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Books > Computing & IT > Computer software packages > Multimedia
Welcome to the proceedings of the 5th Paci?c Rim Conference on Multimedia (PCM 2004) held in Tokyo Waterfront City, Japan, November 30-December 3, 2004. Following the success of the preceding conferences, PCM 2000 in Sydney, PCM 2001 in Beijing, PCM 2002 in Hsinchu, and PCM 2003 in Singapore, the ?fth PCM brought together the researchers, developers, practitioners, and educators in the ?eld of multimedia. Theoretical breakthroughs and practical systems were presented at this conference, thanks to the support of the IEEE Circuits and Systems Society, IEEE Region 10 and IEEE Japan Council, ACM SIGMM, IEICE and ITE. PCM2004featuredacomprehensiveprogramincludingkeynotetalks, regular paperpresentations, posters, demos, andspecialsessions.Wereceived385papers andthenumberofsubmissionswasthelargestamongrecentPCMs.Amongsuch a large number of submissions, we accepted only 94 oral presentations and 176 poster presentations. Seven special sessions were also organized by world-leading researchers. We kindly acknowledge the great support provided in the reviewing of submissions by the program committee members, as well as the additional reviewers who generously gave their time. The many useful comments provided by the reviewing process must have been very valuable for the authors' work. Thisconferencewouldneverhavehappenedwithoutthehelpofmanypeople. We greatly appreciate the support of our strong organizing committee chairs and advisory chairs. Among the chairs, special thanks go to Dr. Ichiro Ide and Dr. Takeshi Naemura who smoothly handled publication of the proceedings with Springer. Dr. Kazuya Kodama did a fabulous job as our Web master.
Following the previous four annual conferences, the 5th Chinese Conference on Biometrics Recognition (Sinobiometrics 2004) was held in Guangzhou, China in December 2004. The conference this year was aimed at promoting the international exchange of ideas and providing an opportunity for keeping abreast of the latest developments in biometric algorithms, systems, and applications. The 1st Biometrics Verification Competition (BVC) on face, iris, and fingerprint recognition was also conducted in conjunction with the conference. This book is composed of 74 papers presented at Sinobiometrics 2004, contributed by researchers and industrial practitioners from Korea, Japan, Singapore, Hong Kong, France, UK, US, as well as China. Of these, 60 papers were selected from 140 submissions and 14 were invited. The papers not only presented recent technical advances, but also addressed issues in biometric system design, standardization, and applications. Included among the invited were four feature papers on the ideas and algorithms of the best-performing biometric engines, which were either competition winners at the Face Authentication Test (FAT) 2004 or the Fingerprint Verification Competition (FVC) 2004, or they were the best-performing iris and palmprint recognition algorithms. The papers were complemented by five keynote lectures on biometrics, and face, fingerprint, and iris authentication and multimodal fusion by Arun Ross (West Virginia University) and Anil K. Jain (Michigan State University), Josef Kittler (University of Surrey), John Daugman (University of Cambridge), Raffaele Cappelli (University of Bologna), and Stan Z. Li (Chinese Academy of Sciences).
Welcome to the proceedings of the 5th Paci?c Rim Conference on Multimedia (PCM 2004) held in Tokyo Waterfront City, Japan, November 30 December 3, 2004. Following the success of the preceding conferences, PCM 2000 in Sydney, PCM 2001 in Beijing, PCM 2002 in Hsinchu, and PCM 2003 in Singapore, the ?fth PCM brought together the researchers, developers, practitioners, and educators in the ?eld of multimedia. Theoretical breakthroughs and practical systems were presented at this conference, thanks to the support of the IEEE Circuits and Systems Society, IEEE Region 10 and IEEE Japan Council, ACM SIGMM, IEICE and ITE. PCM2004featuredacomprehensiveprogramincludingkeynotetalks, regular paperpresentations, posters, demos, andspecialsessions.Wereceived385papers andthenumberofsubmissionswasthelargestamongrecentPCMs.Amongsuch a large number of submissions, we accepted only 94 oral presentations and 176 poster presentations. Seven special sessions were also organized by world-leading researchers. We kindly acknowledge the great support provided in the reviewing of submissions by the program committee members, as well as the additional reviewers who generously gave their time. The many useful comments provided by the reviewing process must have been very valuable for the authors work. Thisconferencewouldneverhavehappenedwithoutthehelpofmanypeople. We greatly appreciate the support of our strong organizing committee chairs and advisory chairs. Among the chairs, special thanks go to Dr. Ichiro Ide and Dr. Takeshi Naemura who smoothly handled publication of the proceedings with Springer. Dr. Kazuya Kodama did a fabulous job as our Web master."
