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Books > Computing & IT > Applications of computing > Image processing
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.
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.
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.
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.
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.
Traditionally, scientific fields have defined boundaries, and scientists work on research problems within those boundaries. However, from time to time those boundaries get shifted or blurred to evolve new fields. For instance, the original goal of computer vision was to understand a single image of a scene, by identifying objects, their structure, and spatial arrangements. This has been referred to as image understanding. Recently, computer vision has gradually been making the transition away from understanding single images to analyz ing image sequences, or video understanding. Video understanding deals with understanding of video sequences, e. g., recognition of gestures, activities, fa cial expressions, etc. The main shift in the classic paradigm has been from the recognition of static objects in the scene to motion-based recognition of actions and events. Video understanding has overlapping research problems with other fields, therefore blurring the fixed boundaries. Computer graphics, image processing, and video databases have obvious overlap with computer vision. The main goal of computer graphics is to gener ate and animate realistic looking images, and videos. Researchers in computer graphics are increasingly employing techniques from computer vision to gen erate the synthetic imagery. A good example of this is image-based rendering and modeling techniques, in which geometry, appearance, and lighting is de rived from real images using computer vision techniques. Here the shift is from synthesis to analysis followed by synthesis."
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.
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.
This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.
Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.
This unique survey of the career of Michael Dudok de Wit discusses all of his works and offers a glimpse into his private life. The biography of this European master of 2D animation, born in the Netherlands and based in London, is the first complete overview of the well-defined and canonic opus of this humble genius. Visually and thematically, Dudok de Wit's poetic and singular style of animation differs from the rest of contemporary independent animation production. This book reveals what still challenges and thrills Dudok de Wit in the art of animation and why he persistently continues to believe in the beauty of hand-drawn animation. Key Features The complete animation production of Michael Dudok de Wit, never-before reviewed in one volume An all-embracing approach regarding this auteur, unavailable elsewhere in one place (his biography, his peculiar method of work, his extracurricular activities) An ad hoc glossary of animation written by Michael Dudok de Wit and a critical reception of his body of work with a wide contribution of his colleagues and collaborators Filmography and bibliography Author Andrijana Ruzic graduated in History and Criticism of Art at the Universita degli Studi in Milan, Italy, where she fell in love with the medium of animation. She specialised in the History of Animated Film under Giannalberto Bendazzi's mentorship. For the past six years, she has curated the section dedicated to animated films at the International Comics Festival in Belgrade, Serbia. She is a member of the Selection Board of Animafest Scanner, the symposium for Contemporary Animation Studies at the World Festival of Animated Film held annually in Zagreb, Croatia. She writes about animation and art for the Belgrade weekly magazine Vreme.
A Beginner's Guide to Image Multi-Level Thresholding emphasizes various image thresholding methods that are necessary for image pre-processing and initial level enhancement. Explains basic concepts and the implementation of Image Multi-Level Thresholding (grayscale and RGB images) Presents a detailed evaluation in real-time application, including the need for heuristic algorithm, the choice of objective and threshold function, and the evaluation of the outcome Describes how the image thresholding acts as a pre-processing technique and how the region of interest in a medical image is enhanced with thresholding Illustrates integration of the thresholding technique with bio-inspired algorithms Includes current findings and future directions of image multi-level thresholding and its practical implementation Emphasizes the need for multi-level thresholding with suitable examples The book is aimed at graduate students and researchers in image processing, electronics engineering, computer sciences and engineering.
This book examines third-party review sites (TPRS) and the intersection of the review economy and neoliberal public relations, in order to understand how users and organizations engage the 21st century global review economy. The author applies communication and digital media theories to evaluate contemporary case studies that challenge TPRS and control over digital reputation. Chapters analyze famous cases such as the Texas photographer who sued her clients for negative reviews and activists using Yelp to protest the hunt of "Cecil the Lion," to illustrate the complicated yet important role of TPRS in the review economy. Theories such as neoliberal public relations, digital dialogic communication and cultural intermediaries help explain the impact of reviews and how to apply lessons learned from infamous cases. This nuanced and up to date exploration of the contemporary review economy will offer insights and best practice for academic researchers and upper-level undergraduate students in public relations, digital media, or strategic communication programs.
The past 10 years have brought amazing changes to the technologies used to turn remotely sensed data into maps. As a result, the principles and practices necessary for assessing the accuracy of those maps have also evolved and matured. This third edition of Assessing the Accuracy of Remotely Sensed Data: Principles and Practices is thoroughly updated and includes five new chapters. Now 15 chapters long, this text is the only one of its kind to provide geospatial analysts with the requisite considerations, tools, and theory necessary to conduct successful and efficient map accuracy assessments; and map users with the knowledge to fully understand the assessment process to ensure effective use of maps. See What's New in the Third Edition: All original chapters have been updated to include new standards, practices, and methodologies. A new chapter on planning accuracy assessments. A new chapter on assessing maps created using object-based technologies. Two case study chapters - one showcasing the assessment of maps created from traditional methods, and one on the assessment of object-based maps. Emphasis on considering and planning for positional accuracy in concert with thematic accuracy. An appendix containing the internationally recognized ASPRS Positional Accuracy Standards. A new final chapter summarizing the key concepts, considerations and lessons learned by the authors in their decades of implementing and evaluating accuracy assessments. Assessing map accuracy is complex; however, the discussions in this book, together with the many figures, tables, and case studies, clearly present the necessary concepts and considerations for conducting an assessment that is both is practical, statistically reliable, and achievable.
