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Books > Computing & IT > Computer software packages > Multimedia
The problem of structure and motion recovery from image sequences is an important theme in computer vision. Considerable progress has been made in this field during the past two decades, resulting in successful applications in robot navigation, augmented reality, industrial inspection, medical image analysis, and digital entertainment, among other areas. However, many of these methods work only for rigid objects and static scenes. The study of non-rigid structure from motion is not only of academic significance, but also has important practical applications in real-world, nonrigid or dynamic scenarios, such as human facial expressions and moving vehicles. This practical guide/reference provides a comprehensive overview of Euclidean structure and motion recovery, with a specific focus on factorization-based algorithms. The book discusses the latest research in this field, including the extension of the factorization algorithm to recover the structure of non-rigid objects, and presents some new algorithms developed by the authors. Readers require no significant knowledge of computer vision, although some background on projective geometry and matrix computation would be beneficial. Topics and features: presents the first systematic study of structure and motion recovery of both rigid and non-rigid objects from images sequences; discusses in depth the theory, techniques, and applications of rigid and non-rigid factorization methods in three dimensional computer vision; examines numerous factorization algorithms, covering affine, perspective and quasi-perspective projection models; provides appendices describing the mathematical principles behind projective geometry, matrix decomposition, least squares, and nonlinear estimation techniques; includes chapter-ending review questions, and a glossary of terms used in the book. This unique text offers practical guidance in real applications and implementations of 3D modeling systems for practitioners in computer vision and pattern recognition, as well as serving as an invaluable source of new algorithms and methodologies for structure and motion recovery for graduate students and researchers.
This two-volume set of CCIS 307 and CCIS 308 constitutes the refereed proceedings of the Third International Conference on Information Computing and Applications, ICICA 2012, held in Chengde, China, in September 2012. The 330 revised full papers presented in both volumes were carefully reviewed and selected from 1089 submissions. The papers are organized in topical sections on internet computing and applications; multimedia networking and computing; intelligent computing and applications; computational statistics and applications; knowledge management and applications; communication technology and applications; information management system; control engineering and applications; business intelligence and applications; cloud and evolutionary computing; computational genomics and proteomics; engineering management and applications.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Introduction to Digital Audio Coding and Standards provides a detailed introduction to the methods, implementations, and official standards of state-of-the-art audio coding technology. In the book, the theory and implementation of each of the basic coder building blocks is addressed. The building blocks are then fit together into a full coder and the reader is shown how to judge the performance of such a coder. Finally, the authors discuss the features, choices, and performance of the main state-of-the-art coders defined in the ISO/IEC MPEG and HDTV standards and in commercial use today. The ultimate goal of this book is to present the reader with a solid enough understanding of the major issues in the theory and implementation of perceptual audio coders that they are able to build their own simple audio codec. There is no other source available where a non-professional has access to the true secrets of audio coding.
Content-Based Image And Video Retrieval addresses the basic concepts and techniques for designing content-based image and video retrieval systems. It also discusses a variety of design choices for the key components of these systems. This book gives a comprehensive survey of the content-based image retrieval systems, including several content-based video retrieval systems. The survey includes both research and commercial content-based retrieval systems. Content-Based Image And Video Retrieval includes pointers to two hundred representative bibliographic references on this field, ranging from survey papers to descriptions of recent work in the area, entire books and more than seventy websites. Finally, the book presents a detailed case study of designing MUSE-a content-based image retrieval system developed at Florida Atlantic University in Boca Raton, Florida.
Data Management and Internet Computing for Image/Pattern Analysis focuses on the data management issues and Internet computing aspect of image processing and pattern recognition research. The book presents a comprehensive overview of the state of the art, providing detailed case studies that emphasize how image and pattern (IAP) data are distributed and exchanged on sequential and parallel machines, and how the data communication patterns in low- and higher-level IAP computing differ from general numerical computation, what problems they cause and what opportunities they provide. The studies also describe how the images and matrices should be stored, accessed and distributed on different types of machines connected to the Internet, and how Internet resource sharing and data transmission change traditional IAP computing. Data Management and Internet Computing for Image/Pattern Analysis is divided into three parts: the first part describes several software approaches to IAP computing, citing several representative data communication patterns and related algorithms; the second part introduces hardware and Internet resource sharing in which a wide range of computer architectures are described and memory management issues are discussed; and the third part presents applications ranging from image coding, restoration and progressive transmission. Data Management and Internet Computing for Image/Pattern Analysis is an excellent reference for researchers and may be used as a text for advanced courses in image processing and pattern recognition.
