![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer software packages > Multimedia
Here is a thorough, not-overly-complex introduction to the three technical foundations for multimedia applications across the Internet: communications (principles, technologies and networking); compressive encoding of digital media; and Internet protocol and services. All the contributing systems elements are explained through descriptive text and numerous illustrative figures; the result is a book well-suited toward non-specialists, preferably with technical background, who need well-composed tutorial introductions to the three foundation areas. The text discusses the latest advances in digital audio and video encoding, optical and wireless communications technologies, high-speed access networks, and IP-based media streaming, all crucial enablers of the multimedia Internet.
The third entry in the Jim Blinn's Corner series, this is, like the
others, a handy compilation of selected installments of his
influential column. But here, for the first time, you get the
"Director's Cut" of the articles: revised, expanded, and enhanced
versions of the originals. What's changed? Improved mathematical
notation, more diagrams, new solutions. What remains the same? All
the things you've come to rely on: straight answers, irreverent
style, and innovative thinking. This is Jim Blinn at his best now
even better.
Research in the field of multimedia metadata is especially challenging: Lots of scientific publications and reports on research projects are published every year and the range of possible applications is diverse and huge. This book gives an overview on fundamental issues within the field of multimedia metadata focusing on contextualized, ubiquitous, accessible and interoperable services on a higher semantic level. The book in hand provides a selection of basic articles being a base for multimedia metadata research. Furthermore it presents a view on the current state of the art in multimedia metadata research. It provides information from versatile applications domains (Broadcasting, Interactive TV, E-Learning and Social Software) such as: Multimedia on the Web 2.0 - Databases for Multimedia (Meta-)Data - Multimedia Information Retrieval and Evaluation - Multimedia Metadata Standards - Ontologies for Multimedia. The multimedia metadata community (www.multimedia-metadata.info), wherefrom this book originated, brings together experts from research and industry in the area of multimedia metadata research and application development. The community bridges the gap between an academic research and an industrial scale development of innovative products. By summarizing the work of the community this book contributes to the aforementioned fields by addressing these topics for a broad range of readers.
With the fast growth ofmultimedia information, content-based video anal- ysis, indexing and representation have attracted increasing attention in re- cent years. Many applications have emerged in these areas such as video- on-demand, distributed multimedia systems, digital video libraries, distance learning/education, entertainment, surveillance and geographical information systems. The need for content-based video indexing and retrieval was also rec- ognized by ISOIMPEG, and a new international standard called "Multimedia Content Description Interface" (or in short, MPEG-7)was initialized in 1998 and finalized in September 2001. In this context, a systematic and thorough review ofexisting approaches as well as the state-of-the-art techniques in video content analysis, indexing and representation areas are investigated and studied in this book. In addition, we will specifically elaborate on a system which analyzes, indexes and abstracts movie contents based on the integration ofmultiple media modalities. Content ofeach part ofthis book is briefly previewed below. In the first part, we segment a video sequence into a set ofcascaded shots, where a shot consistsofone or more continuouslyrecorded image frames. Both raw and compressedvideo data will beinvestigated. Moreover, consideringthat there are always non-story units in real TV programs such as commercials, a novel commercial break detection/extraction scheme is developed which ex- ploits both audio and visual cues to achieve robust results. Specifically, we first employ visual cues such as the video data statistics, the camera cut fre- quency, and the existenceofdelimiting black frames between commercials and programs, to obtain coarse-level detection results.
Even as developments in photorealistic computer graphics continue
to affect our work and leisure activities, practitioners and
researchers are devoting more and more attention to
non-photorealistic (NPR) techniques for generating images that
appear to have been created by hand. These efforts benefit every
field in which illustrations thanks to their ability to clarify,
emphasize, and convey very precise meanings offer advantages over
photographs. These fields include medicine, architecture,
entertainment, education, geography, publishing, and visualization.
As the visual effects industry has diversified, so too have the
books written to serve the needs of this industry. Today there are
hundreds of highly specialized titles focusing on particular
aspects of film and broadcast animation, computer graphics, stage
photography, miniature photography, color theory, and many
others.
II Challenges in Data Mapping Part II deals with one of the most challenging tasks in Interactive Visualization, mapping and teasing out information from large complex datasets and generating visual representations. This section consists of four chapters. Binh Pham, Alex Streit, and Ross Brown provide a comprehensive requirement analysis of information uncertainty visualizations. They examine the sources of uncertainty, review aspects of its complexity, introduce typical models of uncertainty, and analyze major issues in visualization of uncertainty, from various user and task perspectives. Alfred Inselberg examines challenges in the multivariate data analysis. He explains how relations among multiple variables can be mapped uniquely into ?-space subsets having geometrical properties and introduces Parallel Coordinates meth- ology for the unambiguous visualization and exploration of a multidimensional geometry and multivariate relations. Christiaan Gribble describes two alternative approaches to interactive particle visualization: one targeting desktop systems equipped with programmable graphics hardware and the other targeting moderately sized multicore systems using pack- based ray tracing. Finally, Christof Rezk Salama reviews state-of-the-art strategies for the assignment of visual parameters in scientific visualization systems. He explains the process of mapping abstract data values into visual based on transfer functions, clarifies the terms of pre- and postclassification, and introduces the state-of-the-art user int- faces for the design of transfer functions.
