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Books > Computing & IT > Computer software packages > Multimedia
Eye tracking is a widely used research method, but there are many questions and misconceptions about how to effectively apply it. Eye Tracking the User Experience--the first how-to book about eye tracking for UX practitioners--offers step-by-step advice on how to plan, prepare, and conduct eye tracking studies; how to analyze and interpret eye movement data; and how to successfully communicate eye tracking findings.
Augmented reality is not a technology.Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.One "reads" a book.One "watches" a movie.One "experiences" augmented reality."Understanding Augmented Reality" addresses the elements that are required to create "compelling "augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the "content" of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. "Understanding Augmented Reality" addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches
used in developing AR applications. This book helps untangle the
seemingly endless different approaches that are being taken in the
market today.
This book explores the disruptive changes in the media ecosystem caused by convergence and digitization, and analyses innovation processes in content production, distribution and commercialisation. It has been edited by Professors Miguel Tunez-Lopez (Universidade de Santiago de Compostela, Spain), Valentin-Alejandro Martinez-Fernandez (Universidade da Coruna, Spain), Xose Lopez-Garcia (Universidade de Santiago de Compostela, Spain), Xose Ruas-Araujo (Universidade de Vigo, Spain) and Francisco Campos-Freire (Universidade de Santiago de Compostela, Spain). The book includes contributions from European and American experts, who offer their views on the audiovisual sector, journalism and cyberjournalism, corporate and institutional communication, and education. It particularly highlights the role of new technologies, the Internet and social media, including the ethics and legal dimensions. With 30 contributions, grouped into diverse chapters, on information preferences and uses in journalism, as well as public audiovisual policies in the European Union, related to governance, funding, accountability, innovation, quality and public service, it provides a reliable media resource and presents lines of future development.
Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.
Imagine how much easier creating web and mobile applications would be if you had a practical and concise, hands-on guide to visual design. "Visual Usability" gets into the nitty-gritty of applying visual design principles to complex application design. You ll learn how to avoid common mistakes, make informed
decisions about application design, and elevate the ordinary. We ll
review three key principles that affect application design -
consistency, hierarchy, and personality - and illustrate how to
apply tools like typography, color, and layout to digital
application design. Whether you re a UI professional looking to
fine-tune your skills, a developer who cares about making
applications beautiful and usable, or someone entirely new to the
design arena, Visual Usability is your one-stop, practical guide to
visual design.
Cyberculture is a particularly complex issue. It is seen as a fantastic meeting point of classic philosophers with postmodern theorists, politicians with community engineers, contemporary sophists with software engineers, and artists with rhetoricians. Today, cyberculture is identified highly with new media and digital rhetoric and could be used to create a comprehensive map of modern culture. Present and Future Paradigms of Cyberculture in the 21st Century is a comprehensive research publication that explores the influence of the internet and internet culture on society as a whole. Highlighting a wide range of topics such as digital media, activism, and psychology, this book is ideal for academicians, researchers, sociologists, psychologists, anthropologists, and students.
Innovations in Database Design, Web Applications, and Information Systems Management presents ideal research in the areas of database theory, systems design, ontologies, and many more. Including examples of the convergence of ideas from various disciplines aimed at improving and developing the theory of information technology and management of information resources, this book is useful for researchers and practitioners in the IT field.
If you're an executive, designer, product manager, marketer, or engineer, communication is part of your work. Using images and text in unique ways, comics can engage readers in ways traditional methods can't. In See What I Mean, you'll learn how to create comics about your products and processes without an illustrator--just like Google, eBay, and Adobe do.
This book presents cutting-edge developments in the advanced mathematical theories utilized in computer graphics research - fluid simulation, realistic image synthesis, and texture, visualization and digital fabrication. A spin-off book from the International Symposium on Mathematical Progress in Expressive Image Synthesis in 2016 and 2017 (MEIS2016/2017) held in Fukuoka, Japan, it includes lecture notes and an expert introduction to the latest research presented at the symposium. The book offers an overview of the emerging interdisciplinary themes between computer graphics and driven mathematic theories, such as discrete differential geometry. Further, it highlights open problems in those themes, making it a valuable resource not only for researchers, but also for graduate students interested in computer graphics and mathematics.
