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Books > Computing & IT > Computer software packages > Multimedia
Make your 3D world a reality Some of the dramatic visual effects you've seen in top-grossing movies and heralded television series got their start in Blender. This book helps you get your own start in creating three-dimensional characters, scenes, and animations in the popular free and open-source tool. Author Jason van Gumster shares his insight as an independent animator and digital artist to help Blender newcomers turn their ideas into three-dimensional drawings. From exporting and sharing scenes to becoming a part of the Blender community, this accessible book covers it all! Create 3D characters--no experience required Build scenes with texture and real lighting features Animate your creations and share them with the world Avoid common rookie mistakes This book is the ideal starting place for newcomers to the world of 3D modeling and animation.
Text mining applications have experienced tremendous advances because of web 2.0 and social networking applications. Recent advances in hardware and software technology have lead to a number of unique scenarios where text mining algorithms are learned. Mining Text Data introduces an important niche in the text analytics field, and is an edited volume contributed by leading international researchers and practitioners focused on social networks & data mining. This book contains a wide swath in topics across social networks & data mining. Each chapter contains a comprehensive survey including the key research content on the topic, and the future directions of research in the field. There is a special focus on Text Embedded with Heterogeneous and Multimedia Data which makes the mining process much more challenging. A number of methods have been designed such as transfer learning and cross-lingual mining for such cases. Mining Text Data simplifies the content, so that advanced-level students, practitioners and researchers in computer science can benefit from this book. Academic and corporate libraries, as well as ACM, IEEE, and Management Science focused on information security, electronic commerce, databases, data mining, machine learning, and statistics are the primary buyers for this reference book.
Multimedia information systems are distinct from traditional information systems, particularly in terms of scheduling, media data, servers, and a number of other important issues. The relatively large size of multimedia data and the high bandwidth requirements for multimedia streams require new storage systems, buffering, delivery, and networking schemes. This work addresses many of these issues by focusing on the following: Disk scheduling and storage hierarchy, Configuration of multimedia servers and buffer management, Delivery scheduling for multimedia streams, Supporting user interactions, Document modeling and temporal modeling of multimedia data, and Integrated multimedia information system. Chapters in this book have been written by well-known and leading researchers in the field. The material is original and includes the most recent research results on topics such as data retrieval from disks, server architecture, buffering, synchronization, and supporting user interactions. The material has been closely edited to form a uniform and cohesive compilation. Multimedia Information Storage and Management can be used for students studying multimedia information and applications. This work will also be of special interest to researchers and developers of multimedia software and hardware systems, network protocol designers, and multimedia tool designers.
Learning spaces offer a rigorous mathematical foundation for practical systems of educational technology. Learning spaces generalize partially ordered sets and are special cases of knowledge spaces. The various structures are investigated from the standpoints of combinatorial properties and stochastic processes. Leaning spaces have become the essential structures to be used in assessing students' competence of various topics. A practical example is offered by ALEKS, a Web-based, artificially intelligent assessment and learning system in mathematics and other scholarly fields. At the heart of ALEKS is an artificial intelligence engine that assesses each student individually and continously. The book is of interest to mathematically oriented readers in education, computer science, engineering, and combinatorics at research and graduate levels. Numerous examples and exercises are included, together with an extensive bibliography.
"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as:- Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.
Representation and Retrieval of Video Data in Multimedia Systems brings together in one place important contributions and up-to-date research results in this important area. Representation and Retrieval of Video Data in Multimedia Systems serves as an excellent reference, providing insight into some of the most important research issues in the field.
Since multimedia systems are required to store and manipulate a variety of media types - including text, graphics, images, sound, audio, and video among many others - applications such as video-on-demand systems, interactive television, and video conferencing are becoming widely available at warp speed. This presents new challenges and obstacles to those in the multimedia industry. ""Multimedia Information Storage and Retrieval"" offers solutions to these challenges, providing data placement techniques, scheduling methods, caching techniques and emerging characteristics of multimedia information. Academicians, students, professionals and practitioners in the multimedia industry will benefit from this ground-breaking publication.
