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Books > Computing & IT > Computer software packages > Multimedia
In recent years we have witnessed the explosion of multimedia traffic on the Internet. The availability of high bandwidth connections together with the recent advances in high quality video and audio compression techniques have created a fertile ground for the growth of multimedia applications such as interactive video on demand, collaborative distance learning, and remote medical diagnosis. Furthermore, the availability of low bit rate video and audio applications (e.g., H.263 and G.728) and the proliferation of pervasive devices create a new demand for wireless multimedia communication systems. After a decade or more of research and development in multimedia networking, the research community has learned a number of lessons. First, increasing the capacity of the "best effort" networks and services does not provide an effective and permanent solution for offering a guaranteed Quality of Service (QoS). Second, the integration of service and network management is a key element in providing end to end service management. Third, management techniques for Internet multimedia services must be scalable and adaptive to guarantee QoS and maintain fairness with optimal network resource.
This conference in Enschede, The Netherlands, is the sixth in a series of international conferences and workshops under the title Protocols for Multimedia Systems, abbreviated as PROMS. The first PROMS workshop took place in June 1994 in Berlin, Germany, followed by workshops in Salzburg, Austria (October 1995) and Madrid, Spain (October 1996). In 1997, PROMS formed a temporary alliance with Multimedia Networking, a conference previously held in Aizu, Japan, in 1995. This led to the international conference on Protocols for Multimedia Systems - Multimedia Networking, PROMS MmNet, that took place in Santiago, Chile (November 1997). Since then PROMS has been announced as an international conference, although informal contacts and interactive sessions - as in a workshop - were retained as a desirable feature of PROMS. After a gap of three years, PROMS was organized in Cracow, Poland (October 2000), for the fifth time. We consider it a challenge to make this sixth edition of PROMS as successful as the previous events. The goal of the PROMS series of conferences and workshops is to contribute to scientific, strategic, and practical cooperation between research institutes and industrial companies in the area of multimedia protocols. This is also the goal of PROMS 2001. The basic theme of this conference continues to be multimedia protocols, both at the network and application level, although the increasing interest in wireless, mobility, and quality of service as interrelated topics with relevance to multimedia are reflected in the current program.
Discusses audio and video concepts and computer-based multimedia, examines hardware and software options, and provides thorough explanations of procedures and concepts.
th We are very happy to present the proceedings of the 8 International Workshop on Interactive Distributed Multimedia Systems IDMS 2001, in co-operation with ACM SIGCOMM and SIGMM. These proceedings contain the technical programme for IDMS 2001, held September 4 7, 2001 in Lancaster, UK. For the technical programme this year we received 48 research papers from both a- demic and industrial institutions all around the world. After the review process, 15 were accepted as full papers for publication, and a further 8 as short positional papers, intended to provoke debate. The technical programme was complimented by three invited papers: QoS for Multimedia What s Going to Make It Pay? by Derek McAuley, E nabling the Internet to Provide Multimedia Services by Markus H- mann, and MPEG-21 Standard: Why an Open Multimedia Framework? by Fernando Pereira. The organisers are very grateful for the help they received to make IDMS 2001 a successful event. In particular, we would like to thank the PC for their first class - views of papers, particularly considering the tight reviewing deadlines this year. Also, we would like to acknowledge the support from Agilent, BTexact Technologies, Hewlett Packard, Microsoft Research, Orange, and Sony Electronics without whom IDMS 2001 would not have been such a memorable event. We hope that readers will find these proceedings helpful in their future research, and that IDMS will continue to be an active forum for the discussion of distributed mul- media research for years to come."
