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Books > Computing & IT > Computer software packages > Multimedia
In this volume the author gives an introduction to the theory of group representations and their applications in image science. The main feature of the presentation is a systematic treatment of the invariance principle in image processing and pattern recognition with the help of group theoretical methods. The invariance properties of a problem often largely define the solution to the problem. Invariance principles are well known in theoretical physics but their use in image processing is only a few years old. The reader will find that group theory provides a unifying framework for many problems in image science. The volume is based on graduate-level lectures given by the author, and the book is intended for students and researchers interested in theoretical aspects of computer vision.
COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.
Combine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka. You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created. See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com. And there's more! The downloadable resources include trial version of Manga Studio EX along with high-resolution image files from the book. Smith Micro has also included a coupon for $100 off the full version of Manga Studio EX.
A vivid look at China's shifting place in the global political economy of technology production How did China's mass manufacturing and "copycat" production become transformed, in the global tech imagination, from something holding the nation back to one of its key assets? Prototype Nation offers a rich transnational analysis of how the promise of democratized innovation and entrepreneurial life has shaped China's governance and global image. With historical precision and ethnographic detail, Silvia Lindtner reveals how a growing distrust in Western models of progress and development, including Silicon Valley and the tech industry after the financial crisis of 2007-8, shaped the rise of the global maker movement and the vision of China as a "new frontier" of innovation. Lindtner's investigations draw on more than a decade of research in experimental work spaces-makerspaces, coworking spaces, innovation hubs, hackathons, and startup weekends-in China, the United States, Africa, Europe, Taiwan, and Singapore, as well as in key sites of technology investment and industrial production-tech incubators, corporate offices, and factories. She examines how the ideals of the maker movement, to intervene in social and economic structures, served the technopolitical project of prototyping a "new" optimistic, assertive, and global China. In doing so, Lindtner demonstrates that entrepreneurial living influences governance, education, policy, investment, and urban redesign in ways that normalize the persistence of sexism, racism, colonialism, and labor exploitation. Prototype Nation shows that by attending to the bodies and sites that nurture entrepreneurial life, technology can be extricated from the seemingly endless cycle of promise and violence. Cover image: Courtesy of Cao Fei, Vitamin Creative Space and Spru th Magers
In the present time, objects generated by computers are replacing models made from wood, wire, and plaster. It is interesting to see how computer graphics can help us to understand the geometry of surfaces and illustrate some recent results on representations of the real projective plane.
With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid of hundreds of diagrams, ray-traced images, and sample code. It is suitable for undergraduate and graduate computer graphics courses and for individual programmers who would like to learn ray tracing.
What are the implications of comics for law? Tackling this question, On Comics and Legal Aesthetics explores the epistemological dimensions of comics and the way this once-maligned medium can help think about - and reshape - the form of law. Traversing comics, critical, and cultural legal studies, it seeks to enrich the theorisation of comics with a critical aesthetics that expands its value and significance for law, as well as knowledge more generally. It argues that comics' multimodality - its hybrid structure, which represents a meeting point of text, image, reason, and aesthetics - opens understanding of the limits of law's rational texts by shifting between multiple frames and modes of presentation. Comics thereby exposes the way all forms of knowledge are shaped out of an unstructured universe, becoming a mask over this chaotic 'beyond'. This mask of knowing remains haunted - by that which it can never fully capture or represent. Comics thus models knowledge as an infinity of nested frames haunted by the chaos without structure. In such a model, the multiple aspects of law become one region of a vast and bottomless cascade of perspectives - an infinite multiframe that extends far beyond the traditional confines of the comics page, rendering law boundless.
Das Buch fuhrt auf einfache und verstandliche Weise in die Bayes-Statistik ein. Ausgehend vom Bayes-Theorem werden die Schatzung unbekannter Parameter, die Festlegung von Konfidenzregionen fur die unbekannten Parameter und die Prufung von Hypothesen fur die Parameter abgeleitet. Angewendet werden die Verfahren fur die Parameterschatzung im linearen Modell, fur die Parameterschatzung, die sich robust gegenuber Ausreissern in den Beobachtungen verhalt, fur die Pradiktion und Filterung, die Varianz- und Kovarianzkomponentenschatzung und die Mustererkennung. Fur Entscheidungen in Systemen mit Unsicherheiten dienen Bayes-Netze. Lassen sich notwendige Integrale analytisch nicht losen, werden numerische Verfahren mit Hilfe von Zufallswerten eingesetzt."
