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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.
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.
The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.
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 There's also a special guide for parents and teachers at the end of the book.
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.
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.
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.
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.
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.
Usability Testing for Survey Research provides researchers with a guide to the tools necessary to evaluate, test, and modify surveys in an iterative method during the survey pretesting process. It includes examples that apply usability to any type of survey during any stage of development, along with tactics on how to tailor usability testing to meet budget and scheduling constraints. The book's authors distill their experience to provide tips on how usability testing can be applied to paper surveys, mixed-mode surveys, interviewer-administered tools, and additional products. Readers will gain an understanding of usability and usability testing and why it is needed for survey research, along with guidance on how to design and conduct usability tests, analyze and report findings, ideas for how to tailor usability testing to meet budget and schedule constraints, and new knowledge on how to apply usability testing to other survey-related products, such as project websites and interviewer administered tools.
The Art of Subtraction is the first full-length study on the CD-ROM as a creative platform. Bruno Lessard traces the rise and relatively rapid fall of the CD-ROM in the 1980s and 1990s and its impact as a creative platform for media artists such as Jean-Louis Boissier, Zoe Beloff, Adriene Jenik, and Chris Marker. Although the CD-ROM was not a lasting commercial success it was a vibrant medium that allowed for experimentation in adapting literary works. Building on the work of Gilles Deleuze and Michele Foucault, Lessard establishes a comparative framework for linking digital adaptations with innovative concepts such as 'subtractive adaptation' and the 'object image' that will be of interest to researchers examining literary adaptations on other digital platforms such as websites, smart phones, tablets, and digital games. The Art of Subtraction is a fascinating study of intermediality in the late twentieth century and it provides the first chapter in the yet unwritten history of digital adaptation.
MESH ist ein mathematisches Video ber vielfl chige Netzwerke und ihre Rolle in der Geometrie, der Numerik und der Computergraphik. Der unter Anwendung der neuesten Technologie vollst ndig computergenierte Film spannt einen Bogen von der antiken griechischen Mathematik zum Gebiet der heutigen geometrischen Modellierung. MESH hat zahlreiche wissenschaftliche Preise weltweit gewonnen. Die Autoren sind Konrad Polthier, ein Professor der Mathematik, und Beau Janzen, ein professioneller Filmdirektor. Der Film ist ein ausgezeichnetes Lehrmittel f r Kurse in Geometrie, Visualisierung, wissenschaftlichem Rechnen und geometrischer Modellierung an Universit ten, Zentren f r wissenschaftliches Rechnen, kann jedoch auch an Schulen genutzt werden. |
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