![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Applications of computing > Image processing
Das Fachbuch liefert erstmals einen umfassenden Uberblick uber Konzeption, Produktion und Anwendung von 360 -Welten und erkundet damit die Potenziale eines neuen Marktes. Experten vermitteln den aktuellen Stand zu Themen wie den neurobiologischen Grundlagen, Story-Telling, Drehbuch, Visual Effects oder Projektionstechnologie. Daruber hinaus diskutieren sie Marketing- und Vertriebsfragen und geben einen Ausblick auf den Einsatz von Fullspace-Projektionen in Bildung, Entertainment und Medizin. Mit Projektskizzen als Beispiele fur Praxisanwendungen.
As technology becomes an ever more prevalent part of everyday life and population-based physical activity programmes seek new ways to increase lifelong engagement with physical activity, so the two have become increasingly linked. This book offers a thorough, critical examination of emerging technologies in physical activity and health, considering technological interventions within the dominant theoretical frameworks, exploring the challenges of integrating technology into physical activity promotion and offering solutions for its implementation. Technology in Physical Activity and Health Promotion occupies a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through a range of media, including: social media mobile apps global positioning and geographic information systems wearables active videogames (exergaming) virtual reality settings. Offering a logical and clear critique of technology in physical activity and health promotion, this book will serve as an essential reference for upper-level undergraduates, postgraduate students and scholars working in public health, physical activity and health and kinesiology, and healthcare professionals.
This book provides a comprehensive understanding of the technology architecture, physical facility changes and - most importantly - the new media management workflows and business processes to support the entire lifecycle of the IP broadcast facility from an engineering and workflow perspective. Fully updated, this second edition covers the technological evolutions and changes in the media broadcast industry, including the new standards and specifications for live IP production, the SMPTE ST2110 suite of standards, the necessity of protecting against cyber threats and the expansion of cloud services in opening new possibilities. It provides users with the necessary information for planning, organizing, producing and distributing media for the modern broadcast facility. Key features of this text include: Strategies to implement a cost-effective live and file-based production and distribution system. A cohesive, big-picture viewpoint that helps you identify how to overcome the challenges of upgrading your plant. The impact live production is having on the evolution to IP. Case studies serve as recommendations and examples of use. New considerations in engineering and maintenance of IP and file-based systems. Those in the fields of TV, cable, IT engineering and broadcast engineering will find this book an invaluable resource, as will students learning how to set up modern broadcast facilities and the workflows of contemporary broadcasting.
Costume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined, Costume Design for Video Games highlights the development of costumes and characters that pertain to plots, scenarios, and visionary goals, while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical, fantasy, and futuristic influences. Not only does the text help in illustrating an assortment of styles, but Sandy Appleoff Lyons also helps to facilitate creative problem-solving as it applies to costume design and the design principles applied. This is uniquely done through a reader project, which in turn builds and implements research skills and the creation of authentic designs. Key Features: This book is not about replicating what already exists; it gives the reader the tools needed in order to understand the design principles and how to apply them to costumes. Through the comprehensive understanding of history, fashion, costumes, and cultural impacts, the readers will be able to expand their creativity and knowledge to help increase the narrative subtext and the stories of costumed figures. Readers are given tools for creative problem-solving to create authentic, original costumes. Text includes a glossary and sidebars covering materials rendering, color history, design principles, and meaning. Key terms and style sheets with layout training and cited historical examples help ground the reader with strong visuals.
Remote Sensing Image Fusion: A Practical Guide gives an introduction to remote sensing image fusion providing an overview on the sensors and applications. It describes data selection, application requirements and the choice of a suitable image fusion technique. It comprises a diverse selection of successful image fusion cases that are relevant to other users and other areas of interest around the world. The book helps newcomers to obtain a quick start into the practical value and benefits of multi-sensor image fusion. Experts will find this book useful to obtain an overview on the state of the art and understand current constraints that need to be solved in future research efforts. For industry professionals the book can be a great introduction and basis to understand multisensor remote sensing image exploitation and the development of commercialized image fusion software from a practical perspective. The book concludes with a chapter on current trends and future developments in remote sensing image fusion. Along with the book, RSIF website provides additional up-to-date information in the field.
