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Books > Computing & IT > Computer software packages > Multimedia
Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.
Recent advances in computing, communication, and data storage have
led to an increasing number of large digital libraries publicly
available on the Internet. In addition to alphanumeric data, other
modalities, including video play an important role in these
libraries. Ordinary techniques will not retrieve required
information from the enormous mass of data stored in digital video
libraries. Instead of words, a video retrieval system deals with
collections of video records. Therefore, the system is confronted
with the problem of video understanding. The system gathers key
information from a video in order to allow users to query semantics
instead of raw video data or video features. Users expect tools
that automatically understand and manipulate the video content in
the same structured way as a traditional database manages numeric
and textual data. Consequently, content-based search and retrieval
of video data becomes a challenging and important problem.
Interactive Video-on-Demand Systems: Resource Management and Scheduling Strategies addresses issues in scheduling and management of resources in an interactive continuous-media (e.g., audio and video) server. The book emphasizes dynamic and run-time strategies for resource scheduling and management. Such strategies provide effective tools for supporting interactivity with on-line users who require the system to be responsive in serving their requests, and whose needs and actions vary frequently over time. With an emphasis on responsiveness and transient performance, this book elaborates on dynamic strategies for managing and scheduling resources in Video-on-Demand/Multimedia systems. Unlike previous books, this volume presents an unprecedented detailed analysis of the start-up and departure of streams. It gives a comprehensive evaluation of various techniques as workloads are varied in multiple dimensions (including arrival rate, data rate and length of play). Interactive Video-on-Demand Systems: Resource Management and Scheduling Strategies collectively addresses multiple issues including QoS, throughput, responsiveness and efficiency. The solutions discussed in this volume are particularly valuable to practitioners who are building digital library, interactive multimedia and hypermedia servers. Interactive Video-on-Demand Systems: Resource Management and Scheduling Strategies is an excellent reference for researchers, practitioners and educators in the field of multimedia systems, and may be used for advanced courses on multimedia systems and Video-on-Demand servers.
Multimedia computing has emerged in the last few years as a major area of research. Multimedia computer systems have opened a wide range of applications by combining a variety of information sources, such as voice, graphics, animation, images, audio, and full-motion video. Looking at the big picture, multimedia can be viewed as the merging of three industries: the computer, communications, and broadcasting industries. Research and development efforts in multimedia computing can be divided into two areas. As the first area of research, much effort has been centered on the stand-alone multimedia workstation and associated software systems and tools, such as music composition, computer-aided education and training, and interactive video. However, the combination of multimedia computing with distributed systems offers even greater potential. New applications based on distributed multimedia systems include multimedia information systems, collaborative and videoconferencing systems, on-demand multimedia services, and distance learning. Multimedia Tools and Applications is one of two volumes published by Kluwer, both of which provide a broad introduction to this fast moving area. This book covers selected tools applied in multimedia systems and key multimedia applications. Topics presented include multimedia application development techniques, techniques for content-based manipulation of image databases, techniques for selection and dissemination of digital video, and tools for digital video segmentation. Selected key applications described in the book include multimedia news services, multimedia courseware and training, interactive television systems, digital video libraries, multimedia messaging systems, and interactive multimedia publishing systems. The second book, Multimedia Systems and Techniques, covers fundamental concepts and techniques used in multimedia systems. The topics include multimedia objects and related models, multimedia compression techniques and standards, multimedia interfaces, multimedia storage techniques, multimedia communication and networking, multimedia synchronization techniques, multimedia information systems, scheduling in multimedia systems, and video indexing and retrieval techniques. Multimedia Tools and Applications, along with its companion volume, is intended for anyone involved in multimedia system design and applications and can be used as a textbook for advanced courses on multimedia.
