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Books > Computing & IT > Applications of computing > Image processing
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "majority". Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.
Focusing on mathematical methods in computer tomography, Image Processing: Tensor Transform and Discrete Tomography with MATLAB (R) introduces novel approaches to help in solving the problem of image reconstruction on the Cartesian lattice. Specifically, it discusses methods of image processing along parallel rays to more quickly and accurately reconstruct images from a finite number of projections, thereby avoiding overradiation of the body during a computed tomography (CT) scan. The book presents several new ideas, concepts, and methods, many of which have not been published elsewhere. New concepts include methods of transferring the geometry of rays from the plane to the Cartesian lattice, the point map of projections, the particle and its field function, and the statistical model of averaging. The authors supply numerous examples, MATLAB (R)-based programs, end-of-chapter problems, and experimental results of implementation. The main approach for image reconstruction proposed by the authors differs from existing methods of back-projection, iterative reconstruction, and Fourier and Radon filtering. In this book, the authors explain how to process each projection by a system of linear equations, or linear convolutions, to calculate the corresponding part of the 2-D tensor or paired transform of the discrete image. They then describe how to calculate the inverse transform to obtain the reconstruction. The proposed models for image reconstruction from projections are simple and result in more accurate reconstructions. Introducing a new theory and methods of image reconstruction, this book provides a solid grounding for those interested in further research and in obtaining new results. It encourages readers to develop effective applications of these methods in CT.
The compendium presents the latest results of the most prominent competitions held in the field of Document Analysis and Text Recognition. It includes a description of the participating systems and the underlying methods on one hand and the datasets used together with evaluation metrics on the other hand. This volume also demonstrates with examples, how to organize a competition and how to make it successful. It will be an indispensable handbook to the document image analysis community.
Content protection and digital rights management (DRM) are fields that receive a lot of attention: content owners require systems that protect and maximize their revenues; consumers want backwards compatibility, while they fear that content owners will spy on their viewing habits; and academics are afraid that DRM may be a barrier to knowledge sharing. DRM technologies have a poor reputation and are not yet trusted. This book describes the key aspects of content protection and DRM systems, the objective being to demystify the technology and techniques. In the first part of the book, the author builds the foundations, with sections that cover the rationale for protecting digital video content; video piracy; current toolboxes that employ cryptography, watermarking, tamper resistance, and rights expression languages; different ways to model video content protection; and DRM. In the second part, he describes the main existing deployed solutions, including video ecosystems; how video is protected in broadcasting; descriptions of DRM systems, such as Microsoft's DRM and Apple's FairPlay; techniques for protecting prerecorded content distributed using DVDs or Blu-ray; and future methods used to protect content within the home network. The final part of the book looks towards future research topics, and the key problem of interoperability. While the book focuses on protecting video content, the DRM principles and technologies described are also used to protect many other types of content, such as ebooks, documents and games. The book will be of value to industrial researchers and engineers developing related technologies, academics and students in information security, cryptography and media systems, and engaged consumers.
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today's information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives - socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development
This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts, both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API's that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement.
* Covers the entire process of creating animated films in an accessible and approachable way. * Includes colour-coded exercises to help readers practice the theories explained within. * Heavily illustrated with full colour images.
The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio doesn't work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we've seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.
This second edition focuses on audio, image and video data, the three main types of input that machines deal with when interacting with the real world. A set of appendices provides the reader with self-contained introductions to the mathematical background necessary to read the book. Divided into three main parts, From Perception to Computation introduces methodologies aimed at representing the data in forms suitable for computer processing, especially when it comes to audio and images. Whilst the second part, Machine Learning includes an extensive overview of statistical techniques aimed at addressing three main problems, namely classification (automatically assigning a data sample to one of the classes belonging to a predefined set), clustering (automatically grouping data samples according to the similarity of their properties) and sequence analysis (automatically mapping a sequence of observations into a sequence of human-understandable symbols). The third part Applications shows how the abstract problems defined in the second part underlie technologies capable to perform complex tasks such as the recognition of hand gestures or the transcription of handwritten data. Machine Learning for Audio, Image and Video Analysis is suitable for students to acquire a solid background in machine learning as well as for practitioners to deepen their knowledge of the state-of-the-art. All application chapters are based on publicly available data and free software packages, thus allowing readers to replicate the experiments.