Experimental Animation: From Analogue to Digital, focuses on both experimental animation's deep roots in the twentieth century, and its current position in the twenty-first century media landscape. Each chapter incorporates a variety of theoretical lenses, including historical, materialist, phenomenological and scientific perspectives. Acknowledging that process is a fundamental operation underlining experimental practice, the book includes not only chapters by international academics, but also interviews with well-known experimental animation practitioners such as William Kentridge, Jodie Mack, Larry Cuba, Martha Colburn and Max Hattler. These interviews document both their creative process and thoughts about experimental animation's ontology to give readers insight into contemporary practice. Global in its scope, the book features and discusses lesser known practitioners and unique case studies, offering both undergraduate and graduate students a collection of valuable contributions to film and animation studies.
A new edition of the bestselling book that covers the basic principles of digital multimedia Digital multimedia combines text, graphics, video, animation, sound, and other components and presents endless options and potential for computer users. This new edition of a perennial bestseller serves as an ideal foundation to the basic principles of each media type and describes their digitization and the possibilities that exist when different media elements are combined. Offering completely revised and rewritten material, the book features an emphasis on Web/Flash and provides in-depth coverage of MPEG4 and DVD in accordance with current trends. Offers a clear, easy-to-understand introduction to digital multimedia and examines the elements that comprise it, including text, graphics, video, animation, sound, and moreWalks you through the fundamentals and basic principles of digital multimediaLooks at vector graphics, bitmapped images, hypermedia, interactivity, accessbility, and scriptingExplores the possibilities that exist when various media are combined With this new edition by your side, you?ll quickly discover how to make the most of every aspect of digital multimedia
Dr. Alireza Tavakkoli's Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader's understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers' understanding of Unreal Engine to the next level.
This third edition of Paul Murrell's classic book on using R for graphics represents a major update, with a complete overhaul in focus and scope. It focuses primarily on the two core graphics packages in R - graphics and grid - and has a new section on integrating graphics. This section includes three new chapters: importing external images in to R; integrating the graphics and grid systems; and advanced SVG graphics. The emphasis in this third edition is on having the ability to produce detailed and customised graphics in a wide variety of formats, on being able to share and reuse those graphics, and on being able to integrate graphics from multiple systems. This book is aimed at all levels of R users. For people who are new to R, this book provides an overview of the graphics facilities, which is useful for understanding what to expect from R's graphics functions and how to modify or add to the output they produce. For intermediate-level R users, this book provides all of the information necessary to perform sophisticated customizations of plots produced in R. For advanced R users, this book contains vital information for producing coherent, reusable, and extensible graphics functions.
Das Internet ist inzwischen ein fester Bestandteil des Alltags. Die Autoren erl utern die technologischen Grundlagen, auf denen es beruht. Ausgehend von den physikalischen Grundlagen der Daten bertragung erfahren Leser, nach welchen Prnzipien und auf Grundlage welcher Technologien lokale Netzwerke (LANs) und Weitverkehrsnetzwerke (WANs) funktionieren. Das Kompendium zur Internet-Technologie vermittelt allgemein verst ndlich das dem Internet zugrunde liegende TCP/IP-Referenzmodell sowie dessen Protokolle und zahlreichen Anwendungen.
Candlesticks have become a key component of platforms and charting programs for financial trading. With these charts, traders can learn underlying patterns for interpreting price action history and forecasts. This A-Z guide shows portfolio managers, quants, strategists, and analysts how to use Python to recognize, scan, trade, and backtest the profitability of candlestick patterns. Financial author, trading consultant, and institutional market strategist Sofien Kaabar shows you how to create a candlestick scanner and indicator so you can compare the profitability of these patterns. With this hands-on guide, you'll also explore a new type of charting system similar to candlesticks, as well as new patterns that have never been presented before. With this book, you will: Create and understand the conditions required for classic and modern candlestick patterns Learn the market psychology behind them Use a framework to learn how backtesting trading strategies are conducted Explore different charting systems and understand their limitations Import OHLC historical FX data in Python in different time frames Use algorithms to scan for and reproduce patterns Learn a pattern's potential by evaluating its profitability and predictability
International surgical meetings with thousands of participants speaking a dozen different languages tend to be frustrating for the individual who comes with the hope of learning about progress in his fields, but who additionally would like to be able to ex change ideas on controversial topics and to meet competent people with whom to discuss specific problems. In the "one-way" ses sions in which long papers are presented, details or specific points may be missed. Differing views often are not adequately discussed, because the meeting and its participants are pressed for time. The 44 breakfast and luncheon sessions, covering different topics of interest to the practicing surgeon, were mainly planned to overcome these classical "congress handicaps" and also to do away with the anonymous atmosphere of such a large congress. Slides and formal papers were banished from these sessions. The outcome of these very lively and pleasant discussions taking place around small well-dressed tables was unexpected by most participants. A chairman and several panel members shared their repast, caloric and intellectual, with some 10-30 congress par ticipants. The result was in each instance a lively, informative intimate discussion, very different from the anonymous atmo sphere of a large meeting. In the hope of preserving these ex changes, the chairmen were requested immediately the session finished to "distill the essence" of the 90-minute exchange into a summary captured on tape."