The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers'growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.
This book proposes a comprehensive overview of the state-of-the-art research work on multimedia analysis in IoT applications. This is a third volume by editors which provides theoretical and practical approach in the area of multimedia and IOT applications and performance analysis. Further, multimedia communication, deep learning models to multimedia data, and the new (IOT) approaches are also covered. It addresses the complete functional framework in the area of multimedia data, IoT, and smart computing techniques. It bridges the gap between multimedia concepts and solutions by providing the current IOT frameworks, their applications in multimedia analysis, the strengths and limitations of the existing methods, and the future directions in multimedia IOT analytics.
We greeted the attendees of CIVR 2004 with the following address: "T' aimid an- ' bhroduil ' failte ' a chur romhaibh chuig Ollscoil Chathair Bhaile Atha Cliath agus ' chuig an triu ' Comhdh' ail Idirn' aisiun ' ta ar Aisghabh' ail Iomh' anna agus F' ?se' an. ' T'asuil ' againn go mbeidh am iontach agaibh anseo in Eirinn agus go mbeidh bhur gcuairt taitneamhnach agus sas ' uil. ' T' aimid an-bhroduil ' go hairithe ' failte ' a chur roimh na daoine on ' oiread sin t' ?ortha difriula ' agus na daoine a th' ainig as i bhfad i gc' ein. T'aanoireadsinpaip ' ' ear curtha isteach chuig an chomhdh' ail seo go bhfuil caighde' an na bp' aip' ear agus na bp' ostaer an-ard ar fad agus taimid ' ag s' uil go mor ' le h' ocaid iontach. " rd We were delighted to host the 3 International Conference on Image and Video Retrieval in Dublin City University. We hope that all attendees had a wonderful stay in Ireland and that their visits were enjoyable and rewarding. There were 125 papers in total submitted to the CIVR2004 conference and each was reviewed by at least three independent reviewers. We are grateful to the 64 members of the technical programme committee and the 29 other rev- wers who completed these reviews and allowed us to put together a very strong technical programme.
On behalf of the AH 2004 Program Committee, we were pleased to welcome att- dees to Eindhoven for the 3rd International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems. Similar to previous years, the number of research groups involved in research and innovative applications of personalization and adaptation functionalities has continued to grow, resulting in a further increase of 33% in the number of papers submitted to the conference, compared to the previous conference. From the 138 submissions we received, the program committee, in a rigorous review process, accepted 27 submissions (i.e., 20%) as full papers and 18 (i.e., 13%) as short papers. The large number of papers submitted generated a tremendous amount of work for the program committee members and the external reviewers, and we are immensely greatful for the effort they put into the process of selecting the very best papers. Together with three invited talks (by Emile Aarts, Philips Research, Candy Sidner, Mitsubishi Research, and Eric Horvitz, Microsoft Research), the AH 2004 - pers provide an excellent view on the successful approaches for innovative person- ization and adaptation functionalities in a variety of areas, including eLearning, eC- merce, mobile tourist guides and many more. They also show the integration of pers- alization functionalities being employed in Web environments, in ambient intelligence and intelligent agent contexts, and building upon adaptive hypermedia and Semantic Web technologies, Web search, Web services, social and peer-to-peer networks, and recommender systems, among others.
