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Books > Computing & IT > Applications of computing > Image processing

Game Design Deep Dive - Roguelikes (Hardcover): Joshua Bycer Game Design Deep Dive - Roguelikes (Hardcover)
Joshua Bycer
R3,713 Discovery Miles 37 130 Ships in 12 - 19 working days

Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon's Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.

Image Processing and Pattern Recognition Based on Parallel Shift Technology - Based on Parallel Shift Technology (Paperback):... Image Processing and Pattern Recognition Based on Parallel Shift Technology - Based on Parallel Shift Technology (Paperback)
Stepan Bilan, Sergey Yuzhakov
R1,551 Discovery Miles 15 510 Ships in 12 - 19 working days

This book describes the methods and algorithms for image pre-processing and recognition. These methods are based on a parallel shift technology of the imaging copy, as well as simple mathematical operations to allow the generation of a minimum set of features to describe and recognize the image. This book also describes the theoretical foundations of parallel shift technology and pattern recognition. Based on these methods and theories, this book is intended to help researchers with artificial intelligence systems design, robotics, and developing software and hardware applications.

Statistical Computing in Nuclear Imaging (Paperback): Arkadiusz Sitek Statistical Computing in Nuclear Imaging (Paperback)
Arkadiusz Sitek
R1,561 Discovery Miles 15 610 Ships in 12 - 19 working days

Statistical Computing in Nuclear Imaging introduces aspects of Bayesian computing in nuclear imaging. The book provides an introduction to Bayesian statistics and concepts and is highly focused on the computational aspects of Bayesian data analysis of photon-limited data acquired in tomographic measurements. Basic statistical concepts, elements of decision theory, and counting statistics, including models of photon-limited data and Poisson approximations, are discussed in the first chapters. Monte Carlo methods and Markov chains in posterior analysis are discussed next along with an introduction to nuclear imaging and applications such as PET and SPECT. The final chapter includes illustrative examples of statistical computing, based on Poisson-multinomial statistics. Examples include calculation of Bayes factors and risks as well as Bayesian decision making and hypothesis testing. Appendices cover probability distributions, elements of set theory, multinomial distribution of single-voxel imaging, and derivations of sampling distribution ratios. C++ code used in the final chapter is also provided. The text can be used as a textbook that provides an introduction to Bayesian statistics and advanced computing in medical imaging for physicists, mathematicians, engineers, and computer scientists. It is also a valuable resource for a wide spectrum of practitioners of nuclear imaging data analysis, including seasoned scientists and researchers who have not been exposed to Bayesian paradigms.

Content-Based Image Classification - Efficient Machine Learning Using Robust Feature Extraction Techniques (Hardcover): Rik Das Content-Based Image Classification - Efficient Machine Learning Using Robust Feature Extraction Techniques (Hardcover)
Rik Das
R3,167 Discovery Miles 31 670 Ships in 12 - 19 working days

Content-Based Image Classification: Efficient Machine Learning Using Robust Feature Extraction Techniques is a comprehensive guide to research with invaluable image data. Social Science Research Network has revealed that 65% of people are visual learners. Research data provided by Hyerle (2000) has clearly shown 90% of information in the human brain is visual. Thus, it is no wonder that visual information processing in the brain is 60,000 times faster than text-based information (3M Corporation, 2001). Recently, we have witnessed a significant surge in conversing with images due to the popularity of social networking platforms. The other reason for embracing usage of image data is the mass availability of high-resolution cellphone cameras. Wide usage of image data in diversified application areas including medical science, media, sports, remote sensing, and so on, has spurred the need for further research in optimizing archival, maintenance, and retrieval of appropriate image content to leverage data-driven decision-making. This book demonstrates several techniques of image processing to represent image data in a desired format for information identification. It discusses the application of machine learning and deep learning for identifying and categorizing appropriate image data helpful in designing automated decision support systems. The book offers comprehensive coverage of the most essential topics, including: Image feature extraction with novel handcrafted techniques (traditional feature extraction) Image feature extraction with automated techniques (representation learning with CNNs) Significance of fusion-based approaches in enhancing classification accuracy MATLAB (R) codes for implementing the techniques Use of the Open Access data mining tool WEKA for multiple tasks The book is intended for budding researchers, technocrats, engineering students, and machine learning/deep learning enthusiasts who are willing to start their computer vision journey with content-based image recognition. The readers will get a clear picture of the essentials for transforming the image data into valuable means for insight generation. Readers will learn coding techniques necessary to propose novel mechanisms and disruptive approaches. The WEKA guide provided is beneficial for those uncomfortable coding for machine learning algorithms. The WEKA tool assists the learner in implementing machine learning algorithms with the click of a button. Thus, this book will be a stepping-stone for your machine learning journey. Please visit the author's website for any further guidance at https://www.rikdas.com/

