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Books > Computing & IT > Applications of computing > Image processing
Over the past decade, the field of image processing has made tremendous advances. One type of image processing that is currently of particular interest is "tomographic imaging," a technique for computing the density function of a body, or discontinuity surfaces of this function. Today, tomography is widely used, and has applications in such fields as medicine, engineering, physics, geophysics, and security. The Radon Transform and Local Tomography clearly explains the theoretical, computational, and practical aspects of applied tomography. It includes sufficient background information to make it essentially self-contained for most readers.
Handbook of Robust Low-Rank and Sparse Matrix Decomposition: Applications in Image and Video Processing shows you how robust subspace learning and tracking by decomposition into low-rank and sparse matrices provide a suitable framework for computer vision applications. Incorporating both existing and new ideas, the book conveniently gives you one-stop access to a number of different decompositions, algorithms, implementations, and benchmarking techniques. Divided into five parts, the book begins with an overall introduction to robust principal component analysis (PCA) via decomposition into low-rank and sparse matrices. The second part addresses robust matrix factorization/completion problems while the third part focuses on robust online subspace estimation, learning, and tracking. Covering applications in image and video processing, the fourth part discusses image analysis, image denoising, motion saliency detection, video coding, key frame extraction, and hyperspectral video processing. The final part presents resources and applications in background/foreground separation for video surveillance. With contributions from leading teams around the world, this handbook provides a complete overview of the concepts, theories, algorithms, and applications related to robust low-rank and sparse matrix decompositions. It is designed for researchers, developers, and graduate students in computer vision, image and video processing, real-time architecture, machine learning, and data mining.
The use of synthetic aperture radar (SAR) represents a new era in remote sensing technology. A complete handbook for anyone who must design an SAR system capable of reliably producing high quality image data products, free from image artifacts and calibrated in terms of the target backscatter coefficient. Combines fundamentals underlying the SAR imaging process and the practical system engineering required to produce quality images from a real SAR system. Beginning with a broad overview of SAR technology, it goes on to examine SAR system capabilities and components and detail the techniques required for design and development of the SAR ground data system with emphasis on the correlation processing. Intended for SAR system engineers and researchers, it is generously illustrated for maximum clarity.
Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features * Explores the history of diversity in games * Provides important information around what it is like to be a marginalized person in the industry * Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.
Inspired by Roland Barthes's practice of "semioclasm" in Mythologies, this book offers a "technoclasm"; a cultural critique of US narratives, discourses, images, and objects that have transformed the politics of automation into statements of fact about the "rise of the robots". Treating automation as an ensemble of technologies and science fictions, this book foregrounds automation's ideologies, exaggerations, failures, and mystifications of the social value of human labor in order to question accepted and prolific automation mythologies. Jesse Ramirez offers a study of automation that recognizes automation as a technosocial project, that uses the tools of cultural studies and history to investigate the narratives and ideologies that often implicitly frame the automation debate, and that concretely and soberly assesses the technologies that have made the headlines. The case studies featured include some of the most widely cited and celebrated automatic technologies, such as the Baxter industrial robot, the self-driving car, and the Watson AI system. An ideal resource for anyone interested in or studying emerging technology and society, automation, Marxist cultural theory, cultural studies, science fiction studies, and the cultural history of technology.
This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player's perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products' many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants' gaming habits, practices and contexts from a cultural perspective and analyzes the participants' responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.
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 much-needed text brings the treatment of optical pattern recognition up-to-date in one comprehensive resource. Optical pattern recognition, one of the first implementations of Fourier Optics, is now widely used, and this text provides an accessible introduction for readers who wish to get to grips with how holography is applied in a practical context. A wide range of devices are addressed from a user perspective and are accompanied with detailed tables enabling performance comparison, in addition to chapters exploring computer-generated holograms, optical correlator systems, and pattern matching algorithms. This book will appeal to both lecturers and research scientists in the field of electro-optic devices and systems. Features: Covers a range of new developments, including computer-generated holography and 3D image recognition Accessible without a range of prior knowledge, providing a clear exposition of technically difficult concepts Contains extensive examples throughout to reinforce learning
Find the right algorithm for your image processing application Exploring the recent achievements that have occurred since the mid-1990s, Circular and Linear Regression: Fitting Circles and Lines by Least Squares explains how to use modern algorithms to fit geometric contours (circles and circular arcs) to observed data in image processing and computer vision. The author covers all facets-geometric, statistical, and computational-of the methods. He looks at how the numerical algorithms relate to one another through underlying ideas, compares the strengths and weaknesses of each algorithm, and illustrates how to combine the algorithms to achieve the best performance. After introducing errors-in-variables (EIV) regression analysis and its history, the book summarizes the solution of the linear EIV problem and highlights its main geometric and statistical properties. It next describes the theory of fitting circles by least squares, before focusing on practical geometric and algebraic circle fitting methods. The text then covers the statistical analysis of curve and circle fitting methods. The last chapter presents a sample of "exotic" circle fits, including some mathematically sophisticated procedures that use complex numbers and conformal mappings of the complex plane. Essential for understanding the advantages and limitations of the practical schemes, this book thoroughly addresses the theoretical aspects of the fitting problem. It also identifies obscure issues that may be relevant in future research.