DSSSL (Document Style Semantics and Specification Language) is an ISO standard (ISO/IEC 10179: 1996) published in the year 1996. DSSSL is a standard of the SGML family (Standard Generalized Markup Language, ISO 8879:1986), whose aim is to establish a processing model for SGML documents. For a good understanding of the SGML standard, many books exist including Author's guide[BryanI988] and The SGML handbook[GoldfarbI990]. A DSSSL document is an SGML document, written with the same rules that guide any SGML document. The structure of a DSSSL document is explained in Chapter 2. DSSSL is based, in part, on scheme, a standard functional programming language. The DSSSL subset of scheme along with the procedures supported by DSSSL are explained in Chapter 3. The DSSSL standard starts with the supposition of a pre-existing SGML document, and offers a series of processes that can be performed on it: * Groves The first process that is performed on an SGML document in DSSSL is always the analysis of the document and the creation of a grove. The DSSSL standard shares many common characteristics with another standard of the SGML family, HyTime (ISO/IEC 10744). These standards were developed in parallel, and their developers designed a common data model, the grove, that would support the processing needs of each standard.
Semantic Video Object Segmentation for Content-Based Multimedia Applications provides a thorough review of state-of-the-art techniques as well as describing several novel ideas and algorithms for semantic object extraction from image sequences. Semantic object extraction is an essential element in content-based multimedia services, such as the newly developed MPEG4 and MPEG7 standards. An interactive system called SIVOG (Smart Interactive Video Object Generation) is presented, which converts user's semantic input into a form that can be conveniently integrated with low-level video processing. Thus, high-level semantic information and low-level video features are integrated seamlessly into a smart segmentation system. A region and temporal adaptive algorithm was further proposed to improve the efficiency of the SIVOG system so that it is feasible to achieve nearly real-time video object segmentation with robust and accurate performances. Also included is an examination of the shape coding problem and the object segmentation problem simultaneously. Semantic Video Object Segmentation for Content-Based Multimedia Applications will be of great interest to research scientists and graduate-level students working in the area of content-based multimedia representation and applications and its related fields.
"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as: - Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.
Kim Halskov Madsen Up until a few decades ago, business administration and science were the primary areas in which computers were applied, but terms like pervasive computing reflect that interactive computing power is becoming an embedded part of people's every day environment, not only office buildings and private homes but also art and cul At one of the frontiers of multimedia applications computers are used as tural events. part of experimental theatre, puppet theatre, musical performances, museums, entertainment, and learning. In some of these domains, people interact with the computers using a mouse, keyboard and a 17-inch monitor, but present-day inter faces take a variety of forms, including motion-capture technology and displays of up to several metres in height and width. The trend of applying computer technologies in the domain of art and culture has been one of the pivots of a Danish research project, Staging of Virtual Inhabited 3D Spaces. The results of the project are presented in a series of four volumes, of which this book is the last one. The three other publications are: Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds; Virtual Space: The Spatiality of Virtual Inhabited 3D Worlds; and 3D Applications: Applications with Virtual Inhabited 3D Worlds.
The research in content-based indexing and retrieval of visual information such as images and video has become one of the most populated directions in the vast area of information technologies. Social networks such as YouTube, Facebook, FileMobile, and DailyMotion host and supply facilities for accessing a tremendous amount of professional and user generated data. The areas of societal activity, such as, video protection and security, also generate thousands and thousands of terabytes of visual content. This book presents the most recent results and important trends in visual information indexing and retrieval. It is intended for young researchers, as well as, professionals looking for an algorithmic solution to a problem.
