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Books > Computing & IT > Computer software packages > Multimedia
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."
This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the 7th Edition of Interactive Computer Graphics with WebGL. This is the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasises application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics. Teaching and Learning Experience This program will provide a better teaching and learning experience-for you and your students. It will help: Engage Students Immediately with 3D Material: A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics. Introduce Computer Graphics Programming with WebGL and JavaScript: WebGL is not only fully shader-based-each application must provide at least a vertex shader and a fragment shader-but also a version that works within the latest web browsers.
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.
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.
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 reports on the theoretical foundations, fundamental applications and latest advances in various aspects of connected services for health information systems. The twelve chapters highlight state-of-the-art approaches, methodologies and systems for the design, development, deployment and innovative use of multisensory systems and tools for health management in smart city ecosystems. They exploit technologies like deep learning, artificial intelligence, augmented and virtual reality, cyber physical systems and sensor networks. Presenting the latest developments, identifying remaining challenges, and outlining future research directions for sensing, computing, communications and security aspects of connected health systems, the book will mainly appeal to academic and industrial researchers in the areas of health information systems, smart cities, and augmented reality.
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 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.
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 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.
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.
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. |
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