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Books > Computing & IT > Computer software packages > Multimedia
TO COMPUTER GRAPHICS BASED ONGKS Part I gives an introduction to basic concepts of computer graph ics and to the principles and concepts of GKS. The aims of this part are twofold: to provide the beginner with an overview of the terminology and concepts of computer graphics, based on GKS, and to give the computer graphics expert an introduc tion to the GKS standard. In the early chapters of this part, the main areas of computer graphics, the various classes of com puter graphics users, the interfaces of GKS and its underlying design concepts are discussed and important terms are defined. The later chapters give an informal introduction to the main concepts of GKS and their interrelationships: output, attributes, coordinate systems, transformations, input, segments, metafile, state lists, and error handling. This introduction to the GKS framework will prepare the ground for the detailed description of 2D GKS functions in Part III and the 3D extensions to GKS in Part IV. 1 WHAT IS COMPUTER GRAPHICS? 1. 1 Defmition of Computer Graphics The Data Processing Vocabulary of the International Organization for Stan dardization (ISO) ISO 84] defines Computer Graphics as follows: "Methods and techniques for converting data to and from a graphic display via computer. " This definition refers to three basic components of any computer graphics system - namely "data," "computer," and "display.""
The advent of the world-wide web and web-based applications have dramatically changed the nature of computer applications. Computer system design, in the light of these changes, involves understanding these modem workloads, identifying bottlenecks during their execution, and appropriately tailoring microprocessors, memory systems, and the overall system to minimize bottlenecks. This book contains ten chapters dealing with several contemporary programming paradigms including Java, web server and database workloads. The first two chapters concentrate on Java. While Barisone et al.'s characterization in Chapter 1 deals with instruction set usage of Java applications, Kim et al.'s analysis in Chapter 2 focuses on memory referencing behavior of Java workloads. Several applications including the SPECjvm98 suite are studied using interpreter and Just-In-Time (TIT) compilers. Barisone et al.'s work includes an analytical model to compute the utilization of various functional units. Kim et al. present information on locality, live-range of objects, object lifetime distribution, etc. Studying database workloads has been a challenge to research groups, due to the difficulty in accessing standard benchmarks. Configuring hardware and software for database benchmarks such as those from the Transactions Processing Council (TPC) requires extensive effort. In Chapter 3, Keeton and Patterson present a simplified workload (microbenchmark) that approximates the characteristics of complex standardized benchmarks.
Continuous Media Databases brings together in one place important contributions and up-to-date research results in this fast moving area. Continuous Media Databases serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
In the third paper in this chapter, Mike Pratt provides an historical intro duction to solid modeling. He presents the development of the three most freqently used techniques: cellular subdivision, constructive solid modeling and boundary representation. Although each of these techniques devel oped more or less independently, today the designer's needs dictate that a successful system allows access to all of these methods. For example, sculptured surfaces are generally represented using a boundary represen tation. However, the design of a complex vehicle generally dictates that a sculptured surface representation is most efficient for the 'skin' while constructive solid geometry representation is most efficent for the inter nal mechanism. Pratt also discusses the emerging concept of design by 'feature line'. Finally, he addresses the very important problem of data exchange between solid modeling systems and the progress that is being made towards developing an international standard. With the advent of reasonably low cost scientific workstations with rea sonable to outstanding graphics capabilities, scientists and engineers are increasingly turning to computer analysis for answers to fundamental ques tions and to computer graphics for present~tion of those answers. Although the current crop of workstations exhibit quite impressive computational ca pability, they are still not capable of solving many problems in a reasonable time frame, e. g. , executing computational fluid dynamics and finite element codes or generating complex ray traced or radiosity based images. In the sixth chapter Mike Muuss of the U. S.
