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Books > Computing & IT > Computer software packages > Multimedia
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.
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.
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."
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 constitutes the thoroughly refereed post-proceedings of the Japanese Conference on Discrete Computational Geometry, JCDCG 2001, held in Tokyo, Japan in November 2001. The 35 revised papers presented were carefully reviewed and selected. Among the topics covered are polygons and polyhedrons, divissible dissections, convex polygon packings, symmetric subsets, convex decompositions, graph drawing, graph computations, point sets, approximation, Delauny diagrams, triangulations, chromatic numbers, complexity, layer routing, efficient algorithms, and illumination problems.
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.
Informationen braucht jeder, und viele Unternehmen und Institutionen nutzen das Web, um Informationen in der Kundenkommunikation zur VerfA1/4gung zu stellen. Moderne Web-Technologien sind zudem eng mit der Entwicklung von Lernsystemen, E-Commerce-Systemen und Cyberworlds verknA1/4pft. Im vorliegenden Buch werden Open-Source-basierte Techniken zurWeb-Kommunikation in fundierter Weise und einem Learning-by-Doing-Ansatz vermittelt. Zentrale Themen sind dabei Chatbots, Avatare, Virtuelle Messen und Rich-Media-Content sowie die Integration verschiedener Web-FunktionalitAten in einem Portal. Die Autoren vermitteln diese Technologie in einem thematischen Kontext, und zeigen damit verschiedene funktionelle Komponenten des WWW zur Kommunikation im Zusammenspiel. Nach der LektA1/4re dieses Werkes sollte der Leser imstande sein, selbstAndig ein dialogfAhiges, animiertes Lern- und Informationsportal entwickeln, installieren und administrieren zu kAnnen.
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.
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.
Das Buch Unternehmensportale Grundlagen, Architekturen, Technologien ist das erste deutschsprachige Grundlagenwerk uber modernes Informations- und Geschaftsprozessmanagement mit Hilfe von Unternehmensportalen. Das umfassende Kompendium ist Grundlagenwerk, Kochbuch und Wegweiser fur alle fachlich-inhaltlichen, technischen und betriebswirtschaftlichen Aspekte von Unternehmensportalen. Diese ganzheitliche Sichtweise bietet dem Leser einen umfassenden Uberblick und versetzt ihn grundsatzlich in die Lage, die Einfuhrung eines Unternehmensportals fur das eigene Unternehmen zu kalkulieren, zu planen und durchzufuhren sowie den Betrieb des Unternehmensportals zu organisieren. Checklisten und Best Practices geben dabei konkrete Hilfestellungen."
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.
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
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.
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.
The wait for the year 2000 was marked by the fear of possible bugs that might have arisen at its beginning. One additional fear we had during this wait was whether - ganising this event would have generated a boon or another bug. The reasons for this fear originated in the awareness that the design of interactive systems is a fast moving area. The type of research work presented at this unique event has received limited support from funding agencies and industries making it more difficult to keep up with the rapid technological changes occurring in interaction technology. However, despite our fear, the workshop was successful because of the high-quality level of participation and discussion. Before discussing such results, let us step back and look at the evolution of DSV-IS (Design, Specification and Verification of Interactive Systems), an international wo- shop that has been organised every year since 1994. The first books that addressed this issue in a complete and thorough manner were the collection of contributions edited by Harrison and Thimbleby and the book written by Alan Dix, which focused on abstractions useful to highlight important concepts in the design of interactive systems. Since then, this area has attracted the interest of a wider number of research groups, and some workshops on related topics started to be organised. DSV-IS had its origins in this spreading and growing interest. The first workshop was held in a monastery located in the hills above Bocca di Magra (Italy).
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.
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."
This book constitutes the thoroughly refereed post-proceedings of
the 6th International Workshop on Open Hypermedia Systems, OHS-6,
and the 2nd International Workshop on Structural Computing, SC-2,
held at the 11th ACM Conference on Hypertext and Hypermedia in San
Antonio, Texas, USA in May/June 2000.
