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Books > Computing & IT > Applications of computing > Image processing
Producing New and Digital Media is your essential guide to understanding new media, taking a deep dive into such topics as the cultural and social impacts of the web, the importance of digital literacy, and creating in an online environment. This cutting edge text provides an introductory, hands-on approach to creating user-generated content, coding, cultivating an online brand, and storytelling in new and digital media. In showing you how to navigate the world of digital media and complete digital tasks, this book not only teaches you how to use the web, but also helps you understand why you use it. Key features for the second edition include: Coverage of up-to-date forms of communication on the web: memes, viral videos, social media, and more pervasive types of online languages. New chapters on YouTube influencers and on-demand subscription television. Each chapter has media literacy sidebars, sample assignments, and activities. Updates to the companion website additional materials for students and instructors Thoughtful, entertaining, and enlightening, this is the fundamental textbook for students of new and digital media, digital culture and media literacy, as well as a useful resource for anyone wanting to understand and develop their presence in our digital world.
Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course's traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.
Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course's traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.
Data Preprocessing for Data Mining addresses one of the most important issues within the well-known Knowledge Discovery from Data process. Data directly taken from the source will likely have inconsistencies, errors or most importantly, it is not ready to be considered for a data mining process. Furthermore, the increasing amount of data in recent science, industry and business applications, calls to the requirement of more complex tools to analyze it. Thanks to data preprocessing, it is possible to convert the impossible into possible, adapting the data to fulfill the input demands of each data mining algorithm. Data preprocessing includes the data reduction techniques, which aim at reducing the complexity of the data, detecting or removing irrelevant and noisy elements from the data. This book is intended to review the tasks that fill the gap between the data acquisition from the source and the data mining process. A comprehensive look from a practical point of view, including basic concepts and surveying the techniques proposed in the specialized literature, is given.Each chapter is a stand-alone guide to a particular data preprocessing topic, from basic concepts and detailed descriptions of classical algorithms, to an incursion of an exhaustive catalog of recent developments. The in-depth technical descriptions make this book suitable for technical professionals, researchers, senior undergraduate and graduate students in data science, computer science and engineering.
This book lays out all the latest research in the area of multimedia data hiding. The book introduces multimedia signal processing and information hiding techniques. It includes multimedia representation, digital watermarking fundamentals and requirements of watermarking. It moves on to cover the recent advances in multimedia signal processing, before presenting information hiding techniques including steganography, secret sharing and watermarking. The final part of this book includes practical applications of intelligent multimedia signal processing and data hiding systems.
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."
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
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.
This book provides insights into the benefits of using remote sensing data from a geoscientist's perspective, by integrating the data with the understanding of Earth's surface and subsurface. In 3 sections, the book takes a detailed look at what data explorationists use when they explore for hydrocarbon resources, assess different terrain types for planning and hazards and extract present-day geologic analogs for subsurface geologic settings. The book presents the usage of remote sensing data in exploration in a structured way by detecting individual geologic features as building blocks for complex geologic systems. This concept enables readers to build their own workflows for the assessment of complex geologic systems using various combinations of remote sensing data. Section 1 introduces readers to the foundations of remote sensing for exploration, covers various methods of image processing and studies different digital elevation and bathymetry models. Section 2 presents the concept of geomorphology as a means to integrate surface and subsurface data. Different aspects of rendering in 2D and 3D are explained and used for the interpretation and extraction of geologic features that are used in exploration. Section 3 addresses remote sensing for hydrocarbon exploration in detail, from geophysical data acquisition to development and infrastructure planning. The organization of this chapter follows an exploration workflow from regional to local modeling studying basin and petroleum system modeling as well as logistics planning of seismic surveys and near-surface modeling. Aspects of field development and infrastructure planning comprise multi-temporal and dynamic modeling. The section closes with a structured approach to extracting geologic analogs from interpreted remote sensing data. The book will be of interest to professionals and students working in exploration for hydrocarbons and water resources, as well as geoscientists and engineers using remote sensing for infrastructure planning, hazard assessment and dynamic environmental studies.
This book presents works detailing the application of processing and visualization techniques for analyzing the Earth's subsurface. The topic of the book is interactive data processing and interactive 3D visualization techniques used on subsurface data. Interactive processing of data together with interactive visualization is a powerful combination which has in the recent years become possible due to hardware and algorithm advances in. The combination enables the user to perform interactive exploration and filtering of datasets while simultaneously visualizing the results so that insights can be made immediately. This makes it possible to quickly form hypotheses and draw conclusions. Case studies from the geosciences are not as often presented in the scientific visualization and computer graphics community as e.g., studies on medical, biological or chemical data. This book will give researchers in the field of visualization and computer graphics valuable insight into the open visualization challenges in the geosciences, and how certain problems are currently solved using domain specific processing and visualization techniques. Conversely, readers from the geosciences will gain valuable insight into relevant visualization and interactive processing techniques. Subsurface data has interesting characteristics such as its solid nature, large range of scales and high degree of uncertainty, which makes it challenging to visualize with standard methods. It is also noteworthy that parallel fields of research have taken place in geosciences and in computer graphics, with different terminology when it comes to representing geometry, describing terrains, interpolating data and (example-based) synthesis of data. The domains covered in this book are geology, digital terrains, seismic data, reservoir visualization and CO2 storage. The technologies covered are 3D visualization, visualization of large datasets, 3D modelling, machine learning, virtual reality, seismic interpretation and multidisciplinary collaboration. People within any of these domains and technologies are potential readers of the book.