This book provides a theoretical and practical explanation of the latest advancements in information retrieval and their application to existing systems. It takes a system approach, discussing all aspects of an Information Retrieval System. The major difference between this book and the first edition is the addition to this text of descriptions of the automated indexing of multimedia documents, as items in information retrieval are now considered to be a combination of text along with graphics, audio, image and video data types. The growth of the Internet and the availability of enormous volumes of data in digital form have necessitated intense interest in techniques to assist the user in locating data. The importance of the Internet and its associated hypertext linked structure are put into perspective as a new type of information retrieval data structure. The total system approach also includes discussion of the human interface and the importance of information visualization for identification of relevant information.With the availability of large quantities of multi-media on the Internet (audio, video, images), Information Retrieval Systems need to address multi-modal retrieval. The primary use of this book is as a college text on Information Retrieval Systems. But in addition to the theoretical aspects, the book maintains a theme of practicality that puts into perspective the importance and utilization of the theory in systems that are being used by anyone on the Internet. The student will gain an understanding of what is achievable using existing technologies and deficient areas that warrant additional research. The text provides coverage of all of the major aspects of information retrieval and has sufficient detail to allow students to implement a simple Information Retrieval System.
This book covers the entire spectrum of multicasting on the Internet from link- to application-layer issues, including multicasting in broadcast and non-broadcast links, multicast routing, reliable and real-time multicast transport, group membership and total ordering in multicast groups. In-depth consideration is given to describing IP multicast routing protocols, such as, DVMRP, MOSPF, PIM and CBT, quality of service issues in network-layer using RSVP and ST-2, as well as the relationship between ATM and IP multicast. These discussions include coverage of key concepts using illustrative diagrams and various real-world applications. The protocols and the architecture of MBone are described, real-time multicast transport issues are addressed and various reliable multicast transport protocols are compared both conceptually and analytically. Also included is a discussion of video multicast and other cutting-edge research on multicast with an assessment of their potential impact on future internetworks.Multicasting on the Internet and Its Applications is an invaluable reference work for networking professionals and researchers, network software developers, information technology managers and graduate students.
Intelligent Image Databases: Towards Advanced Image Retrieval addresses the image feature selection issue in developing content-based image retrieval systems. The book first discusses the four important issues in developing a complete content-based image retrieval system, and then demonstrates that image feature selection has significant impact on the remaining issues of system design. Next, it presents an in-depth literature survey on typical image features explored by contemporary content-based image retrieval systems for image matching and retrieval purposes. The goal of the survey is to determine the characteristics and the effectiveness of individual features, so as to establish guidelines for future development of content-based image retrieval systems. Intelligent Image Databases: Towards Advanced Image Retrieval describes the Advanced Region-Based Image Retrieval System (ARBIRS) developed by the authors for color images of real-world scenes. They have selected image regions for building ARBIRS as the literature survey suggests that prominent image regions, along with their associated features, provide a higher probability for achieving a higher level content-based image retrieval system. A major challenge in building a region-based image retrieval system is that prominent regions are rather difficult to capture in an accurate and error-free condition, particularly those in images of real-world scenes. To meet this challenge, the book proposes an integrated approach to tackle the problem via feature capturing, feature indexing, and database query. Through comprehensive system evaluation, it is demonstrated how these systematically integrated efforts work effectively to accomplish advanced image retrieval. Intelligent Image Databases: Towards Advanced Image Retrieval serves as an excellent reference and may be used as a text for advanced courses on the topic.
Still Image Compression on Parallel Computer Architectures investigates the application of parallel-processing techniques to digital image compression. Digital image compression is used to reduce the number of bits required to store an image in computer memory and/or transmit it over a communication link. Over the past decade advancements in technology have spawned many applications of digital imaging, such as photo videotex, desktop publishing, graphics arts, color facsimile, newspaper wire phototransmission and medical imaging. For many other contemporary applications, such as distributed multimedia systems, rapid transmission of images is necessary. Dollar cost as well as time cost of transmission and storage tend to be directly proportional to the volume of data. Therefore, application of digital image compression techniques becomes necessary to minimize costs. A number of digital image compression algorithms have been developed and standardized. With the success of these algorithms, research effort is now directed towards improving implementation techniques. The Joint Photographic Experts Group (JPEG) and Motion Photographic Experts Group(MPEG) are international organizations which have developed digital image compression standards. Hardware (VLSI chips) which implement the JPEG image compression algorithm are available. Such hardware is specific to image compression only and cannot be used for other image processing applications. A flexible means of implementing digital image compression algorithms is still required. An obvious method of processing different imaging applications on general purpose hardware platforms is to develop software implementations. JPEG uses an 8 x 8 block of image samples as the basic element for compression. These blocks are processed sequentially. There is always the possibility of having similar blocks in a given image. If similar blocks in an image are located, then repeated compression of these blocks is not necessary. By locating similar blocks in the image, the speed of compression can be increased and the size of the compressed image can be reduced. Based on this concept an enhancement to the JPEG algorithm is proposed, called Bock Comparator Technique (BCT). Still Image Compression on Parallel Computer Architectures is designed for advanced students and practitioners of computer science. This comprehensive reference provides a foundation for understanding digital image compression techniques and parallel computer architectures.