Journalism Design is about the future of journalism. As technologies increasingly, and continually, reshape the way we interact with information, with each other and with our environment, journalists need new ways to tell stories. Journalists often see technology as something that improves what they are doing or that makes it more convenient. However, the growing might of technology companies has put journalism and news organisations in a difficult position: readers and revenues have moved, and platforms exert increasing control over story design. Skye Doherty argues that, rather than adapting journalism to new technologies, journalists should be creating the technologies themselves and those technologies should be designed for core values such as the public interest. Drawing from theories and practices of interaction design, this book demonstrates how journalists can use their expertise to imagine new ways of doing journalism. The design and development of the NewsCube, a three-dimensional storytelling tool, is detailed, as well as how interaction design can be used to imagine new forms of journalism. The book concludes by calling for closer ties between researchers and working journalists and suggests that journalism has a hybrid future - in newsrooms, communities, design studios and tech companies.
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games- both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design
Digital fundus images can effectively diagnose glaucoma and diabetes retinopathy, while infrared imaging can show changes in the vascular tissues. Likening the eye to the conventional camera, Image Analysis and Modeling in Ophthalmology explores the application of advanced image processing in ocular imaging. This book considers how images can be used to effectively diagnose ophthalmologic problems. It introduces multi-modality image processing algorithms as a means for analyzing subtle changes in the eye. It details eye imaging, textural imaging, and modeling, and highlights specific imaging and modeling techniques. The book covers the detection of diabetes retinopathy, glaucoma, anterior segment eye abnormalities, instruments on detection of glaucoma, and development of human eye models using computational fluid dynamics and heat transfer principles to predict inner temperatures of the eye from its surface temperature. It presents an ultrasound biomicroscopy (UBM) system for anterior chamber angle imaging and proposes an automated anterior segment eye disease classification system that can be used for early disease diagnosis and treatment management. It focuses on the segmentation of the blood vessels in high-resolution retinal images and describes the integration of the image processing methodologies in a web-based framework aimed at retinal analysis. The authors introduce the A-Levelset algorithm, explore the ARGALI system to calculate the cup-to-disc ratio (CDR), and describe the Singapore Eye Vessel Assessment (SIVA) system, a holistic tool which brings together various technologies from image processing and artificial intelligence to construct vascular models from retinal images. The text furnishes the working principles of mechanical and optical instruments for the diagnosis and healthcare administration of glaucoma, reviews state-of-the-art CDR calculation detail, and discusses the existing methods and databases. Image Analysis and Modeling in Ophthalmology includes the latest research development in the field of eye modeling and the multi-modality image processing techniques in ocular imaging. It addresses the differences, performance measures, advantages and disadvantages of various approaches, and provides extensive reviews on related fields.
The analysis of QoE is not an easy task, especially for multimedia services, because all the factors (technical and non-technical) that directly or indirectly influence the user-perceived quality have to be considered. This book describes different methods to investigate users' QoE from the viewpoint of technical and non-technical parameters using multimedia services. It discusses the subjective methods for both controlled and uncontrolled environments. Collected datasets are used to analyze users' profiles, which sheds light on key factors to help network service providers understand end-users' behavior and expectations. Important adaptive video streaming technologies are discussed that run on unmanaged networks to achieve certain QoS features. The authors present a scheduling method to allocate resources to the end-user based on users' QoE and optimizes the power efficiency of users' device for LTE-A. Lastly, two key aspects of 5G networks are presented: QoE using multimedia services (VoIP and video), and power-saving model for mobile device and virtual base station.