Communicating Aggression in a Megamedia World (Hardcover): Beata Sierocka Communicating Aggression in a Megamedia World (Hardcover)
Beata Sierocka
R1,693 Discovery Miles 16 930 Ships in 12 - 19 working days

This book describes how, in the era of megamedia culture, aggression in communication constitutes a threat to the communication community. Based on the theoretical incorporation of transcendental pragmatics, the book explores how conceptualizing the phenomena of megamedia aggression from this perspective and diagnosing their destructive force are essential for: postulating the need for constructing a theory of media communication closely related to the model of discursive rationality, giving this theory a critical and normative character, and embedding it in the perspective of the project of social co-responsibility and in the plan for an ethics of co-responsibility. Combining key elements of media theory, the philosophy of communication, the concept of normative ethics and the fields of social psychology and social anthropology, this book will be of great interest to scholars and students in the areas of communication studies, philosophy, anthropology, psychology and psychoanalysis.

Advances In Chinese Document And Text Processing (Hardcover): Chenglin Liu, Yue Lu Advances In Chinese Document And Text Processing (Hardcover)
Chenglin Liu, Yue Lu
R3,298 Discovery Miles 32 980 Ships in 12 - 19 working days

The book is a collection of invited chapters by experts in Chinese document and text processing, and is part of a series on Language Processing, Pattern Recognition, and Intelligent Systems. The chapters introduce the latest advances and state-of-the-art methods for Chinese document image analysis and recognition, font design, text analysis and speaker recognition. Handwritten Chinese character recognition and text line recognition are at the core of document image analysis (DIA), and therefore, are addressed in four chapters for different scripts (online characters, offline characters, ancient characters, and text lines). Two chapters on character recognition pay much attention to deep convolutional neural networks (CNNs), which are widely used and performing superiorly in various pattern recognition problems. A chapter is contributed to describe a large handwriting database consisting both online and offline characters and text pages. Postal mail reading and writer identification, addressed in two chapters, are important applications of DIA. The collection can serve as reference for students and engineers in Chinese document and text processing and their applications.

A Biologically Inspired CMOS Image Sensor (Hardcover, 2013 ed.): Mukul Sarkar, Albert Theuwissen A Biologically Inspired CMOS Image Sensor (Hardcover, 2013 ed.)
Mukul Sarkar, Albert Theuwissen
R4,950 Discovery Miles 49 500 Ships in 12 - 19 working days

Biological systems are a source of inspiration in the development of small autonomous sensor nodes. The two major types of optical vision systems found in nature are the single aperture human eye and the compound eye of insects. The latter are among the most compact and smallest vision sensors. The eye is a compound of individual lenses with their own photoreceptor arrays. The visual system of insects allows them to fly with a limited intelligence and brain processing power. A CMOS image sensor replicating the perception of vision in insects is discussed and designed in this book for industrial (machine vision) and medical applications.

The CMOS metal layer is used to create an embedded micro-polarizer able to sense polarization information. This polarization information is shown to be useful in applications like real time material classification and autonomous agent navigation. Further the sensor is equipped with in pixel analog and digital memories which allow variation of the dynamic range and in-pixel binarization in real time. The binary output of the pixel tries to replicate the flickering effect of the insect s eye to detect smallest possible motion based on the change in state. An inbuilt counter counts the changes in states for each row to estimate the direction of the motion. The chip consists of an array of 128x128 pixels, it occupies an area of 5 x 4 mm2 and it has been designed and fabricated in an 180nm CMOS CIS process from UMC.