Delivering MPEG-4 Based Audio-Visual Services investigates the different aspects of end-to-end multimedia services; content creation, server and service provider, network, and the end-user terminal. Part I provides a comprehensive introduction to digital video communications, MPEG standards, and technologies, and deals with system level issues including standardization and interoperability, user interaction, and the design of a distributed video server. Part II investigates the systems in the context of object-based multimedia services and presents a design for an object-based audio-visual terminal, some of these features having been adopted by the MPEG-4 Systems specification. The book goes on to study the requirements for a file format to represent object-based audio-visual content and the design of one such format. The design introduces new concepts such as direct streaming that are essential for scalable servers. The final part of the book examines the delivery of object-based multimedia presentations and gives optimal algorithms for multiplex-scheduling of object-based audio-visual presentations, showing that the audio-visual object scheduling problem is NP-complete in the strong sense. The problem of scheduling audio-visual objects is similar to the problem of sequencing jobs on a single machine. The book compares these problems and adapts job-sequencing results to audio-visual object scheduling, and provides optimal algorithms for scheduling presentations under resource constraints, such as bandwidth (network constraints) and buffer (terminal constraints). In addition, the book presents algorithms that minimize the resources required for scheduling presentations and the auxiliary capacity required to support interactivity in object-based audio-visual presentations. Delivering MPEG-4 Based Audio-Visual Services is essential reading for researchers and practitioners in the areas of multimedia systems engineering and multimedia computing, network professionals, service providers, and all scientists and technical managers interested in the most up-to-date MPEG standards and technologies.
With the explosive growth of Multimedia Applications, the ability
to index/retrieve multimedia objects in an efficient way is
challenging to both researchers and practitioners. A major data
type stored and managed by these applications is the representation
of two dimensional (2D) objects. Objects contain many features
(e.g., color, texture, and shape) that have meaningful semantics.
From those features, shape is an important feature that conforms
with the way human beings interpret and interact with the real
world objects. The shape representation of objects can therefore be
used for their indexing, retrieval and as similarity measure. The
object databases can be queried and searched for different
purposes. For example, a CAD application for manufacturing
industrial parts might intend to reduce the cost of building new
industrial parts by searching for reusable existing parts in a
database. Regarding an alternative trademark registry application,
one might need to ensure that a new registered trademark is
sufficiently distinctive from the existing marks by searching the
database. Therefore, one of the important functionalities required
by all these applications is the capability to find objects in a
database that match a given object.
Multimedia Applications discusses the basic characteristics of multimedia document handling, programming, security, human computer interfaces, and multimedia application services. 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 information and properties of hypermedia document handling, multimedia security and various aspects of multimedia applications are presented, especially about document handling and their standards, programming of multimedia applications, design of multimedia information at human computer interfaces, multimedia security challenges such as encryption and watermarking, multimedia in education, as well as multimedia applications to assist preparation, processing and application of multimedia content.
This volume contains the Proceedings of the 5th International Conference on Intelligent Interactive Multimedia Systems and Services (KES-IIMSS-12). The Conference was jointly organised by Nagoya University in Japan and the KES International organisation, and held in the attractive city of Gifu. The KES-IIMSS conference series, (series chairs Prof. Maria Virvou and Prof. George Tsihrintzis), presents novel research in various areas of intelligent multimedia system relevant to the development of a new generation of interactive, user-centric devices and systems. The aim of the conference is to provide an internationally respected forum for scientific research in the technologies and applications of this new and dynamic research area.
