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Books > Computing & IT > Computer software packages > Multimedia
The recent rapid advances in wireless technologies have created a demand for high quality multimedia applications and services. These advanced multimedia applications give rise to a new set of challenges in providing Quality of Service (QoS) when delivering these services over wireless networks. The Handbook of Research on Wireless Multimedia: Quality of Service and Solutions highlights and discusses the underlying QoS issues that arise in the delivery of real-time multimedia services over wireless networks. This cutting-edge book presents state-of-the-art solutions from leading researchers active in the field to address the QoS issues for different wireless multimedia applications.
Continued progress in Speech Technology in the face of ever-increasing demands on the performance levels of applications is a challenge to the whole speech and language science community. Robust recognition and understanding of spontaneous speech in varied environments, good comprehensibility and naturalness of expressive speech synthesis are goals that cannot be achieved without a change of paradigm. This book argues for interdisciplinary communication and cooperation in problem-solving in general, and discusses the interaction between speech and language engineering and phonetics in particular. With a number of reports on innovative speech technology research as well as more theoretical discussions, it addresses the practical, scientific and sometimes the philosophical problems that stand in the way of cross-disciplinary collaboration and illuminates some of the many possible ways forward. Audience: Researchers and professionals in speech technology and computational linguists.
Photorealistic rendering strives to generate images from computer modeled scenes with an image quality as close to real life as possible. A major issue in rendering is simulation of local and global light reflection in a scene. Both ray tracing and radiosity algorithms capture only some of the possible light reflection phenomena. Recently developed two-pass algorithms combine the ray tracing and radiosity approaches and are able to capture the whole range of light reflection. This book is a collection of papers discussing the latest developments, including a new range of improvements, in stochastic sampling strategies, radiosity form factor calculation, and parallel processing for ray tracing and radiosity. A number of papers on rendering applications in interior design, lighting design, and remote sensing conclude the volume. The contributions are revised versions of papers originally presented at the Second Eurographics Workshop on Rendering, held in Barcelona, Spain, in May 1991. The book fully reflects the state of the art in rendering and presentsa wide variety of novel techniques. It will interest researchers and students in computer graphics, as well as designers who want to apply rendering techniques for realistic simulation in lighting design, interior design, and architecture.
Document imaging is a new discipline in applied computer science. It is building bridges between computer graphics, the world of prepress and press, and the areas of color vision and color reproduction. The focus of this book is of special relevance to people learning how to utilize and integrate such available technology as digital printing or short run color, how to make use of CIM techniques for print products, and how to evaluate related technologies that will become relevant in the next few years. This book is the first to give a comprehensive overview of document imaging, the areas involved, and how they relate. For readers with a background in computer graphics it gives insight into all problems related to putting information in print, a field only very thinly covered in textbooks on computer graphics.
In recent years rapid Internet growth has pushed the development of new multimedia applications in all aspects of life such as entertainment, communication, collaborative work and electronic commerce. Future applications will make use of different technologies like voice, data and video, but in order to make such a wide variety of multimedia applications successful, a number of technology and management issues must be addressed. Multimedia Networking: Technology, Management and Applications addresses the dynamic and efficient uses of resources a fundamental aspect of multimedia networks. Geared toward professionals, educators and students alike, this exciting new book will detail current research and the future direction of multimedia networking.
This book stages a dialogue between international researchers from the broad fields of complexity science and narrative studies. It presents an edited collection of chapters on aspects of how narrative theory from the humanities may be exploited to understand, explain, describe, and communicate aspects of complex systems, such as their emergent properties, feedbacks, and downwards causation; and how ideas from complexity science can inform narrative theory, and help explain, understand, and construct new, more complex models of narrative as a cognitive faculty and as a pervasive cultural form in new and old media. The book is suitable for academics, practitioners, and professionals, and postgraduates in complex systems, narrative theory, literary and film studies, new media and game studies, and science communication.