FIDJI 2004 was an international forum for researchers and practitioners int- estedinthe advancesin,andapplicationsof,softwareengineeringfordistributed application development. Concerning the technologies, the workshop focused on "Java-related" technologies. It was an opportunity to present and observe the latest research, results, and ideas in these areas. Allpaperssubmittedtothisworkshopwerereviewedbyatleasttwomembers of the International Program Committee. Acceptance was based primarily on originality and contribution. We selected, for these post-workshop proceedings, 11 papers amongst 22 submitted, a tutorial and two keynotes. FIDJI2004aimedatpromotingascienti?capproachtosoftwareengineering. The scope of the workshop included the following topics: - design of distributed applications - development methodologies for software and system engineering - UML-based development methodologies - development of reliable and secure distributed systems - component-based development methodologies - dependability support during system life cycle - fault tolerance re?nement, evolution and decomposition - atomicity and exception handling in system development - software architectures, frameworks and design patterns for developing d- tributed systems - integration of formal techniques in the development process - formal analysis and grounding of modelling notation and techniques (e. g. , UML, metamodelling) - supporting the security and dependability requirements of distributed app- cations in the development process - distributed software inspection - refactoring methods - industrial and academic case studies - development and analysis tools The organization of such a workshop represents an important amount of work.
This work introduces computer graphics from a mathematical perspective, offering a balance of theory, applications, and code. The book begins with a discussion of basic graphics tools such as vectors, matrices, and quaternions, then builds up to more advanced topics such as the intersection of three-dimensional objects. Both classical and new topics are covered. Some topics discussed include basic transforms, curves, surfaces, and subdivision surfaces. New techniques such as wavelets, fractals, parameterization, and fluid simulation are also covered. Throughout a large portion of the book, a new curve and surface algorithm is developed to illustrate the use of mathematics to develop compute graphics algorithms. The book contains all of the classes in C# necessary for computer graphics, providing a full explanation of the C# code and C# implementations for many of the algorithms are provided. The authors are affiliated with the University of Johannesburg, South Africa.
The Pacific-Asia Conference on Knowledge Discovery and Data Mining (PAKDD) is a leading international conference in the area of data mining and knowledge discovery. It provides an international forum for researchers and industry practitioners to share their new ideas, original research results and practical development experiences from all KDD-related areas including data mining, data warehousing, machine learning, databases, statistics, knowledge acquisition and automatic scientific discovery, data visualization, causality induction, and knowledge-based systems. This year s conference (PAKDD 2005) was the ninth of the PAKDD series, and carried the tradition in providing high-quality technical programs to facilitate research in knowledge discovery and data mining. It was held in Hanoi, Vietnam at the Melia Hotel, 18 20 May 2005. We are pleased to provide some statistics about PAKDD 2005. This year we received 327 submissions (a 37% increase over PAKDD 2004), which is the highest number of submissions since the first PAKDD in 1997) from 28 countries/regions: Australia (33), Austria (1), Belgium (2), Canada (11), China (91), Switzerland (2), France (9), Finland (1), Germany (5), Hong Kong (11), Indonesia (1), India (2), Italy (2), Japan (21), Korea (51), Malaysia (1), Macau (1), New Zealand (3), Poland (4), Pakistan (1), Portugal (3), Singapore (12), Taiwan (19), Thailand (7), Tunisia (2), UK (5), USA (31), and Vietnam (9). The submitted papers went through a rigorous reviewing process. Each submission was reviewed by at least two reviewers, and most of them by three or four reviewers."
Adobe Illustrator is the professional illustrator's tool of choice for creating and publishing vector graphics in print or online. It's the most comprehensive 2D vector graphics drawing package and, with the latest CS release, incorporates powerful new 3D drawing tools and blending effects. Closer integration of Adobe's Creative Suite products (Photoshop CS, Illustrator CS, InDesign CS, and Acrobat Professional) means that Illustrator is now more accessible to new users who are already familiar with the Adobe interface and helps existing pro users to become more creative and efficient.