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.
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.
Learning has never been easier than with ADOBE PHOTOSHOP CS6 ILLUSTRATED, International Edition. This reader-friendly book presents each skill on two facing pages, providing detailed instructions on the left-hand page and large, full-color screenshots on the right page. The visual format helps you intuitively grasp the concepts in the book and apply them to the classroom and workplace environment.
The main subject of the monograph is the fractional calculus in the discrete version. The volume is divided into three main parts. Part one contains a theoretical introduction to the classical and fractional-order discrete calculus where the fundamental role is played by the backward difference and sum. In the second part, selected applications of the discrete fractional calculus in the discrete system control theory are presented. In the discrete system identification, analysis and synthesis, one can consider integer or fractional models based on the fractional-order difference equations. The third part of the book is devoted to digital image processing.
Image Processing and Acquisition using Python provides readers with a sound foundation in both image acquisition and image processing-one of the first books to integrate these topics together. By improving readers' knowledge of image acquisition techniques and corresponding image processing, the book will help them perform experiments more effectively and cost efficiently as well as analyze and measure more accurately. Long recognized as one of the easiest languages for non-programmers to learn, Python is used in a variety of practical examples. A refresher for more experienced readers, the first part of the book presents an introduction to Python, Python modules, reading and writing images using Python, and an introduction to images. The second part discusses the basics of image processing, including pre/post processing using filters, segmentation, morphological operations, and measurements. The second part describes image acquisition using various modalities, such as x-ray, CT, MRI, light microscopy, and electron microscopy. These modalities encompass most of the common image acquisition methods currently used by researchers in academia and industry. Features Covers both the physical methods of obtaining images and the analytical processing methods required to understand the science behind the images. Contains many examples, detailed derivations, and working Python examples of the techniques. Offers practical tips on image acquisition and processing. Includes numerous exercises to test the reader's skills in Python programming and image processing, with solutions to selected problems, example programs, and images available on the book's web page. New to this edition Machine learning has become an indispensable part of image processing and computer vision, so in this new edition two new chapters are included: one on neural networks and the other on convolutional neural networks. A new chapter on affine transform and many new algorithms. Updated Python code aligned to the latest version of modules.
Information Visualization in the Era of Innovative Journalism brings together over 30 authors from countries around the world to synthesize how recent technological innovations have impacted the development, practice and consumption of contemporary journalism. As technology rapidly progresses, shifts, and innovates, there have been immense changes in the way we communicate. This book collects research from around the world that takes an in-depth look at the primary transformations related to journalistic innovation in recent times. High-profile contributors provide cutting-edge scholarship on innovation in journalism as it relates to emergent topics such as virtual reality, podcasting, multimedia infographics, social media, mobile storytelling and others. The book pays special attention to the development of information visualization and the ability of recent innovations to meet audience needs and desires. Students and scholars studying contemporary journalism history and practice will find this a vital and up-to-date resource, as well as those studying communication technology as it relates to marketing, PR or mass media broadly.
Medical image analysis using advanced fuzzy set theoretic techniques is an exciting and dynamic branch of image processing. Since the introduction of fuzzy set theory, there has been an explosion of interest in advanced fuzzy set theories-such as intuitionistic fuzzy and Type II fuzzy set-that represent uncertainty in a better way. Medical Image Processing: Advanced Fuzzy Set Theoretic Techniques deals with the application of intuitionistic fuzzy and Type II fuzzy set theories for medical image analysis. Designed for graduate and doctorate students, this higher-level text: Provides a brief introduction to advanced fuzzy set theory, fuzzy/intuitionistic fuzzy aggregation operators, and distance/similarity measures Covers medical image enhancement using advanced fuzzy sets, including MATLAB (R)-based examples to increase contrast of the images Describes intuitionistic fuzzy and Type II fuzzy thresholding techniques that separate different regions/leukocyte types/abnormal lesions Demonstrates the clustering of unwanted lesions/regions even in the presence of noise by applying intuitionistic fuzzy clustering Highlights the edges of poorly illuminated images and uses intuitionistic fuzzy edge detection to find the edges of different regions Defines fuzzy mathematical morphology and explores its application using the Lukasiewicz operator, t-norms, and t-conorms Medical Image Processing: Advanced Fuzzy Set Theoretic Techniques is useful not only for students, but also for teachers, engineers, scientists, and those interested in the field of medical image analysis. A basic knowledge of fuzzy set is required, along with a solid understanding of mathematics and image processing.
With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.
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.
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.
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.
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 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 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.
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. |
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