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Books > Computing & IT > Computer software packages > Multimedia
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.-
As well as updating the manifesto for an audio photography technology and practice, this book addresses issues in design history, the social shaping of technology and the management of innovation. In particular, it reveals the very different timescales over which design and innovation operate, and the way in which design ideas evolve across different research groups, companies and application areas. The capture of photographs with sound is a simple idea, proposed 10 years ago, that has still not become widespread. In this new edition of the seminal 2004 book on Audio photography, the author asks "Why?" A journey through the book's citations and related commercial products shows considerable progress in understanding the role of sound in photography, and myriad design experiments to support audio visual storytelling as a new media form. The book is a story in itself about the "long nose of innovation", and a lesson about the need for patience and persistence in the computer industry. To reinforce this point five of the 2004 chapters are re-published in their original form. These describe invariant properties of ambient musical, talking and conversational photographs, and the possibility of playback from paper as well as screen. Fast Design, Slow Innovation will be of interest to researchers and designers of new media systems and experiences, and to innovation scholars or managers looking for a ten year case study of innovation in action.
Mass customization is an emerging paradigm that is gathering a growing interest in many different industrial fields. The EUROShoE project, financed by the European Commission, explored the applicability of and developed technologies for the adoption of such a paradigm in the footwear business. The three-year research made evident the benefits that shoe companies can obtain by switching to the new business models and contributed to the development of many of the enabling technologies that adopting the new paradigm appears to have. Mass Customization and Footwear: Myth, Salvation or Reality is the only monograph dedicated to the application of mass customization in a particular industry. Based on the outcomes of the EUROShoE project, the book is a detailed analysis of the most relevant case studies of early mass customizers in the footwear sector, highlighting reasons for their failure or success. Both the technological aspects and the business aspects of mass customization, together with some relevant economic indicators are covered in the book. By showing examples of how a mature manufacturing sector like shoe making can be thoroughly renovated in business and mentality by applying this paradigm; Mass Customization and Footwear: Myth, Salvation or Reality will interest both practitioners in the footwear sector and postgraduates, researchers and lecturers in the area of mass customization.
Video technology promises to be the key for the transmission of motion video. A number of video compression techniques and standards have been introduced in the past few years, particularly the MPEG-1 and MPEG-2 for interactive multimedia and for digital NTSC and HDTV applications, and H.2611H.263 for video telecommunications. These techniques use motion estimation techniques to reduce the amount of data that is stored and transmitted for each frame. This book is about these motion estimation algorithms, their complexity, implementations, advantages, and drawbacks. First, we present an overview of video compression techniques with an emphasis to techniques that use motion estimation, such as MPEG and H.2611H.263. Then, we give a survey of current motion estimation search algorithms, including the exhaustive search and a number of fast search algorithms. An evaluation of current search algorithms, based on a number of experiments on several test video sequences, is presented as well. The theoretical framework for a new fast search algorithm, Densely-Centered Uniform-P Search (DCUPS), is developed and presented in the book. The complexity of the DCUPS algorithm is comparable to other popular motion estimation techniques, however the algorithm shows superior results in terms of compression ratios and video qUality. We should stress out that these new results, presented in Chapters 4 and 5, have been developed by Joshua Greenberg, as part of his M.Sc. thesis entitled "Densely-Centered Uniform P-Search: A Fast Motion Estimation Algorithm" (FAU, 1996).
Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching
Despite the fact that Maple V has become one of the most popular computer algebra systems on the market, surprisingly few users realize its potential in the field of scientific visualization. The purpose of this book is to equip the reader with a variety of graphics tools needed on the voyage of discovery into the complex and often beautiful world of curves and surfaces. A comprehensive treatment of Maple's graphics commands and structures is combined with an introduction to the main aspects of visual perception. Top priority is given to the use of light, color, perspective, and geometric transformations. Numerous examples, accompanied by pictures (many in color), cover all aspects of Maple graphics. The examples can be easily customized to suit the individual needs of the reader. The approach is context independent, and as such will appeal to students, educators, and researchers in a broad spectrum of scientific disciplines. For the general user at any level of experience, this book can serve as a comprehensive reference manual. For the beginner, it offers a user- friendly elementary introduction to the subject, with mathematical requirements kept to a minimum. For those interested in advanced mathematical visualization, it explains how to maximize Maple's graphical capabilities. In particular, this book shows how to turn Maple into an excellent modeling tool capable of generating elaborate surfaces that conventional modelers cannot produce. These surfaces can be exported to an external ray tracer (e.g. POV-ray) for sophisticated photo-realistic rendering. All of the Maple code segments which are presented in the book, as well as high-resolution pictures showing alternative renderingsof some of the book's color plates, are included on the accompanying DOS diskette.
