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Books > Computing & IT > Computer software packages > Multimedia
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."
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.
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.
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.
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.
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.
As animation software becomes more advanced and graphics become more refined, the opportunity to create informative detail becomes more achievable in your characters. You can't give every character the same facial contours anymore. Today's graphic engines and hi-definition screens enhance detail, and the features in your character can make or break the believability of your game or movie. Face It provides you with the resources that you need to ensure an accurate character model. By examining the skulls of people of different ages, ethnicities, and geographical areas, authors Patricia Beckmann-Wells and Scott Wells showcase the intricacies of the human head and face, and show you how to apply that to your models. Whether it be a Caucasion women in her 50s or an African man in his late 20s, you'll know how to properly shape a forehead, an eye socket, and even cheekbones to ensure the 100% accuracy of your 3D character.
Explore one of the most exciting 3D tools on the market, modo, with Real-World modo - the Luxology approved, concept and principle- driven guide. Learn to apply the revolutionary, artist-friendly modo toolset with its powerful 3D rendering engine to your project workflows. In a clear, motivating, and entertaining style, Luxology insider, Wes McDermott, provides captivating 3D imagery, real world observations, and valuable tips and tricks all in one place - an invaluable resource for any digital artist. Explore 3D techniques and principles with chapters on modelling, UV mapping, texturing, animation, lighting and rendering. Learn to leverage the technical elements of the modo rendering engine including Antialaising, Shading Rate and Irradiance Caching from an artist's perspective. Integrate modo with other 3D applications such as Maya and Mudbox and learn to properly setup a linear rendering workflow within modo. For practical, hands-on techniques, you can visit www.wesmcdermott.com for video walk-throughs that further enhance the coverage in the book.
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.
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.
Cross-Media Service Delivery is of interest to professionals and
academicians working in content authoring and electronic publishing
platforms; as well as in media and broadcasting.
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 book lays out all the latest research in the area of multimedia data hiding. The book introduces multimedia signal processing and information hiding techniques. It includes multimedia representation, digital watermarking fundamentals and requirements of watermarking. It moves on to cover the recent advances in multimedia signal processing, before presenting information hiding techniques including steganography, secret sharing and watermarking. The final part of this book includes practical applications of intelligent multimedia signal processing and data hiding systems.
This book presents 3D3C platforms - three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic University When you read 3D3C Platforms you realize what a domain like ours -- 3D printing -- can and should do for the world. Clearly we are just starting. Inspiring.David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors- from privacy and taxation to fashion and health care-provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School
As interactive application software such as apps, installations, and multimedia presentations have become pervasive in everyday life, more and more computer scientists, engineers, and technology experts acknowledge the influence that exists beyond visual explanations. Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond d104 focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions. This book combines formal descriptions with graphical presentations and encourages readers to interact by creating visual solutions for science-related concepts and presenting data. This reference is essential for researchers, computer scientists, and academics focusing on the integration of science, technology, computing, art, and mathematics for visual problem solving.
This book presents an overview of the state of the art in video coding technology. Specifically, it introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AVS2; describes the key technologies used in the AVS2 standard, including prediction coding, transform coding, entropy coding, and loop-filters; examines efficient tools for scene video coding and surveillance video, and the details of a promising intelligent video coding system; discusses optimization technologies in video coding systems; provides a review of image, video, and 3D content quality assessment algorithms; surveys the hot research topics in video compression.
Design is an art form in which the designer selects from a myriad of alternatives to bring an "optimum" choice to a user. In many complex of "optimum" is difficult to define. Indeed, the users systems the notion themselves will not agree, so the "best" system is simply the one in which the designer and the user have a congruent viewpoint. Compounding the design problem are tradeoffs that span a variety of technologies and user requirements. The electronic business system is a classically complex system whose tradeoff criteria and user views are constantly changing with rapidly developing underlying technology. Professor Milutinovic has chosen this area for his capstone contribution to the computer systems design. This book completes his trilogy on design issue in computer systems. His first work, "Surviving the Design of a 200 MHz RISC Microprocessor" (1997) focused on the tradeoffs and design issues within a processor. His second work, "Surviving the Design of Microprocessor and Multiprocessor Systems" (2000) considers the design issues involved with assembling a number of processors into a coherent system. Finally, this book generalizes the system design problem to electronic commerce on the Internet, a global system of immense consequence.
This volume presents a series of carefully selected papers on the theme of Intelligent Interactive Multimedia Systems and Services (IIMSS-18), but also including contributions on Innovation in Medicine and Healthcare (InMed-18) and Smart Transportation Systems (STS-18). The papers were presented at the Smart Digital Futures 2018 multi-theme conference, which grouped the AMSTA, IDT, InMed, SEEL, STS and IIMSS conferences in one venue in Gold Coast, Australia in June 2018. IIMSS-18 included sessions on 'Cognitive Systems and Big Data Analytics', 'Data Processing and Secure Systems', 'Innovative Information Services for Advanced Knowledge Activity', 'Autonomous System' and ' Image Processing'. InMed-18 papers cover major areas of 'Digital Architecture for Internet of Things, Big data, Cloud and Mobile IT in Healthcare' and 'Advanced ICT for Medical and Healthcare'. STS-18 papers provide a comprehensive overview of various aspects of current research into intelligent transportation technology.