Agent technology has recently become one of the most vibrant and fastest growing areas in information technology. Within this booming area, intelligent information agents are attracting particular attention from the research and development community as well as from industry and user communities interested in everyday private and professional applications. This monographic text is the first systematic state-of-the-art survey on intelligent information agents. Eighteen coherently written chapters by leading authorities provide complementary coverage of the relevant issues organized in four parts: cooperative information systems and agents; rational information agents and electronic commerce; adaptive information agents; mobile agents and security. In addition, the volume editor has provided a detailed introductory survey chapter, motivational introductions to the four parts, and a comprehensive bibliography listing more than 700 entries.
This volume contains many examples and applied methods explaining the basic architecture of the mobile terminals. It includes sufficient introductory material to enabling even non-expert readers to understand the topics and to make a step towards system integration of complex future applications.
Although the computer's life has been relatively short, it has brought about an information revolution that is transforming our world on a scale that is still difficult to comprehend. This digital convergence is shaping society, technology and the media for the next millennium. Areas as diverse as home banking and shopping over the Internet; WWW access over mobile phone networks; and television systems such as Web TV which combine on-line services with television. But convergence is not just about technology. It is also about services and new ways of doing business and of interacting with society. Digital convergence heralds the 'Information Revolution'. Edited by John Vince and Rae Earnshaw this important new book on Digital Convergence: The Information Revolution is an edited volume of papers, bringing together state-of-the-art developments in the Internet and World Wide Web and should be compulsory reading for all those interested in and working in those areas.
The two-volume proceedings LNCS 7087 + 7088 constitute the proceedings of the 5th Pacific Rim Symposium, PSIVT 2011, held in Gwangju, Korea, in November 2011. The total of 71 revised papers was carefully reviewed and selected from 168 submissions. The topics covered are: image/video coding and transmission; image/video processing and analysis; imaging and graphics hardware and visualization; image/video retrieval and scene understanding; biomedical image processing and analysis; biometrics and image forensics; and computer vision applications.
The two-volume proceedings LNCS 7087 + LNCS 7088 constitute the proceedings of the 5th Pacific Rim Symposium on Image and Video Technology, PSIVT 2011, held in Gwangju, Korea, in November 2011. The total of 71 revised papers was carefully reviewed and selected from 168 submissions. The topics covered are: image/video coding and transmission; image/video processing and analysis; imaging and graphics hardware and visualization; image/video retrieval and scene understanding; biomedical image processing and analysis; biometrics and image forensics; and computer vision applications.
2 chapter contains examples of intelligent agents, arranged according to their appli cation areas. Chapter 7 closes with a prospective view of the future development of intelligent agents. Everyone concerned with the Internet and the new possibilities of information and communication technology knows that nowadays there is no area that is devel oping faster. The authors are aware of the dynamics of this research area and its effects when they describe such a fast developing area in a slow, traditional me dium like a book. One thing is sure today: when the book appears on the market, new intelligent agents will already exist and some of the hypotheses made by this book will have been shown to be incorrect. Why, despite this, does it make sense to write a classical book on this subject? Is there an alternative? Experience shows that the majority of the people in business and public life who make decisions on the use of new technologies continue to prefer books and articles in periodicals rather than electronic sources such as the Internet. Or is there some other reason for the enormous success of Nicolas Negroponte's book Being Digital, which we thank for multimedia and many concepts of the digital and networked world, and even intelligent agents? Today, a book is still the only way to establish a new area."
Color Theory and Modeling for Computer Graphics, Visualization, and Multimedia Applications deals with color vision and visual computing. This book provides an overview of the human visual system with an emphasis on color vision and perception. The book then goes on to discuss how human color vision and perception are applied in several applications using computer-generated displays, such as computer graphics and information and data visualization. Color Theory and Modeling for Computer Graphics, Visualization, and Multimedia Applications is suitable as a secondary text for a graduate-level course on computer graphics, computer imaging, or multimedia computing and as a reference for researchers and practitioners developing computer graphics and multimedia applications.
