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Books > Computing & IT > Computer software packages > Multimedia
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.
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.
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"
The book presents selected papers from the 17th International Conference on Intelligent Information Hiding and Multimedia Signal Processing, in conjunction with the 14th International Conference on Frontiers of Information Technology, Applications and Tools, held on October 29 - 31, 2021, in Kaohsiung, Taiwan. It is divided into two volumes and discusses latest research outcomes in the field of information technology (IT) including but not limited to information hiding, multimedia signal processing, big data, data mining, bioinformatics, database, industrial and Internet of things, and their applications.
Semantic Video Object Segmentation for Content-Based Multimedia Applications provides a thorough review of state-of-the-art techniques as well as describing several novel ideas and algorithms for semantic object extraction from image sequences. Semantic object extraction is an essential element in content-based multimedia services, such as the newly developed MPEG4 and MPEG7 standards. An interactive system called SIVOG (Smart Interactive Video Object Generation) is presented, which converts user's semantic input into a form that can be conveniently integrated with low-level video processing. Thus, high-level semantic information and low-level video features are integrated seamlessly into a smart segmentation system. A region and temporal adaptive algorithm was further proposed to improve the efficiency of the SIVOG system so that it is feasible to achieve nearly real-time video object segmentation with robust and accurate performances. Also included is an examination of the shape coding problem and the object segmentation problem simultaneously. Semantic Video Object Segmentation for Content-Based Multimedia Applications will be of great interest to research scientists and graduate-level students working in the area of content-based multimedia representation and applications and its related fields.
Multimedia technology has the potential to evolve the paradigm of end user computing, from the interactive text and graphics model that has developed since the 1950s, into one more compatible with the digital electronic world of the next century. Decreasing hardware costs, a relatively inexpensive storage capacity and a rapid increasing computing power and network bandwidth, all major requirements of multimedia applications, have contributed to the recent tremendous growth in production and use of multimedia contents. Interactive Multimedia Systems addresses these innovative technologies and how they can positively impact a variety of areas.
Der Domainname ist SchlA1/4ssel und AushAngeschild jeder Website. Je durchdachter die Wahl der Domain, um so besser die Kommunikation. Dieses Buch bietet einen Rundum-Service: ausgehend von der Bedeutung eines guten Domain-Namens bis hin zu Suche, Registrierung, Handel, Rechtsfragen und Zukunftsprognosen soll das BewuAtsein fA1/4r den Domain-Namen als Grundlage von Marketingstrategien im Internet geschArft werden. Das Buch bietet auAerdem eine Basis fA1/4r das Management von Domain-Portfolios und richtet sich an Internetverantwortliche in Unternehmen ebenso wie an AnwAlte mit Schwerpunkt Online-Recht.
Everyday Innovators explores the active role of people, collectively and individually, in shaping the use of information and communication technologies. It examines issues around acquiring and using that knowledge of users, how we should conceptualise the role of users and understand the forms and limitations of their participation.
This book enables a cross-fertilisation of perspectives from different disciplines and aims to provide new insights into the role of users, drawing out both applied and theoretical implications
Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.
This book provides an in-depth investigation of the quality relevant perceptual video space in the domain of videotelephony. The author presents an extensive investigation and quality modeling of the underlying video quality dimensions and the overall quality. The author examines the underlying quality dimensions and describes a method for subjective evaluation as well as the instrumental estimation of video quality in videotelephony. The book presents a new subjective test method in the field of video quality assessment. Further, it explains the experimental examination of the underlying video quality dimensions and the subjective-based, as well as instrumental-based quality estimation. Provides an investigation of the underlying quality dimensions of video in videotelephony; Presents insights into a new subjective test method, standardized as ITU-T Rec. P.918; Includes insights into the subjective and instrumental video quality estimation.
