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Books > Computing & IT > Computer software packages > Multimedia
Computer graphics and digital design have come a long way in recent years, and it is difficult to keep up with the latest trends in software development and output. Innovative Design and Creation of Visual Interfaces: Advancements and Trends offers the cutting-edge in research, development, technologies, case studies, frameworks, and methodologies within the field of visual interfaces. The book has collected research from around the world to offer a holistic picture of the state of the art in the field. In order to stay abreast of the latest trends, this volume offers a vital resource for practitioners and academics alike.
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."
Mathematical optimization is used in nearly all computer graphics
applications, from computer vision to animation. This book teaches
readers the core set of techniques that every computer graphics
professional should understand in order to envision and expand the
boundaries of what is possible in their work.
Computer graphics systems are capable of generating stunningly
realistic images of objects that have never physically existed. In
order for computers to create these accurately detailed images,
digital models of appearance must include robust data to give
viewers a credible visual impression of the depicted materials. In
particular, digital models demonstrating the nuances of how
materials interact with light are essential to this capability.
Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment. Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.
"Cybercultures: Mediations of Community, Culture, Politics," is a collection of essays that critically examine the role that digital media and online cultures play in the rearticulation of contemporary societies, cultures and polities. This volume interrogates the nature and effects of the existence of cybercultures in the world of Web 2.0, new media and media convergence, and mobile digital networks. It does so by examining the effect of cybercultures upon the contemporary articulation of phenomena as diverse as bodily experience, memory, the imagination, history, political participation, the nature of community, artistic creativity, and the instability of rhetoric, language and meaning.
In recent years, the field of multimedia communication in wireless and mobile video has grown in attraction. As the number of networks, types of devices, and content representation formats increase, the need for multimedia transcoding in wireless and mobile networks intensifies in order to provide a seamless interaction between content creation and usage.""Multimedia Transcoding in Mobile and Wireless Networks"" addresses the transcoding of all multimedia elements, including video, audio and text, while addressing both practical and theoretical problems in the field. A must have resource for all stakeholders in mobile and wireless technologies, this book embodies state-of-the-art knowledge of transcoding as it is embedded in today's pioneering technologies and leading research.
Service Design is an eminently practical guide to designing services that work for people. It offers powerful insights, methods, and case studies to help you design, implement, and measure multichannel service experiences with greater impact for customers, businesses, and society.
As the disciplines of art, technology, and information science collide, computer graphics and multimedia are presenting a myriad of applications and problems to professionals and scholars in Computer Science, Information Science, Digital Art, Multimedia, Educational Technology, and Media Arts. Today's digital scholar can use Computer Graphics and Multimedia: Applications, Problems and Solutions as a tool to explore the vast parameters of the applications, problems, and solutions related to digital disciplines. Contributing authors include computer scientists, multimedia researchers, computer artists, graphic designers, and digital media specialists. The book has an extensive range of topics for the digital scholar who wants to discover and research other areas within the computer graphics and multimedia disciplines beyond their own.
Multimedia security has become a major research topic, yielding numerous academic papers in addition to many watermarking-related companies. In this emerging area, there are many challenging research issues that deserve sustained studying towards an effective and practical system. Multimedia Security: Steganography and Digital Watermarking Techniques for Protection of Intellectual Property explores the myriad of issues regarding multimedia security. This book covers various issues, including perceptual fidelity analysis, image, audio, and 3D mesh object watermarking, medical watermarking, error detection (authentication) and concealment, fingerprinting, digital signature and digital right management.
This handbook is organized under three major parts. The first part of this handbook deals with multimedia security for emerging applications. The chapters include basic concepts of multimedia tools and applications, biological and behavioral biometrics, effective multimedia encryption and secure watermarking techniques for emerging applications, an adaptive face identification approach for android mobile devices, and multimedia using chaotic and perceptual hashing function. The second part of this handbook focuses on multimedia processing for various potential applications. The chapter includes a detail survey of image processing based automated glaucoma detection techniques and role of de-noising, recent study of dictionary learning based image reconstruction techniques for analyzing the big medical data, brief introduction of quantum image processing and it applications, a segmentation-less efficient Alzheimer detection approach, object recognition, image enhancements and de-noising techniques for emerging applications, improved performance of image compression approach, and automated detection of eye related diseases using digital image processing. The third part of this handbook introduces multimedia applications. The chapter includes the extensive survey on the role of multimedia in medicine and multimedia forensics classification, a finger based authentication system for e-health security, analysis of recently developed deep learning techniques for emotion and activity recognition. Further, the book introduce a case study on change of ECG according to time for user identification, role of multimedia in big data, cloud computing, the Internet of things (IoT) and blockchain environment in detail for real life applications. This handbook targets researchers, policy makers, programmers and industry professionals in creating new knowledge for developing efficient techniques/framework for multimedia applications. Advanced level students studying computer science, specifically security and multimedia will find this book useful as a reference.
The third entry in the Jim Blinn's Corner series, this is, like the
others, a handy compilation of selected installments of his
influential column. But here, for the first time, you get the
"Director's Cut" of the articles: revised, expanded, and enhanced
versions of the originals. What's changed? Improved mathematical
notation, more diagrams, new solutions. What remains the same? All
the things you've come to rely on: straight answers, irreverent
style, and innovative thinking. This is Jim Blinn at his best now
even better.
Even as developments in photorealistic computer graphics continue
to affect our work and leisure activities, practitioners and
researchers are devoting more and more attention to
non-photorealistic (NPR) techniques for generating images that
appear to have been created by hand. These efforts benefit every
field in which illustrations thanks to their ability to clarify,
emphasize, and convey very precise meanings offer advantages over
photographs. These fields include medicine, architecture,
entertainment, education, geography, publishing, and visualization.
As colour imaging takes on increasing importance in a range of products and technologies, colour fidelity across different media has become essential. This book has arisen from the need for a specialist text that brings together key developments in colour management technology and findings from the colour engineering research community. Edited by highly regarded specialists in colour management systems, Colour Engineering introduces the reader systematically to the art of constistent quality of image reproduction - regardless of the monitor or graphic user interface employed. Features:
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