Geometry is the cornerstone of computer graphics and computer animation, and provides the framework and tools for solving problems in two and three dimensions. This may be in the form of describing simple shapes such as a circle, ellipse, or parabola, or complex problems such as rotating 3D objects about an arbitrary axis. Geometry for Computer Graphics draws together a wide variety of geometric information that will provide a sourcebook of facts, examples, and proofs for students, academics, researchers, and professional practitioners. The book is divided into 4 sections: the first summarizes hundreds of formulae used to solve 2D and 3D geometric problems. The second section places these formulae in context in the form of worked examples. The third provides the origin and proofs of these formulae, and communicates mathematical strategies for solving geometric problems. The last section is a glossary of terms used in geometry.
What the book is about This book is about the theory and practice of the use of multimedia, multimodal interfaces for leaming. Yet it is not about technology as such, at least in the sense that the authors do not subscribe to the idea that one should do something just because it is technologically possible. 'Multimedia' has been adopted in some commercial quarters to mean little more than a computer with some form of audio ar (more usually) video attachment. This is a trend which ought to be resisted, as exemplified by the material in this book. Rather than merely using a new technology 'because it is there', there is a need to examine how people leam and eommunicate, and to study diverse ways in which computers ean harness text, sounds, speech, images, moving pietures, gestures, touch, etc. , to promote effective human leaming. We need to identify which media, in whieh combinations, using what mappings of domain to representation, are appropriate far which educational purposes . . The word 'multimodal ' in the title underlies this perspective. The intention is to focus attention less on the technology and more on how to strueture different kinds of information via different sensory channels in order to yield the best possible quality of communication and educational interaction. (Though the reader should refer to Chapter 1 for a discussion of the use of the word 'multimodal' . ) Historically there was little problem.
In the third paper in this chapter, Mike Pratt provides an historical intro duction to solid modeling. He presents the development of the three most freqently used techniques: cellular subdivision, constructive solid modeling and boundary representation. Although each of these techniques devel oped more or less independently, today the designer's needs dictate that a successful system allows access to all of these methods. For example, sculptured surfaces are generally represented using a boundary represen tation. However, the design of a complex vehicle generally dictates that a sculptured surface representation is most efficient for the 'skin' while constructive solid geometry representation is most efficent for the inter nal mechanism. Pratt also discusses the emerging concept of design by 'feature line'. Finally, he addresses the very important problem of data exchange between solid modeling systems and the progress that is being made towards developing an international standard. With the advent of reasonably low cost scientific workstations with rea sonable to outstanding graphics capabilities, scientists and engineers are increasingly turning to computer analysis for answers to fundamental ques tions and to computer graphics for present~tion of those answers. Although the current crop of workstations exhibit quite impressive computational ca pability, they are still not capable of solving many problems in a reasonable time frame, e. g. , executing computational fluid dynamics and finite element codes or generating complex ray traced or radiosity based images. In the sixth chapter Mike Muuss of the U. S.
OpenGL (R): A Primer is a concise presentation of fundamental OpenGL, providing readers with a succinct introduction to essential OpenGL commands as well as detailed listings of OpenGL functions and parameters. Angel uses a top-down philosophy to teach computer graphics based on the idea that students learn modern computer graphics best if they can start programming significant applications as soon as possible. The book makes it easy for students to find functions and their descriptions, and supplemental examples are included in every chapter to illustrate core concepts. This primer can be used both as a companion to a book introducing computer graphics principles and as a stand-alone guide and reference to OpenGL for programmers with a background in computer graphics.
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.