The short history of the International Working Conference on Educating Professionals for Network Centric Organizations is a good illustration of the tremendous rate of development of global networking, its impact and of its deep penetration into management of business, industty and administration. In 1996, when the theme and name of the conference had been set, there was yet no heavy use of networks in the fields just mentioned. However, it has been already established well enough to enable those with a visionary sense to feel that it will be an important subject and it could be an interesting theme for a conference to be held within two years. It seemed a risky decision at the time but it turned out to be very successful when conducted in 1998. It has been stated that "it took until 1997 for the business world to discover the Internet." In less than two years, the Internet and the Intranets are a vital component for running major parts of the business world. This fast pace puts some pressure on writing papers and holding a conferenc- effort has to be made to have meaningful contents despite the changes. A time span of 9 months between writing a paper and having it published, seemed once to be very short, but it is not so any more when referring to a dynamic issue like global networking.
Streaming Media Architectures, Techniques, and Applications: Recent Advances spans a number of interdependent and emerging topics in streaming media. Streaming media is inherently a cross-disciplinary subject that involves information theory, signal processing, communication and networking etc. Coding and transmission definitely lie in the core position in streaming media, and these research topics have been extremely active in recent years. This book is a comprehensive collection of topics including media coding, wireless/mobile video, P2P media streaming, and applications of streaming media.
The book Multimedia for Accessible Human Computer Interfaces is to be the first resource to provide in-depth coverage on topical areas of multimedia computing (images, video, audio, speech, haptics, VR/AR, etc.) for accessible and inclusive human computer interfaces. Topics are grouped into thematic areas spanning the human senses: Vision, Hearing, Touch, as well as Multimodal applications. Each chapter is written by different multimedia researchers to provide complementary and multidisciplinary perspectives. Unlike other related books, which focus on guidelines for designing accessible interfaces, or are dated in their coverage of cutting edge multimedia technologies, Multimedia for Accessible Human Computer Interfaces takes an application-oriented approach to present a tour of how the field of multimedia is advancing access to human computer interfaces for individuals with disabilities. Under Theme 1 "Vision-based Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through vision will be presented including: "A Framework for Gaze-contingent Interfaces", "Sign Language Recognition", "Fusion-based Image Enhancement and its Applications in Mobile Devices", and "Open-domain Textual Question Answering Systems". Under Theme 2 "Auditory Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through hearing will be presented including: "Speech Recognition for Individuals with Voice Disorders" and "Socially Assistive Robots for Storytelling and Other Activities to Support Aging in Place". Under Theme 3 "Haptic Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through haptics will be presented including: "Accessible Smart Coaching Technologies Inspired by Elderly Requisites" and "Haptic Mediators for Remote Interpersonal Communication". Under Theme 4 "Multimodal Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through multiple modalities will be presented including: "Human-Machine Interfaces for Socially Connected Devices: From Smart Households to Smart Cities" and "Enhancing Situational Awareness and Kinesthetic Assistance for Clinicians via Augmented-Reality and Haptic Shared-Control Technologies".
A comprehensive, systematic approach to multimedia database management systems. It presents methods for managing the increasing demands of multimedia databases and their inherent design and architecture issues, and covers how to create an effective multimedia database by integrating the various information indexing and retrieval methods available. It also addresses how to measure multimedia database performance that is based on similarity to queries and routinely affected by human judgement. The book concludes with a discussion of networking and operating system support for multimedia databases and a look at research and development in this dynamic field.