Die Herausgeber legen mit diesem Buch eine UEbersicht zum elektronischen Geschaftsverkehr vor. Das Buch richtet sich dabei vor allem an Leser, die sich nicht nur uber die Entwicklung auf dem Gebiet des "Electronic Commerce" informieren moechten, sondern konkrete Projekte starten und realisieren wollen. Der Leser erhalt Einblick in die Technologie, die organisatorischen Aspekte sowie in die rechtlichen Rahmenbedingungen. Die Darstellung aktueller Projekte und Anwendungsfelder erlaubt es, eigene Projektideen einzuordnen. Konkrete Handlungsempfehlungen helfen bei der Umsetzung.
As major universities and professional organizations like the Poynter Institute have begun to examine graphic nonfiction from a critical perspective, new courses are emerging that give student writers and artists the tools to tell their own nonfiction stories in comics form. Nonfiction Comics is the first textbook to bring these tools and techniques together in a single volume. Most novices who first attempt the form arrive at it from a background of journalism or art, meaning they arrive with at least one deficit in the required skill set. Journalists, for example, typically have had little training in illustration. Artists and designers may not know how to conduct interviews or to avoid the potential legal pitfalls of telling the personal stories of real people. This book aims to fill in the gaps providing student journalists, artists, designers, creative writers, web producers and others the tools they need to tell stories visually and graphically. Based on the authors' popular team-taught nonfiction comics course, Nonfiction Comics teaches readers how to create a graphic nonfiction story from start to finish, providing guidance on:
Interviews with well-known nonfiction comics creators--showcased in the book and on the book's companion website--will discuss best practice and offer readers inspiration to begin creating their own work.
The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.
Designing a complete visualization system involves many subtle decisions. When designing a complex, real-world visualization system, such decisions involve many types of constraints, such as performance, platform (in)dependence, available programming languages and styles, user-interface toolkits, input/output data format constraints, integration with third-party code, and more. Focusing on those techniques and methods with the broadest applicability across fields, the second edition of Data Visualization: Principles and Practice provides a streamlined introduction to various visualization techniques. The book illustrates a wide variety of applications of data visualizations, illustrating the range of problems that can be tackled by such methods, and emphasizes the strong connections between visualization and related disciplines such as imaging and computer graphics. It covers a wide range of sub-topics in data visualization: data representation; visualization of scalar, vector, tensor, and volumetric data; image processing and domain modeling techniques; and information visualization. See What's New in the Second Edition: Additional visualization algorithms and techniques New examples of combined techniques for diffusion tensor imaging (DTI) visualization, illustrative fiber track rendering, and fiber bundling techniques Additional techniques for point-cloud reconstruction Additional advanced image segmentation algorithms Several important software systems and libraries Algorithmic and software design issues are illustrated throughout by (pseudo)code fragments written in the C++ programming language. Exercises covering the topics discussed in the book, as well as datasets and source code, are also provided as additional online resources.
Dieses Buch bietet allen, die mit Lehrmaterialien fA1/4r selbstgesteuerte Lernprozesse betraut sind, ein didaktisches Rahmenkonzept und praktische Hinweise. Wichtig ist den Autoren dabei ein Vorgehen, das pragmatisch genug ist, um angesichts der heute verfA1/4gbaren wirtschaftlichen, technischen und organisatorischen MAglichkeiten handlungsfAhig zu sein, das andererseits aber auch den hohen Anforderungen an QualitAt und MarktgAngigkeit gerecht wird, die sich als Standard durchzusetzen beginnen. Die in diesem Konzept vorgestellten Stufen beim Lehren und Lernen werden Schritt fA1/4r Schritt theoretisch erklArt, anhand von Praxisbeispielen erlAutert und mit Umsetzungshinweisen in Form von Checklisten versehen. Das Buch richtet sich vor allem an Entwickler von Lernprogrammen fA1/4r den selbstgesteuerten Unterricht (Fernlehrinstitute, UniversitAten, individualisierter Unterricht an Schulen), ist aber auch von theoretischem Interesse.
This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators.
Das Werk ist verst ndlich geschrieben und didaktisch strukturiert. Die Zusammenfassungen der einzelnen Abs tze und Kapitel erm glichen eine extrem schnelle Orientierung und verhelfen ohne Umwege zu den ben tigten Informationen.
GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book's CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory. |
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