Digital manipulation of landform is revolutionizing how our built environment is designed and constructed. On a technical level, three dimensional geometric modeling of topography has its origins at the interface of geographic information systems (GIS) and computer aided geometric modeling (CAD): the former with its representations of spatial attribute information with digital terrain in several representations (Triangulated Irregular Networks, contour lines, etc. ); the latter focusing primarily on the parameterization and combination of geometric primitives. The broadening of these two disciplines to embrace new surveying and navigation advances, e. g. global positioning systems (GPS), together with developments in engineering on the application side, are leading to powerful new suites of functionality. There has been a pronounced need for a forum where these traditionally separate parties can interact. These proceedings contain the technical papers selected and formally presented as part of the scientific program of the First International Symposium on Digital Earth Moving, 2001 (DEM 2001) held September 5 7, 2001 at the CIM Institute for Computing Science and Industrial Technologies of the University of Applied Science of Southern Switzerland (SUPSI iCIMSI) in Manno (Lugano), Switzerland. It is the first volume published on this explicit theme. Thirty six submissions were received, from fifteen countries, with thirteen select papers and posters presented in the official program and in this publication.
China has been one of the first countries to develop its own aesthetic for dynamic images and to create animation films with distinctive characteristics. In recent years, however, and subject to the influence of Western and Japanese animation, the Chinese animation industry has experienced several new stages of development, prompting the question as to where animation in China is heading in the future. This book describes the history, present and future of China's animation industry. The author divides the business's 95-year history into six periods and analyses each of these from an historical, aesthetic, and artistic perspective. In addition, the book focuses on representative works; themes; directions; artistic styles; techniques; industrial development; government support policies; business models; the nurturing of education and talent; broadcasting systems and animation. Scholars and students who are interested in the history of Chinese animation will benefit from this book and it will appeal additionally to readers interested in Chinese film studies.
This book constitutes the refereed proceedings of the 5th IFIP/IEEE International Conference on the Management of Multimedia Networks and Services, MMNS 2002, held in Santa Barbara, CA, USA, in October 2002.The 27 revised full papers presented were carefully reviewed and selected from a total of 76 submissions. The papers are organized in topical sections on service management, management of wireless multimedia, bandwidth sharing protocols, distributed video architectures, management systems, differentiated network services, user level traffic adaptation, and multicast congestion control.
This book provides the background and introduces a practical methodology for developing autonomous camera-equipped robot systems which solve deliberate tasks in open environments based on their competences acquired from training, interaction, and learning in the real task-relevant world; visual demonstration and neural learning for the backbone for acquiring the situated competences. The author verifies the practicability of the proposed methodology by presenting a structured case study including high-level sub-tasks such as localizing, approaching, grasping, and carrying objects.
This book constitutes the refereed proceedings of the 19th Annual Symposium on Theoretical Aspects of Computer Science, STACS 2002, held in Antibes - Juan les Pins, France, in March 2002.The 50 revised full papers presented together with three invited papers were carefully reviewed and selected from a total of 209 submissions. The book offers topical sections on algorithms, current challenges, computational and structural complexity, automata and formal languages, and logic in computer science.
Computer Graphics through Key Mathematics introduces the mathematics that support computer graphics on a 'need to know' basis. Its approach means you don't have to do advanced mathematical manipulation in order to understand the capabilities, scope and limitations of the computer graphics systems that create impressive images. The book is written in a clear, easy-to-understand way and is aimed at all those who have missed out on an extended mathematical education but who are studying or working in areas where computer graphics or 3D design plays an vital part. All those who have no formal training but who want to understand the foundations of computer graphics systems should read this book, as should mathematicians who want to understand how their subject is used in computer image synthesis.
With a standard program committee and a pre-review process, the Third - ternational Workshop on Automated Deduction in Geometry (ADG 2000) held in Zurich, Switzerland, September 25-27, 2000 was made more formal than the previous ADG '96 (Toulouse, September 1996) and ADG '98 (Beijing, August 1998). The workshop program featured two invited talks given by Christoph M. Ho?mann and Jurgen ] Bokowski, one open session talk by Wen-tsun ] Wu, 18 regular presentations, and 7 short communications, together with software demonstrations (see http: //calfor.lip6.fr/ wang/ADG2000/). Some of the most recent and signi?cant research developments on geometric deduction were - ported and reviewed, and the workshop was well focused at a high scienti?c level. Fifteen contributions (out of the 18 regular presentations selected by the program committee from 31 submissions) and 2 invited papers were chosen for publication in these proceedings. These papers were all formally refereed and most of them underwent a double review-revision process. We hope that this volume meets the usual standard of international conference proceedings, rep- sentsthecurrentstateoftheartofADG, andwillbecomeavaluablereferencefor researchers, practitioners, software engineers, educators, and students in many ADG-related areas from mathematics to CAGD and geometric modeling. ADG2000washostedbytheDepartmentofComputerScience, ETHZurich."
Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.
Multimedia technologies are rapidly attracting more and more interest every day. The Internet as seen from the end user is one of the reasons for this phenomenon, but not the only one. Video on Demand is one of the buzzwords today, but its real availability to the general public is yet to come. Content providers - such as publishers, broadcasting companies, and audio/video production ?rms - must be able to archive and index their productions for later retrieval. This is a formidable task, even more so when the material to be sorted encompasses many di?erent types of several media and covers a time span of several years. In order for such a vast amount of data to be easily available, existing database design models and indexing methodologies have to be improved and re?ned. In addition, new techniques especially tailored to the various types of multimedia must be devised and evaluated. For archiving and trasmission, data compression is another issue that needs to be addressed. In many cases, it has been found that compression and indexing can be successfully integrated, since compressing the data by ?ltering out irrelevancy implies some degree of und- standing of the content structure.
In his third book on the semiotics of title sequences, Title Sequences as Paratexts, theorist Michael Betancourt offers an analysis of the relationship between the title sequence and its primary text-the narrative whose production the titles credit. Using a wealth of examples drawn from across film history-ranging from White Zombie (1931), Citizen Kane (1940) and Bullitt (1968) to Prince of Darkness (1987), Mission: Impossible (1996), Sucker Punch (2011) and Guardians of the Galaxy, Vol. 2 (2017)-Betancourt develops an understanding of how the audience interprets title sequences as instances of paranarrative, simultaneously engaging them as both narrative exposition and as credits for the production. This theory of cinematic paratexts, while focused on the title sequence, has application to trailers, commercials, and other media as well.
This book constitutes the thoroughly refereed post-proceedings of the 8th International Workshop on the Design, Specification, and Verification of Interactive Systems, DSV-IS 2001, held in Glasgow, Scotland, UK, in June 2001.The 12 revised full papers presented have gone through two rounds of reviewing, selection, and revision. The book offers topical sections on mobile interface design, context-sensitive interfaces, supervision and control systems, temporal and stochastic issues, and new perspectives.
Volume graphics is in the process of evolving into a general graphics technology. The papers included in this book are testimonial to the wide spectrum of unique applications and solutions that volumetric representations are able to offer. They span a wide range of topics pertinent to volume graphics: volume-based modeling, volume data acquisition and generation, volume rendering using software, hardware, and hybrid approaches, theoretical considerations, and a number of applications and case studies. This book provides a valuable, comprehensive, and up-to-date source of information on this rapidly evolving technology.
This book constitutes the refereed proceedings of the Second International Conference Diagrams 2002, held in Callaway Gardens, Georgia, USA, in April 2002.The 21 revised full papers and 19 posters presented were carefully reviewed and selected from 77 submissions. The papers are organized in topical sections on understanding and communicating with diagrams, diagrams in mathematics, computational aspects of diagrammatic representation and reasoning, logic and diagrams, diagrams in human-computer interaction, tracing the process of diagrammatic reasoning, visualizing information with diagrams, diagrams and software engineering, and cognitive aspects.
This book constitutes the refereed proceedings of the 8th Annual European Symposium on Algorithms, ESA 2000, held in Saarbrücken, Germany in September 2000. The 39 revised full papers presented together with two invited papers were carefully reviewed and selected for inclusion in the book. Among the topics addressed are parallelism, distributed systems, approximation, combinatorial optimization, computational biology, computational geometry, external-memory algorithms, graph algorithms, network algorithms, online algorithms, data compression, symbolic computation, pattern matching, and randomized algorithms.