1.1 Was ist Typographie?.- 1.2 Typographie als Handwerk.- 1.3 Die Schrift.- Schrift.- 2.1 Das Schriftzeichen.- 2.2 Zeichenmasse.- 2.3 Serifen.- 2.4 Das einzelne Zeichen (die Letter).- 2.5 Schrifteneinteilung.- 2.6 Schriftnamen innerhalb einer Schnittfamilie.- 2.7 Spezialzeichen und Spezialschnitte.- 2.8 Laufweiten, Zeichenabstande.- 2.8.1 Unterschneiden.- 2.8.2 Ligaturen.- 2.9 Schriftauszeichnung.- 2.10 Wortabstande.- 2.11 Zeilenabstand und Durchschuss.- 2.12 Satzausrichtung.- 2.13 Initialen.- 2.14 Formsatz.- Massangaben in der Typographie.- 3.1 Typographische Masseinheiten.- 3.1.1 Kegel- und Versalhoehen.- 3.1.2 Massangaben im DTP.- 3.1.3 Weitere typographische Masse.- Der Satzspiegel.- 4.1 Proportionen der Seite.- 4.2 Festlegen des Satzspiegels.- 4.2.1 Stege beim Satzspiegel.- 4.2.2 Gestaltungsraster.- 4.3 Stilelemente im Satzspiegel.- 4.3.1 Schriftgroessen.- 4.3.2 Absatzuntergliederung.- 4.3.3 Grauwert einer Seite.- 4.3.4 Fussnoten und Marginalien.- 4.4 Feinkorrekturen.- 4.4.1 Absatzumbruch.- 4.4.2 Worttrennungen.- 4.4.3 AEsthetikprogramme.- Die Schrift zum Text.- 5.1 Aussage einer Schrift.- 5.2 Werkschriften.- 5.3 UEberschriften / Headlines.- 5.4 Welche Schrift zu welchem Zweck?.- 5.5 Mischen von Schriften.- 5.6 Ausnahmen.- Schreibregeln.- 6.1 Zahlensatz.- 6.2 Absatz-Numerierung.- 6.3 Abkurzungen.- 6.4 Unterschiedliche Anfuhrungszeichen.- 6.5 Zwischenraume.- 6.6 Verschiedene Textstriche.- Tabellensatz.- 7.1 Reihensatz oder Tabelle.- 7.2 Tabellenkomponenten.- 7.3 Tabellenkonzeption.- 7.4 Tabellengliederung.- 7.5 Besondere Situationen.- 7.6 Diagramm statt Tabelle.- 7.7 Tabelle statt Liste.- Abbildungen.- 8.1 Anordnung von Abbildungen.- 8.2 Linienstarken.- 8.3 Geeigneter Detaillierungsgrad.- 8.4 Schrift in Abbildungen.- 8.5 Randbeschnitt.- 8.6 Halbtonbilder und Raster.- 8.6.1 Rasterzerlegung.- 8.6.2 Bildqualitat in Farbtiefe.- 8.6.3 Technische Raster.- 8.6.4 Tonwertzuwachs.- 8.7 Komprimieren - aber richtig.- 8.8 Farbe in Dokumenten.- 8.8.1 Der Einsatz von Farben.- 8.8.2 Stimmung und Wirkung von Farben.- 8.8.3 Farben im Farbkreis.- 8.8.4 Farbharmonie.- 8.8.5 Farben in Diagrammen und Graphiken.- 8.8.6 Farben an das Ausgabemedium adaptieren.- Von Zahlen zu Diagrammen.- 9.1 Verschiedene Diagrammarten.- 9.1.1 Kreisdiagramme.- 9.1.2 Balkendiagramme.- 9.1.3 Stabdiagramme.- 9.1.4 Figurendiagramme.- 9.1.5 Liniendiagramme.- 9.1.6 Netzdiagramme.- 9.2 Dreidimensionale Diagramme.- 9.3 Skalen.- 9.4 Weitere Regeln bei Diagrammen.- Prasentationen.- 10.1 Voruberlegungen zu Prasentationen.- 10.2 Von der Information zur Prasentation.- 10.3 Prasentationsmedien.- 10.4 Gliederung der Folien.- 10.5 Schrift in Folien.- 10.6 Makro- und Mikrotypographic in Prasentationen.- 10.6.1 Typo-Orthographie - Schreibregeln.- 10.6.2 Eine sorgfaltige Vorlage ist die halbe Arbeit.- 10.7 Graphiken in Folien.- 10.7.1 Bilder als symbolischer Hintergrund.- 10.7.2 Funktionsgraphiken.- 10.7.3 Weitere Prinzipien bei Graphiken.- 10.8 UEberblendeffekte und Animationen.- 10.9 Weitere Tips fur Prasentationen.- Der Standardbrief.- 11.1 DIN-Brief.- 11.2 Umschlage und Falzarten.- Von der Seite zum Buch.- 12.1 Arbeitsablauf einer Publikation.- 12.2 Die Teile eines Buchs.- 12.3 Titelei.- 12.3.1 Der Schmutztitel.- 12.3.2 Der Haupttitel.- 12.3.3 Impressum.- 12.3.4 Inhaltsverzeichnis.- 12.3.5 Vor- oder Geleitwort.- 12.4 Anhang.- 12.4.1 Bibliographie.- 12.4.2 Glossar.- 12.4.3 Register.- 12.5 Einband.- Satz und Korrektur.- 13.1 Satzanweisungen.- 13.2 Korrekturen, Korrekturzeichen.- Das Belichten.- 14.1 Die Belichtung.- 14.2 PostScript, PDF oder Dokument?.- 14.2.1 PostScript-Dateien.- 14.2.2 Adobe Acrobat - PDF.- 14.2.3 Dokumenten-Dateien.- 14.3 Schriften beim Belichten.- 14.4 Graphiken und Bilder.- 14.5 Angaben zum Belichten.- 14.6 Raster beim Belichten.- 14.7 Belichten von Farben.- 14.8 Belichtungsformular.- 14.9 Proof - Probedruck.- Drucken und Binden.- 15.1 Verschiedene Druckverfahren.- 15.2 Druck-Vorbereitungen.- 15.2.1 Belichten des Films.- 15.2.2 Ausschiessen.- |
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