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Books > Computing & IT > Computer software packages > Multimedia
The study and application of spatial information systems have been
developed primarily from the use of computers in the geosciences.
These systems have the principle functions of capturing, storing,
representing, manipulating, and displaying data in 2-D and 3-D
worlds. This book approaches its subject from the perspectives of
informatics and geography, presenting methods of conceptual
modeling developed in computer science that provide valuable aids
for resolving spatial problems. This book is an essential textbook
for both students and practitioners. It is indispensable for
academic geographers, computer scientists, and the GIS
professional.
Key Features
* Serves as the first comprehensive textbook on the field of
Spatial Information Systems (also known as Geographic Information
Systems)
* Contains extensive illustrations
* Presents numerous detailed examples
Archaeologists now face a myriad of digital ways of engaging with
the public - social media, online TV channels, games, etc. It is
critical that this potential and its limitations are closely
assessed and utilised to make archaeology a genuinely public
activity. Archaeology and Digital Communication examines how
archaeology engages the public in the rapidly changing world of
communication. This volume proposes digital strategies of public
engagement that will be of interest to archaeologists working in
various contexts, particularly in collaboration with media
professionals and institutions. It identifies some of the most
promising uses of digital media in different domains of
archaeological communication and the benefits they can generate for
participants. Each use is presented through case studies
highlighting how media experiences are designed and consumed. While
providing specific operational recommendations, Archaeology and
Digital Communication also attempts to chart potential new
directions for research.
Host of public television's Mark Kistler's Imagination Station, shows young artists the cool and fun way to draw in 3-D! Hey, you! Open this book and learn how to draw in three dimensions! Mark Kistler's Imagination Station has thirty-six exciting drawing adventures. Mark teaches you the different skills you need in order to create such masterpieces as: * Dinosaurs in the Sky * The Cool Cloud Colony * The Magnificent Moon Base * The Delightful Diving Dolphins * Professional Pollution Patrollers * Super Solar System * And thirty other excellent adventures that will have you drawing like this: There's also a special guide for parents and teachers at the end of the book.
This book is designed to cover the basics of C++, the powerful
programming language used by developers all over the world. Its
readily understandable concepts and easy syntax are used in video
games, embedded systems, IoT devices, and resource-heavy AI
applications. Using a "self-teaching" method with numerous examples
and figures, the book covers all of the major C++ concepts,
including pointers, classes, strings, arrays, polymorphism,
inheritance, file handling, and more. Various types of the end of
chapter exercises include theoretical, practical, and multiple
choice (with answers) to enhance comprehension of the topics
covered.
Industrial Tomography: Systems and Applications, Second Edition
thoroughly explores the important techniques of industrial
tomography, also discusses image reconstruction, systems, and
applications. This book presents complex processes, including the
way three-dimensional imaging is used to create multiple
cross-sections, and how computer software helps monitor flows,
filtering, mixing, drying processes, and chemical reactions inside
vessels and pipelines. This book is suitable for materials
scientists and engineers and applied physicists working in the
photonics and optoelectronics industry or in the applications
industries.
The Handbook on Socially Interactive Agents provides a
comprehensive overview of the research fields of Embodied
Conversational Agents Intelligent Virtual Agents and Social
Robotics. Socially Interactive Agents (SIAs) whether virtually or
physically embodied are autonomous agents that are able to perceive
an environment including people or other agents reason decide how
to interact and express attitudes such as emotions engagement or
empathy. They are capable of interacting with people and one
another in a socially intelligent manner using multimodal
communicative behaviors with the goal to support humans in various
domains.Written by international experts in their respective fields
the book summarizes research in the many important research
communities pertinent for SIAs while discussing current challenges
and future directions. The handbook provides easy access to
modeling and studying SIAs for researchers and students and aims at
further bridging the gap between the research communities involved.
In two volumes the book clearly structures the vast body of
research. The first volume starts by introducing what is involved
in SIAs research in particular research methodologies and ethical
implications of developing SIAs. It further examines research on
appearance and behavior focusing on multimodality. Finally social
cognition for SIAs is investigated using different theoretical
models and phenomena such as theory of mind or pro-sociality. The
second volume starts with perspectives on interaction examined from
different angles such as interaction in social space group
interaction or long-term interaction. It also includes an extensive
overview summarizing research and systems of human-agent platforms
and of some of the major application areas of SIAs such as
education aging support autism and games.
The Handbook on Socially Interactive Agents provides a
comprehensive overview of the research fields of Embodied
Conversational Agents Intelligent Virtual Agents and Social
Robotics. Socially Interactive Agents (SIAs) whether virtually or
physically embodied are autonomous agents that are able to perceive
an environment including people or other agents reason decide how
to interact and express attitudes such as emotions engagement or
empathy. They are capable of interacting with people and one
another in a socially intelligent manner using multimodal
communicative behaviors with the goal to support humans in various
domains.Written by international experts in their respective fields
the book summarizes research in the many important research
communities pertinent for SIAs while discussing current challenges
and future directions. The handbook provides easy access to
modeling and studying SIAs for researchers and students and aims at
further bridging the gap between the research communities involved.
In two volumes the book clearly structures the vast body of
research. The first volume starts by introducing what is involved
in SIAs research in particular research methodologies and ethical
implications of developing SIAs. It further examines research on
appearance and behavior focusing on multimodality. Finally social
cognition for SIAs is investigated using different theoretical
models and phenomena such as theory of mind or pro-sociality. The
second volume starts with perspectives on interaction examined from
different angles such as interaction in social space group
interaction or long-term interaction. It also includes an extensive
overview summarizing research and systems of human-agent platforms
and of some of the major application areas of SIAs such as
education aging support autism and games.