During the past few years, we have been witnessing the rapid growth of the ap plications of Interactive Digital Video, Multimedia Computing, Desktop Video Teleconferencing, Virtual Reality, and High Definition Television (HDTV). An other information revolution which is tied to Cyberspace is almost within reach. The information, data, text, graphics, video, sound, etc., in the form of multi media, can be requested, accessed, distributed, and transmitted to potentially every household. This is changing and will continue to change the way of people doing business, functioning in the society, and entertaining. In the foreseeable future, many personalized, portable information terminals, which can be car ried while traveling, will provide the link to central computer network to allow information exchange including videos from a node to node, from a center to a node, or nodes. Facing this opportunity, the question is what are the major significant technical challenges that people have to solve to push the-state-of-the-art for the realiza tion of the above mentioned technology advancement? From our professional judgement We feel that one of the major technical challenges is in Video Data Compression. Video communications in the form of desktop teleconferencing, videophone, network video delivery on demand, even games, are going to be major media traveling in the information super highway, hopping from one node in the Cyberspace to the other."
The interaction between a user and a device forms the foundation of today's application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble (R) Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interaccion 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.
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.
KES International (KES) is a worldwide organisation that provides a professional community and association for researchers, originally in the discipline of Knowledge Based and Intelligent Engineering Systems, but now extending into other related areas. Through this, KES provides its members with opportunities for publication and beneficial interaction. The focus of KES is research and technology transfer in the area of Intelligent S- tems, i.e. computer-based software systems that operate in a manner analogous to the human brain, in order to perform advanced tasks. Recently KES has started to extend its area of interest to encompass the contribution that intelligent systems can make to sustainability and renewable energy, and also the knowledge transfer, innovation and enterprise agenda. Involving several thousand researchers, managers and engineers drawn from u- versities and companies world-wide, KES is in an excellent position to facilitate - ternational research co-operation and generate synergy in the area of artificial intel- gence applied to real-world 'Smart' systems and the underlying related theory. The KES annual conference covers a broad spectrum of intelligent systems topics and attracts several hundred delegates from a range of countries round the world. KES also organises symposia on specific technical topics, for example, Agent and Multi Agent Systems, Intelligent Decision Technologies, Intelligent Interactive M- timedia Systems and Services, Sustainability in Energy and Buildings and Innovations through Knowledge Transfer. KES is responsible for two peer-reviewed journals, the International Journal of Knowledge based and Intelligent Engineering Systems, and Intelligent Decision Technologies: an International Journal.
Among all information systems that are nowadays available, web sites are definitely the ones having the widest potential audience and the most significant impact on the everyday life of people. Web sites contribute largely to the information society: they provide visitors with a large array of services and information and allow them to perform various tasks without prior assumptions about their computer literacy. Web sites are assumed to be accessible and usable to the widest possible audience. Consequently, usability has been recognized as a critical success factor for web sites of every kind. Beyond this universal recognition, usability still remains a notion that is hard to grasp. Summative evaluation methods have been introduced to identify potential usability problems to assess the quality of web sites. However, summative evaluation remains limited in impact as it does not necessarily deliver constructive comments to web site designers and developers on how to solve the usability problems. Formative evaluation methods have been introduced to address this issue. Evaluation remains a process that is hard to drive and perform, while its potential impact is probably maximal for the benefit of the final user. This complexity is exacerbated when web sites are very large, potentially up to several hundreds of thousands of pages, thus leading to a situation where eval uating the web site is almost impossible to conduct manually. Therefore, many attempts have been made to support evaluation with: * Models that capture some characteristics of the web site of interest.