Principles of Synthetic Aperture Radar Imaging: A System Simulation Approach demonstrates the use of image simulation for SAR. It covers the various applications of SAR (including feature extraction, target classification, and change detection), provides a complete understanding of SAR principles, and illustrates the complete chain of a SAR operation. The book places special emphasis on a ground-based SAR, but also explains space and air-borne systems. It contains chapters on signal speckle, radar-signal models, sensor-trajectory models, SAR-image focusing, platform-motion compensation, and microwave-scattering from random media. While discussing SAR image focusing and motion compensation, it presents processing algorithms and applications that feature extraction, target classification, and change detection. It also provides samples of simulation on various scenarios, and includes simulation flowcharts and results that are detailed throughout the book. Introducing SAR imaging from a systems point of view, the author: Considers the recent development of MIMO SAR technology Includes selected GPU implementation Provides a numerical analysis of system parameters (including platforms, sensor, and image focusing, and their influence) Explores wave-target interactions, signal transmission and reception, image formation, motion compensation Covers all platform motion compensation and error analysis, and their impact on final image radiometric and geometric quality Describes a ground-based SFMCW system Principles of Synthetic Aperture Radar Imaging: A System Simulation Approach is dedicated to the use, study, and development of SAR systems. The book focuses on image formation or focusing, treats platform motion and image focusing, and is suitable for students, radar engineers, and micr
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.
This book intends to provide a comprehensive overview on different aspects of mechanisms and techniques for information security. It is written for students, researchers, and professionals studying in the field of multimedia security and steganography. Multimedia security and steganography is especially relevant due to the global scale of digital multimedia and the rapid growth of the Internet. Digital watermarking technology can be used to guarantee authenticity and can be applied as proof that the content has not been altered since insertion. Updated techniques and advances in watermarking are explored in this new edition. The combinational spatial and frequency domains watermarking technique provides a new concept of enlarging the embedding capacity of watermarks. The genetic algorithm (GA) based watermarking technique solves the rounding error problem and provide an efficient embedding approach. Each chapter provides the reader with a fundamental, theoretical framework, while developing the extensive advanced techniques and considering the essential principles of the digital watermarking and steganographic systems. Several robust algorithms that are presented throughout illustrate the framework and provide assistance and tools in understanding and implementing the fundamental principles.
Inspection is crucial to the management of ageing infrastructure. Visual information on structures is regularly collected but very little work exists on its organised and quantitative analysis, even though image processing can significantly enhance these inspection processes and transfer real financial and safety benefits to the managers, owners and users. Additionally, new opportunities exist in the fast evolving sectors of wind and wave energy to add value to image-based inspection techniques. This book is a first for structural engineers and inspectors who wish to harness the full potential of cameras as an inspection tool. It is particularly directed to the inspection of offshore and marine structures and the application of image-based methods in underwater inspections. It outlines a set of best practice guidelines for obtaining imagery, then the fundamentals of image processing are covered along with several image processing techniques which can be used to assess multiple damage forms: crack detection, corrosion detection, and depth analysis of marine growth on offshore structures. The book provides benchmark performance measures for these techniques under various visibility conditions using an image repository which will help inspectors to envisage the effectiveness of the techniques when applied. MATLAB (R) scripts and access to the underwater image repository are included so readers can run these techniques themselves. Practising engineers and managers of infrastructure assets are guided in image processing based inspection. Researchers can use this book as a primer, and it also suits advanced graduate courses in infrastructure management or on applied image processing.
Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.
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.
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry - often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.
Long used in undergraduate and introductory graduate courses, Astrophysical Techniques, Seventh Edition provides an accessible yet comprehensive account of the innovate instruments, detectors, and techniques employed in astronomy and astrophysics. Emphasizing the underlying unity of all astronomical observations, this popular textbook provides a coherent state-of-the-art account of the instruments and techniques used in current astronomy and astrophysics. Fully updated throughout, this seventh edition builds upon the sixth edition, covering improved techniques and cutting-edge methods in the field, as well as other exciting new developments in gravitational waves, dark matter and energy, the use of photonics, and astronomy education and outreach, in addition to further detailed discussions on the latest scientific instruments and individual detectors. The book is written in a very accessible manner, and most of the mathematics is accessible to those who have attended a mathematics course in their final years at school. Nevertheless, the treatment of the topics in general is at a sufficiently high level to be of use to those professionals seeking technical information in areas of astronomy with which they might not be completely familiar. Key Features: Details the instrumentation and theory of astronomical observations, including radio waves, gamma rays, cosmic rays, neutrinos, gravitational waves and dark matter and energy and more Presents the background theory and operating practice of state-of-the-art detectors and instruments Fully updated to contain the latest technology and research developments
"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown." "Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
The book provides copyright protection approaches for videos using watermarking. The various watermarking techniques using various transforms such as discrete cosine transform (DCT), discrete wavelet transform (DWT) and singular value decomposition (SVD) for videos are presented. The book also provides video watermarking approach using compressive sensing (CS) theory. The presented watermarking techniques are designed and implemented using color digital videos. The performance of the presented techniques is evaluated using Peak Signal to Noise Ratio (PSNR) and Normalized Correlation (NC). |
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