Giannalberto Bendazzi brings to light some of the lost relics of animation history with his new book, Twice the First: Quirino Cristiani and the Animated Feature Film. Unlike other works, however, Bendazzi focuses on the growth of animation in non-western countries. This book particularly emphasizes the contributions of Quirino Cristiani and how his work influenced other animators. Bendazzi provides in-depth coverage about Cristiani's life, both professionally and personally. Twice the First takes the reader on an exciting journey through the historical development of animation through the eyes of Quirino Cristiani. Key Features A look back at the modest beginnings of feature film animation. An exciting account of some facts never before revealed in the history and development of animated film Among the fascinating information the reader can learn from this book, is that not all the action in cinematography took place in North America and Western Europe This book provides an important service in documenting the early period of animation and filling in the gaps in the history of the development of animation.
High Efficiency Video Coding and Other Emerging Standards provides an overview of high efficiency video coding (HEVC) and all its extensions and profiles. There are nearly 300 projects and problems included, and about 400 references related to HEVC alone. Next generation video coding (NGVC) beyond HEVC is also described. Other video coding standards such as AVS2, DAALA, THOR, VP9 (Google), DIRAC, VC1, and AV1 are addressed, and image coding standards such as JPEG, JPEG-LS, JPEG2000, JPEG XR, JPEG XS, JPEG XT and JPEG-Pleno are also listed. Understanding of these standards and their implementation is facilitated by overview papers, standards documents, reference software, software manuals, test sequences, source codes, tutorials, keynote speakers, panel discussions, reflector and ftp/web sites - all in the public domain. Access to these categories is also provided.
This book presents in a systematic manner the advanced technologies used for various modern robot applications. By bringing fresh ideas, new concepts, novel methods and tools into robot control, robot vision, human robot interaction, teleoperation of robot and multiple robots system, we are to provide a state-of-the-art and comprehensive treatment of the advanced technologies for a wide range of robotic applications. Particularly, we focus on the topics of advanced control and obstacle avoidance techniques for robot to deal with unknown perturbations, of visual servoing techniques which enable robot to autonomously operate in a dynamic environment, and of advanced techniques involved in human robot interaction. The book is primarily intended for researchers and engineers in the robotic and control community. It can also serve as complementary reading for robotics at the both graduate and undergraduate levels.
This text follows the animation production by concentrating on the documentation necessary to accurately and professionally organize each step of the process. Examples of each piece of paperwork needed to complete the project will be shown. Many newcomers to the field are not experienced in the basic processes to organize their project in an orderly manner. The result is a chaotic, inefficient, and incomplete product. Readers are presented with a step-by-step guide to organizing the process by following professional standards in creating needed and useful documentation for all animators, whether creating in cells, stop-motion, experimental, or computer graphic productions. Key Features Provides simplified but intense coverage of animation production. Written to be easily read by newcomers to the field, ranging from students to professionals. Each chapter contains objectives, summaries, examples of forms, key terms, and examples of how professionals use the same techniques. This book provides both students and instructors an easily understandable explanation of the system and the directions on how to prepare documentation.
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com
This book reviews the state of the art in algorithmic approaches addressing the practical challenges that arise with hyperspectral image analysis tasks, with a focus on emerging trends in machine learning and image processing/understanding. It presents advances in deep learning, multiple instance learning, sparse representation based learning, low-dimensional manifold models, anomalous change detection, target recognition, sensor fusion and super-resolution for robust multispectral and hyperspectral image understanding. It presents research from leading international experts who have made foundational contributions in these areas. The book covers a diverse array of applications of multispectral/hyperspectral imagery in the context of these algorithms, including remote sensing, face recognition and biomedicine. This book would be particularly beneficial to graduate students and researchers who are taking advanced courses in (or are working in) the areas of image analysis, machine learning and remote sensing with multi-channel optical imagery. Researchers and professionals in academia and industry working in areas such as electrical engineering, civil and environmental engineering, geosciences and biomedical image processing, who work with multi-channel optical data will find this book useful.
The book is a collection of invited chapters by experts in Chinese document and text processing, and is part of a series on Language Processing, Pattern Recognition, and Intelligent Systems. The chapters introduce the latest advances and state-of-the-art methods for Chinese document image analysis and recognition, font design, text analysis and speaker recognition. Handwritten Chinese character recognition and text line recognition are at the core of document image analysis (DIA), and therefore, are addressed in four chapters for different scripts (online characters, offline characters, ancient characters, and text lines). Two chapters on character recognition pay much attention to deep convolutional neural networks (CNNs), which are widely used and performing superiorly in various pattern recognition problems. A chapter is contributed to describe a large handwriting database consisting both online and offline characters and text pages. Postal mail reading and writer identification, addressed in two chapters, are important applications of DIA. The collection can serve as reference for students and engineers in Chinese document and text processing and their applications.
