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Books > Computing & IT > Computer software packages > Multimedia
The two-volume set LNCS 6468-6469 contains the carefully selected and reviewed papers presented at the eight workshops that were held in conjunction with the 10th Asian Conference on Computer Vision, in Queenstown, New Zealand, in November 2010.From a total of 167 submissions to all workshops, 89 papers were selected for publication. The contributions are grouped together according to the main workshops topics, which were: computational photography and aesthetics; computer vision in vehicle technology: from Earth to Mars; electronic cultural heritage; subspace based methods; video event categorization, tagging and retrieval; visual surveillance; application of computer vision for mixed and augmented reality.
The two-volume set LNCS 6987 and 6988 constitutes the refereed proceedings of the International Conference on Web Information Systems and Mining, WISM 2011, held in Taiyuan, China, in September 2011. The 112 revised full papers presented were carefully reviewed and selected from 472 submissions. The second volume includes 56 papers organized in the following topical sections: management information systems; semantic Web and ontologies; Web content mining; Web information classification; Web information extraction; Web intelligence; Web interfaces and applications; Web services and e-learning; and XML and semi-structured data.
Extracting content from text continues to be an important research problem for information processing and management. Approaches to capture the semantics of text-based document collections may be based on Bayesian models, probability theory, vector space models, statistical models, or even graph theory. As the volume of digitized textual media continues to grow, so does the need for designing robust, scalable indexing and search strategies (software) to meet a variety of user needs. Knowledge extraction or creation from text requires systematic yet reliable processing that can be codified and adapted for changing needs and environments. This book will draw upon experts in both academia and industry to recommend practical approaches to the purification, indexing, and mining of textual information. It will address document identification, clustering and categorizing documents, cleaning text, and visualizing semantic models of text.
Searching Multimedia Databases by Content bridges the gap between the database and signal processing communities by providing the necessary background information for the reader and presenting it along with the intuition and mechanics of the best existing tools in each area. The first half of Searching Multimedia Databases by Content reviews the most successful database access methods, in increasing complexity, reaching up to spatial access methods and text retrieval. In all cases, the emphasis is on practical approaches that have been incorporated in commercial systems, or that seem very promising. The second half of the book uses the above access methods to achieve fast searching in a database of signals. A general methodology is presented, which suggests extracting a few good features from each multimedia object, thus mapping objects into points in a metric space. Finally, the book concludes by presenting some recent successful applications of the methodology on time series and color images. Searching Multimedia Databases by Content is targeted towards researchers and developers of multimedia systems. The book can also serve as a textbook for a graduate course on multimedia searching, covering both access methods as well as the basics of signal processing.
Input/Output in Parallel and Distributed Computer Systems has attracted increasing attention over the last few years, as it has become apparent that input/output performance, rather than CPU performance, may be the key limiting factor in the performance of future systems. This I/O bottleneck is caused by the increasing speed mismatch between processing units and storage devices, the use of multiple processors operating simultaneously in parallel and distributed systems, and by the increasing I/O demands of new classes of applications, like multimedia. It is also important to note that, to varying degrees, the I/O bottleneck exists at multiple levels of the memory hierarchy. All indications are that the I/O bottleneck will be with us for some time to come, and is likely to increase in importance. Input/Output in Parallel and Distributed Computer Systems is based on papers presented at the 1994 and 1995 IOPADS workshops held in conjunction with the International Parallel Processing Symposium. This book is divided into three parts. Part I, the Introduction, contains four invited chapters which provide a tutorial survey of I/O issues in parallel and distributed systems. The chapters in Parts II and III contain selected research papers from the 1994 and 1995 IOPADS workshops; many of these papers have been substantially revised and updated for inclusion in this volume. Part II collects the papers from both years which deal with various aspects of system software, and Part III addresses architectural issues. Input/Output in Parallel and Distributed Computer Systems is suitable as a secondary text for graduate level courses in computer architecture, software engineering, and multimedia systems, and as a reference for researchers and practitioners in industry.
