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Books > Computing & IT > Computer software packages > Multimedia
Victor Perez brings together the research and expertise of world-leading color scientists, to create a comprehensive guide for VFX Artists in Color Management. The book explores the latest standards of HDR and ACES workflows, in an easily digestible and widely applicable resource. Its purpose is to make artists confident and familiar with Color Management and its science, to improve the quality of visual effects worldwide. Without assuming any previous knowledge, this self-contained book builds the readers understanding from the ground up, exploring all the elements of the Color Workflow at a scientific level. It covers how to setup a consistent pipeline in relation to other departments, inside and outside visual effects, from camera to screen, so everybody is aligned to the same standards, preserving color qualities, consistency, and maintaining the artistic intent end to end. It also delves into all the integral concepts for color management, ranging from Color Theory to Digital Image Fundamentals, and much more. This book is an invaluable resource for VFX students and professionals who want to be well-informed of the latest HDR and ACES pipelines, as well as those at every level of production, wishing to gain a deeper understanding of managing color in visual effects projects.
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"
Auralization is the technique of creation and reproduction of sound on the basis of computer data. With this tool it is possible to predict the character of sound signals which are generated at the source and modified by reinforcement, propagation and transmission in systems such as rooms, buildings, vehicles or other technical devices. This book is organized as a comprehensive collection of the basics of sound and vibration, acoustic modelling, simulation, signal processing and audio reproduction. With some mathematical prerequisites, the readers will be able to follow the main strategy of auralization easily and work out their own implementations of auralization in various fields of application in architectural acoustics, acoustic engineering, sound design and virtual reality. For readers interested in basic research, the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research, and in the field of human-machine interaction.
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.
This book examines the life of the Australian artist Harry Reade (1927-1998) and his largely overlooked contribution to animation. It constitutes a biography of Reade, tracing his life from his birth to his period of involvement with animation between 1956 and 1969. It explores the forces that shaped Reade and chronicles his experiences as a child, his early working life, the influence of left-wing ideology on his creative development, his introduction to animation through the small but radical Waterside Workers' Federation Film Unit (WWFFU), and the influence he had on the development of Cuban animation as an educational tool of the Revolution. Key Features The text offers an alternative framework for considering the political, social, and cultural themes that characterised 1950s Australia and 1960s Cuba. A rare look into the cultural heritage of labor organizations and the populist power of animation to stimulate radical social consciousness. The book also crosses a range of intellectual disciplines, including Animation Studies, Art History, Cinema Studies, and the Social and Political Histories of Australia and Cuba. Max Bannah lives on Queensland's Sunshine Coast. Between 1976 and 2010, he worked in Brisbane as an animator producing television commercials, short films, and cartoon graphics. He also lectured in Animation History and Practice and Drawing for Animation at the Queensland University of Technology where, in 2007, he completed his Masters by Research thesis, "A Cause for Animation: Harry Reade and the Cuban Revolution."
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
The Definitive Vulkan (TM) Developer's Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. Vulkan (TM) Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments. Vulkan API lead Graham Sellers (with contributions from language lead John Kessenich) presents example-rich introductions to the portable Vulkan API and the new SPIR-V shading language. The author introduces Vulkan, its goals, and the key concepts framing its API, and presents a complex rendering system that demonstrates both Vulkan's uniqueness and its exceptional power. You'll find authoritative coverage of topics ranging from drawing to memory, and threading to compute shaders. The author especially shows how to handle tasks such as synchronization, scheduling, and memory management that are now the developer's responsibility. Vulkan (TM) Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems. Whether you're upgrading from OpenGL or moving to open-standard graphics APIs for the first time, this guide will help you get the results and performance you're looking for. Coverage includes Extensively tested code examples to demonstrate Vulkan's capabilities and show how it differs from OpenGL Expert guidance on getting started and working with Vulkan's new memory system Thorough discussion of queues, commands, moving data, and presentation Full explanations of the SPIR-V binary shading language and compute/graphics pipelines Detailed discussions of drawing commands, geometry and fragment processing, synchronization primitives, and reading Vulkan data into applications A complete case study application: deferred rendering using complex multi-pass architecture and multiple processing queues Appendixes presenting Vulkan functions and SPIR-V opcodes, as well as a complete Vulkan glossary
The information environments that modern society requires us to master and engage in are based in literacy and digital communication. Mediated information not only passes through our brains, it alters and rewires them. Since our environment, to a large extent, is shaped by the way we perceive, understand, and communicate information, we can even think of mental disorders as symptoms of maladaptation to our media environments. This book uses this "media ecology" model to explore the effects of media on mental disorders. It traces the development of media from the most basic forms--the sights and sounds expressed by the human body--to the most technologically complex media created to date, showing how each medium of communication relates to specific mental disorders such as anxiety, depression, schizophrenia, and autism. As the digital age proceeds to envelop us in an environment of infinite and instantly accessible information, it's crucial to our own mental health to understand how the various forms of media influence and shape our minds and behaviors.