Multimedia Information Systems explores the technical, human, organizational and socio-economic issues which underpin the implementation and use of multimedia information systems. This unique book comprehensively defines multimedia information systems and its emerging architecture. Today's important issues of networked multimedia information systems and multimedia trafficking on the information superhighway are thoroughly investigated. Multimedia information systems applications and organizational implications are also discussed along with multimedia authoring systems. Multimedia Information Systems is essential reading for all students and professionals faced with the challenges of multimedia information systems management and development. Multimedia Information Systems develops an awareness of the problems associated with multimedia information systems management, and the ability to understand and address these emerging challenges on an organizational and technical level. The book explores the limitations of multimedia on the information superhighway, and offers solutions for present and future development on the Internet. This book also scrutinizes the current applications of multimedia information systems, and examines how they can be developed. Multimedia Information Systems serves as an excellent text for courses on the subject, and as an invaluable reference for multimedia information systems professionals.
Education and Technology for a Better World was the main theme for WCCE 2009. The conference highlights and explores different perspectives of this theme, covering all levels of formal education as well as informal learning and societal aspects of education. The conference was open to everyone involved in education and training. Additionally players from technological, societal, business and political fields outside education were invited to make relevant contributions within the theme: Education and Technology for a Better World. For several years the WCCE (World Conference on Computers in Education) has brought benefits to the fields of computer science and computers and education as well as to their communities. The contributions at WCCE include research projects and good practice presented in different formats from full papers to posters, demonstrations, panels, workshops and symposiums. The focus is not only on presentations of accepted contributions but also on discussions and input from all participants. The main goal of these conferences is to provide a forum for the discussion of ideas in all areas of computer science and human learning. They create a unique environment in which researchers and practitioners in the fields of computer science and human learning can interact, exchanging theories, experiments, techniques, applications and evaluations of initiatives supporting new developments that are potentially relevant for the development of these fields. They intend to serve as reference guidelines for the research community.
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.
This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.
Dictation systems, read-aloud software for the blind, speech control of machinery, geographical information systems with speech input and output, and educational software with 'talking head' artificial tutorial agents are already on the market. The field is expanding rapidly, and new methods and applications emerge almost daily. But good sources of systematic information have not kept pace with the body of information needed for development and evaluation of these systems. Much of this information is widely scattered through speech and acoustic engineering, linguistics, phonetics, and experimental psychology. The Handbook of Multimodal and Spoken Dialogue Systems presents current and developing best practice in resource creation for speech input/output software and hardware. This volume brings experts in these fields together to give detailed 'how to' information and recommendations on planning spoken dialogue systems, designing and evaluating audiovisual and multimodal systems, and evaluating consumer off-the-shelf products.In addition to standard terminology in the field, the following topics are covered in depth: * How to collect high quality data for designing, training, and evaluating multimodal and speech dialogue systems; * How to evaluate real-life computer systems with speech input and output; * How to describe and model human-computer dialogue precisely and in depth. Also included: * The first systematic medium-scale compendium of terminology with definitions. This handbook has been especially designed for the needs of development engineers, decision-makers, researchers, and advanced level students in the fields of speech technology, multimodal interfaces, multimedia, computational linguistics, and phonetics.
The very word "digital" has acquired a status that far exceeds its humble dictionary definition. Even the prefix digital, when associ ated with familiar sectors such as radio, television, photography and telecommunications, has reinvented these industries, and provided a unique opportunity to refresh them with new start-up companies, equipment, personnel, training and working practices - all of which are vital to modern national and international economies. The last century was a period in which new media stimulated new job opportunities, and in many cases created totally new sectors: video competed with film, CDs transformed LPs, and computer graphics threatened traditional graphic design sectors. Today, even the need for a physical medium is in question. The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain intro duces all sorts of problems, such as the conversion of analog archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that we address in this book. Authors from around the world were invited to comment on different aspects of digital content creation, and their contributions form the 23 chapters of this volume.