This book is based on contributions to the Seventh European Summer School on Language and Speech Communication that was held at KTH in Stockholm, Sweden, in July of 1999 under the auspices of the European Language and Speech Network (ELSNET). The topic of the summer school was "Multimodality in Language and Speech Systems" (MiLaSS). The issue of multimodality in interpersonal, face-to-face communication has been an important research topic for a number of years. With the increasing sophistication of computer-based interactive systems using language and speech, the topic of multimodal interaction has received renewed interest both in terms of human-human interaction and human-machine interaction. Nine lecturers contri buted to the summer school with courses on specialized topics ranging from the technology and science of creating talking faces to human-human communication, which is mediated by computer for the handicapped. Eight of the nine lecturers are represented in this book. The summer school attracted more than 60 participants from Europe, Asia and North America representing not only graduate students but also senior researchers from both academia and industry."
Electronic information about the individual is derived from what we say about ourselves, shaped by commentary from others and extended through electronic exchanges with both human and computer based intelligent agents.Digital Identity and Social Media will examine the impact of social media and distributed social spaces on our contemporary understandings of digital identity. This book will benefit researchers, practitioners, the wider educational community across all sectors, educational technologists, and individuals who are interested in how social media and emerging technologies will impact formal education and the social implications that surround the reformulation and fluidity of virtual communities. In addition, professionals and researchers working in the field of information and communication technologies and knowledge management in various disciplines will find this title to be an invaluable resource.
This book offers a creative and accessible exploration of two comic book series: Y: The Last Man and Saga It examines themes pertinent to the 21st century and its challenges, such as those of diversity and religious pluralism, issues of gender and war, heroes and moral failures, and forgiveness and seeking justice Through close interdisciplinary reading and personal narratives, the author delves into the complex worlds of Y and Saga in search of an ethics, meaning, and a path resonant with real world struggles Reading these works side-by-side, the analysis draws parallels and seeks common themes around four central ideas: seeking and making meaning in a meaningless world; love and parenting through oppression and grief; peacefulness when surrounded by violence; and the perils and hopes of diversity and communion This timely, attentive, and thoughtful study will resonate with scholars and students of comic studies, media and cultural studies, philosophy, theology, literature, psychology, and popular culture studies
Multimedia has two fundamental characteristics that can be expressed by the following formula: Multimedia = Multiple Media + Hypermedia. How can software engineering take advantage of these two characteristics? Will these two characteristics pose problems in multimedia systems design? These are some of the issues to be explored in this book. The first two chapters will be of interest to managers, software engineers, programmers, and people interested in gaining an overall understanding of multimedia software engineering. The next six chapters present multimedia software engineering according to the conceptual framework introduced in Chapter One. This is of particular use to practitioners, system developers, multimedia application designers, programmers, and people interested in prototyping multimedia applications. The next three chapters are more research-oriented and are mainly intended for researchers working on the specification, modeling, and analysis of distributed multimedia systems, but will also be relevant to scientists, researchers, and software engineers interested in the systems and theoretical aspects of multimedia software engineering. Multimedia Software Engineering can be used as a textbook in a graduate course on multimedia software engineering or in an undergraduate course on software design where the emphasis is on multimedia applications. It is especially suitable for a project-oriented course.
This study centers on issues of marginality and monstrosity in medieval England. In the middle ages, geography was viewed as divinely ordered, so Britain's location at the periphery of the inhabitable world caused anxiety among its inhabitants. Far from the world's holy center, the geographic margins were considered monstrous. Medieval geography, for centuries scorned as crude, is now the subject of several careful studies. Monsters have likewise been the subject of recent attention in the growing field of "monster studies," though few works situate these creatures firmly in their specific historical contexts. This study sits at the crossroads of these two discourses (geography and monstrosity), treated separately in the established scholarship but inseparable in the minds of medieval authors and artists.
In recent decades Multimedia processing has emerged as an important technology to generate content based on images, video, audio, graphics, and text. This book is a compilation of the latest trends and developments in the field of computational intelligence in multimedia processing. The edited book presents a large number of interesting applications to intelligent multimedia processing of various Computational Intelligence techniques including neural networks and fuzzy logic.
