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Books > Computing & IT > Computer software packages > Multimedia
Service computing is a cross-disciplinary field that covers science
and technology, and represents a promising direction for
distributed computing and software development methodologies. It
aims to bridge the gap between business services and IT services by
supporting the whole lifecycle of services innovation. Over the
last ten years applications in industry and academic research have
produced considerable progress and success Service Computing:
Concept, Method and Technology presents the concept of service
computing and a proposed reference architecture for service
computing research before proceeding to introduce two underlying
technologies: Web services and service-oriented architecture. It
also presents the authors' latest research findings on hot topics
such as service discovery, recommendation, composition,
verification, service trust, dynamic configuration and big data
service. Some new models and methods are proposed including three
service discovery methods based on semantics and skyline
technologies, two service recommendation methods using graph mining
and QoS prediction, two service composition methods with graph
planning and one service verification method using p calculus and
so on. Moreover, this book introduces JTang, an underlying platform
supporting service computing, which is a product of the authors'
last ten years of research and development.
Image and Video Processing is an active area of research due to its
potential applications for solving real-world problems. Integrating
computational intelligence to analyze and interpret information
from image and video technologies is an essential step to
processing and applying multimedia data. Emerging Technologies in
Intelligent Applications for Image and Video Processing presents
the most current research relating to multimedia technologies
including video and image restoration and enhancement as well as
algorithms used for image and video compression, indexing and
retrieval processes, and security concerns. Featuring insight from
researchers from around the world, this publication is designed for
use by engineers, IT specialists, researchers, and graduate level
students.
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TheoMedia
(Hardcover)
Andrew Byers
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R1,105
R934
Discovery Miles 9 340
Save R171 (15%)
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Ships in 18 - 22 working days
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Advancements in technology have allowed the creation of new tools
and innovations that can improve different aspects of life. Mobile
technologies are an ever-expanding area of research that can
benefit users. Mobile Applications and Solutions for Social
Inclusion provides emerging research on the use of mobile
technology to assist in improving social inclusion in several
domains and for users in their daily lives. While highlighting
topics such as alert systems, indoor navigation, and tracking and
monitoring, this publication explores the various applications and
techniques of mobile solutions in assistive technology. This book
is an important resource for researchers, academics, professionals,
and students seeking current research on the benefits and uses of
mobile devices for end users and community acceptance.
In the present digital world, the growing number of internet users
has made web quality an important factor for accessing online
services and increasing the customer base of an organization. The
advances in information technology and the internet have opened new
dimensions in many different industries. Currently, accessibility
research is an active area of research. Specifically, access for
everyone regardless of disability has become an essential aspect of
web development. As webpages will be used by both nondisabled and
disabled individuals, web pages must be designed with a technical
criterion that fits universal needs. The ambition to make websites
barrier-free is not limited to standards and laws but has been on
the agendas of all governments and public agencies recently, and
this universality of websites is a fundamental area of research.
App and Website Accessibility Developments and Compliance
Strategies intends to provide theoretical and practical
contributions for the accessibility of websites for both disabled
and nondisabled individuals. This book discusses how web quality
parameters like usability and accessibility are being evaluated for
their universal design and accessibility by different types of
disabled individuals. The chapters cover the current methodologies
for evaluation, accessible design criteria, inclusive practices in
web and app development, and policies and interventions across
different types of websites. This book is ideally intended for web
developers, designers, software engineers, IT specialists, social
organizations, governments, practitioners, researchers,
academicians, and students in the usability and accessibility of
websites for disabled individuals.
In just the last few years, the visualization industry has arguably
become the fastest-growing 3D industry and may soon overtake all
others in total number of users. Just as the use of computer-aided
design became the norm for nearly all architectural, engineering,
and construction firms in the 1990s, 3D visualizations have become
standard practice today. Autodesk (R) 3ds Max (R) is a powerful and
versatile 3D software package that requires a thorough
understanding in order to use it effectively. 3D Modeling Using
Autodesk 3ds Max With Rendering View considers the challenges of
learning 3ds Max (R), focuses on the critical aspects of the
program needed to produce stunning architectural visualizations,
and discusses some of the fastest and most efficient ways to
accomplish tasks. Covering a range of topics such as camera
rendering and standard light effects, this reference work is ideal
for researchers, academicians, scholars, practitioners, industry
professionals, instructors, and students.
Multimedia and its rich semantics are profligate in today s digital
environment. Databases and content management systems serve as
essential tools to ensure that the endless supply of multimedia
content are indexed and remain accessible to end users. Methods and
Innovations for Multimedia Database Content Management highlights
original research on new theories, algorithms, technologies, system
design, and implementation in multimedia data engineering and
management with an emphasis on automatic indexing, tagging,
high-order ranking, and rule mining. This book is an ideal resource
for university researchers, scientists, industry professionals,
software engineers and graduate students.