The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation, without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain introduces all sorts of problems, such as the conversion of analogue archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that is addressed in this book.Different aspects of digital content creation are discussed in this volume, contributed by authors from around the world. Although each chapter addresses an individual aspect of the digital domain, there are common threads that unite them into an exciting vision of the future.
The advances in the generation and processing of multimedia data (e. g. documents, images, video, audio, animations, etc. ) have had an immense impact on multimedia applications and, as a result, multimedia has permeated almost every aspect of our daily lives. This development has also brought with it a whole host of issues and ch- lenges which were either not as apparent before or were non-existent. Today, digital media is relied upon as primary news and information resource, as evidence in a court of law, as part of medical records or as financial documents. However, there is still lack of authoritative mechanisms to verify the origin and veracity of media data. - deed, multimedia content has become an extremely valuable asset, and it is being both disseminated and consumed on a larger scale than ever before, but the issues conce- ing how the content owners and publishers should control the distribution of and - cess to their content have not been satisfactorily resolved yet. There are various other issues related to use of multimedia that require further analysis and research. For example, it is a known fact that some criminal organi- tions communicate with its members by posting information embedded media to p- lic forums and web-sites to evade surveillance by law enforcement. Conventional multimedia processing approaches do not provide sufficiently effective means for - fending against such communication.
Intelligent Multimedia Multi-Agent Systems focuses on building intelligent successful systems. The book adopts a human-centered approach and considers various pragmatic issues and problems in areas like intelligent systems, software engineering, multimedia databases, electronic commerce, data mining, enterprise modeling and human-computer interaction for developing a human-centered virtual machine. The authors describe an ontology of the human-centered virtual machine which includes four components: activity-centered analysis component, problem solving adapter component, transformation agent component, and multimedia based interpretation component. These four components capture the external and internal planes of the system development spectrum. They integrate the physical, social and organizational reality on the external plane with stakeholder goals, tasks and incentives, and organization culture on the internal plane. The human-centered virtual machine and its four components are used for developing intelligent multimedia multi-agent systems in areas like medical decision support and health informatics, medical image retrieval, e-commerce, face detection and annotation, internet games and sales recruitment. The applications in these areas help to expound various aspects of the human-centered virtual machine including, human-centered domain modeling, distributed intelligence and communication, perceptual and cognitive task modeling, component based software development, and multimedia based data modeling. Further, the applications described in the book employ various intelligent technologies like neural networks, fuzzy logic and knowledge based systems, software engineering artifacts like agents and objects, internet technologies like XML and multimedia artifacts like image, audio, video and text.
This volume contains the lectures given in honor to Georg Farber as tribute to his contributions in the area of real-time and embedded systems. The chapters of many leading scientists cover a wide range of aspects, like robot or automotive vision systems or medical aspects. "
New data communication technologies, and the resulting policies and management, can have a profound effect on the success of business organizations. By quantifying the impact of these new innovations, researchers can help these businesses thrive in the networking and business data communications fields. Web-Based Multimedia Advancements in Data Communications and Networking Technologies highlights comprehensive research which will enable readers to understand, manage, use, and maintain business data communication networks more effectively. It also addresses key technology, management, and policy issues for utilizing data communications and networking in business and the current best practices for aligning this important technology with the strategic goals of the organization.
Multimedia Database Management Systems brings together in one place important contributions and up-to-date research results in this important area. Multimedia Database Management Systems serves as an excellent reference, providing insight into some of the most important research issues in the field.
See How to Unobtrusively Incorporate Good Teaching into Your Game's Mechanics Learn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human computer interaction, and user interface and experience that equip you to make dynamic tutorials that help players enjoy your games. The book links game design principles with psychology through the game tutorial. It offers easy-to-implement changes that can make a huge difference in how players receive your games. It explains how you can educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies. Transcending disciplinary boundaries, this book improves your understanding of the science of learning and the art of teaching. It helps you design game mechanics, or tutorials, that teach people how to have fun with your games without ever feeling as though they re being instructed.