This book constitutes the refereed proceedings of the 5th International Conference on Web Reasoning and Rule Systems, RR 2011, held in Galway, Ireland in August 2011. The 13 revised full papers, 12 revised short papers presented together with 2 invited talks were carefully reviewed and selected from 36 submissions. The papers address all current topics in Semantic Web, interplay between classical reasoning approach with welll established web languages such as RDF and OWL, reasoning languages, querying and optimization and rules and ontologies.
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.
Pollutants released to the environment are distributed among the many environmental media such as air, water, soil, and vegetation, as the result of complex physical, chemical and biological processes. The possible environmental impact associated with chemical pollutants is related to their concentration levels and persistence in the various environmental compartments. Therefore, information regarding the migration of pollutants across environmental phase boundaries (eg., air-water, soil-water) and their accumulation in the environment is essential if we are to assess the potential environmental impact and the associated risks. In recent years it has become apparent that environmental pollution is a multimedia problem. Risk assessment and the design of appropriate pollution control measures require that we carefully consider the transport and accumulation of pollutants in the environment. We are now recognizing that the environment must be considered as a whole, and the scientific and regulatory approaches must consider the interactions of environmental media. It is also becoming apparent that single-medium approaches are partial and often counter-productive. On the other hand any multimedia program must carefully consider the rate of each environmental medium in the overall multimedia scheme.
The two-volume set LNCS 6468-6469 contains the carefully selected and reviewed papers presented at the eight workshops that were held in conjunction with the 10th Asian Conference on Computer Vision, in Queenstown, New Zealand, in November 2010.From a total of 167 submissions to all workshops, 89 papers were selected for publication. The contributions are grouped together according to the main workshops topics, which were: computational photography and aesthetics; computer vision in vehicle technology: from Earth to Mars; electronic cultural heritage; subspace based methods; video event categorization, tagging and retrieval; visual surveillance; application of computer vision for mixed and augmented reality.
Synchronization and Title Sequences proposes a semiotic analysis of the synchronization of image and sound in motion pictures using title sequences. Through detailed historical close readings of title designs that use either voice-over, an instrumental opening, or title song to organize their visuals-from Vertigo (1958) to The Player (1990) and X-Men: First Class (2011)-author Michael Betancourt develops a foundational framework for the critique and discussion of motion graphics' use of synchronization and sound, as well as a theoretical description of how sound-image relationships develop on-screen.
This book constitutes the refereed proceedings of the 6th International Workshop on Haptic and Audio Interaction Design, HAID 2011 held in Kusatsu, Japan, in August 2011. The 13 regular papers and 1 keynote presented were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on haptic and audio interactions, crossmodal and multimodal communication and emerging multimodal interaction technologies and systems.
The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 43 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: augmented reality applications; virtual and immersive environments; novel interaction devices and techniques in VR; human physiology and behavior in VR environments.
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics - character development, structure and the use of interactivity - and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry's biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences
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.
With the advances of the digital information revolution and the societal changes they have prompted, it has become critical to facilitate secure management of content usage and delivery across communication networks. Data hiding and digital watermarking are promising new technologies for multimedia information protection and rights management. Multimedia Data Hiding addresses the theory, methods, and design of multimedia data hiding and its application to multimedia rights management, information security, and communication. It offers theoretical and practical aspects, and both design and attack problems. Applications discussed include: annotation, tamper detection, copy/access control, fingerprinting, and ownership protection. Countermeasures for attacks on data hiding are discussed, and a chapter assesses attack problems on digital music protection under a unique competitive environment. Topics and features: * Comprehensive and practical coverage of data hiding for various media types, including binary image, grayscale and color images and video, and audio * Provides unique analysis of problems and solutions, such as data hiding in binary signature and generic binary documents, block concealment attacks, and attacks on audio watermarking * Authoritative discussion and analysis of data hiding and effective countermeasures, supported by concrete application examples * Accessible, well-organized progression from the fundamentals to specific approaches to various data-hiding problems This work offers a state-of-the-art presentation covering theoretical, algorithmic, and design topics for digital content/data security protection, and rights management. It is an essential resource for multimedia security researchers and professionals in electrical engineering, computer science, IT, and digital rights management.
