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Books > Computing & IT > Computer software packages > Multimedia
This book is suitable for undergraduate students in computer
science and engineering, for students in other disciplines who have
good programming skills, and for professionals. Computer animation
and graphics are now prevalent in everyday life from the computer
screen, to the movie screen, to the smart phone screen. The growing
excitement about WebGL applications and their ability to integrate
HTML5, inspired the authors to exclusively use WebGL in the 7th
Edition of Interactive Computer Graphics with WebGL. This is the
only introduction to computer graphics text for undergraduates that
fully integrates WebGL and emphasises application-based
programming. The top-down, programming-oriented approach allows for
coverage of engaging 3D material early in the course so students
immediately begin to create their own 3D graphics. Teaching and
Learning Experience This program will provide a better teaching and
learning experience-for you and your students. It will help: Engage
Students Immediately with 3D Material: A top-down,
programming-oriented approach allows for coverage of engaging 3D
material early in the course so students immediately begin to
create their own graphics. Introduce Computer Graphics Programming
with WebGL and JavaScript: WebGL is not only fully
shader-based-each application must provide at least a vertex shader
and a fragment shader-but also a version that works within the
latest web browsers.
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.
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.
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 second generation of cloud computing systems, known as
domain-specific clouds, are emerging based on application-specific
processors and serverless computing paradigm. As multimedia
streaming services are increasingly growing in popularity and
diversity, this book is authored to introduce "multimedia clouds"
as a domain-specific cloud that operates in the intersection of
cloud computing technologies and digital media streaming. The book
concentrates on the architectural aspects of multimedia clouds and
describes development of high-level abstractions that will mitigate
the burden of programmers, cloud architects, and system
administrators. Multimedia clouds not only democratize multimedia
streaming and add flexibility to the streaming services, they also
help stream providers to offer robust and reliable streaming
services in a cost- and energy-efficient manner.
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.
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.
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Advances in Intelligent Information Hiding and Multimedia Signal Processing
- Proceeding of the 16th International Conference on IIHMSP in conjunction with the 13th international conference on FITAT, November 5-7, 2020, Ho Chi Minh City, Vietnam, Volume 2
(Hardcover, 1st ed. 2021)
Jeng-Shyang Pan, Jianpo Li, Keun Ho Ryu, Zhenyu Meng, Aleksandra Klasnja-Milicevic
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R5,531
Discovery Miles 55 310
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Ships in 10 - 15 working days
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This book presents selected papers from the Sixteenth International
Conference on Intelligent Information Hiding and Multimedia Signal
Processing, in conjunction with the Thirteenth International
Conference on Frontiers of Information Technology, Applications and
Tools, held on November 5-7, 2020, in Ho Chi Minh City, Vietnam. It
is divided into two volumes and discusses the latest research
outcomes in the field of Information Technology (IT) including
information hiding, multimedia signal processing, big data, data
mining, bioinformatics, database, industrial and Internet of
things, and their applications.
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 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 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.
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 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.
Tools and technologies have long complemented and extended our
physical abilities: from pre-historic spearheads to steam-propelled
ploughs and high-tech prosthetics. While the development of lenses
granted us insights into the micro and macrocosms, new sensors and
technologies increasingly augment our cognitive abilities,
including memory and perception. This book integrates current
research efforts, results, and visions from the fields of computer
science, neuroscience, and psychology. It provides a comprehensive
overview of the state-of-the-art and future applications of how
technologies assist and augment human perception and cognition.
Experts in the field share their research and findings on: Working
memory enhancements Digitization of memories through lifelog
archives The consequences of technology-induced disruptions and
forgetting The creation and utilization of new human senses Ethical
and security concerns that arise with augmentation technologies. As
technology weaves itself ever deeper into our lives, careful
examination of its capabilities, risks and benefits is warranted.
While this book focuses on the complementation and augmentation of
human capabilities, it serves as a foundation for students,
researchers and designers of technologies that push the boundaries
of perception and cognition.
I Grundlagen.- Wer braucht wofur Avatare? Konzeption und
Implementierung naturlichsprachlicher Systeme - Zur Einfuhrung.-
Die Bedeutung von naturlichsprachlichen Dialogsystemen im
Internet-Business.- Technische Grundlagen von naturlichsprachlichen
Dialogsystemen.- Ein Quantensprung fur Dialogsysteme.- II
E-Business und Avatare.- "Ich habe Ihre Eingabe leider nicht
verstanden" - Qualitatskriterien fur Online-Tests von Bots.-
Strategien fur Dialogfuhrungssysteme - Automation der
Kundenkommunikation im Kontaktkanal Internet.- Schoen - schnell -
schlau: Online-Marketing mit Avataren.- Avatare und die Usability
von Websites.- Support-Chat und Avatare als Mittel der
persoenlichen Kundenbetreuung im World Wide Web.- Cor@: Der Avatar
der Deutschen Bank - Eine Fallstudie aus der Sicht des
Auftragnehmers.- PIA - Der virtuelle Einkaufs-Guide - Eine
Fallstudie des Club Bertelsmann.- Ein virtueller Berater fur Yello
- Auswahl, Implementierung und Betrieb eines Avatars.- III
Marketing und Avatare.- Darf's ein bisschen menschlicher sein? -
Virtuelle Charaktere am Point of Sale.- Robert T-Online - Eine
Karriere zwischen Wirklichkeit und Cyberspace.- Robert T-Online -
Ein universeller Markenbotschafter.- Avatare und Entertainment.-
It's time for a Strike! - Wahlkampf einer digitalen
Prasidentschaftskandidatin.- IV Ausblick.- Mehr als nur ein nettes
Gesicht: Embodied conversational interface agents.- Mit Hand und
Fuss - Die Bedeutung der nonverbalen Kommunikation fur die
Emotionalisierung von Dialogfuhrungssystemen.- Virtualisierung und
Personalisierung - Technologietrends machen Avatare zur innovativen
Mensch-Maschine-Schnittstelle.
For junior- to graduate-level courses in computer graphics.
Assuming no background in computer graphics, this junior- to
graduate-level textbook presents basic principles for the design,
use, and understanding of computer graphics systems and
applications. The authors, authorities in their field, offer an
integrated approach to two-dimensional and three-dimensional
graphics topics. A comprehensive explanation of the popular OpenGL
programming package, along with C++ programming examples
illustrates applications of the various functions in the OpenGL
basic library and the related GLU and GLUT packages.
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