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
This text reviews the issues involved in handling and processing digital documents. Examining the full range of a document s lifetime, the book covers acquisition, representation, security, pre-processing, layout analysis, understanding, analysis of single components, information extraction, filing, indexing and retrieval. Features: provides a list of acronyms and a glossary of technical terms; contains appendices covering key concepts in machine learning, and providing a case study on building an intelligent system for digital document and library management; discusses issues of security, and legal aspects of digital documents; examines core issues of document image analysis, and image processing techniques of particular relevance to digitized documents; reviews the resources available for natural language processing, in addition to techniques of linguistic analysis for content handling; investigates methods for extracting and retrieving data/information from a document."
This volume includes papers presented at IIH-MSP 2017, the 13th International Conference on Intelligent Information Hiding and Multimedia Signal Processing, held from 12 to 15 August 2017 in Matsue, Shimane, Japan. The conference addresses topics ranging from information hiding and security, and multimedia signal processing and networking, to bio-inspired multimedia technologies and systems. This volume of Smart Innovation, Systems and Technologies focuses on subjects related to massive image/video compression and transmission for emerging networks, advances in speech and language processing, information hiding and signal processing for audio and speech signals, intelligent distribution systems and applications, recent advances in security and privacy for multimodal network environments, multimedia signal processing, and machine learning. Updated with the latest research outcomes and findings, the papers presented appeal to researchers and students who are interested in the corresponding fields.
Images support connections between biology, engineering, and material sciences resulting in a growing partnership among academia, laboratories, and industry. Scientists focus on biology-inspired research to understand how biological systems work, and then create systems and materials that would have efficiency and precision of living structures. The Art Science connection has become one of prominent trends exemplified by themes presented in journals, conferences, and books. Biologically-Inspired Computing for the Arts: Scientific Data through Graphics comprises a collection of authors individual approaches to the relationship between nature, science, and art created with the use of computers. Themes discussed in the book relate to the use of visual language in communication about biologically-inspired scientific data, visual literacy in science, and application of practitioner s approach. This comprehensive reference will assist programmers, scientists, engineers, computer science and science-oriented students in creating and effectively communicating their projects using science-related knowledge.
Ambient intelligence began as a vision for the future of technology and has now become a reality. The widespread use of modern technology has quickly expanded into the use of our everyday lives. On a daily basis, we are instantly connected to people, places, ideas, and information which have led to the acceleration of knowledge. As the continuing development of new technologies becomes available, those technologies will play an integral role in the future. Pervasive and Ubiquitous Technology Innovations for Ambient Intelligence Environments is a collection of research on the subject matter of human computer interaction, ubiquitous computing, embedded systems, and other areas of study which contribute to ambient intelligence. This comprehensive reference aims to broaden the overall knowledge on ambient intelligence as it relates to the aspects of modern life.
This volume includes papers presented at IIH-MSP 2017, the 13th International Conference on Intelligent Information Hiding and Multimedia Signal Processing, held on 12-15 August 2017 in Matsue, Shimane, Japan. The conference covered topics ranging from information hiding and security, and multimedia signal processing and networking, to bio-inspired multimedia technologies and systems. This volume focuses on subjects related to multimedia security and applications, wearable computing, Internet of Things (IoT) privacy and information security, biomedical system design and applications, emerging techniques and applications, soft computing and applications, applications of image encoding and rendering, and information hiding and its criteria. Updated with the latest research outcomes and findings, the papers presented appeal to researchers and students in the corresponding fields.
KES International (KES) is a worldwide organisation that provides a professional community and association for researchers, originally in the discipline of Knowledge Based and Intelligent Engineering Systems, but now extending into other related areas. Through this, KES provides its members with opportunities for publication and beneficial interaction. The focus of KES is research and technology transfer in the area of Intelligent S- tems, i.e. computer-based software systems that operate in a manner analogous to the human brain, in order to perform advanced tasks. Recently KES has started to extend its area of interest to encompass the contribution that intelligent systems can make to sustainability and renewable energy, and also the knowledge transfer, innovation and enterprise agenda. Involving several thousand researchers, managers and engineers drawn from u- versities and companies world-wide, KES is in an excellent position to facilitate - ternational research co-operation and generate synergy in the area of artificial intel- gence applied to real-world 'Smart' systems and the underlying related theory. The KES annual conference covers a broad spectrum of intelligent systems topics and attracts several hundred delegates from a range of countries round the world. KES also organises symposia on specific technical topics, for example, Agent and Multi Agent Systems, Intelligent Decision Technologies, Intelligent Interactive M- timedia Systems and Services, Sustainability in Energy and Buildings and Innovations through Knowledge Transfer. KES is responsible for two peer-reviewed journals, the International Journal of Knowledge based and Intelligent Engineering Systems, and Intelligent Decision Technologies: an International Journal.
