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Books > Computing & IT > Computer software packages > Multimedia
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.
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.
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"
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.
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