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Books > Computing & IT > Computer software packages > Multimedia
This book shares new research findings and practical lessons learned that will foster advances in digital design, communication design, web, multimedia and motion design, graphic design and branding, and other related areas. It gathers the best papers presented at the 3rd International Conference on Digital Design and Communication, DIGICOM 2019, held on November 15-16, 2019, in Barcelos, Portugal. The respective contributions highlight new theoretical perspectives and practical research directions in design and communication, aimed at promoting their use in a global, digital world. The book offers a timely guide and a source of inspiration for designers of all kinds (Graphic, Digital, Web, UI & UX Design and Social Media), for researchers, advertisers, artists, entrepreneurs, and brand or corporate communication managers, and for teachers and advanced students.
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.
This book provides developers, engineers, researchers and students with detailed knowledge about the High Efficiency Video Coding (HEVC) standard. HEVC is the successor to the widely successful H.264/AVC video compression standard, and it provides around twice as much compression as H.264/AVC for the same level of quality. The applications for HEVC will not only cover the space of the well-known current uses and capabilities of digital video they will also include the deployment of new services and the delivery of enhanced video quality, such as ultra-high-definition television (UHDTV) and video with higher dynamic range, wider range of representable color, and greater representation precision than what is typically found today. HEVC is the next major generation of video coding design a flexible, reliable and robust solution that will support the next decade of video applications and ease the burden of video on world-wide network traffic. This book provides a detailed explanation of the various parts of the standard, insight into how it was developed, and in-depth discussion of algorithms and architectures for its implementation."
Organizational design plays a critical role in the development of larger and more complex multi-agent systems (MAS). As systems grow to include hundreds or thousands of agents, those in the field must move from an agent-centric view of coordination and control to an organization-centric one. ""The Handbook of Research on Multi-Agent Systems: Semantics and Dynamics of Organizational Models"" brings together views and approaches from different communities including MAS, computational organizational simulation, social simulation, organizational theory, and cognitive science, to present the intersections of the different topics. Containing chapters by renowned international authors, this book provides a comprehensive volume on the state-of-the-art on formal semantic models and practical applications for dynamic formalisms of agent organizations. This title offers: 23 authoritative contributions by over 50 of the world's leading experts on multi-agent systems from 11 countries; comprehensive coverage of each specific topic, highlighting recent trends and describing the latest advances in the field; more than 880 references to existing literature and research on multi-agent systems; a compendium of over 150 key terms with detailed definitions. This title is organized by topic and indexed, making it a convenient method of reference for all IT/IS scholars and professionals. It features cross-referencing of key terms, figures, and information pertinent to multi-agent systems and free institution-wide access to the online version with the purchase of the print publication.
1. The book is the first comprehensive review of the 95-year development of Chinese animation. 2. All students and scholars of film studies, especially Chinese animation would benefit from this volume. 3. This book would be a useful reference to learn about the developmental trajectory of Chinese animation.
This volume brings together contributions representing the state-of-the-art in new multimedia and future technology information research, currently a major topic in computer science and electronic engineering. Researchers aim to interoperate multimedia frameworks, transforming the way people work and interact with multimedia data. This book covers future information technology topics including digital and multimedia convergence, ubiquitous and pervasive computing, intelligent computing and applications, embedded systems, mobile and wireless communications, bio-inspired computing, grid and cloud computing, semantic web, human-centric computing and social networks, adaptive and context-aware computing, security and trust computing and related areas. Representing the combined proceedings of the 9th International Conference on Multimedia and Ubiquitous Engineering (MUE-15) and the 10th International Conference on Future Information Technology (Future Tech 2015), this book aims to provide a complete coverage of the areas outlined and to bring together researchers from academic and industry and other practitioners to share their research ideas, challenges and solutions.
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.
This book is summarizing the results of the workshop "Uniform Distribution and Quasi-Monte Carlo Methods" of the RICAM Special Semester on "Applications of Algebra and Number Theory" in October 2013. The survey articles in this book focus on number theoretic point constructions, uniform distribution theory, and quasi-Monte Carlo methods. As deterministic versions of the Monte Carlo method, quasi-Monte Carlo rules enjoy increasing popularity, with many fruitful applications in mathematical practice, as for example in finance, computer graphics, and biology. The goal of this book is to give an overview of recent developments in uniform distribution theory, quasi-Monte Carlo methods, and their applications, presented by leading experts in these vivid fields of research.
Provides a synopsis of the various technologies in perceptual-based multimedia design.
"Visual Computing for Medicine, Second Edition, "offers
cutting-edge visualization techniques and their applications in
medical diagnosis, education, and treatment. The book
includesalgorithms, applications, and ideas on achieving
reliability of results and clinical evaluation of the techniques
covered. Preim and Botha illustrate visualization techniques
fromresearch, but also cover the information required to solve
practical clinical problems. They base the book on several years of
combined teaching and research experience. This new edition
includes six new chapters on treatment planning, guidance and
training; an updated appendix on software support for visual
computing for medicine; and a new global structure that better
classifies and explains the major lines of work in the field.
Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Over the past decade the field of Human-Computer Interaction has evolved from the study of the usability of interactive products towards a more holistic understanding of how they may mediate desired human experiences. This book identifies the notion of diversity in users' experiences with interactive products and proposes methods and tools for modeling this along two levels: (a) interpersonal diversity in users' responses to early conceptual designs, and (b) the dynamics of users' experiences over time. The Repertory Grid Technique is proposed as an alternative to standardized psychometric scales for modeling interpersonal diversity in users' responses to early concepts in the design process, and new Multi-Dimensional Scaling procedures are introduced for modeling such complex quantitative data. iScale, a tool for the retrospective assessment of users' experiences over time is proposed as an alternative to longitudinal field studies, and a semi-automated technique for the analysis of the elicited experience narratives is introduced. Through these two methodological contributions, this book argues against averaging in the subjective evaluation of interactive products. It proposes the development of interactive tools that can assist designers in moving across multiple levels of abstraction of empirical data, as design-relevant knowledge might be found on all these levels. Foreword by Jean-Bernard Martens and Closing Note by Marc Hassenzahl.
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.
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.
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.
This state of the art monograph presents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, especially in relation to eastern Asia. The authors provide detailed analyses and histories of cuteness in Japan and in China, the rise of Kawaii and Moe cultural artifacts, and their relation to social, psychological, and design issues. They also attempt an initial taxonomy of cuteness. Finally, detailed interviews with leading designers of cute products and services, such as Hello Kitty, provide an understanding of the philosophy and decision-making process of designers of cuteness. Cuteness Engineering: Designing Adorable Products and Services will be of interest and use to a wide range of professionals, researchers, academics, and students who are interested in exploring the world of cuteness in fresh new ways and gaining insights useful for their work and studies.
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.
This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful.
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." |
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