Multimedia systems and content-based image retrieval are very important areas of research in computer technology. Numerous research works are being done in these fields at present. These two areas are changing our life-styles because they together cover creation, maintenance, accessing and retrieval of video, audio, image, textual and graphic data. But still several important issues in these areas remain unresolved and further research works are needed to be done for better techniques and applications. Multimedia Systems and Content-Based Image Retrieval addresses these unresolved issues and highlights current research.
This book features papers presented at IIH-MSP 2018, the 14th International Conference on Intelligent Information Hiding and Multimedia Signal Processing. The scope of IIH-MSP included information hiding and security, multimedia signal processing and networking, and bio-inspired multimedia technologies and systems. The book discusses subjects related to massive image/video compression and transmission for emerging networks, advances in speech and language processing, recent advances in information hiding and signal processing for audio and speech signals, intelligent distribution systems and applications, recent advances in security and privacy for multimodal network environments, multimedia signal processing, and machine learning. Presenting the latest research outcomes and findings, it is suitable for researchers and students who are interested in the corresponding fields. IIH-MSP 2018 was held in Sendai, Japan on 26-28 November 2018. It was hosted by Tohoku University and was co-sponsored by the Fujian University of Technology in China, the Taiwan Association for Web Intelligence Consortium in Taiwan, and the Swinburne University of Technology in Australia, as well as the Fujian Provincial Key Laboratory of Big Data Mining and Applications (Fujian University of Technology) and the Harbin Institute of Technology Shenzhen Graduate School in China.
The main objective of pervasive computing systems is to create environments where computers become invisible by being seamlessly integrated and connected into our everyday environment, where such embedded computers can then provide inf- mation and exercise intelligent control when needed, but without being obtrusive. Pervasive computing and intelligent multimedia technologies are becoming incre- ingly important to the modern way of living. However, many of their potential applications have not yet been fully realized. Intelligent multimedia allows dynamic selection, composition and presentation of the most appropriate multimedia content based on user preferences. A variety of applications of pervasive computing and - telligent multimedia are being developed for all walks of personal and business life. Pervasive computing (often synonymously called ubiquitous computing, palpable computing or ambient intelligence) is an emerging ?eld of research that brings in revolutionary paradigms for computing models in the 21st century. Pervasive c- puting is the trend towards increasingly ubiquitous connected computing devices in the environment, a trend being brought about by a convergence of advanced el- tronic - and particularly, wireless - technologies and the Internet. Recent advances in pervasive computers, networks, telecommunications and information technology, along with the proliferation of multimedia mobile devices - such as laptops, iPods, personal digital assistants (PDAs) and cellular telephones - have further stimulated the development of intelligent pervasive multimedia applications. These key te- nologiesarecreatingamultimediarevolutionthatwillhavesigni?cantimpactacross a wide spectrum of consumer, business, healthcare and governmental domains.
This book provides a general overview of multiple instance learning (MIL), defining the framework and covering the central paradigms. The authors discuss the most important algorithms for MIL such as classification, regression and clustering. With a focus on classification, a taxonomy is set and the most relevant proposals are specified. Efficient algorithms are developed to discover relevant information when working with uncertainty. Key representative applications are included. This book carries out a study of the key related fields of distance metrics and alternative hypothesis. Chapters examine new and developing aspects of MIL such as data reduction for multi-instance problems and imbalanced MIL data. Class imbalance for multi-instance problems is defined at the bag level, a type of representation that utilizes ambiguity due to the fact that bag labels are available, but the labels of the individual instances are not defined. Additionally, multiple instance multiple label learning is explored. This learning framework introduces flexibility and ambiguity in the object representation providing a natural formulation for representing complicated objects. Thus, an object is represented by a bag of instances and is allowed to have associated multiple class labels simultaneously. This book is suitable for developers and engineers working to apply MIL techniques to solve a variety of real-world problems. It is also useful for researchers or students seeking a thorough overview of MIL literature, methods, and tools. |
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