This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas. Gathering the proceedings of the 4th International Conference on Digital Design and Communication, Digicom 2020, held virtually on November 5-6, 2020, the book describes cutting-edge perspectives on and analysis of and solutions to challenges digital communication is currently presenting to society, institutions and brands. It offers a timely guide and a source of inspiration for designers of all kinds, including graphic, digital and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and entrepreneurs, as well as brand or corporate communication managers.
Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.
This book contains high-quality research articles and reviews that promote research and reflect the most recent advances in intelligent wavelet based techniques for advanced multimedia applications as well as other emerging areas. In recent time, wavelet transforms have become useful in many signal, image and video processing applications, especially for multimedia security and surveillance. A few applications of wavelets in security and surveillance are watermarking, fusion, steganography, object detection, tracking, motion recognition and intention recognition, etc. Wavelets are well capable of analyzing signal, image and video at different resolution levels, popularly known as multiresolution analysis. The multiresolution analysis is advantageous in multimedia security and surveillance applications. It provides flexibility in selection of different resolution levels that leads to better accuracy. Furthermore, recently sparse representation has become an advancement to analyze wavelet coefficients. It is observed that wavelet transforms possess the invariance property which makes them suitable for many vision applications. This book provides a concise overview of the current state of the art and disseminates some of the novel and exciting ideas and techniques. In addition, it is also helpful for the senior undergraduate and graduate students, researcher, academicians, IT professional and providers, citizens, customers as well as policy makers working in this area as well as other emerging applications demanding state-of-the-art wavelet based multimedia applications.
This book explores the digitization of culture as a means of experiencing and understanding cultural heritage in Namibia and from international perspectives. It provides various views and perspectives on the digitization of culture, the goal being to stimulate further research, and to rapidly disseminate related discoveries. Aspects covered here include: virtual and augmented reality, audio and video technology, art, multimedia and digital media integration, cross-media technologies, modeling, visualization and interaction as a means of experiencing and grasping cultural heritage. Over the past few decades, digitization has profoundly changed our cultural experience, not only in terms of digital technology-based access, production and dissemination, but also in terms of participation and creation, and learning and partaking in a knowledge society. Computing researchers have developed a wealth of new digital systems for preserving, sharing and interacting with cultural resources. The book provides important information and tools for policy makers, knowledge experts, cultural and creative industries, communication scientists, professionals, educators, librarians and artists, as well as computing scientists and engineers conducting research on cultural topics.
This book covers the new topic of GPU computing with many applications involved, taken from diverse fields such as networking, seismology, fluid mechanics, nano-materials, data-mining , earthquakes ,mantle convection, visualization. It will show the public why GPU computing is important and easy to use. It will offer a reason why GPU computing is useful and how to implement codes in an everyday situation.
This book provides theoretical and practical approach in the area of multimedia and IOT applications and performance analysis. Further, multimedia communication, deep learning models to multimedia data and the new (IOT) approaches are also covered. It addresses the complete functional framework in the area of multimedia data, IOT and smart computing techniques. The book proposes a comprehensive overview of the state-of-the-art research work on multimedia analysis in IOT applications. It bridges the gap between multimedia concepts and solutions by providing the current IOT frameworks, their applications in multimedia analysis, the strengths and limitations of the existing methods, and the future directions in multimedia IOT analytics.
This book explores the historical and cultural significance of comics in languages other than English, examining the geographic and linguistic spheres which these comics inhabit and their contributions to comic studies and academia. The volume brings together texts across a wide range of genres, styles and geographic locations including the Netherlands, Latin America, Greece, Sweden, Poland, Finland, Portugal, Ireland, the Czech Republic, among others. These works have remained out of reach for speakers of languages other than the original and do not receive the scholarly attention they deserve due to their lack of English translations. This book highlights the richness and diversity these works add to the corpus of comic art and comic studies that Anglophone comics scholars can access to broaden the collective perspective of the field and forge links across regions, genres and comic traditions. Part of the Global Perspectives in Comics Studies series, this volume spans many continents and languages. It will be of interest to researchers and students of comics studies, literature, cultural studies, popular culture, art and design, illustration, history, film studies and sociology. |
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