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Books > Computing & IT > Computer software packages > Multimedia
At the heart of Apple's hugely popular iLife software suite-iMovie,
iPhoto, iDVD, GarageBand, and iTunes-is QuickTime, the powerful
media engine that drives elegant applications for managing movies,
images, and audio files. The enduring success of QuickTime is in no
small part attributable to its component architecture. This key
feature has allowed it to embrace emerging digital media
technologies and standards one by one as they have appeared over
the 12 or so years since its launch. None of the competing
technologies even comes close, let alone on both Mac OS X and
Windows.
QuickTime for .NET and COM Developers is the first guide to
QuickTime for developers using popular RAD tools such a Visual
Basic .NET, C#, and Visual Basic 6. A general introduction to
QuickTime is followed by a detailed explanation of the QuickTime
architecture from a.NET and COM perspective, liberally accompanied
by code snippets. A number of implementation examples illustrate
key QuickTime features, ranging from a simple movie player to a
sophisticated interactive application. Also covered is QuickTime
scripting in both QuickTime Player (using Windows Scripting) and in
Microsoft Office applications (using VBA). Brief guides to
developing with QuickTime in Delphi and ATL/WTL are also included.
Part of the official "Quicktime Developer Series," publishing the
finest books on QuickTime in cooperation with Apple.
* The first book on QuickTime for .NET and COM application and
scripting developers
* Written by one of the architects of Apple's QuickTime ActiveX/COM
control
* Offers numerous sample applications and code examples
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.
Study of this authoritative reference will help readers develop a
very powerful tool- the ability to create and decipher mathematical
models that can better realize solutions to even the toughest
problems confronting computer graphics community today.
The authors are renowned researchers from IMPA, the Brazilian
National Institute for Pure and Applied Mathematics.
*Distils down a vast and complex world of info on optimization into
one short, self-contained volume especially for computer graphics
*Helps CG professionals identify the best technique for solving
particular problems quickly, by categorizing the most effective
algorithms by application
*Keeps readers current by supplementing the focus on key, classic
methods with special end-of-chapter sections on cutting-edge
developments
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.
This is the first comprehensive work on the digital modeling of
material appearance: it explains how models from physics and
engineering are combined with keen observation skills for use in
computer graphics rendering.
Written by the foremost experts in appearance modeling and
rendering, this book is for practitioners who want a general
framework for understanding material modeling tools, and also for
researchers pursuing the development of new modeling techniques.
The text is not a "how to" guide for a particular software system.
Instead, it provides a thorough discussion of foundations and
detailed coverage of key advances.
Practitioners and researchers in applications such as architecture,
theater, product development, cultural heritage documentation,
visual simulation and training, as well as traditional digital
application areas such as feature film, television, and computer
games, will benefit from this much needed resource.
ABOUT THE AUTHORS
Julie Dorsey and Holly Rushmeier are professors in the Computer
Science Department at Yale University and co-directors of the Yale
Computer Graphics Group. Francois Sillion is a senior researcher
with INRIA (Institut National de Recherche en Informatique et
Automatique), and director of its Grenoble Rhone-Alpes research
center.
* First comprehensive treatment of the digital modeling of material
appearance;
* Provides a foundation for modeling appearance, based on the
physics of how light interacts with materials, how people perceive
appearance, and the implications of rendering appearance on a
digital computer;
* An invaluable, one-stop resource for practitioners and
researchers in a variety of fields dealing with the digital
modeling of material appearance."
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.
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.
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.
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.
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.
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.
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.
Highlights
- Features 21 expanded and updated installments of "Jim Blinn's
Corner," dating from 1995 to 2001, and never before published in
book form.
- Includes "deleted scenes" tangential explorations that didn't
make it into the original columns.
- Details how Blinn represented planets in his famous JPL flyby
animations.
- Explores a wide variety of other topics, from the concrete to the
theoretical: assembly language optimization for parallel
processors, exotic usage of C++ template instantiation, algebraic
geometry, a graphical notation for tensor contraction, and his
hopes for a future world.
*Features 21 expanded and updated installments of "Jim Blinn's
Corner," dating from 1995 to 2001, and never before published in
book form.
*Includes "deleted scenes" tangential explorations that didn't make
it into the original columns.
*Details how Blinn represented planets in his famous JPL flyby
animations.
*Explores a wide variety of other topics, from the concrete to the
theoretical: assembly language optimization for parallel
processors, exotic usage of C++ template instantiation, algebraic
geometry, a graphical notation for tensor contraction, and his
hopes for a future world."
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.
Non-Photorealistic Computer Graphics is the first and only resource
to examine non-photorealistic efforts in depth, providing detailed
accounts of the major algorithms, as well as the background
information and implementation advice readers need to make headway
with these increasingly important techniques.
Already, an estimated 10% of computer graphics users require some
form of non-photorealism. Strothotte and Schlechtweg's important
new book is designed and destined to be the standard NPR reference
for this large, diverse, and growing group of professionals.
*Hard-to-find information needed by a wide range and growing number
of computer graphics programmers and applications users.
*Traces NPR principles and techniques back to their origins in
human vision and perception.
*Focuses on areas that stand to benefit most from advances in NPR,
including medical and architectural illustration, cartography, and
data visualization.
*Presents algorithms for two and three-dimensional effects, using
pseudo-code where needed to clarify complex steps.
*Helps readers attain pen-and-ink, pencil-sketch, and painterly
effects, in addition to other styles.
*Explores specific challenges for NPR including "wrong" marks,
deformation, natural media, artistic technique, lighting, and
dimensionality.
*Includes a series of programming projects in which readers can
apply the book's concepts and algorithms."
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