Learn the secrets behind independent animation from the "The King of Independent Animation - Academy Award-nominated Bill Plympton. This living legend breaks down how to make a career outside of the world of corporate animation - and without compromise. Learn time-saving techniques, the secrets to good storytelling, and the business-side of short and feature-length animation films.
Multimedia Information Systems brings together in one place important contributions and up-to-date research results in this fast moving area. Multimedia Information Systems serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
Commercial systems built today are increasingly using XML technologies for storing any amount of text or data. Services and Business Computing Solutions with XML: Applications for Quality Management and Best Processes collects the latest research for academicians and practitioners that describes the use and synergy between data structure technologies. This book explores and investigates various issues of XML data and related applications summarized by Web services.
Multimedia Systems discusses the basic characteristics of multimedia operating systems, networking and communication, and multimedia middleware systems. The overall goal of the book is to provide a broad understanding of multimedia systems and applications in an integrated manner: a multimedia application and its user interface must be developed in an integrated fashion with underlying multimedia middleware, operating systems, networks, security, and multimedia devices. Fundamental characteristics of multimedia operating and distributed communication systems are presented, especially scheduling algorithms and other OS supporting approaches for multimedia applications with soft-real-time deadlines, multimedia file systems and servers with their decision algorithms for data placement, scheduling and buffer management, multimedia communication, transport, and streaming protocols, services with their error control, congestion control and other Quality of Service aware and adaptive algorithms, synchronization services with their skew control methods, and group communication with their group coordinating algorithms and other distributed services.
Multimedia Database Management Systems presents the issues and the techniques used in building multimedia database management systems. Chapter 1 provides an overview of multimedia databases and underlines the new requirements for these applications. Chapter 2 discusses the techniques used for storing and retrieving multimedia objects. Chapter 3 presents the techniques used for generating metadata for various media objects. Chapter 4 examines the mechanisms used for storing the index information needed for accessing different media objects. Chapter 5 analyzes the approaches for modeling media objects, both their temporal and spatial characteristics. Object-oriented approach, with some additional features, has been widely used to model multimedia information. The book discusses two systems that use object-oriented models: OVID (Object Video Information Database) and Jasmine. The models for representing temporal and spatial requirements of media objects are then studied. The book also describes authoring techniques used for specifying temporal and spatial characteristics of multimedia databases. Chapter 6 explains different types of multimedia queries, the methodologies for processing them and the language features for describing them. The features offered by query languages such as SQL/MM (Structured Query Language for Multimedia), PICQUERY+, and Video SQL are also studied. Chapter 7 deals with the communication requirements for multimedia databases. A client accessing multimedia data over computer networks needs to identify a schedule for retrieving various media objects composing the database. The book identifies possible ways for generating a retrieval schedule. Chapter 8 ties together the techniques discussed in the previous chapters by providing a simple architecture of a distributed multimedia database management system. Multimedia Database Management Systems can be used as a text for graduate students and researchers working in the area of multimedia databases. In addition, the book serves as essential reading material for computer professionals who are in (or moving to) the area of multimedia databases.
ICMCCA 2012 is the first International Conference on Multimedia Processing, Communication and Computing Applications and the theme of the Conference is chosen as 'Multimedia Processing and its Applications'. Multimedia processing has been an active research area contributing in many frontiers of today's science and technology. This book presents peer-reviewed quality papers on multimedia processing, which covers a very broad area of science and technology. The prime objective of the book is to familiarize readers with the latest scientific developments that are taking place in various fields of multimedia processing and is widely used in many disciplines such as Medical Diagnosis, Digital Forensic, Object Recognition, Image and Video Analysis, Robotics, Military, Automotive Industries, Surveillance and Security, Quality Inspection, etc. The book will assist the research community to get the insight of the overlapping works which are being carried out across the globe at many medical hospitals and institutions, defense labs, forensic labs, academic institutions, IT companies and security & surveillance domains. It also discusses latest state-of-the-art research problems and techniques and helps to encourage, motivate and introduce the budding researchers to a larger domain of multimedia. |
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