Video segmentation is the most fundamental process for appropriate index ing and retrieval of video intervals. In general, video streams are composed 1 of shots delimited by physical shot boundaries. Substantial work has been done on how to detect such shot boundaries automatically (Arman et aI. , 1993) (Zhang et aI. , 1993) (Zhang et aI. , 1995) (Kobla et aI. , 1997). Through the inte gration of technologies such as image processing, speech/character recognition and natural language understanding, keywords can be extracted and associated with these shots for indexing (Wactlar et aI. , 1996). A single shot, however, rarely carries enough amount of information to be meaningful by itself. Usu ally, it is a semantically meaningful interval that most users are interested in re trieving. Generally, such meaningful intervals span several consecutive shots. There hardly exists any efficient and reliable technique, either automatic or manual, to identify all semantically meaningful intervals within a video stream. Works by (Smith and Davenport, 1992) (Oomoto and Tanaka, 1993) (Weiss et aI. , 1995) (Hjelsvold et aI. , 1996) suggest manually defining all such inter vals in the database in advance. However, even an hour long video may have an indefinite number of meaningful intervals. Moreover, video data is multi interpretative. Therefore, given a query, what is a meaningful interval to an annotator may not be meaningful to the user who issues the query. In practice, manual indexing of meaningful intervals is labour intensive and inadequate.
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestol, Andrew Morrison and Christina Moertberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.
Dave Eberly's 3D Game Engine Design was the first professional
guide to the essential concepts and algorithms of real-time 3D
engines and quickly became a classic of game development. Dave's
new book 3D Game Engine Architecture continues the tradition with a
comprehensive look at the software engineering and programming of
3D engines. This book is a complete guide to the engineering
process, starting with a walk-through of the graphics pipeline
showing how to construct the core elements of 3D systems, including
data structures, the math system, and the object system. Dave
explains how to manage data with scene graphs, how to build
rendering and camera systems, and how to handle level of detail,
terrain, and animation. Advanced rendering effects such as vertex
and pixel shaders are also covered as well as collision detection
and physics systems. The book concludes with a discussion of
application design, development tools, and coding standards for the
source code of the new version of the Wild Magic engine included on
the CD-ROM. Wild Magic is a commercial-quality game engine used by
many companies and is a unique resource for the game development
community.
Despite the spectacular breakthroughs of the semiconductor industry, the ability to design integrated circuits under stringent time-to-market requirements is lagging behind integration capacity, so far keeping pace with still valid Moorea (TM)s Law. The resulting gap is threatening with slowing down such a phenomenal growth. The design community believes that it is only by means of powerful CAD tools, design methodologies and even a design paradigm shift, that this design gap can be bridged. In this sense, reuse-based design is seen as a promising solution, and concepts such as IP Block, Virtual Component, and Design Reuse have become commonplace thanks to the significant advances in the digital arena. Unfortunately, the very nature of analog and mixed-signal (AMS) design a "more subtle, hierarchically loose, and handicraft-demandinga" has hindered a similar level of consensus and development. Aiming at the core of the problem, Reuse Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits presents a framework for the reuse-based design of AMS circuits. The framework is founded on three key elements: (1) a CAD-supported hierarchical design flow that facilitates the incorporation of AMS reusable blocks, reduces the overall design time, and expedites the management of increasing AMS design complexity; (2) a complete, clear definition of the AMS reusable block, structured into three separate facets or views: the behavioral, structural, and layout facets, the first two for top-down electrical synthesis and bottom-up verification, the latter used during bottom-up physical synthesis; (3) the design for reusability set of tools, methods, andguidelines that, relying on intensive parameterization as well as on design knowledge capture and encapsulation, allows to produce fully reusable AMS blocks. Reuse Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits features a very detailed, tutorial, and in-depth coverage of all issues and must-have properties of reusable AMS blocks, as well as a thorough description of the methods and tools necessary to implement them. For the first time, this has been done hierarchically, covering one by one the different stages of the design flow, allowing us to examine how the reusable block yields its benefits, both in design time and correct performance.
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