Human Identification Based on Gait is the first book to address gait as a biometric. Biometrics is now in a unique position where it affects most people's lives. This is especially true of "gait," which is one of the most recent biometrics. Recognizing people by the way they walk and run implies analyzing movement which, in turn, implies analyzing sequences of images, thus requiring memory and computational performance that became available only recently. Human Identification Based on Gait introduces developments from distinguished researchers within this relatively new area of biometrics. This book clearly establishes how human gait is biometric. Human Identification Based on Gait is structured to meet the needs of professionals in industry, as well as advanced-level students in computer science.
Visual languages have long been lit pursuitofeffective communication 00 tween human and machine. Today, they are suecessfully employed for e: nd user progmmming, modeliog, rapid prototypmg, and design activities by people ofmany disciplines including arehitects, artists, children, engi neers, and scientists. Furthermore. with rapid advances ofthe Internet and Web technology, human human communication through the Web or eleo tronie mobile deviees is becoming more and moreprevalent This manuscript provides a comprehensive introduetion to diagmmmatiooI visual programming languages and the technologyofautomatie genemtion ofsnch languages. It covers a broad rangeofcontents from the underlying theoryofgraph grammars to the applications in various domains. Thecon tents were ex: l: l: aeted from the papers that my Ph. D. students and I have published in the last 10 years. and are updated and organized in a coherent fashion. The manuseript gives an in. -depth treatmentof all the topic areas. Pointers to related work and further readings are also faeilitated at the end ofeverychapterexeeptChapter 9. Rather than describing how to program visually, the manuscript discusses what are visual programming languages, and how sooh languages and their underlying foundations can be usefully applied to other fields incomputer science that need graphs as the p: rimary meansofrepresentation. Assuming the basic knowledge of computer programming and compiler co: nstruetion, the manuscript can be used as a textbook for senior orgradu ate computer science classes on visual languages, or a reference book for programming language classes, practitioners, and researchers inthe related field. The manuscript cannot be completed without the helps of many people.
High-Speed Networking for Multimedia Applications presents the latest research on the architecture and protocols for high-speed networks, focusing on communication support for distributed multimedia applications. This includes the two major issues of ATM Networking and quality of service for multimedia applications. It is to be expected that most of the bandwidth in future high-speed networks will be taken up by multimedia applications, transmitting digital audio and video. Traditional networking protocols are not suitable for this as they do not provide guaranteed bandwidth, end-to-end delay or delay jitter, nor do they have addressing schemes or routing algorithms for multicast connections. High-Speed Networking for Multimedia Applications is a collection of high quality research papers which address these issues, providing interesting and innovative solutions. It is an essential reference for engineers and computer scientists working in this area. It is also a comprehensive text for graduate students of high-speed networking and multimedia applications.
Multimedia information systems are quite different from traditional information systems, especially in data types, modeling, delivery, and user interface. The large size of multimedia data and the high bandwidth requirement of multime dia streams require new storage, buffering, delivery, and networking schemes. The presentational nature of multimedia applications requires a proper syn chronization between multimedia streams, and the composition of multimedia documents in the distributed environment should overcome the heterogeneity of underlying systems. This book is edited for undergraduate and graduate students studying mul timedia information and applications, researchers and developers of various multimedia software and hardware systems, multimedia tool developers, user interface designers, and network protocol designers by including 17 chapters focused on the following major issues: * Disk scheduling and storage hierarchy. * Configuration of multimedia servers and buffer management. * Delivery scheduling for multimedia streams. * Supporting user interactions. Document modeling and temporal modeling of multimedia data. * * Integrated multimedia information system.