Image-Based Modeling (Hardcover, 2010 Ed.): Long Quan Image-Based Modeling (Hardcover, 2010 Ed.)
Long Quan
R2,921 Discovery Miles 29 210 Ships in 10 - 15 working days

"This book guides you in the journey of 3D modeling from the theory with elegant mathematics to applications with beautiful 3D model pictures. Written in a simple, straightforward, and concise manner, readers will learn the state of the art of 3D reconstruction and modeling." -Professor Takeo Kanade, Carnegie Mellon University The computer vision and graphics communities use different terminologies for the same ideas. This book provides a translation, enabling graphics researchers to apply vision concepts, and vice-versa, independence of chapters allows readers to directly jump into a specific chapter of interest, compared to other texts, gives more succinct treatment overall, and focuses primarily on vision geometry. Image-Based Modeling is for graduate students, researchers, and engineers working in the areas of computer vision, computer graphics, image processing, robotics, virtual reality, and photogrammetry.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R4,406 Discovery Miles 44 060 Ships in 12 - 19 working days

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Creating Games with Unreal Engine, Substance Painter, & Maya - Models, Textures, Animation, & Blueprint (Hardcover): Jingtian... Creating Games with Unreal Engine, Substance Painter, & Maya - Models, Textures, Animation, & Blueprint (Hardcover)
Jingtian Li, Kassandra Arevalo, Matthew Tovar
R4,565 Discovery Miles 45 650 Ships in 12 - 19 working days

Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games. * Build a complete game from start to finish. * Learn what the pros use: construct all assets using the tools used at industries across the world. * All software used are free to students. * When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

The Biopolitics of Gender in Science Fiction - Feminism and Female Machines (Hardcover): Emily Cox-Palmer-White The Biopolitics of Gender in Science Fiction - Feminism and Female Machines (Hardcover)
Emily Cox-Palmer-White
R3,719 Discovery Miles 37 190 Ships in 12 - 19 working days

Questioning essentialist forms of feminist discourse, this work develops an innovative approach to gender and feminist theory by drawing together the work of key feminist and gender theorists, such as Judith Butler and Donna Haraway, and the biopolitical philosophy of Giorgio Agamben and Gilles Deleuze. By analysing representations of the female cyborg figure, the gynoid, in science fiction literature, television, film and videogames, the work acknowledges its normative and subversive properties while also calling for a new feminist politics of selfhood and autonomy implied by the posthuman qualities of the female machine.

Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 2: The Walt Stanchfield Lectures (Paperback, 2nd edition):... Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 2: The Walt Stanchfield Lectures (Paperback, 2nd edition)
Walt Stanchfield; Edited by Don Hahn
R1,372 Discovery Miles 13 720 Ships in 9 - 17 working days

Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.

An Ethico-Phenomenology of Digital Art Practices (Hardcover): Giuseppe Torre An Ethico-Phenomenology of Digital Art Practices (Hardcover)
Giuseppe Torre
R4,458 Discovery Miles 44 580 Ships in 12 - 19 working days

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.

An Image Processing Tour of College Mathematics (Hardcover): Yevgeniy V. Galperin An Image Processing Tour of College Mathematics (Hardcover)
Yevgeniy V. Galperin
R5,383 Discovery Miles 53 830 Ships in 12 - 19 working days

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.

Advanced Color Image Processing and Analysis (Hardcover, 2012): Christine Fernandez-Maloigne Advanced Color Image Processing and Analysis (Hardcover, 2012)
Christine Fernandez-Maloigne
R4,464 Discovery Miles 44 640 Ships in 10 - 15 working days

This volume does much more than survey modern advanced color processing. Starting with a historical perspective on ways we have classified color, it sets out the latest numerical techniques for analyzing and processing colors, the leading edge in our search to accurately record and print what we see. The human eye perceives only a fraction of available light wavelengths, yet we live in a multicolor world of myriad shining hues. Colors rich in metaphorical associations make us purple with rage or green with envy, andcause us to see red. Defining colors has been the work of centuries, culminating in today s complex mathematical coding that nonetheless remains a work in progress: only recently have we possessed the computing capacity to process the algebraic matrices that reproduce color more accurately. With chapters on dihedral color and image spectrometers, this book provides technicians and researchers with the knowledge they need to grasp the intricacies of today s color imaging."

