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Books > Computing & IT > Computer software packages > Multimedia
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.
Proceedings of the 2012 International Conference on Information Technology and Software Engineering presents selected articles from this major event, which was held in Beijing, December 8-10, 2012. This book presents the latest research trends, methods and experimental results in the fields of information technology and software engineering, covering various state-of-the-art research theories and approaches. The subjects range from intelligent computing to information processing, software engineering, Web, unified modeling language (UML), multimedia, communication technologies, system identification, graphics and visualizing, etc. The proceedings provide a major interdisciplinary forum for researchers and engineers to present the most innovative studies and advances, which can serve as an excellent reference work for researchers and graduate students working on information technology and software engineering. Prof. Wei Lu, Dr. Guoqiang Cai, Prof. Weibin Liu and Dr. Weiwei Xing all work at Beijing Jiaotong University.
This book features the latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022. Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming. The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world. Presenting the most significant topics and latest findings in the fields of augmented reality, virtual reality, extended reality and metaverse, it will be a valuable asset for academics and practitioners alike.
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.
New media is like a giant jigsaw puzzle; a combination of different skills and media. We know all about the pieces, but the biggest problem is putting them all together to get the 'big picture' of new media design. Design for New Media gives a unified approach to looking at the area, covering both the separate elements, and putting them in the context of new media design as a whole. The book is divided into four sections; The first section considers some of the issues that arise from designing with new and developing technology. The author then moves on to look at the 'building blocks' of new media (sound, colour and animation), and their role in the design of a new media product is explained. The third section covers interaction design and those elements of new media that are connected with the use and understanding of the product. Finally, the process of design itself is considered in a practical way; how do you take that first step in designing a new media product?
The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software.
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
It demonstrates how features such as animation and audio can be employed to ensure web sites are used to their full potential and therefore helps to create professional products that will secure a positive image of the company or product they are promoting. It is accessible and simplifies the authoring experience so that even those with little or no previous knowledge of creating web pages can develop and innovate stimulating and interactive features to enhance their content.
The constantly evolving technological infrastructure of the modem world presents a great challenge of developing software systems with increasing size, complexity, and functionality. The software engineering field has seen changes and innovations to meet these and other continuously growing challenges by developing and implementing useful software engineering methodologies. Among the more recent advances are those made in the context of software portability, formal verification. techniques, software measurement, and software reuse. However, despite the introduction of some important and useful paradigms in the software engineering discipline, their technological transfer on a larger scale has been extremely gradual and limited. For example, many software development organizations may not have a well-defined software assurance team, which can be considered as a key ingredient in the development of a high-quality and dependable software product. Recently, the software engineering field has observed an increased integration or fusion with the computational intelligence (Cl) field, which is comprised of primarily the mature technologies of fuzzy logic, neural networks, genetic algorithms, genetic programming, and rough sets. Hybrid systems that combine two or more of these individual technologies are also categorized under the Cl umbrella. Software engineering is unlike the other well-founded engineering disciplines, primarily due to its human component (designers, developers, testers, etc. ) factor. The highly non-mechanical and intuitive nature of the human factor characterizes many of the problems associated with software engineering, including those observed in development effort estimation, software quality and reliability prediction, software design, and software testing."
About PowerPoint 2000 Traditionally, presenters have had to travel to reach audiences in different parts of the world. With today's technologies, this is no longer necessary. Using Microsoft PowerPoint (R) 2000, presenters can now easily and inexpensively collaborate on presentations and show them to remote audiences without leaving their offices. PowerPoint 2000 offers new ease-of-use features that speed users through presentation development and help users deliver Web-based presentations to remote audiences. Let this NEW Made Simple book guide you through the new features of PowerPoint 2000 and help you make the most of the product.
KES International (KES) is a worldwide organisation that provides a professional community and association for researchers, originally in the discipline of Kno- edge 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 Systems, 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 universities and companies world-wide, KES is in an excellent position to faci- tate international research co-operation and generate synergy in the area of arti- cial intelligence applied to real-world 'Smart' systems and the underlying related theory. The KES annual conference covers a broad spectrum of intelligent systems t- ics 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 Multimedia Systems and Services, Sustainability in Energy and Bui- ings and Innovations through Knowledge Transfer. KES is responsible for two peer-reviewed journals, the International Journal of Knowledge based and Intel- gent Engineering Systems, and Intelligent Decision Technologies: an International Journal.
This book: takes media and critical studies approach to the museum and raises questions about the role of privately-owned search engines in facilitating museum experiences. It questions who collects what, for whom objects are collected and what purpose these objects and collections serve. brings attention to an emerging new model of digital ownership and moderation by connecting fieldwork undertaken in Australia and New Zealand with the global practices of technology companies. will be of interest to academics and students working in the fields of museum studies, art, culture, media studies and digital humanities and for practitioners working in museums and galleries around the world.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training. |
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