The International Conference on Asian Digital Libraries (ICADL) is an annual international forum that provides opportunities for librarians, researchers and experts to exchange their research results, innovative ideas, service experiences and state-- the-art developments in the field of digital libraries. Building on the success of the first six ICADL conferences, the 7th ICADL conference hosted by the Shanghai Jiao Tong University and the Shanghai Library in Shanghai, China aimed to further strengthen the academic collaboration and strategic alliance in the Asia- Pacific Region in the development of digital libraries. The theme of ICADL 2004 was: Digital library: International Collaboration and Cross-fertilization, with its focus on technology, services, management and localization. The conference began with an opening ceremony and the conference program featured 9 keynote speeches and 5 invited speeches by local and international experts. During the 3-day program, 40 research paper presentations were given in 3 parallel sessions. The conference also included 6 tutorials and an exhibition. The conference received 359 submissions, comprising 248 full papers and 111 short papers. Each paper was carefully reviewed by the Program Committee members. Finally, 44 full papers, 15 short papers and 37 poster papers were selected. On behalf of the Organizing and Program Committees of ICADL 2004, we would like to express our appreciation to all authors and attendees for participating in the conference. We also thank the sponsors, Program Committee members, supporting organizations and helpers for making the conference a success. Without their efforts, the conference would not have been possible.
Although diagrammatic representations have been a feature of human com- nication from early history, recent advances in printing and electronic media technologyhaveintroducedincreasinglysophisticatedvisualrepresentationsinto everydaylife. We need to improve our understanding of the role of diagramsand sketches in communication, cognition, creative thought, and problem-solving. These concerns have triggered a surge of interest in the study of diagrammatic notations, especially in academic disciplines dealing with cognition, compu- tion, and communication. We believe that the study of diagrammatic communication is best pursued as an interdisciplinary endeavor. The Diagrams conference series was launched to support an international research community with this common goal. After successful meetings in Edinburgh (2000) and Georgia (2002), Diagrams 2004 was the third event in the series. The Diagramsseries attracts a largenumber of researchersfrom virtually all academic?elds who arestudying the nature of d- grammatic representations,their use in human communication, and cognitive or computationalmechanismsforprocessingdiagrams.Bycombiningseveralearlier workshop and symposium series that were held in the US and Europe - R- soning with Diagrammatic Representations (DR), US; Thinking with Diagrams (TWD), Europe; and Theory of Visual Languages (TVL), Europe - Diagrams has emerged as a major international conference on this topic.
We are delighted to present the proceedings of the 7th IFIP/IEEE International Conference on Management of Multimedia Networks & Services (MMNS). The MMNS 2004 conference was held in San Diego, California, USA on October 4-6,2004.Asinpreviousyears, theconferencebroughttogether aninternational audience of researchers and scientists from industry and academia who are - searching and developing state-of-the-art management systems, while creating a public venue for results dissemination and intellectual collaboration. This year marked a challenging chapter in the advancement of management s- tems for the wider management researchcommunity, with the growing compl- ities ofthe Internet, the proliferationof alternativewireless networksandmobile services, intelligent and high-speed networks, scalable multimedia services, and the convergence of computing and communications for data and voice delivery. Contributions from the research community met this challenge with 84 paper submissions; 26 selected high-quality papers were subsequently selected to form the MMNS 2004 technical program. The diverse topics in this year's program included novel protocols in wireless systems, multimedia over wireless, mobility management, multimedia service control, proactive techniques for QoS mana- ment, MPLStra?cengineeringandresiliency, distributedsystems management, scalable multimedia systems, and adaptive methods for streaming multimedia.
Welcome to the proceedings of the 5th Paci?c Rim Conference on Multimedia (PCM 2004) held in Tokyo Waterfront City, Japan, November 30-December 3, 2004. Following the success of the preceding conferences, PCM 2000 in Sydney, PCM 2001 in Beijing, PCM 2002 in Hsinchu, and PCM 2003 in Singapore, the ?fth PCM brought together the researchers, developers, practitioners, and educators in the ?eld of multimedia. Theoretical breakthroughs and practical systems were presented at this conference, thanks to the support of the IEEE Circuits and Systems Society, IEEE Region 10 and IEEE Japan Council, ACM SIGMM, IEICE and ITE. PCM2004featuredacomprehensiveprogramincludingkeynotetalks, regular paperpresentations, posters, demos, andspecialsessions.Wereceived385papers andthenumberofsubmissionswasthelargestamongrecentPCMs.Amongsuch a large number of submissions, we accepted only 94 oral presentations and 176 poster presentations. Seven special sessions were also organized by world-leading researchers. We kindly acknowledge the great support provided in the reviewing of submissions by the program committee members, as well as the additional reviewers who generously gave their time. The many useful comments provided by the reviewing process must have been very valuable for the authors' work. Thisconferencewouldneverhavehappenedwithoutthehelpofmanypeople. We greatly appreciate the support of our strong organizing committee chairs and advisory chairs. Among the chairs, special thanks go to Dr. Ichiro Ide and Dr. Takeshi Naemura who smoothly handled publication of the proceedings with Springer. Dr. Kazuya Kodama did a fabulous job as our Web master.
