the reader to discover suitable techniques for solving practical problems and to learn the latest developments in a specific domain. This book offers readers a three-step strategy toward problem solving: first, essential principles, then, a detailed explanation, and finally, a discussion of practical and working techniques for specific tasks. Throughout, the author highlights materials pertaining to the newest developments and trends of the technologies.
This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences. The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don't inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences. The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.
Key Features: This work aims to be the most approachable book about UX. Many books on the topic are highly specialized and are not easy to read for people who just want to understand it better. This book is easy to read and aims to popularize the UX mindset while debunking its main misconceptions. Small format size makes it easy to carry around. Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. It tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services. Includes a glossary.
This book examines the context, motivation and current status of biometric systems based on the palmprint, with a specific focus on touchless and less-constrained systems. It covers new technologies in this rapidly evolving field and is one of the first comprehensive books on palmprint recognition systems. It discusses the research literature and the most relevant industrial applications of palmprint biometrics, including the low-cost solutions based on webcams. The steps of biometric recognition are described in detail, including acquisition setups, algorithms, and evaluation procedures. Constraints and limitations of current palmprint recognition systems are analyzed and discussed. The authors also introduce innovative methods for touchless and less-constrained palmprint recognition, with the aim to make palmprint biometrics easier to use in practical, daily-life applications, and overcome the typical constraints and limitations described. Touchless Palmprint Recognition Systems targets professionals and researchers working in biometrics, image processing and three-dimensional reconstruction. Advanced-level students studying biometrics and computer science will also find this material valuable as a secondary text book or reference. |
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