This is the third volume in a trilogy on modern Signal Processing. The three books provide a concise exposition of signal processing topics, and a guide to support individual practical exploration based on MATLAB programs. This book includes MATLAB codes to illustrate each of the main steps of the theory, offering a self-contained guide suitable for independent study. The code is embedded in the text, helping readers to put into practice the ideas and methods discussed. The book primarily focuses on filter banks, wavelets, and images. While the Fourier transform is adequate for periodic signals, wavelets are more suitable for other cases, such as short-duration signals: bursts, spikes, tweets, lung sounds, etc. Both Fourier and wavelet transforms decompose signals into components. Further, both are also invertible, so the original signals can be recovered from their components. Compressed sensing has emerged as a promising idea. One of the intended applications is networked devices or sensors, which are now becoming a reality; accordingly, this topic is also addressed. A selection of experiments that demonstrate image denoising applications are also included. In the interest of reader-friendliness, the longer programs have been grouped in an appendix; further, a second appendix on optimization has been added to supplement the content of the last chapter.
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I(2) model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.
Sir William Rowan Hamilton was a genius, and will be remembered for his significant contributions to physics and mathematics. The Hamiltonian, which is used in quantum physics to describe the total energy of a system, would have been a major achievement for anyone, but Hamilton also invented quaternions, which paved the way for modern vector analysis. Quaternions are one of the most documented inventions in the history of mathematics, and this book is about their invention, and how they are used to rotate vectors about an arbitrary axis. Apart from introducing the reader to the features of quaternions and their associated algebra, the book provides valuable historical facts that bring the subject alive. Quaternions for Computer Graphics introduces the reader to quaternion algebra by describing concepts of sets, groups, fields and rings. It also includes chapters on imaginary quantities, complex numbers and the complex plane, which are essential to understanding quaternions. The book contains many illustrations and worked examples, which make it essential reading for students, academics, researchers and professional practitioners.
Taking a novel, more appealing approach than current texts, An Integrated Introduction to Computer Graphics and Geometric Modeling focuses on graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with fractals, rather than the typical line-drawing algorithms found in many standard texts. He also brings the turtle back from obscurity to introduce several major concepts in computer graphics. Supplying the mathematical foundations, the book covers linear algebra topics, such as vector geometry and algebra, affine and projective spaces, affine maps, projective transformations, matrices, and quaternions. The main graphics areas explored include reflection and refraction, recursive ray tracing, radiosity, illumination models, polygon shading, and hidden surface procedures. The book also discusses geometric modeling, including planes, polygons, spheres, quadrics, algebraic and parametric curves and surfaces, constructive solid geometry, boundary files, octrees, interpolation, approximation, Bezier and B-spline methods, fractal algorithms, and subdivision techniques. Making the material accessible and relevant for years to come, the text avoids descriptions of current graphics hardware and special programming languages. Instead, it presents graphics algorithms based on well-established physical models of light and cogent mathematical methods.
Hyperspectral Imaging: Techniques for Spectral Detection and Classification is an outgrowth of the research conducted over the years in the Remote Sensing Signal and Image Processing Laboratory (RSSIPL) at the University of Maryland, Baltimore County. It explores applications of statistical signal processing to hyperspectral imaging and further develops non-literal (spectral) techniques for subpixel detection and mixed pixel classification. This text is the first of its kind on the topic and can be considered a recipe book offering various techniques for hyperspectral data exploitation. In particular, some known techniques, such as OSP (Orthogonal Subspace Projection) and CEM (Constrained Energy Minimization) that were previously developed in the RSSIPL, are discussed in great detail. This book is self-contained and can serve as a valuable and useful reference for researchers in academia and practitioners in government and industry.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
The book familiarizes readers with fundamental concepts and issues related to computer vision and major approaches that address them. The focus of the book is on image acquisition and image formation models, radiometric models of image formation, image formation in the camera, image processing concepts, concept of feature extraction and feature selection for pattern classification/recognition, and advanced concepts like object classification, object tracking, image-based rendering, and image registration. Intended to be a companion to a typical teaching course on computer vision, the book takes a problem-solving approach.
This book proceedings collects a number of papers presented at the International Conference on Sensing and Imaging, which was held at Guangxi University of Science and Technology from October 15-18, 2018. Sensing and imaging is an interdisciplinary field covering a variety of sciences and techniques such as optics, electricity, magnetism, heat, sound, and computing technologies. The field has diverse applications of interest such as image processing techniques.The results in the book bridge the gap between theory and applications, translating techniques into better products. The text will appeal to students, professionals and researchers alike.
Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling-the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain. The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.
In a follow-up book, which re-iterates the principles of "Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max", and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon! Key Features This is the next step in CG creature setups in 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolioready. Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest! This book includes a companion website where chapter supplements and core files and documents could be easily accessed.