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.
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.
This book describes new theories and applications of artificial neural networks, with a special focus on answering questions in neuroscience, biology and biophysics and cognitive research. It covers a wide range of methods and technologies, including deep neural networks, large scale neural models, brain computer interface, signal processing methods, as well as models of perception, studies on emotion recognition, self-organization and many more. The book includes both selected and invited papers presented at the XXI International Conference on Neuroinformatics, held on October 7-11, 2019, in Dolgoprudny, a town in Moscow region, Russia.
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.
This is the second 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 second book focuses on recent developments in response to the demands of new digital technologies. It is divided into two parts: the first part includes four chapters on the decomposition and recovery of signals, with special emphasis on images. In turn, the second part includes three chapters and addresses important data-based actions, such as adaptive filtering, experimental modeling, and classification.
This book presents an overview of the state of the art in video coding technology. Specifically, it introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AVS2; describes the key technologies used in the AVS2 standard, including prediction coding, transform coding, entropy coding, and loop-filters; examines efficient tools for scene video coding and surveillance video, and the details of a promising intelligent video coding system; discusses optimization technologies in video coding systems; provides a review of image, video, and 3D content quality assessment algorithms; surveys the hot research topics in video compression.
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.
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.
For a long time, various different lobbying sectors have claimed that the use of video technology is an effective aid in decision-making. Now the IFAB has taken a historic step in the approval of experiments on the use of video to provide support to football refereeing. The Use of Video Technologies in Refereeing Football and Other Sports analyses the capacity of audio-visual technology from different perspectives to help understand the best implementation of the Video Assistant Referee (VAR) system in football and, more generally, in other sports. This book addresses in-depth interdisciplinary viewpoints on the need and the opportunity of the implementation procedures regarding how to use it, considering that it could lead to very important changes. The book goes on to examine various approaches to the most interesting topics for players, amateurs, coaches, referees and referees coaches. Offering viewpoints from both academics and professionals, this new volume addresses the VAR issue in a multidisciplinary way, analysing the implications of video replay application in football from the perspective of players, coaches, television professionals, referees, amateurs, sports lawyers, media and educators.
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.
Learn video compositing, motion graphics design, and animation using Adobe After Effects Adobe After Effects Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to: Create, manipulate, and optimize motion graphics for film, video, the web, and mobile devices Animate text and images, customize a wide range of effects, track and sync content, rotoscope, manipulate timing, correct color, and remove unwanted objects Customize cameras and lighting to create compelling 3D content Design Motion Graphics templates for editing in Adobe Premiere Pro Deform and animate objects and video using robust Puppet tools Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does-an official training series from Adobe, developed with the support of Adobe product experts. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe After Effects (2023 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe After Effects software.
Regularization becomes an integral part of the reconstruction process in accelerated parallel magnetic resonance imaging (pMRI) due to the need for utilizing the most discriminative information in the form of parsimonious models to generate high quality images with reduced noise and artifacts. Apart from providing a detailed overview and implementation details of various pMRI reconstruction methods, Regularized image reconstruction in parallel MRI with MATLAB examples interprets regularized image reconstruction in pMRI as a means to effectively control the balance between two specific types of error signals to either improve the accuracy in estimation of missing samples, or speed up the estimation process. The first type corresponds to the modeling error between acquired and their estimated values. The second type arises due to the perturbation of k-space values in autocalibration methods or sparse approximation in the compressed sensing based reconstruction model. Features: Provides details for optimizing regularization parameters in each type of reconstruction. Presents comparison of regularization approaches for each type of pMRI reconstruction. Includes discussion of case studies using clinically acquired data. MATLAB codes are provided for each reconstruction type. Contains method-wise description of adapting regularization to optimize speed and accuracy. This book serves as a reference material for researchers and students involved in development of pMRI reconstruction methods. Industry practitioners concerned with how to apply regularization in pMRI reconstruction will find this book most useful.
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.
This book focuses on deep learning-based methods for hyperspectral image (HSI) analysis. Unsupervised spectral-spatial adaptive band-noise factor-based formulation is devised for HSI noise detection and band categorization. The method to characterize the bands along with the noise estimation of HSIs will benefit subsequent remote sensing techniques significantly. This book develops on two fronts: On the one hand, it is aimed at domain professionals who want to have an updated overview of how hyperspectral acquisition techniques can combine with deep learning architectures to solve specific tasks in different application fields. On the other hand, the authors want to target the machine learning and computer vision experts by giving them a picture of how deep learning technologies are applied to hyperspectral data from a multidisciplinary perspective. The presence of these two viewpoints and the inclusion of application fields of remote sensing by deep learning are the original contributions of this review, which also highlights some potentialities and critical issues related to the observed development trends.
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. |
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