This book presents the state of the art in the areas of ontology evolution and knowledge-driven multimedia information extraction, placing an emphasis on how the two can be combined to bridge the semantic gap. This was also the goal of the EC-sponsored BOEMIE (Bootstrapping Ontology Evolution with Multimedia Information Extraction) project, to which the authors of this book have all contributed. The book addresses researchers and practitioners in the field of computer science and more specifically in knowledge representation and management, ontology evolution, and information extraction from multimedia data. It may also constitute an excellent guide to students attending courses within a computer science study program, addressing information processing and extraction from any type of media (text, images, and video). Among other things, the book gives concrete examples of how several of the methods discussed can be applied to athletics (track and field) events.
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.
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 book constitutes the refereed proceedings of the International Symposium on Information and Automation, ISIA 2010, held in Guangzhou, China, in November 2010. The 110 revised full papers presented were carefully reviewed and selected from numerous submissions. The symposium provides a forum for researchers, educators, engineers, and government officials to present and discuss their latest research results and exchange views on the future research directions in the general areas of Information and Automation.
This book constitutes the refereed proceedings of the Second International Conference on Advances in Communication, Network, and Computing, CNC 2011, held in Bangalore, India, in March 2011. The 41 revised full papers, presented together with 50 short papers and 39 poster papers, were carefully reviewed and selected for inclusion in the book. The papers feature current research in the field of Information Technology, Networks, Computational Engineering, Computer and Telecommunication Technology, ranging from theoretical and methodological issues to advanced applications.
Fly higher in your Creative Cloud Adobe Creative Cloud makes the most popular tools used by designers, photographers, and other creative professionals accessible in a single place. Adobe Creative Cloud All-in-One For Dummies is the ultimate one-stop reference guide for how to use them all. Whatever gets your creative juices flowing, you'll find the in-depth guidance required to deliver the results you want, from polishing-up photos and images to creating illustrations and designs. And once your assets are just how you want them, you can pick up best practices for managing and publishing via the amazing Adobe Bridge. Written by pro designers for those getting started with this powerful set of tools, this book gives you an overview of Creative Cloud and step-by-step coverage of the major applications--InDesign, Illustrator, Photoshop, Acrobat Pro, and Adobe XD, and Adobe Bridge--in seven mini-books that take you from the basics to more advanced topics. You'll also discover how to get your work noticed by building personal galleries and displaying your creative wares. Find the essentials on the top tools in Adobe Creative Cloud Build and enhance your design skills Protect your documents with Acrobat Pro Get the most out of each program with insider tips Whatever your skill level and project needs, you'll find the essentials you need to demystify these complex programs and the knowledge to make your work shine even more brightly through the Cloud!
Multimedia Applications discusses the basic characteristics of multimedia document handling, programming, security, human computer interfaces, and multimedia application services. The overall goal of the book is to provide a broad understanding of multimedia systems and applications in an integrated manner: a multimedia application and its user interface must be developed in an integrated fashion with underlying multimedia middleware, operating systems, networks, security, and multimedia devices. Fundamental information and properties of hypermedia document handling, multimedia security and various aspects of multimedia applications are presented, especially about document handling and their standards, programming of multimedia applications, design of multimedia information at human computer interfaces, multimedia security challenges such as encryption and watermarking, multimedia in education, as well as multimedia applications to assist preparation, processing and application of multimedia content.
Details multimodal biometrics and its exceptional utility for increasingly reliable human recognition systems. Reveals the substantial advantages of multimodal systems over conventional identification methods.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.
Multimedia Content Analysis: Theory and Applications covers the latest in multimedia content analysis and applications based on such analysis. As research has progressed, it has become clear that this field has to appeal to other disciplines such as psycho-physics, media production, etc. This book consists of invited chapters that cover the entire range of the field. Some of the topics covered include low-level audio-visual analysis based retrieval and indexing techniques, the TRECVID effort, video browsing interfaces, content creation and content analysis, and multimedia analysis-based applications, among others. The chapters are written by leading researchers in the multimedia field. |
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