The AMDO 2004 workshop took place at the Universitat de les Illes Balears (UIB) on 22-24 September, 2004, institutionally sponsored by the International Association for Pattern Recognition (IAPR), the MCYT (Comision Interm- isterial de Ciencia y Tecnologia, Spanish Government), the AERFAI (Spanish Association for Pattern Recognition and Image Analysis), the EG (Eurogra- ics Association) and the Mathematics and Computer Science Department of the UIB. Also important commercial sponsors collaborated with practical dem- strations; the main contributors were: Barco Electronics Systems (Title Sp- sor), VICOM Tech, ANDROME Iberica, CESA and TAGrv. The subject of the workshop was ongoing research in articulated motion on a sequence of images and sophisticated models for deformable objects. The goals of these areas are to understand and interpret the motion of complex objects that can be found in sequences of images in the real world. The main topics considered priorities are: deformable models, motion analysis, articulated models and animation, visualization of deformable models, 3D recovery from motion, single or multiple human motion analysis and synthesis, applications of deformable models and motion analysis, face tracking, recovery and recognition models, and virtual and augmented reality systems.
The 8th ERCIM Workshop "User Interfaces for All" was held in Vienna, Austria, on 28-29 June 2004, building upon the results of the seven previous workshops held in Heraklion, Crete, Greece, 30-31 October 1995; Prague, Czech Republic, 7-8 Nov- ber 1996; Obernai, France, 3-4 November 1997; Stockholm, Sweden, 19-21 October 1998; Dagstuhl, Germany, 28 November - 1 December 1999; Florence, Italy, 25-26 October 2000; and Paris (Chantilly), France, 24-25 October 2002. The concept of "User Interfaces for All" targets a proactive realization of the "- signforall"principleinthe?eldofhuman-computerinteraction(HCI),andinvolvesthe developmentof user interfaces to interactiveapplicationsand e-services, which provide universalaccess andusabilityto potentiallyall users. In thetraditionofits predecessors, the 8th ERCIM Workshop "User Interfaces for All" aimed to consolidate recent work and to stimulate further discussion on the state of the art in "User Interfaces for All" and its increasing range of applications in the upcoming Information Society. The emphasis of the 2004 event was on "User-Centered Interaction Paradigms for Universal Access in the Information Society. " The requirement for user-centered u- versal access stems from the growing impact of the fusion of the emerging techno- gies and from the different dimensions of diversity that are intrinsic to the Information Society. These dimensions become evident when considering the broad range of user characteristics, the changing nature of human activities, the variety of contexts of use, the increasing availability and diversi?cation of information, knowledge sources and e-services, the proliferation of technological platforms, etc.
You want to make an animated film. You've got the idea. You've got Macromedia Flash. But where do you start? What's the best way to script your cartoon, how do you start animating with Flash, what do you really need to know in order to get your ideas out there to make you famous? Who better to ask than two seasoned professionals, who've not only worked for Disney, but also run the hugely successful cult website, funnyazhell.com. Kevin Peaty and Glenn Kirkpatrick draw on their rich studio experience and their knowledge of Flash to show you the best way to create great Flash cartoons that look as good as traditional animated films. This book follows the professional process, taking a creative idea from storyboard stage, through layout to publishing, via a detailed look at animation techniques, that will give you the kind of insight normally only gained from years spent in the industry. In depth and detailed, the book follows the production of a cartoon from inception to final outputlooking at all the decisions and skills that have contributed to its appeal. The book covers Flash versions 4 and 5 as well as MX. Whether you're completely new to Flash, or are making your first steps into the world of Flash cartooning, this book will let you work alongside the professionals to make your own animated masterpiece. With this book on your desktop, all you need is an idea Watch and listen to 'The Boy Who Cried Wolf' as created throughout the book by Glenn and Kevin. And then think how you'd have done it in your own style... All you need is Flash Cartoon Animation If you need even further inspiration, check out the funnyazhell.com website, where there a many fantastic movies by Kevin, Glenn and others.