Broad in scope, Semantic Multimedia Analysis and Processing provides a complete reference of techniques, algorithms, and solutions for the design and the implementation of contemporary multimedia systems. Offering a balanced, global look at the latest advances in semantic indexing, retrieval, analysis, and processing of multimedia, the book features the contributions of renowned researchers from around the world. Its contents are based on four fundamental thematic pillars: 1) information and content retrieval, 2) semantic knowledge exploitation paradigms, 3) multimedia personalization, and 4) human-computer affective multimedia interaction. Its 15 chapters cover key topics such as content creation, annotation and modeling for the semantic web, multimedia content understanding, and efficiency and scalability. Fostering a deeper understanding of a popular area of research, the text: Describes state-of-the-art schemes and applications Supplies authoritative guidance on research and deployment issues Presents novel methods and applications in an informative and reproducible way Contains numerous examples, illustrations, and tables summarizing results from quantitative studies Considers ongoing trends and designates future challenges and research perspectives Includes bibliographic links for further exploration Uses both SI and US units Ideal for engineers and scientists specializing in the design of multimedia systems, software applications, and image/video analysis and processing technologies, Semantic Multimedia Analysis and Processing aids researchers, practitioners, and developers in finding innovative solutions to existing problems, opening up new avenues of research in uncharted waters.
This edition presents the most prominent topics and applications of digital image processing, analysis, and computer graphics in the field of cultural heritage preservation. The text assumes prior knowledge of digital image processing and computer graphics fundamentals. Each chapter contains a table of contents, illustrations, and figures that elucidate the presented concepts in detail, as well as a chapter summary and a bibliography for further reading. Well-known experts cover a wide range of topics and related applications, including spectral imaging, automated restoration, computational reconstruction, digital reproduction, and 3D models.
"John Russ is the master of explaining how image processing gets applied to real-world situations. With Brent Neal, he's done it again in Measuring Shape, this time explaining an expanded toolbox of techniques that includes useful, state-of-the-art methods that can be applied to the broad problem of understanding, characterizing, and measuring shape. He has a gift for finding the kernel of a particular algorithm, explaining it in simple terms, then giving concrete examples that are easily understood. His perspective comes from solving real-world problems and separating out what works in practice from what is just an abstract curiosity." -Tom Malzbender, Hewlett-Packard Laboratories, Palo Alto, California, USA Useful for those working in fields including industrial quality control, research, and security applications, Measuring Shape is a handbook for the practical application of shape measurement. Covering a wide range of shape measurements likely to be encountered in the literature and in software packages, this book presents an intentionally diverse set of examples that illustrate and enable readers to compare methods used for measurement and quantitative description of 2D and 3D shapes. It stands apart through its focus on examples and applications, which help readers quickly grasp the usefulness of presented techniques without having to approach them through the underlying mathematics. An elusive concept, shape is a principal governing factor in determining the behavior of objects and structures. Essential to recognizing and classifying objects, it is the central link in manmade and natural processes. Shape dictates everything from the stiffness of a construction beam, to the ability of a leaf to catch water, to the marketing and packaging of consumer products. This book emphasizes techniques that are quantitative and produce a meaningful yet compact set of numerical values that can be used for statistical analysis, comparison, correlation, classification, and identification. Written by two renowned authors from both industry and academia, this resource explains why users should select a particular method, rather than simply discussing how to use it. Showcasing each process in a clear, accessible, and well-organized way, they explore why a particular one might be appropriate in a given situation, yet a poor choice in another. Providing extensive examples, plus full mathematical descriptions of the various measurements involved, they detail the advantages and limitations of each method and explain the ways they can be implemented to discover important correlations between shape and object history or behavior. This uncommon assembly of information also includes sets of data on real-world objects that are used to compare the performance and utility of the various presented approaches. |
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