"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.
Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! It's easier than you think. In just a couple of weeks, build a ray-tracer that renders beautiful scenes with shadows, reflections, brilliant refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer that much further forward. Do all of this in whichever language and environment you prefer, and do it entirely test-first, so you know it's correct. Recharge yourself with this project's immense potential for personal exploration, experimentation, and discovery. The renderer is a ray tracer, which means it simulates the physics of light by tracing the path of light rays around your scene. Each exciting chapter presents a bite-sized piece of the puzzle, building on earlier chapters and setting the stage for later ones. Requirements are given in plain English, which you translate into tests and code. When the project is complete, look back and realize you've built an entire system test-first! There's no research necessary -- all the necessary formulas and algorithms are presented and illustrated right here. Dive into intriguing topics from fundamental concepts such as vectors and matrices; to the algorithms that simulate the intersection of light rays with spheres, planes, cubes, cylinders, and triangles; to geometric patterns such as checkers and rings. Lighting and shading effects, such as shadows and reflections, make your scenes come to life, and constructive solid geometry (CSG) enables you to combine your graphics primitives in simple ways to produce complex shapes. Play and experiment as you discover the fun of writing a ray tracer. Accept the challenge today! What You Need: Aside from a computer, operating system, and programming environment, you'll need a way to display PPM image files. On Windows, programs like Photoshop will work, or free programs like IrfanView. On Mac, no special software is needed, as Preview can open PPM files
Covers all iPads running iPadOS 15 Easy, clear, readable, and focused on what you want to do. Step-by-step instructions for the tasks you care about most Large, full-color, close-up photos show you exactly what to do Common-sense help whenever you run into problems Tips and notes to help you get the most from your iPad Full-color, step-by-step tasks walk you through getting and keeping your iPad working just the way you want. Learn how to Discover all the new features of iPadOS 15 Wirelessly connect to and browse the Internet, at home or away Personalize the way your iPad looks and works--including adding widgets to the Home screen Make your iPad easier to use if you have trouble seeing or tapping the screen Use Siri voice commands to control your iPad and find useful information Communicate with friends and family via email, text messaging, and FaceTime and Zoom video chats Shoot, share, and view photos and videos Listen to streaming music and watch streaming movies and TV shows online Connect and use the Apple Pencil, external keyboards, trackpads, and mice Use iCloud to store and share your photos and other important data online Troubleshoot common iPad problems
Drawing upon theories from visual studies, critical visual culture studies, and cognitive psychology, and with a special focus on gender and ethnicity, this book gives students a theoretical foundation for future work as visual communicators. The book takes a closer look at the interwoven character of perception and reception that is present in everyday visual encounters. Chapters present a wide variety of visual examples from art history, digital media, and the images we encounter and use in our daily lives. With the tools to understand how images and text make meaning, students are thus prepared to better communicate through visual media. This book serves as a main or supplementary text for visual communication or visual culture courses.
The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.
This book sets forth a pedagogy for renewing the liberal arts by combining critical thinking, media activism, and design thinking. Using the StudioLab approach, the author seeks to democratize the social and technical practices of digital culture just as nineteenth century education sought to democratize literacy. This production of transmedia knowledge-from texts and videos to comics and installations-moves students between seminar, studio, lab, and field activities. The book also wrestles with the figure of Plato and the very medium of knowledge to re-envision higher education in contemporary societies, issuing a call for community engagement as a form of collective thought-action.