Hardbound. With the increased dissemination of information technologies in education, the issue of how learners deal with multimedia information systems has become critical. New research questions have emerged such as: How well do people learn from multimedia documents? How do they achieve integration between text and any other media? How can you make computerised information systems fit user information processing strategies and styles? And what is the potential of hypermedia applications for education, training and work?This volume is based on a selection of papers presented at the first International Seminar on Using Complex Information Systems held in Poitiers, France. The volume presents a comprehensive overview of research issues related to multimedia usage considered from cognitive and instructive perspectives. It relates theories of mental representations, information processing and learning to issues of design and use of multimedia technolog
Excellent textbook of multimedia signal processing also dealing with the optimization of multimedia communication systems. It covers the theoretical background of one- and multidimensional signal processing, statistical analysis and modelling, coding and information theory as well as estimation and classification theory.
State of the Art in Computer Graphics Aspects of Visualization This is the fourth volume derived from a State of . . . the Art in Computer Graphics Summer Institute. It represents a snapshot of a number of topics in computer graphics, topics which include visualization of scientific data; modeling; some aspects of visualization in virtual reality; and hardware architectures for visu alization. Many papers first present a background introduction to the topic, followed by discussion of current work in the topic. The volume is thus equally suitable for nonspecialists in a particular area, and for the more experienced researcher in the field. It also enables general readers to obtain an acquaintance with a particular topic area sufficient to apply that knowledge in the context of solving current problems. The volume is organized into four chapters - Visualization of Data, Modeling, Virtual Reality Techniques, and Hardware Architectures for Visualization. In the first chapter, Val Watson and Pamela Walatka address the visual aspects of fluid dynamic computations. They discuss algorithms for function-mapped surfaces and cutting planes, isosurfaces, particle traces, and topology extractions. They point out that current visualization systems are limited by low information transfer bandwidth, poor response to viewing and model accuracy modification requests, mismatches between model rendering and human cognitive capabilities, and ineffective interactive tools. However, Watson and Walatka indicate that proposed systems will correct most of these problems.
The unprecedented growth in the range of multimedia services offered these days by modern telecommunication systems has been made possible only because of the advancements in signal processing technologies and algorithms. In the area of telecommunications, application of signal processing allows for new generations of systems to achieve performance close to theoretical limits, while in the area of multimedia, signal processing the underlying technology making possible realization of such applications that not so long ago were considered just a science fiction or were not even dreamed about. We all learnt to adopt those achievements very quickly, but often the research enabling their introduction takes many years and a lot of efforts. This book presents a group of invited contributions, some of which have been based on the papers presented at the International Symposium on DSP for Communication Systems held in Coolangatta on the Gold Coast, Australia, in December 2003. Part 1 of the book deals with applications of signal processing to transform what we hear or see to the form that is most suitable for transmission or storage for a future retrieval. The first three chapters in this part are devoted to processing of speech and other audio signals. The next two chapters consider image coding and compression, while the last chapter of this part describes classification of video sequences in the MPEG domain.
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory."
TRACK 1: Innovative Applications in the Public Sector The integration of multimedia based applications and the information superhighway fundamentally concerns the creation of a communication technology to support the ac tivities of people. Communication is a profoundly social activity involving interactions among groups or individuals, common standards of exchange, and national infrastruc tures to support telecommunications activities. The contributions of the invited speakers and others in this track begin to explore the social dimension of communication within the context of integrated, information systems for the public sector. Interactions among businesses and households are described by Ralf Strauss through the development within a real community of a "wired city" with information and electronic services provided by the latest telecommunications technologies. A more specific type of interaction between teacher and student forms the basis of education. John Tiffin demonstrates how virtual classrooms can be used to augment the educational process. Carl Loeffler presents yet another perspective on interaction through the integration of A-life and agent technologies to investigate the dynamics of complex behaviors within networked simulation environments. Common standards for communication in the form of electronic documents or CSCW (Computer Supported Cooperative Work), according to Roland Traunmiiller, provide en abling technologies for a paradigm shift in the management of organizations. As pointed out by William Olle, the impact of standardization work on the future of information technology depends critically upon the interoperability of software systems."