Diana Johnson (Sorenson Media) One of the best books on video for new users: editing, compression, and Flash MX technologies. Full of great tips. Let's make movies Interactive movies, totally integrated into your Flash interface With Macromedia Flash MX you have the power to import digital video and sound, and manipulate them just like any other media object. That's a whole world of design possibilities. This book takes you through all you need to know about producing such wonderful sites. The first section gives you a thorough grounding in how best to import your video and sound into Flash MX and the many different ways that you can manipulate it once it's in there. Then, in the second section, we go through a complete real-world case study from pre-production on the video to final output to the web and CD-ROM. Finally, we show you how can apply advanced ActionScript to video, and create a fully object-oriented sound and video playing Flash component that you'll be able to use time and time again. Flash MX - viewers who have the tiny Flash Player installed can now see video material that would otherwise require lengthy downloads and the clunky interfaces of other web video plug-ins. This book is the guide you need for this exciting new universe, offering inspiration and technical guidance in equal measure. As with all books from friends of ED our support is fast, friendly and free. Even if our dedicated support team are unable to solve your problem immediately, your queries will be passed onto the editors and authors who put the book together. All foED authors help with the support on their books, and will either directly mail readers with solutions or (more usually) send their response to an editor to pass on. This book assumes no knowledge beyond an ability to work with the Flash MX interface, and is not intended for those with substantial digital video experience. As such, this book does not assume that the reader has access to expensive video-editing software. All you need for this book is access to Flash MX, and some imagination. and Flash MX technologies. Gives you a thorough grounding in how best to import your video and sound into Flash MX and the many different ways you can produce such wonderful sites. Softcover. About the Author Hoss Gifford is one of the founding directors of Flammable Jam, and curator of his personal site. He regularly sponges his way around the world, getting free flights in exchange for talking at new media seminars, including FlashForward and Milia. Hoss reckons we should all take stuff a bit less seriously, and be happy with making 'quite nice things that entertain people for a wee while', as can be seen from his other two sites. Kristian Besley was born in Wales, grew up in the same street as Catherine Zeta Jones, and read Media Arts following interests in film and design. In his little spare time, you'll most likely find him creating random stuff which will eventually appear online at graphci, or laughing at personalised number plates. One day he vows to reform seminal band Ken.
We gave four web professionals a design brief: we asked them each to plan, design, and implement a specific type of web site, then write up all their design and development considerations - how to be visually appealing while usable and accessible, how to wireframe the sites, and how to develop them with usability and accessibility in mind. The web sites are: A corporate site (designed using CSS and templates on a Mac) A news portal (made using PHP on a PC) An entertainment site (a visually appealing fan site for the band U2, made using a Mac) A company intranet site (made using ASP on a PC) The authors also take you through the complete code for each site (including server-side functionality, CSS, and Dreamweaver templates), which is available for download from glasshaus. Using this book, you can learn from their work, and multiply your own Dreamweaver knowledge.
Macromedia's Contribute allows Web Professionals to save the time spent performing content updates, by devolving the responsibility and know-how back to the content owners. You identify which areas of which pages users are allowed to update, and they can do this with no technical know-how and with no risk of breaking the site. The net result? They get content updated when they need it - and you get time to spend on Web Design. After all, isn't that why you got into the Web in the first place? This book teaches you all you need to know on setting up the system ... and, uniquely, you're entitled to unlimited free downloads of the glasshaus Contribute End-User Training Guide. By distributing it to the content owners, you empower them and liberate yourself. What this book covers: Site Definitions and Connections Links, Images, and Non-HTML Documents Customizing Contribute Best Practices Selling Contribute to your users and management Training users Supporting Contribute Using Templates in Contribute Editing dynamic web sites with server-side includes From the Publisher This book is for web professionals and site owners who will administer Contribute, and those responsible for training end-users in an organization.