"Mutative Media" is a sweeping examination of how communication technologies have contributed to changes in people s thoughts and actions, and thus in the power structures of societies, in the past, at present, and in four alternative futures. We start by surveying what is generally known about the emergence of human language and speech that has enabled humans to extend their organizing abilities beyond that of other hominids. We then review research on the emergence of signs, symbols, and eventually writing, which led to new ways of thinking, acting, and organizing in scribal societies and vastly extended human influence globally. We consider the impact of the printing press in Europe, the Middle East, China, and Korea that led to various ways of thinking and organizing in modern societies, and conclude our historical survey with a discussion of the emergence and impact of electric and electronic communication technologies from the nineteenth century to the present. After a brief overview of what futures studies is and is not, based on our extensive experience in the field, we present four generic alternative futures, and discuss a prototype of a hybrid, mixed-reality game designed to enable players to experience the power and potential of new communication technologies within four very different environments and conditions. We think you will be intrigued by our surprising findings and what they may mean for future generations "
This book presents high-quality research in the field of 3D imaging technology. The second edition of International Conference on 3D Imaging Technology (3DDIT-MSP&DL) continues the good traditions already established by the first 3DIT conference (IC3DIT2019) to provide a wide scientific forum for researchers, academia and practitioners to exchange newest ideas and recent achievements in all aspects of image processing and analysis, together with their contemporary applications. The conference proceedings are published in 2 volumes. The main topics of the papers comprise famous trends as: 3D image representation, 3D image technology, 3D images and graphics, and computing and 3D information technology. In these proceedings, special attention is paid at the 3D tensor image representation, the 3D content generation technologies, big data analysis, and also deep learning, artificial intelligence, the 3D image analysis and video understanding, the 3D virtual and augmented reality, and many related areas. The first volume contains papers in 3D image processing, transforms and technologies. The second volume is about computing and information technologies, computer images and graphics and related applications. The two volumes of the book cover a wide area of the aspects of the contemporary multidimensional imaging and the related future trends from data acquisition to real-world applications based on various techniques and theoretical approaches.
Continuous Media Databases brings together in one place important contributions and up-to-date research results in this fast moving area. Continuous Media Databases serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
Digital Libraries and Multimedia brings together in one place important contributions and up-to-date research results in this fast moving area. Digital Libraries and Multimedia serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
Learn how to paint on your iPad like the professionals in Beginner's Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you'll have all you need to create stunning concept art quickly and easily.
Building Flickr Applications with PHP teaches you how to use today's most popular online photo management system. You'll learn to work with both your own photos and Flickr's enormous cache, and create new and compelling extensions to the Flickr platform. This book is a great pick because It's written by experienced developer Rob Kunkle and Phlickr developer Andrew Morton. You'll learn how to use the PHP API Phlickr to write and retrieve photos. Flicker is growing quickly in popularity in the online photo management world. Using the popular PHP-driven Phlickr API in conjunction with MySQL, you'll discover how to take advantage of open source tools like PHP, Apache, and MySQL, as well as the Flickr architecture, to manage, retrieve, and format photos in imaginative ways. You'll also learn how to build upon Flickr's photo collaboration features to create interfaces for working with others on photo album projects. And you'll learn how to format Flickr tags--taking advantage of RSS to distribute photo updates.
This book presents a comprehensive collection of case studies on augmented reality and virtual realty (AR/VR) applications in various industries. Augmented reality and virtual reality are changing the business landscape, providing opportunities for businesses to offer unique services and experiences to their customers. The case studies provided in this volume explore business uses of the technology across multiple industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and video gaming. The book includes solutions of different maturities as well as those from startups to large enterprises thereby providing a thorough view of how augmented reality and virtual reality can be used in business.
This book reports on interdisciplinary research and practices in communication, interior, fashion and product design, highlighting strategies for systematizing the design approach in a global, digital world. It gathers a selection of chapters written by the authors of the best articles presented at the 7th EIMAD conference, held online on May 14-15, 2020, from Portugal. The works were chosen for their particular link to contemporary concerns in terms of identity, health and well-being, social inclusion, sustainability, education and environment and, among others. They cover and bridges between important aspects of design education, research and practice, as well as creativity and emerging technology, offering a timely perspective and a source of inspiration to researchers, professionals and educators in design, product development and related fields.
This book presents applications of machine learning techniques in processing multimedia large-scale data. Multimedia such as text, image, audio, video, and graphics stands as one of the most demanding and exciting aspects of the information era. The book discusses new challenges faced by researchers in dealing with these large-scale data and also presents innovative solutions to address several potential research problems, e.g., enabling comprehensive visual classification to fill the semantic gap by exploring large-scale data, offering a promising frontier for detailed multimedia understanding, as well as extract patterns and making effective decisions by analyzing the large collection of data.