Digital editing gives editors far greater freedom than ever before to move scenes of information around and place them anywhere in a film's sequence. Apple's Final Cut Pro is the most widely used Mac-based digital editor, and is especially popular with independent filmmakers and graphic artists. Final Cut Pro 5 Editing Essentials enables readers to master the craft of digital editing on Apple's Final Cut Pro. This full-color editing workshop features eight tutorials that provide firsthand experience with the art and technique of editing. Covering the essentials - capturing material, organizing it, editing, adding transitions, basic titling and sound techniques, and outputting from the application - the tutorials are explained in jargon-free language by a seasoned teacher and digital editor. This book includes downloadable resources filled with graphic files for the tutorial projects to help users hone their editing craft. Companion files are available at http://www.taylorandfrancis.com/cw/wolsky-9781578202867/.
This book provides a unique, in-depth discussion of multiview learning, one of the fastest developing branches in machine learning. Multiview Learning has been proved to have good theoretical underpinnings and great practical success. This book describes the models and algorithms of multiview learning in real data analysis. Incorporating multiple views to improve the generalization performance, multiview learning is also known as data fusion or data integration from multiple feature sets. This self-contained book is applicable for multi-modal learning research, and requires minimal prior knowledge of the basic concepts in the field. It is also a valuable reference resource for researchers working in the field of machine learning and also those in various application domains.
Goals of the Book Overthelast thirty yearsthere has been arevolutionindiagnostic radiology as a result oftheemergenceofcomputerized tomography (CT), which is the process of obtaining the density distribution within the human body from multiple x-ray projections. Since an enormous variety of possible density values may occur in the body, a large number of projections are necessary to ensure the accurate reconstruction oftheir distribution. There are other situations in which we desire to reconstruct an object from its projections, but in which we know that the object to be recon structed has only a small number of possible values. For example, a large fraction of objects scanned in industrial CT (for the purpose of nonde structive testing or reverse engineering) are made of a single material and so the ideal reconstruction should contain only two values: zero for air and the value associated with the material composing the object. Similar as sumptions may even be made for some specific medical applications; for example, in angiography ofthe heart chambers the value is either zero (in dicating the absence of dye) or the value associated with the dye in the chamber. Another example arises in the electron microscopy of biological macromolecules, where we may assume that the object to be reconstructed is composed of ice, protein, and RNA. One can also apply electron mi croscopy to determine the presenceor absence ofatoms in crystallinestruc tures, which is again a two-valued situation."
This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables. The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.
This book constitutes selected, revised and extended papers from the 13th International Conference on Computer Supported Education, CSEDU 2021, held as a virtual event in April 2021. The 27 revised full papers were carefully reviewed and selected from 143 submissions. They were organized in topical sections as follows: artificial intelligence in education; information technologies supporting learning; learning/teaching methodologies and assessment; social context and learning environments; ubiquitous learning; current topics.
3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk's renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya's vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya's complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger "Buzz" King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya's complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Marking a distinct departure from the perspectives of frame theory and discrete transforms, this book provides a comprehensive mathematical and algorithmic introduction to wavelet theory. As such, it can be used as either a textbook or reference guide. As a textbook for graduate mathematics students and beginning researchers, it offers detailed information on the basic theory of framelets and wavelets, complemented by self-contained elementary proofs, illustrative examples/figures, and supplementary exercises. Further, as an advanced reference guide for experienced researchers and practitioners in mathematics, physics, and engineering, the book addresses in detail a wide range of basic and advanced topics (such as multiwavelets/multiframelets in Sobolev spaces and directional framelets) in wavelet theory, together with systematic mathematical analysis, concrete algorithms, and recent developments in and applications of framelets and wavelets. Lastly, the book can also be used to teach on or study selected special topics in approximation theory, Fourier analysis, applied harmonic analysis, functional analysis, and wavelet-based signal/image processing. |
![]() ![]() You may like...
Handbook of Research on Advanced…
Ahmed J. Obaid, Ghassan H Abdul-Majeed, …
Hardcover
R8,343
Discovery Miles 83 430
MatConvNet Deep Learning and iOS Mobile…
Jiann-Ming Wu, Chao-Yuan Tien
Hardcover
R5,527
Discovery Miles 55 270
Advancements in Bio-Medical Image…
Rijwan Khan, Indrajeet Kumar
Hardcover
R9,080
Discovery Miles 90 800
Next-Generation Applications and…
Filipe Portela, Ricardo Queiros
Hardcover
R7,586
Discovery Miles 75 860
Minecraft: Guide to Redstone (Updated)
Mojang AB, The Official Minecraft Team
Hardcover
|