Biomedical Signal and Image Examination with Entropy-Based Techniques (Hardcover): V. Rajinikanth, K Kamalanand, C. Emmanuel,... Biomedical Signal and Image Examination with Entropy-Based Techniques (Hardcover)
V. Rajinikanth, K Kamalanand, C. Emmanuel, B. Thayumanavan
R4,015 Discovery Miles 40 150 Ships in 12 - 19 working days

The aim of this book is to outline the concept of entropy, various types of entropies and their implementation to evaluate a variety of biomedical signals/images. The book emphasizes various entropy-based image pre-processing methods which are essential for the development of suitable computerized examination systems. The recent research works on biomedical signal evaluation confirms that signal analysis provides vital information regarding the physiological condition of the patient, and the efficient evaluation of these signals can help to diagnose the nature and the severity of the disease. This book emphasizes various entropy-based image pre-processing methods which are essential for the development of suitable computerized examination systems for the analysis of biomedical images recorded with a variety of modalities. The work discusses the image pro-processing methods with the Entropies, such as Kapur, Tsallis, Shannon and Fuzzy on a class of RGB-scaled and gray-scaled medical pictures. The performance of the proposed technique is justified with the help of suitable case studies, which involves x-ray image analysis, MRI analysis and CT analysis. This book is intended for medical signal/image analysts, undergraduate and postgraduate students, researchers, and medical scientists interested in biomedical data evaluation.

Hybrid Image Processing Methods for Medical Image Examination (Hardcover): Venkatesan Rajinikanth, E Priya, Hong Lin, Fuhua Lin Hybrid Image Processing Methods for Medical Image Examination (Hardcover)
Venkatesan Rajinikanth, E Priya, Hong Lin, Fuhua Lin
R3,574 Discovery Miles 35 740 Ships in 12 - 19 working days

In view of better results expected from examination of medical datasets (images) with hybrid (integration of thresholding and segmentation) image processing methods, this work focuses on implementation of possible hybrid image examination techniques for medical images. It describes various image thresholding and segmentation methods which are essential for the development of such a hybrid processing tool. Further, this book presents the essential details, such as test image preparation, implementation of a chosen thresholding operation, evaluation of threshold image, and implementation of segmentation procedure and its evaluation, supported by pertinent case studies. Aimed at researchers/graduate students in the medical image processing domain, image processing, and computer engineering, this book: Provides broad background on various image thresholding and segmentation techniques Discusses information on various assessment metrics and the confusion matrix Proposes integration of the thresholding technique with the bio-inspired algorithms Explores case studies including MRI, CT, dermoscopy, and ultrasound images Includes separate chapters on machine learning and deep learning for medical image processing

Nonparametric Statistics on Manifolds and Their Applications to Object Data Analysis (Paperback): Victor Patrangenaru, Leif... Nonparametric Statistics on Manifolds and Their Applications to Object Data Analysis (Paperback)
Victor Patrangenaru, Leif Ellingson
R1,600 Discovery Miles 16 000 Ships in 12 - 19 working days

A New Way of Analyzing Object Data from a Nonparametric Viewpoint Nonparametric Statistics on Manifolds and Their Applications to Object Data Analysis provides one of the first thorough treatments of the theory and methodology for analyzing data on manifolds. It also presents in-depth applications to practical problems arising in a variety of fields, including statistics, medical imaging, computer vision, pattern recognition, and bioinformatics. The book begins with a survey of illustrative examples of object data before moving to a review of concepts from mathematical statistics, differential geometry, and topology. The authors next describe theory and methods for working on various manifolds, giving a historical perspective of concepts from mathematics and statistics. They then present problems from a wide variety of areas, including diffusion tensor imaging, similarity shape analysis, directional data analysis, and projective shape analysis for machine vision. The book concludes with a discussion of current related research and graduate-level teaching topics as well as considerations related to computational statistics. Researchers in diverse fields must combine statistical methodology with concepts from projective geometry, differential geometry, and topology to analyze data objects arising from non-Euclidean object spaces. An expert-driven guide to this approach, this book covers the general nonparametric theory for analyzing data on manifolds, methods for working with specific spaces, and extensive applications to practical research problems. These problems show how object data analysis opens a formidable door to the realm of big data analysis.