Multimedia Internet Broadcasting: Quality, Technology and Interface studies one of the most exciting aspects of contemporary Internet use and research: the broadcasting of multimedia content. It draws together key research findings and directions from around the world, and explores issues such as:User experience and behaviourModelling and providing an infrastructure for broadcast eventsTechnical developments of underlying protocols, algorithms and systemsTrends associated with the use and regulation of the Internet around the worldDesigned to enable optimal Internet broadcast design and trigger new and developmental research, this book is particularly suited to research groups, students, practitioners and developers.This text is supported by a dedicated web resource and discussion list available at: http://mib.mdx.ac.uk
This book constitutes the refereed proceedings of the Second International Conference on Wavelet Analysis and Its Applications, WAA 2001, held in Hong Kong, China in December 2001. The 24 revised full papers and 27 revised short papers presented were carefully reviewed and selected from a total of 67 full paper submissions. The book offers topical sections on image compression and coding, video coding and processing, theory, image processing, signal processing, and systems and applications.
In this book, the author develops a generative theory of shape with two properties fundamental to intelligence: maximizing transfer of structure, and maximizing recoverability of generative operations. The theory is applied in considerable detail to CAD, perception, and robotics. A significant aspect of this book is the development of an object-oriented theory of geometry. This includes a group-theoretic formulation of object-oriented inheritance. In particular, a class of groups is developed called "unfolding groups", which define any complex shape as unfolded from a maximally collapsed version of itself called an "alignment kernel". The group is decomposed into levels corresponding to the inheritance hierarchy within the complex object. This achieves one of the main goals of the theory - the conversion of complexity into understandability. The advantages of the theory are demonstrated with lengthy studies of robot manipulators, perceptual organization, constructive solid geometry, assembly planning, architectural CAD, and mechanical CAD/CAM.
The papers in this volume were selected for presentation at the 6th Annual International Computing and Combinatorics Conference (COCOON2000), in Sydney, Australia from July 26 - 28, 2000. The topics cover many areas in t- oretical computer science and combinatorial optimization. There were 81 high quality papers submitted to COCOON2000. Each paper was reviewed by at least three program committee members, and the 44 papers were selected. It is expected that most of them will appear in a more complete form in scientic journals. In addition to the selected papers, the volume also contains the papers from two invited keynote speeches by Christos Papad- itriou and Richard Brent. This year the Hao Wang Award was given to honor the paper judged by the programcommittee to have the greatest merit. The recipient is \Approximating Uniform TriangularMeshes in Polygons"byFranz Aurenhammer, NaokiKatoh, Hiromichi Kojima, Makoto Ohsaki, and Yinfeng Xu. The rst Best Young - searcher paper award was given to William Duckworth for his paper \Maximum Induced Matchings of Random Cubic Graphs." We wish to thank all who have made this meeting possible: the authors for submitting papers, the program committee members and the external referees, sponsors, the local organizers, ACM SIGACT for handling electronic subm- sions, Springer-Verlagfor their support, and Debbie Hatherellfor her assistance.
It is becoming increasingly clear that the use of human visual perception for data understanding is essential in many fields of science. This book contains the papers presented at VisSym 00, the Second Joint Visualization Symposium organized by the Eurographics and the IEEE Computer Society Technical Committee on Visualization and Graphics (TCVG). It reports on 27 new algorithms, techniques and applications in the area of data visualization. The topics are scientific data visualization and information visualization. It gives practitioners and visualization researchers an overview of the state of the art and of future directions of data visualization."
From Renaissance fresco painters to contemporary graphic novel artists, the ability to draw clothed figures from one's imagination has always been crucial to artists - and exceptionally difficult to attain. With over 220 illustrations, The Art of Drawing Folds: An Illustrator's Guide to Drawing the Clothed Figure reveals the logic and patterns in folds, enabling the reader to more easily predict the behavior of cloth when creating folds in their own drawings and paintings. Addressing folds in clothing systematically, the author provides a clear, concise approach to the analysis, classification and visualization of convincingly naturalistic folds. Starting with the nature of fabric and its geometry, this book methodically explores the reasons for fold behavior based on the construction of clothing and the shapes and actions of the human figure. An essential guide and reference for animators, illustrators, storyboard artists, comic-book artists, 3D modelers, sculptors, fashion designers and students, The Art of Drawing Folds simplifies one of the most complex and important aspects of drawing the clothed figure.
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