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.
*Encourages students into the profession of media production for sports, drawing on case studies and interviews with practitioners and providing careers advice for students looking to break into the industry. *This is the first book to address motion graphics in sports production and presentation so fills a niche gap in the market which sits between media production, graphic design and advertising/sports marketing. *Combines research and practice to give a holistic overview of the area and where it is going/how students can shape it.
Images and video play a crucial role in visual information systems and multimedia. There is an extraordinary number of applications of such systems in entertainment, business, art, engineering, and science. Such applications often involved large image and video collections, and therefore, searching for images and video in large collections is becoming an important operation. Because of the size of such databases, efficiency is crucial. We strongly believe that image and video retrieval need an integrated approach from fields such as image processing, shape processing, perception, database indexing, visualization, and querying, etc. This book contains a selection of results that was presented at the Dagstuhl Seminar on Content-Based Image and Video Retrieval, in December 1999. The purpose of this seminar was to bring together people from the various fields, in order to promote information exchange and interaction among researchers who are interested in various aspects of accessing the content of image and video data. The book provides an overview of the state of the art in content-based image and video retrieval. The topics covered by the chapters are integrated system aspects, as well as techniques from image processing, computer vision, multimedia, databases, graphics, signal processing, and information theory. The book will be of interest to researchers and professionals in the fields of multimedia, visual information (database) systems, computer vision, and information retrieval.
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.
This textbook provides an introduction to digital forensics, a rapidly evolving field for solving crimes. Beginning with the basic concepts of computer forensics, each of the book's 21 chapters focuses on a particular forensic topic composed of two parts: background knowledge and hands-on experience through practice exercises. Each theoretical or background section concludes with a series of review questions, which are prepared to test students' understanding of the materials, while the practice exercises are intended to afford students the opportunity to apply the concepts introduced in the section on background knowledge. This experience-oriented textbook is meant to assist students in gaining a better understanding of digital forensics through hands-on practice in collecting and preserving digital evidence by completing various exercises. With 20 student-directed, inquiry-based practice exercises, students will better understand digital forensic concepts and learn digital forensic investigation techniques. This textbook is intended for upper undergraduate and graduate-level students who are taking digital-forensic related courses or working in digital forensics research. It can also be used by digital forensics practitioners, IT security analysts, and security engineers working in the IT security industry, particular IT professionals responsible for digital investigation and incident handling or researchers working in these related fields as a reference book.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. Researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. Offering readers a closer look at design thinking, and its innovation processes and methods, this volume covers topics ranging from understanding success factors of design thinking to exploring the potential that lies in the use of digital technologies. Furthermore, readers learn how special-purpose design thinking can be used to solve thorny problems in complex fields, such as the health sector or software development. Thinking and devising innovations are inherently human activities - so is design thinking. Accordingly, design thinking is not merely the result of special courses or of being gifted or trained: it is a way of dealing with our environment and improving techniques, technologies and life. As such, the research outcomes compiled in this book should increase knowledge and provide inspiration to all seeking to drive innovation - be they experienced design thinkers or newcomers.
Drawing upon theories from visual studies, critical visual culture studies, and cognitive psychology, and with a special focus on gender and ethnicity, this book gives students a theoretical foundation for future work as visual communicators. The book takes a closer look at the interwoven character of perception and reception that is present in everyday visual encounters. Chapters present a wide variety of visual examples from art history, digital media, and the images we encounter and use in our daily lives. With the tools to understand how images and text make meaning, students are thus prepared to better communicate through visual media. This book serves as a main or supplementary text for visual communication or visual culture courses.
This book presents the outcomes of recent endeavors that will contribute to significant advances in the areas of communication design, fashion design, interior design and product design, music and musicology, as well as overlapping areas. Gathering the proceedings of the 7th EIMAD conference, held on May 14-15, 2020, and organized by the School of Applied Arts, Campus da Talagueira, in Castelo Branco, Portugal, it proposes new theoretical perspectives and practical research directions in design and music, while also discussing teaching practices and some areas of intersection. It addresses strategies for communication and culture in a global, digital world, that take into account key individual and societal needs. |
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