Advances in computational and device technologies, combined with the commercial success and acceptance of 3D, haptic, and various other media presentation devices, has increased commercial interest in engaging additional senses within the multimedia experience. This integration is leading to a paradigm shift away from traditionally defined multimedia systems, and towards more interactive Multiple Sensory Media (MulSeMedia) systems. Multiple Sensorial Media Advances and Applications: New Developments in MulSeMedia provides a comprehensive compilation of knowledge covering state-of-the-art developments and research, as well as current innovative activities in MulSeMedia. This book focuses on the importance of Multiple Sensorial Media and its importance in media design with an emphasis on the applicability to real world integration and provides a broad perspective on the future of the technology in a variety of cohesive topic areas.
Human Face Recognition Using Third-Order Synthetic Neural Networks explores the viability of the application of High-order synthetic neural network technology to transformation-invariant recognition of complex visual patterns. High-order networks require little training data (hence, short training times) and have been used to perform transformation-invariant recognition of relatively simple visual patterns, achieving very high recognition rates. The successful results of these methods provided inspiration to address more practical problems which have grayscale as opposed to binary patterns (e.g., alphanumeric characters, aircraft silhouettes) and are also more complex in nature as opposed to purely edge-extracted images - human face recognition is such a problem. Human Face Recognition Using Third-Order Synthetic Neural Networks serves as an excellent reference for researchers and professionals working on applying neural network technology to the recognition of complex visual patterns.
This book on multimedia tools for communicating mathematics arose from presentations at an international workshop organized by the Centro de Matemática e Aplicacoes Fundamentais at the University of Lisbon, in November 2000, with the collaboration of the Sonderforschungsbereich 288 at the University of Technology in Berlin, and of the Centre for Experimental and Constructive Mathematics at Simon Fraser University in Burnaby, Canada. The MTCM2000 meeting aimed at the scientific methods and algorithms at work inside multimedia tools, and it provided an overview of the range of present multimedia projects, of their limitations and the underlying mathematical problems. This book presents some of the tools and algorithms currently being used to create new ways of making enhanced interactive presentations and multimedia courses. It is an invaluable and up-to-date reference book on multimedia tools presently available for mathematics and related subjects.
This book is a collection of outstanding content written by experts working in the field of multimedia security. It provides an insight about various techniques used in multimedia security and identifies its progress in both technological and algorithmic perspectives. In the contemporary world, digitization offers an effective mechanism to process, preserve and transfer all types of information. The incredible progresses in computing and communication technologies augmented by economic feasibility have revolutionized the world. The availability of efficient algorithms together with inexpensive digital recording and storage peripherals have created a multimedia era bringing conveniences to people in sharing the digital data that includes images, audio and video. The ever-increasing pace, at which the multimedia and communication technology is growing, has also made it possible to combine, replicate and distribute the content faster and easier, thereby empowering mankind by having a wealth of information at their disposal. However, security of multimedia is giving tough time to the research community around the globe, due to ever-increasing and efficient attacks carried out on multimedia data by intruders, eves-droppers and hackers. Further, duplication, unauthorized use and mal-distribution of digital content have become a serious challenge as it leads to copyright violation and is considered to be the principal reason that refrains the information providers in freely sharing their proprietary digital content. The book is useful for students, researchers and professionals to advance their study.
The goal of this book is to present the most advanced research works in realistic computer generated images. It is made up of the papers presented during a Eurographics workshop that has been held in Rennes (France) on June 1990. Although realism in computer graphics has existed for many years, we have considered that two research directions can now clearly be identified. One makes use of empirical methods to efficiently create images that look real. As opposed to this approach, the other orientation makes use of physics to produce images that are exact representations of the real world (at the expense of additional processing time), hence the term photosimulation which indeed was the subject of this book. The objectives of this workshop were to assemble experts from physics and computer graphics in order to contribute to the introduction of physics-based approaches in the field of computer generated images. The fact that this workshop was the first entirely devoted to this topic was a bet and fortunately it turned out that it was a success. The contents of this book is organized in five chapters: Efficient Ray Tracing Meth ods, Theory of Global Illumination Models, Photometric Algorithms, Form-Factor Cal culations and Physics-Based Methods. |
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