Welcome to MMNS 2003. Multimedia services over IP networks are proliferating at an enormous speed. There is also increasing demand for solutions that provide assured levels of s- vice quality. All of these require novel paradigms, models, and architectures for realizing integrated end-to-end service management rather than managing n- work elements in isolation. Providing scalable Quality of Service (QoS) while maintaining fairness, along with secure and optimal network resource mana- ment, are key challenges for the future Internet. These challenges apply to both ?xed and wireless networks. This book contains all of the papers presented at the 6th IFIP/IEEE - ternational Conference on Management of Multimedia Networks and Services (MMNS 2003) hosted by The Queen s University of Belfast, Northern Ireland, September 7 10, 2003. MMNS 2003 follows the successful conferences held in Santa Barbara (2002), Chicago (2001), Fortaleza, Brazil (2000), Paris (1998), and Montreal (1997). MMNS uses single-track presentations, which provide an intimate setting for discussion and debate. The conference is known for its high quality papers from various research communities. In just six years, MMNS has established itself as one of the premier conferences focusing on the management of multimedia networks and services. The conference objective is to bring - gether researchers working in all facets of network and service management as applied to broadband networks and multimedia services."
Interactive Digital Storytelling has evolved as a prospering research topic banding together formerly disjointed disciplines stemming from the arts and humanities as well as computer science. It's tied up with the notion of storytelling as an effective means for the communication of knowledge and social values since the existence of humankind. It also builds a bridge between current academic trends investigating and formalizing computer games, and developments towards the experience-based design of human-media interaction in general. In Darmstadt, a first national workshop on Digital Storytelling was organized by ZGDV e.V. in 2000, which at that time gave an impression about the breadth of this new research field for computer graphics (DISTEL 2000). An international follow-up was planned: the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2003). Taking place in March 2003, it showed a more focussed range of research specifically on concepts and first pro- types for automated storytelling and autonomous characters, including modelling of emotions and the user experience. At TIDSE 2004, an established and still-growing community of researchers ga- ered together to exchange results and visions. This confirms the construction of a series of European conferences on the topic - together with the International Conf- ence on Virtual Storytelling, ICVS (conducted in 2001 and 2003 in France) - which will be further cultivated.
This book constitutes the refereed proceedings of the 5th International Symposium on Mobile Human-Computer Interaction, Mobile HCI 2003, held in Udine, Italy in September 2003. The 21 revised full papers and 29 revised short papers presented together with a keynote paper and an abstract of a keynote speech were carefully reviewed and selected from 122 submissions. The papers are organized in topical sections on mobile users in natural context, input techniques for mobile devices, location-aware guides and planners, bringing mobile services to groups in workplaces, mobile gambling, tools and frameworks for mobile interface design and generation, and usability and HCI research methods.
For over two decades, this comprehensive manual has been the standard introduction and complete reference for writing articles and books containing mathematical formulas. If the reader requires a streamlined approach to learning LaTeX for composing everyday documents, Gratzer's (c) 2014 Practical LaTeX may also be a good choice. In this carefully revised fifth edition, the Short Course has been brought up to date and reflects a modern and practical approach to LaTeX usage. New chapters have been added on illustrations and how to use LaTeX on an iPad. Key features: An example-based, visual approach and a gentle introduction with the Short Course A detailed exposition of multiline math formulas with a Visual Guide A unified approach to TeX, LaTeX, and the AMS enhancements A quick introduction to creating presentations with formulas From earlier reviews: Gratzer's book is a solution. -European Mathematical Society Newsletter There are several LaTeX guides, but this one wins hands down for the elegance of its approach and breadth of coverage. -Amazon.com, Best of 2000, Editor's choice A novice reader will be able to learn the most essential features of LaTeX sufficient to begin typesetting papers within a few hours of time... An experienced TeX user, on the other hand, will find a systematic and detailed discussion of LaTeX fea tures. -Report on Mathematical Physics A very helpful and useful tool for all scientists and engineers. -Review of Astronomical Tools |
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