Each Student Book and ActiveBook have has clearly laid out pages
with a range of supportive features to aid learning and teaching:
Getting to know your unit sections ensure learners understand the
grading criteria and unit requirements. Getting ready for
Assessment sections focus on preparation for external assessment
with guidance for learners on what to expect. Hints and tips will
help them prepare for assessment and sample answers are provided
for a range of question types including, short and long answer
questions, all with a supporting commentary. Learners can also
prepare for internal assessment using this feature. A case study of
a learner completing the internal assessment for that unit covering
'How I got started', 'How I brought it all together' and 'What I
got from the experience'. Pause Point feature provide opportunities
for learners to self-evaluate their learning at regular intervals.
Each Pause Point point feature gives learners a Hint or Extend
option to either revisit and reinforce the topic or to encourage
independent research or study skills. Case Study and Theory into
Practice features enable development of problem-solving skills and
place the theory into real life situations learners could
encounter. Assessment Activity/Practice provide scaffolded
assessment practice activities that help prepare learners for
assessment. Within each assessment practice activity, a Plan, Do
and Review section supports learners' formative assessment by
making sure they fully understand what they are being asked to do,
what their goals are and how to evaluate the task and consider how
they could improve. Dedicated Think Future pages provide case
studies from the industry, with a focus on aspects of skills
development that can be put into practice in a real work
environment and further study.
3D image reconstruction is used in many fields, such as medicine,
entertainment, and computer science. This highly demanded process
comes with many challenges, such as images becoming blurry by
atmospheric turbulence, getting snowed with noise, or becoming
damaged within foreign regions. It is imperative to remain
well-informed with the latest research in this field. Recent
Advances in 3D Imaging, Modeling, and Reconstruction is a
collection of innovative research on the methods and common
techniques of image reconstruction as well as the accuracy of these
methods. Featuring coverage on a wide range of topics such as ray
casting, holographic techniques, and machine learning, this
publication is ideally designed for graphic designers, computer
engineers, medical professionals, robotics engineers, city
planners, game developers, researchers, academicians, and students.
The use of digital images in today's modernized market is rapidly
increasing throughout organizations due to the prevalence of social
media and digital content. Companies who wish to distribute their
content over the internet face numerous security risks such as
copyright violation. Advanced methods for the protection and
security of digital data are constantly emerging, and up-to-date
research in this area is lacking. Advancements in Security and
Privacy Initiatives for Multimedia Images is a collection of
innovative research on the methods and applications of contemporary
techniques for the security and copyright protection of images and
their distribution. While highlighting topics including
simulation-based security, digital watermarking protocols, and
counterfeit prevention, this book is ideally designed for security
analysts, researchers, developers, programmers, academicians,
practitioners, students, executives, educators, and policymakers
seeking current research on modern security improvements for
multimedia images.
This book investigates multiple facets of the emerging discipline
of Tangible, Embodied, and Embedded Interaction (TEI). This is a
story of atoms and bits. We explore the interweaving of the
physical and digital, toward understanding some of their wildly
varying hybrid forms and behaviors. Spanning conceptual,
philosophical, cognitive, design, and technical aspects of
interaction, this book charts both history and aspirations for the
future of TEI. We examine and celebrate diverse trailblazing works,
and provide wide-ranging conceptual and pragmatic tools toward
weaving the animating fires of computation and technology into
evocative tangible forms. We also chart a path forward for TEI
engagement with broader societal and sustainability challenges that
will profoundly (re)shape our children's and grandchildren's
futures. We invite you all to join this quest.
In recent years, falsification and digital modification of video
clips, images, as well as textual contents have become widespread
and numerous, especially when deepfake technologies are adopted in
many sources. Due to adopted deepfake techniques, a lot of content
currently cannot be recognized from its original sources. As a
result, the field of study previously devoted to general multimedia
forensics has been revived. The Handbook of Research on Advanced
Practical Approaches to Deepfake Detection and Applications
discusses the recent techniques and applications of illustration,
generation, and detection of deepfake content in multimedia. It
introduces the techniques and gives an overview of deepfake
applications, types of deepfakes, the algorithms and applications
used in deepfakes, recent challenges and problems, and practical
applications to identify, generate, and detect deepfakes. Covering
topics such as anomaly detection, intrusion detection, and security
enhancement, this major reference work is a comprehensive resource
for cyber security specialists, government officials, law
enforcement, business leaders, students and faculty of higher
education, librarians, researchers, and academicians.
Introduction to Graphic Arts and Media Technologies provides
students with an accessible and informative overview of various
facets of and opportunities within the graphic arts and media
technologies industry. The text provides readers with the knowledge
and skillsets required to help them to succeed in their future
careers, whether in graphic design, advertising design, printing
technologies, web design, video and sound design, or 3D modeling
and animation. The opening chapter offers students a brief history
of the industry and describes a variety of jobs available to them.
Additional chapters examine historical reference points that can
influence and inspire today's artists, from the cave paintings of
Lascaux to the art style of Walt Disney to modern web design
aesthetics. Students learn how to expand their creativity, think
like a designer, and apply key design elements and principles to
produce effective media solutions. Dedicated chapters cover imagery
in graphics, type and typography, industry workflows, and media and
communication options. The closing chapter speaks to building a
professional portfolio, leveraging industry resources, and tapping
into future educational opportunities. Featuring vibrant,
full-color images and enlightening interviews with professionals in
the industry, Introduction to Graphic Arts and Media Technologies
is an ideal resource for courses and programs in the visual arts.
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