Fundamental solutions in understanding information have been elusive for a long time. The field of Artificial Intelligence has proposed the Turing Test as a way to test for the "smart" behaviors of computer programs that exhibit human-like qualities. Equivalent to the Turing Test for the field of Human Information Interaction (HII), getting information to the people that need them and helping them to understand the information is the new challenge of the Web era. In a short amount of time, the infrastructure of the Web became ubiquitious not just in terms of protocols and transcontinental cables but also in terms of everyday devices capable of recalling network-stored data, sometimes wire lessly. Therefore, as these infrastructures become reality, our attention on HII issues needs to shift from information access to information sensemaking, a relatively new term coined to describe the process of digesting information and understanding its structure and intricacies so as to make decisions and take action.
Soft City Culture and Technology: The Betaville Project discusses the complete cycle of conception, development, and deployment of the Betaville platform. Betaville is a massively participatory online environment for distributed 3D design and development of proposals for changes to the built environment an experimental integration of art, design, and software development for the public realm. Through a detailed account of Betaville from a Big Crazy Idea to a working "deep social medium," the author examines the current conditions of performance and accessibility of hardware, software, networks, and skills that can be brought together into a new form of open public design and deliberation space, for and spanning and integrating the disparate spheres of art, architecture, social media, and engineering. Betaville is an ambitious enterprise, of building compelling and constructive working relationships in situations where roles and disciplinary boundaries must be as agile as the development process of the software itself. Through a considered account and analysis of the interdependencies between Betaville's project design, development methods, and deployment, the reader can gain a deeper understanding of the potential socio-technical forms of New Soft Cities: blended virtual-physical worlds, whose "public works" must ultimately serve and succeed as massively collaborative works of art and infrastructure."
Social media is now ubiquitous on the internet, generating both new possibilities and new challenges in information analysis and retrieval. This comprehensive text/reference examines in depth the synergy between multimedia content analysis, personalization, and next-generation networking. The book demonstrates how this integration can result in robust, personalized services that provide users with an improved multimedia-centric quality of experience. Each chapter offers a practical step-by-step walkthrough for a variety of concepts, components and technologies relating to the development of applications and services. Topics and features: provides contributions from an international and interdisciplinary selection of experts in their fields; introduces the fundamentals of social media retrieval, presenting the most important areas of research in this domain; examines the important topic of multimedia tagging in social environments, including geo-tagging; discusses issues of personalization and privacy in social media; reviews advances in encoding, compression and network architectures for the exchange of social media information; describes a range of applications related to social media. Researchers and students interested in social media retrieval will find this book a valuable resource, covering a broad overview of state-of-the-art research and emerging trends in this area. The text will also be of use to practicing engineers involved in envisioning and building innovative social media applications and services.
We are extremely pleased to present a comprehensive book comprising a collection of research papers which is basically an outcome of the Second IFIP TC 13.6 Working Group conference on Human Work Interaction Design, HWID2009. The conference was held in Pune, India during October 7-8, 2009. It was hosted by the Centre for Development of Advanced Computing, India, and jointly organized with Copenhagen Business School, Denmark; Aarhus University, Denmark; and Indian Institute of Technology, Guwahati, India. The theme of HWID2009 was Usability in Social, C- tural and Organizational Contexts. The conference was held under the auspices of IFIP TC 13 on Human-Computer Interaction. 1 Technical Committee TC13 on Human-Computer Interaction The committees under IFIP include the Technical Committee TC13 on Human-Computer Interaction within which the work of this volume has been conducted. TC13 on Human-Computer Interaction has as its aim to encourage theoretical and empirical human science research to promote the design and evaluation of human-oriented ICT. Within TC13 there are different working groups concerned with different aspects of human- computer interaction. The flagship event of TC13 is the bi-annual international conference called INTERACT at which both invited and contributed papers are presented. Contributed papers are rigorously refereed and the rejection rate is high.
Many emerging technologies such as video conferencing, video-on-demand, and digital libraries require the efficient delivery of compressed video streams. For applications that require the delivery of compressed stored multimedia streams, the a priori knowledge available about these compressed streams can aid in the allocation of server and network resources. By using a client-side buffer, the resource requirements from the server and network can be minimized. Buffering Techniques for Delivery of Compressed Video in Video-on-Demand Systems presents a comprehensive description of buffering techniques for the delivery of compressed, prerecorded multimedia data. While these techniques can be applied to any compressed data streams, this book focusses primarily on the delivery of video streams because of the large resource requirements that they can consume. The book first describes buffering techniques for the continuous playback of stored video sources. In particular, several bandwidth smoothing (or buffering) algorithms that are provably optimal under certain conditions are presented. To provide a well-rounded discussion, the book then describes extensions that aid in the ability to provide interactive delivery of video across networks. Specifically, reservation techniques that take into account interactive functions such as fast-forward and rewind are described. In addition, extensions to the bandwidth smoothing algorithms presented in the first few chapters are described. These algorithms are designed with interactive, continuous playback of stored video in mind and are also provably optimal under certain constraints. Buffering Techniques for Delivery of Compressed Video in Video-on-Demand Systems serves as an excellent resource for multimedia systems, networking and video-on-demand designers, and may be used as a text for advanced courses on the topic.