"Digital Media Tools" is a clearly focused and highly accessible introduction to the major software tools used for creating digital graphics, web animation and web pages, suitable for course use or self-study. Its unique approach provides substantial chapter-by-chapter coverage of each of the industry-leading applications and uses practical and engaging exercises to help you gain a clear understanding of each tool and feature. Based on the authors' extensive experience in both using and teaching these tools, this book provides a comprehensive insight into both the technology and the theory underpinning its use in everyday practice. The third edition of this very successful textbook has been completely revised to provide fully up to date coverage of the latest (CS3) versions of Photoshop, Flash, Illustrator and Dreamweaver, along with new coverage of Bridge and chapters devoted to interface features and shared concepts. Fully updated and extended with numerous new illustrations and examples, learning features and web resources (available on the brand new companion site), this book is a complete introduction to this vital range of software tools. Also by Nigel and Jenny Chapman: "Web Design" is a core text for undergraduate and masters courses that provides a complete introduction to every aspect of the building of web pages and web sites. It provides a deep and thorough introduction to web technology, markup, stylesheets, web graphics, web animation and embedded video, client-side scripting, web applications, usability, accessibility, page design and site design. Full coverage of HTTP, XHTML, CSS, Javascript and the DOM is provided, and the use of web standards is emphasizedthroughout. At all times, the focus remains on good practice, underpinned by sound principles. Supported by exercises, assignments and summaries, it is ideal for course use or self-study, and represents a complete overview of web design. Also available: "Digital Multimedia," a core text for undergraduate and masters courses in multimedia, covering the basic principles of each media type - text, graphics, audio, animation and video. A perfect companion to "Digital Media Tools,"
The AMDO 2000 workshop took place at the Universitat de les Illes Balears (UIB) on 7-9 September 2000, sponsored by the International Association for Pattern Recognition Technical Committee, the European Commission by - man Potential Program:High Level Scienti?c Conferences and the Mathematics andComputer Science DepartmentofUIB. Thesubject ofthe workshopwas- goingresearchinarticulatedmotiononthesequenceofimagesandsophisticated models for deformable objects. The goals of these areas are to understand and interpret object motion around complex objects that we can ?nd in sequences of images in the real world. These topics (geometry and physics of deformable models, motion analysis, articulated models and animation, visualization of - formable models, 3D recovery from motion, single or multiple human motion analysis and synthesis, applications of deformable models and motion analysis, etc. ) are interesting examples of how research can be used to solve more general problems. Another objective of this workshop was to relate ?elds using c- puter graphics, computer animation or applications in several disciplines c- bining synthetic and analytical images. In this regard it is of particular interest to encouragelinksbetweenresearchersinareasofcomputervisionandcomputer graphics who have common problems and frequently use similar techniques. The workshop included four sessions of presented papers and two tutorials. Invited speakers treating various aspects of the topics were: Y. Aloimonos from the Computer Vision Laboratory, Center for Automation Research, University of Maryland, USA, G. Medioni from the Institute for Robotics and Intelligent S- tems,UniversityofSouthernCalifornia,USA,andR. Boulic,Adjointscienti?que from the Swiss Federal Institute of Technology Lausanne, Switzerland. September 2000 H. -H. Nagel and F. J.
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.
The Workshop on Approximation Algorithms for Combinatorial Optimization ProblemsAPPROX'2000 focuses on algorithmic and complexity aspects ar- ing in the development of e?cient approximate solutions to computationally di?cult problems. It aims, in particular, at fostering cooperation among - gorithmic and complexity researchers in the ?eld. The workshop, to be held at the Max-Planck-Institute for Computer Science in Saarbruc ] ken, Wermany, co-locates with ESA'2020 and WWE'2000. We would like to thank the local organizers at the Max-Planck-Institute (AG 8, Kurt Mehlhorn), for this opp- tunity. APPVOXis an annual meeting, with previousworkshopsin Aalborg and Berkeley. Previous proceedings appeared as LNCS 1464 and 1671. Topics of interest for APPROX'2000 are: design and analysis of appro- mation algorithms, inapproximability results, on-line problems, randomization techniques, average-case analysis, approximation classes, scheduling problems, routingand?owproblems, coloringandiartitioning, cutsandconnectivity, pa- ing and covering, geometric problems, network design, and various applications. The numberof submitted papersto APPROX'2000was68 fromwhich 23 paters were selected. This volume contains the selected papers plus papers by invited speakers. All papers published in the workshop proceedings nere selected by the program committee on the basis of referee reports. Each paper was reviewed vy at least three referees who judged the papers for originality, quality, and consistency with the topics of the conference."
This book equips readers with the skills to design multimedia delivery systems. It provides an overview of current research in the area, giving readers a glimpse of what multimedia computers will be doing in the near future. Divided into 2 parts, it discusses how multimedia delivery systems are designed and constructed, and then covers the methods of realizing true multimedia computing. With its authoritative outlook and supplementary material available on authors website, this book will interest all those working in multimedia.
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."
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