Rethinking Hypermedia: The Microcosm Approach is essentially the story of the Microcosm hypermedia research and development project that started in the late 1980's and from which has emerged a philosophy that re-examines the whole concept of hypermedia and its role in the evolution of multimedia information systems. The book presents the complete story of Microcosm to date. It sets the development of Microcosm in the context of the history of the subject from which it evolved, as well as the developments in the wider world of technology over the last two decades including personal computing, high-speed communications, and the growth of the Internet. These all lead us towards a world of global integrated information environments: the publishing revolution of the 20th century, in principle making vast amounts of information available to anybody anywhere in the world. Rethinking Hypermedia: The Microcosm Approach explains the role that open hypermedia systems and link services will play in the integrated information environments of the future. It considers issues such as authoring, legacy systems and data integrity issues, and looks beyond the simple hypertext model provided in the World Wide Web and other systems today to the world of intelligent information processing agents that will help us deal with the problems of information overload and maintenance. Rethinking Hypermedia: The Microcosm Approach will be of interest to all those who are involved in designing, implementing and maintaining hypermedia systems such as the World Wide Web by setting the groundwork for producing a system that is both easy to use and easy to maintain. Rethinking Hypermedia: The Microcosm Approach is essential reading for anyone involved in the provision of online information.
Resource Management for Distributed Multimedia Systems addresses the problems and challenges of handling several continuous- media data streams in networked multimedia environments. The work demonstrates how resource management mechanisms can be integrated into a stream handling system. The resulting system includes functions for Quality of Service (QoS) calculations, scheduling, determination of resource requirements, and methods to reduce resource requirements. The work explains the following: a suitable system architecture and resource management scheme that allows for the provision and enforcement of QoS guarantee, resource scheduling mechanisms for CPU and buffer space, mechanisms to measure and collect resource requirements, methods to extend resource management to future scenarios by allowing the reservation of resources in advance and offering sealing mechanisms. . Resource Management for Distributed Multimedia Systems is a comprehensive view of resource management for a broad technical audience that includes computer scientists and engineers involved in developing multimedia applications.
Multimedia computing has emerged in the last few years as a major area of research. Multimedia computer systems have opened a wide range of applications by combining a variety of information sources, such as voice, graphics, animation, images, audio and full-motion video. Looking at the big picture, multimedia can be viewed as the merging of three industries: computer, communications, and broadcasting industries. Research and development efforts can be divided into two areas. As the first area of research, much effort has been centered on the stand-alone multimedia workstation and associated software systems and tools, such as music composition, computer-aided education and training, and interactive video. However, the combination of multimedia computing with distributed systems offers even greater potential. New applications based on distributed multimedia systems include multimedia information systems, collaborative and video conferencing systems, on-demand multimedia services, and distance learning. Multimedia Systems and Techniques is one of two volumes published by Kluwer, both of which provide a broad introduction into this fast moving area. The book covers fundamental concepts and techniques used in multimedia systems. The topics include multimedia objects and related models, multimedia compression techniques and standards, multimedia interfaces, multimedia storage techniques, multimedia communication and networking, multimedia synchronization techniques, multimedia information systems, scheduling in multimedia systems, and video indexing and retrieval techniques. Multimedia Systems and Techniques, together with its companion volume, Multimedia Tools and Applications, is intended for anyone involved in multimedia system design and applications and can be used as a textbook for advanced courses on multimedia.
Information Retrieval (IR) has concentrated on the development of information management systems to support user retrieval from large collections of homogeneous textual material. A variety of approaches have been tried and tested with varying degrees of success over many decades of research. Hypertext (HT) systems, on the other hand, provide a retrieval paradigm based on browsing through a structured information space, following pre-defined connections between information fragments until an information need is satisfied, or appears to be. Information Retrieval and Hypertext addresses the confluence of the areas of IR and HT and explores the work done to date in applying techniques from one area, to the other leading to the development of hypertext information retrieval' (HIR) systems. An important aspect of the work in IR/HT and in any user-centred information system is the emergence of multimedia information and such multimedia information is treated as an integral information type in this text. The contributed chapters cover the development of integrated hypertext information retrieval models, and the application of IR and HT techniques in hypertext construction and the approaches that can be taken in searching HIR systems. These chapters are complemented by two overview chapters covering, respectively, information retrieval and hypertext research and developments. Information Retrieval and Hypertext is important as it is the first text to directly address the combined searching/browsing paradigm of information discovery which is becoming so important in modern computing environments. It will be of interest to researchers and professionals working in a range of areas related to information discovery. |
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