Multimedia Document Systems in Perspectives brings together in one place important contributions and up-to-date research results in this fast moving area. Multimedia Document Systems in Perspectives serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
COOP 2010 is the 9th edition of the International Conference on Designing Cooperative Systems, being the second European conference in the field of Computer Supported Cooperative Work after ECSCW. The conference brings together researchers who contribute to the analysis and design of cooperative systems and their integration in organizational community, public and other settings, and their implications for policy and decision making. Cooperative systems design requires a deep understanding of collective activities, involving both artifacts and social practices. Contributions are solicited from a wide range of domains contributing to the fields of cooperative systems design and evaluation: CSCW, HCI, Information Systems, Knowledge Engineering, Multi-agents, organizational and management sciences, sociology, psychology, anthropology, ergonomics, linguistics.
This book covers a large set of methods in the field of Artificial Intelligence - Deep Learning applied to real-world problems. The fundamentals of the Deep Learning approach and different types of Deep Neural Networks (DNNs) are first summarized in this book, which offers a comprehensive preamble for further problem-oriented chapters. The most interesting and open problems of machine learning in the framework of Deep Learning are discussed in this book and solutions are proposed. This book illustrates how to implement the zero-shot learning with Deep Neural Network Classifiers, which require a large amount of training data. The lack of annotated training data naturally pushes the researchers to implement low supervision algorithms. Metric learning is a long-term research but in the framework of Deep Learning approaches, it gets freshness and originality. Fine-grained classification with a low inter-class variability is a difficult problem for any classification tasks. This book presents how it is solved, by using different modalities and attention mechanisms in 3D convolutional networks. Researchers focused on Machine Learning, Deep learning, Multimedia and Computer Vision will want to buy this book. Advanced level students studying computer science within these topic areas will also find this book useful.
This book presents high-quality research in the field of 3D imaging technology. The second edition of International Conference on 3D Imaging Technology (3DDIT-MSP&DL) continues the good traditions already established by the first 3DIT conference (IC3DIT2019) to provide a wide scientific forum for researchers, academia and practitioners to exchange newest ideas and recent achievements in all aspects of image processing and analysis, together with their contemporary applications. The conference proceedings are published in 2 volumes. The main topics of the papers comprise famous trends as: 3D image representation, 3D image technology, 3D images and graphics, and computing and 3D information technology. In these proceedings, special attention is paid at the 3D tensor image representation, the 3D content generation technologies, big data analysis, and also deep learning, artificial intelligence, the 3D image analysis and video understanding, the 3D virtual and augmented reality, and many related areas. The first volume contains papers in 3D image processing, transforms and technologies. The second volume is about computing and information technologies, computer images and graphics and related applications. The two volumes of the book cover a wide area of the aspects of the contemporary multidimensional imaging and the related future trends from data acquisition to real-world applications based on various techniques and theoretical approaches.
This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
"When everybody zigs, zag," says Marty Neumeier in this fresh view of brand strategy. ZAG follows the ultra-clear "whiteboard overview" style of the author's first book, THE BRAND GAP, but drills deeper into the question of how brands can harness the power of differentiation. The author argues that in an extremely cluttered marketplace, traditional differentiation is no longer enough-today companies need "radical differentiation" to create lasting value for their shareholders and customers. In an entertaining 3-hour read you'll learn: - why me-too brands are doomed to fail - how to "read" customer feedback on new products and messages - the 17 steps for designing "difference" into your brand - how to turn your brand's "onliness" into a "trueline" to drive synergy - the secrets of naming products, services, and companies - the four deadly dangers faced by brand portfolios - how to "stretch" your brand without breaking it - how to succeed at all three stages of the competition cycle From the back cover: In an age of me-too products and instant communications, keeping up with the competition is no longer a winning strategy. Today you have to out-position, out-maneuver, and out-design the competition. The new rule? When everybody zigs, zag. In his first book, THE BRAND GAP, Neumeier showed companies how to bridge the distance between business strategy and design. In ZAG, he illustrates the number-one strategy of high-performance brands-radical differentiation. ZAG is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA. For a quick peek inside ZAG, go to www.zagbook.com.
Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held in conjunction with CHI, GROUP, UbiComp, and MobileHCI conferences. Based on feedback at those workshops, and outreach to other leaders in the field, the chapters collected were crafted to highlight methods and approaches for understanding how technologies such as handhelds, wearables, and installed standalone devices impact individuals, groups, and even communities. These findings frame new ways of thinking about HCI outdoors, explore logistical issues associated with moving computing outdoors, and probe new experiences created by involving computing in outdoor pursuits. Also important are the ways that social media has influenced preparation, experience, and reflection related to outdoor experiences. HCI Outdoors: Theory, Design, Methods and Applications is of interest to HCI researchers, HCI practitioners, and outdoor enthusiasts who want to shape future understanding and current practice related to technology in every kind of outdoor experience.
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Multimedia Information Systems explores the technical, human, organizational and socio-economic issues which underpin the implementation and use of multimedia information systems. This unique book comprehensively defines multimedia information systems and its emerging architecture. Today's important issues of networked multimedia information systems and multimedia trafficking on the information superhighway are thoroughly investigated. Multimedia information systems applications and organizational implications are also discussed along with multimedia authoring systems. Multimedia Information Systems is essential reading for all students and professionals faced with the challenges of multimedia information systems management and development. Multimedia Information Systems develops an awareness of the problems associated with multimedia information systems management, and the ability to understand and address these emerging challenges on an organizational and technical level. The book explores the limitations of multimedia on the information superhighway, and offers solutions for present and future development on the Internet. This book also scrutinizes the current applications of multimedia information systems, and examines how they can be developed. Multimedia Information Systems serves as an excellent text for courses on the subject, and as an invaluable reference for multimedia information systems professionals.
Intelligent Image Databases: Towards Advanced Image Retrieval addresses the image feature selection issue in developing content-based image retrieval systems. The book first discusses the four important issues in developing a complete content-based image retrieval system, and then demonstrates that image feature selection has significant impact on the remaining issues of system design. Next, it presents an in-depth literature survey on typical image features explored by contemporary content-based image retrieval systems for image matching and retrieval purposes. The goal of the survey is to determine the characteristics and the effectiveness of individual features, so as to establish guidelines for future development of content-based image retrieval systems. Intelligent Image Databases: Towards Advanced Image Retrieval describes the Advanced Region-Based Image Retrieval System (ARBIRS) developed by the authors for color images of real-world scenes. They have selected image regions for building ARBIRS as the literature survey suggests that prominent image regions, along with their associated features, provide a higher probability for achieving a higher level content-based image retrieval system. A major challenge in building a region-based image retrieval system is that prominent regions are rather difficult to capture in an accurate and error-free condition, particularly those in images of real-world scenes. To meet this challenge, the book proposes an integrated approach to tackle the problem via feature capturing, feature indexing, and database query. Through comprehensive system evaluation, it is demonstrated how these systematically integrated efforts work effectively to accomplish advanced image retrieval. Intelligent Image Databases: Towards Advanced Image Retrieval serves as an excellent reference and may be used as a text for advanced courses on the topic.
For some time, medicine has been an important driver for the development of data processing and visualization techniques. Improved technology offers the capacity to generate larger and more complex data sets related to imaging and simulation. This, in turn, creates the need for more effective visualization tools for medical practitioners to interpret and utilize data in meaningful ways. The first edition of Visualization in Medicine and Life Sciences (VMLS) emerged from a workshop convened to explore the significant data visualization challenges created by emerging technologies in the life sciences. The workshop and the book addressed questions of whether medical data visualization approaches can be devised or improved to meet these challenges, with the promise of ultimately being adopted by medical experts. Visualization in Medicine and Life Sciences II follows the second international VMLS workshop, held in Bremerhaven, Germany, in July 2009. Internationally renowned experts from the visualization and driving application areas came together for this second workshop. The book presents peer-reviewed research and survey papers which document and discuss the progress made, explore new approaches to data visualization, and assess new challenges and research directions. The assembled papers span the frontiers of VMLS, examining these topics: * Feature Extraction * Classification * Volumes and Shapes * Tensor Visualization * Visualizing Genes, Proteins, and Molecules" |
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