Multimedia Content Analysis: Theory and Applications covers the latest in multimedia content analysis and applications based on such analysis. As research has progressed, it has become clear that this field has to appeal to other disciplines such as psycho-physics, media production, etc. This book consists of invited chapters that cover the entire range of the field. Some of the topics covered include low-level audio-visual analysis based retrieval and indexing techniques, the TRECVID effort, video browsing interfaces, content creation and content analysis, and multimedia analysis-based applications, among others. The chapters are written by leading researchers in the multimedia field.
Content-Based Audio Classification and Retrieval for Audiovisual Data Parsing is an up-to-date overview of audio and video content analysis. Included is extensive treatment of audiovisual data segmentation, indexing and retrieval based on multimodal media content analysis, and content-based management of audio data. In addition to the commonly studied audio types such as speech and music, the authors have included hybrid types of sounds that contain more than one kind of audio component such as speech or environmental sound with music in the background. Emphasis is also placed on semantic-level identification and classification of environmental sounds. The authors introduce a new generic audio retrieval system on top of the audio archiving schemes. Both theoretical analysis and implementation issues are presented. The developing MPEG-7 standards are explored. Content-Based Audio Classification and Retrieval for Audiovisual Data Parsing will be especially useful to researchers and graduate level students designing and developing fully functional audiovisual systems for audio/video content parsing of multimedia streams.
AI is an integral part of every video game and this book helps game developers keep up with the constantly evolving technological advances to create robust AI. The authors draw on their considerable experience and uses case studies from real games to provide a complete reference. Also included are exercises so readers can test their comprehension and understanding of the concepts and practices presented. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. It helps experienced game developers learn new techniques and provides students with a solid understanding of game AI that will help them jumpstart their careers.
Over the past two decades, we have witnessed unprecedented
innovations in the development of miniaturized electromechanical
devices and low-power wireless communication making practical the
embedding of networked computational devices into a rapidly
widening range of material entities.
This volume contains the Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS-2011). IIMSS-2011 comes as a sequel to IIMSS-2008 (Piraeus-Athens, Greece, July 9, 10 and 11, 2008), IIMSS-2009 (Mogliano Veneto (near Venice), Italy, July 15, 16 and 17, 2009) and IIMSS-2010 (Baltimore, USA, July 28, 29, and 30, 2010). This fourth edition of the IIMSS Conference was organized jointly by the Department of Informatics of the University of Piraeus, Greece and the School of Electrical and Information Engineering of the University of South Australia, in conjunction with KES International. At a time when computers are more widespread than ever and computer users range from highly qualified scientists to non-computer-expert professionals and may include people with special needs, interactivity, personalization and adaptivity have become a necessity in modern multimedia systems. Modern intelligent multimedia systems need to be interactive not only through classical modes of interaction where the user inputs information through a keyboard or mouse. They must also support other modes of interaction, such as visual or lingual computer-user interfaces, which render them more attractive, user friendlier, more human-like and more informative. IIMSS is a new series of international scientific conferences aimed at presenting novel research in the fields of intelligent multimedia systems relevant to the development of a new generation of interactive, user-centric services.
Several works on multimedia storage appear in literature today, but very little if any, have been devoted to handling long duration video retrieval, over large scale networks. Distributed retrieval of multimedia documents, especially the long duration documents, is an imperative step in rendering high-quality, high-fidelity, and cost-effective services for network service providers. Distributed Multimedia Retrieval Strategies for Large Scale Networked Systems presents an up-to-date research status in the domain of distributed video retrieval. This professional book will include several different techniques that are in place for long duration video retrieval. An experimentally tested technology under the JINI platform, demonstrates a practical working system which serves as a feasibility study, as well as the first step in realizing such a technology.
This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: *Smart Gamification and Smart Serious Games. *Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. *Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. *Evaluation of Student Knowledge using an e-Learning Framework. *The iTEC Eduteka. *3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. *Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies. |
You may like...
Natural Language Processing and Text…
Anne Kao, Steve R. Poteet
Hardcover
R3,527
Discovery Miles 35 270
Machine Learning and Biometrics
Jucheng Yang, Dong Sun Park, …
Hardcover
R3,065
Discovery Miles 30 650
Cyber-Physical System Solutions for…
Vanamoorthy Muthumanikandan, Anbalagan Bhuvaneswari, …
Hardcover
R6,641
Discovery Miles 66 410
Statistical Modeling in Machine Learning…
Tilottama Goswami, G. R. Sinha
Paperback
R3,925
Discovery Miles 39 250
Machine Learning for Biometrics…
Partha Pratim Sarangi, Madhumita Panda, …
Paperback
R2,570
Discovery Miles 25 700
|