Theoretical Foundations of Digital Imaging Using MATLAB (Paperback): Leonid P Yaroslavsky Theoretical Foundations of Digital Imaging Using MATLAB (Paperback)
Leonid P Yaroslavsky
R2,016 Discovery Miles 20 160 Ships in 12 - 19 working days

With the ubiquitous use of digital imaging, a new profession has emerged: imaging engineering. Designed for newcomers to imaging science and engineering, Theoretical Foundations of Digital Imaging Using MATLAB (R) treats the theory of digital imaging as a specific branch of science. It covers the subject in its entirety, from image formation to image perfecting. Based on the author's 50 years of working and teaching in the field, the text first addresses the problem of converting images into digital signals that can be stored, transmitted, and processed on digital computers. It then explains how to adequately represent image transformations on computers. After presenting several examples of computational imaging, including numerical reconstruction of holograms and virtual image formation through computer-generated display holograms, the author introduces methods for image perfect resampling and building continuous image models. He also examines the fundamental problem of the optimal estimation of image parameters, such as how to localize targets in images. The book concludes with a comprehensive discussion of linear and nonlinear filtering methods for image perfecting and enhancement. Helping you master digital imaging, this book presents a unified theoretical basis for understanding and designing methods of imaging and image processing. To facilitate a deeper understanding of the major results, it offers a number of exercises supported by MATLAB programs, with the code available at www.crcpress.com.

2D Game Development with Unity (Paperback): Franz Lanzinger 2D Game Development with Unity (Paperback)
Franz Lanzinger
R1,877 Discovery Miles 18 770 Ships in 12 - 19 working days

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: 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 toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

Advanced Digital Image Processing and Its Applications in Big Data (Hardcover): Ankur Dumka, Alaknanda Ashok, Parag Verma,... Advanced Digital Image Processing and Its Applications in Big Data (Hardcover)
Ankur Dumka, Alaknanda Ashok, Parag Verma, Poonam Verma
R2,619 Discovery Miles 26 190 Ships in 12 - 19 working days

This book covers the technology of digital image processing in various fields with big data and their applications. Readers will understand various technologies and strategies used in digital image processing as well as handling big data, using machine-learning techniques. This book will help to improve the skills of students and researchers in such fields as engineering, agriculture, and medical imaging. There is a need to be able to understand and analyse the latest developments of digital image technology. As such, this book will cover: * Applications such as biomedical science and biometric image processing, content-based image retrieval, remote sensing, pattern recognition, shape and texture analysis * New concepts in color interpolation to produce the full color from the sub-pattern bare pattern color prevalent in today's digital cameras and other imaging devices * Image compression standards that are needed to serve diverse applications * Applications of remote sensing, medical science, traffic management, education, innovation, and analysis in agricultural design and image processing * Both soft and hard computing approaches at great length in relation to major image processing tasks * The direction and development of current and future research in many areas of image processing * A comprehensive bibliography for additional research (integrated within the framework of the book) This book focuses not only on theoretical and practical knowledge in the field but also on the traditional and latest tools and techniques adopted in image processing and data science. It also provides an indispensable guide to a wide range of basic and advanced techniques in the fields of image processing and data science.

20th Century Media and the American Psyche - A Strange Love (Paperback): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Paperback)
Charisse L'Pree Corsbie-Massay
R1,281 Discovery Miles 12 810 Ships in 12 - 19 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover)
Thorsten Quandt, Rachel Kowert
R4,461 Discovery Miles 44 610 Ships in 12 - 19 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

3D Game Textures - Create Professional Game Art Using Photoshop (Paperback, 4th edition): Luke Ahearn 3D Game Textures - Create Professional Game Art Using Photoshop (Paperback, 4th edition)
Luke Ahearn
R1,650 Discovery Miles 16 500 Ships in 12 - 19 working days

The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website-www.lukeahearn.com/textures-has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.

Understanding Motion Capture for Computer Animation (Paperback, 2nd edition): Alberto Menache Understanding Motion Capture for Computer Animation (Paperback, 2nd edition)
Alberto Menache
R1,353 Discovery Miles 13 530 Ships in 12 - 19 working days

The power of today s motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of "Understanding Motion Capture for Computer Animation and Video Games," an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering.

This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics.
Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture SystemsCompanion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programsDescribes all the mathematical principles associated with motion capture and 3D character mechanicsHelps you budget by explaining the costs associated with individualized motion capture projects "

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