This book constitutes revised selected papers from the 9th International Gesture Workshop, GW 2011, held in Athens, Greece, in May 2011. The 24 papers presented were carefully reviewed and selected from 35 submissions. They are ordered in five sections named: human computer interaction; cognitive processes; notation systems and animation; gestures and signs: linguistic analysis and tools; and gestures and speech.
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestol, Andrew Morrison and Christina Moertberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.
Drawing upon theories from visual studies, critical visual culture studies, and cognitive psychology, and with a special focus on gender and ethnicity, this book gives students a theoretical foundation for future work as visual communicators. The book takes a closer look at the interwoven character of perception and reception that is present in everyday visual encounters. Chapters present a wide variety of visual examples from art history, digital media, and the images we encounter and use in our daily lives. With the tools to understand how images and text make meaning, students are thus prepared to better communicate through visual media. This book serves as a main or supplementary text for visual communication or visual culture courses.
This volume constitutes the refereed proceedings of the 4th International Conference on Internationalization, Design and Global Development, IDGD 2011, held in Orlando, FL, USA, in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011. The 71 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the entire field of internationalization, design and global development and address the following major topics: Cultural and cross-cultural design, culture and usability, design, emotion, trust and aesthetics, cultural issues in business and industry, culture, communication and society.
This book constitutes the refereed proceedings of the 12th Industrial Conference on Data Mining, ICDM 2012, held in Berlin, Germany in July 2012. The 22 revised full papers presented were carefully reviewed and selected from 97 submissions. The papers are organized in topical sections on data mining in medicine and biology; data mining for energy industry; data mining in traffic and logistic; data mining in telecommunication; data mining in engineering; theory in data mining; theory in data mining: clustering; theory in data mining: association rule mining and decision rule mining.
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 constitutes the thoroughly refereed post-workshop proceedings of the 9th International Conference on Web-Based Learning, ICWL 2010, held in Shanghai, China, in December 2010. The 36 revised full papers and 8 short papers presented were carefully reviewed and selected from 192 submissions. They deal with topics such as e-learning platforms and tools, technology enhanced learning, Web-based learning for oriental languages, mobile/situated e-learning, learning resource deployment, organization and management, design, model and framework of e-learning systems, e-learning metadata and standards, collaborative learning and game-based learning, as well as practice and experience sharing, and pedagogical issues.
This two-volume set (CCIS 150 and CCIS 151) constitutes the refereed proceedings of the Second International Conference on Ubiquitous Computing and Multimedia Applications, UCMA 2011, held in Daejeon, Korea, in April 2011. The 86 revised full papers presented were carefully reviewed and selected from 570 submissions. Focusing on various aspects of advances in multimedia applications and ubiquitous computing with computational sciences, mathematics and information technology the papers present current research in the area of multimedia and ubiquitous environment including models and systems, new directions, novel applications associated with the utilization, and acceptance of ubiquitous computing devices and systems.
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.
Multimedia Database Systems: Design and Implementation Strategies is a compendium of the state-of-the-art research and development work pertaining to the problems and issues in the design and development of multimedia database systems. The chapters in the book are developed from presentations given at previous meetings of the International Workshop on Multi-Media Data Base Management Systems (IW-MMDBMS), and address the following issues: development of adequate multimedia database models, design of multimedia database query and retrieval languages, design of indexing and organization techniques, development of efficient and reliable storage models, development of efficient and dependable retrieval and delivery strategies, and development of flexible, adaptive, and reliable presentation techniques. |
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