NEW MEDIA THEORY Series Editor, Byron Hawk 327 pages, including
photographs, bibliography, and index. (c) 2012 by Parlor Press
AVATAR EMERGENCY is Gregory L. Ulmer's fourth book featuring the
EmerAgency, an online virtual consultancy for the digital age. This
time his point of departure is Paul Virilio's Generalized Accident
from which he develops and theorizes the new concepts of Flash
Reason, and specifically Avatar, which serves as the site for
electrate identity formation in the twenty-first century. I have
taught Ulmer's work on electracy for years, and his theoretical
sophistication as well as the practical ambition and applicability
of his work never ceases to amaze me. With Avatar Emergency, Ulmer
shows once again that he is at the top of his game; I am positively
thrilled to share this new and very timely treasure trove of a book
with my students. -JAN RUNE HOLMEVIK, author of Inter/Vention: Free
Play in the Age of Electracy Ulmer advances a ratio: "Avatar is to
electracy what 'self' is to literacy, or 'spirit' to orality." He
explores this "emergent logic through the invention of concept
avatar." He begins, urgently, by asking: "What might wisdom be
today, upon what authority might it be grounded, . . . what vision
of well-being?" Perpetually asking the questions, Ulmer searches
for "a vital anecdote" as an antidote to the "internet accident" by
way of "flash reason." He claims, "Within this frame I present, in
the genre of Mystory Internet Invention], what I have come to
understand about living, my decision to become a professor of the
Humanities and the lifestyle embraced as part of that choice." He
invites his readers, thereby, to discover their own Mystory
(mystery). Their own wisdom. After all, he explains: "Concept
avatar must be not only understood, but undergone." My advice:
Undergo the book -VICTOR J. VITANZA, author of Negation,
Subjectivity, and the History of Rhetoric and Sexual Violence in
Western Thought and Writing: Chaste Rape GREGORY L. ULMER is
Professor of English and Media Studies at the University of
Florida, where he teaches courses in Hypermedia, E-Lit, and
Heuretics. He is also the Joseph Bueys Chair in the European
Graduate School, Saas-Fee, Switzerland. Ulmer's books include
Applied Grammatology (1985), Teletheory (1989), Heuretics (1994),
Internet Invention (2003), Electronic Monuments (2005), and Miami
Virtue (2011
Educational games facilitate players experiences, meet desired
pedagogical objectives, and allow users to engage in learning while
enjoying themselves. These educational games also give learners
immediate feedback on their actions and decisions, inviting
exploration and experimentation. Student Usability in Educational
Software and Games: Improving Experiences explores new models of
interaction and human-computer interaction paradigms as applied to
learning environments. It focuses on the usability design and
evaluation of learning systems and educational game environments.
An excellent resource for experts in these fields, this research
volume will help professionals, educators, and researchers improve
their understanding of student experiences using learning-gaming
environments.
This book examines the life of the Australian artist Harry Reade
(1927-1998) and his largely overlooked contribution to animation.
It constitutes a biography of Reade, tracing his life from his
birth to his period of involvement with animation between 1956 and
1969. It explores the forces that shaped Reade and chronicles his
experiences as a child, his early working life, the influence of
left-wing ideology on his creative development, his introduction to
animation through the small but radical Waterside Workers'
Federation Film Unit (WWFFU), and the influence he had on the
development of Cuban animation as an educational tool of the
Revolution. Key Features The text offers an alternative framework
for considering the political, social, and cultural themes that
characterised 1950s Australia and 1960s Cuba. A rare look into the
cultural heritage of labor organizations and the populist power of
animation to stimulate radical social consciousness. The book also
crosses a range of intellectual disciplines, including Animation
Studies, Art History, Cinema Studies, and the Social and Political
Histories of Australia and Cuba. Max Bannah lives on Queensland's
Sunshine Coast. Between 1976 and 2010, he worked in Brisbane as an
animator producing television commercials, short films, and cartoon
graphics. He also lectured in Animation History and Practice and
Drawing for Animation at the Queensland University of Technology
where, in 2007, he completed his Masters by Research thesis, "A
Cause for Animation: Harry Reade and the Cuban Revolution."
Each Student Book and ActiveBook have has clearly laid out pages
with a range of supportive features to aid learning and teaching:
Getting to know your unit sections ensure learners understand the
grading criteria and unit requirements. Getting ready for
Assessment sections focus on preparation for external assessment
with guidance for learners on what to expect. Hints and tips will
help them prepare for assessment and sample answers are provided
for a range of question types including, short and long answer
questions, all with a supporting commentary. Learners can also
prepare for internal assessment using this feature. A case study of
a learner completing the internal assessment for that unit covering
'How I got started', 'How I brought it all together' and 'What I
got from the experience'. Pause Point feature provide opportunities
for learners to self-evaluate their learning at regular intervals.
Each Pause Point point feature gives learners a Hint or Extend
option to either revisit and reinforce the topic or to encourage
independent research or study skills. Case Study and Theory into
Practice features enable development of problem-solving skills and
place the theory into real life situations learners could
encounter. Assessment Activity/Practice provide scaffolded
assessment practice activities that help prepare learners for
assessment. Within each assessment practice activity, a Plan, Do
and Review section supports learners' formative assessment by
making sure they fully understand what they are being asked to do,
what their goals are and how to evaluate the task and consider how
they could improve. Dedicated Think Future pages provide case
studies from the industry, with a focus on aspects of skills
development that can be put into practice in a real work
environment and further study.
Interviewing is a foundational user research tool that people
assume they already possess. Everyone can ask questions, right?
Unfortunately, that's not the case. Interviewing Users provides
invaluable interviewing techniques and tools that enable you to
conduct informative interviews with anyone. You'll move from simply
gathering data to uncovering powerful insights about people.
Computer graphics and digital design have come a long way in recent
years, and it is difficult to keep up with the latest trends in
software development and output. Innovative Design and Creation of
Visual Interfaces: Advancements and Trends offers the cutting-edge
in research, development, technologies, case studies, frameworks,
and methodologies within the field of visual interfaces. The book
has collected research from around the world to offer a holistic
picture of the state of the art in the field. In order to stay
abreast of the latest trends, this volume offers a vital resource
for practitioners and academics alike.
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