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Books > Computing & IT > Computer software packages > Multimedia
* Learn the end-to-end process, starting with capture from a video or audio source through to the consumer's media player * A quick-start quide to streaming media technologies * How to monetize content and protect revenue with digital rights management For broadcasters, web developers, project managers implementing streaming media systems, David Austerberry shows how to deploy the technology on your site, from video and audio capture through to the consumer's media player. The book first deals with Internet basics and gives a thorough coverage of telecommunications networks and the last mile to the home. Video and audio formats are covered, as well as compression standards including Windows Media and MPEG-4. The book then guides you through the streaming process, showing in-depth how to encode audio and video. The deployment of media servers, live webcasting and how the stream is displayed by the consumer's media player are also covered. A final section on associated technologies illustrates how you can protect your revenue sources with digital rights management, looks at content delivery networks and provides examples of successful streaming applications. The supporting website, www.davidausterberry.com/streaming.html, offers updated links to sources of information, manufacturers and suppliers. David Austerberry is co-owner of the new media communications consultancy, Informed Sauce. He has worked with streaming media since the late nineties. Before that, he has been product manager for a number of broadcast equipment manufacturers, and formerly had many years with a leading broadcaster.
-Focuses on what actually works in development practice, in order to inform and inspire practitioners and students -Impressive global reach, with a wide range of case studies drawn from across Algeria, Sri Lanka, Thailand, Ethiopia, Guatemala, Mexico, Peru, India, Kosovo, Taiwan, USA, South Africa, Malawi, and China -Highlights development projects at the small and large scale and across a range of visual and performing arts
When the new medium of CD-ROMs emerged, industry figures and critics alike proclaimed their virtually unlimited potential. Adapting material from well-established media like television and film, CD-ROMs have quickly transformed genres such as science fiction and horror. At the same time, the realities of actual CD-ROMs often fall short of their utopian visions. On a Silver Platter marks a "coming of age" for CD-ROMs as a commercially and aesthetically significant medium demanding critical attention. Greg Smith brings together media scholars such as Lisa Cartwright, Henry Jenkins, Janet Murray, and Scott Bukatman to analyze how CD-ROMs offer alternatives to familiar places--to museums, to cities, and especially to classrooms. Examining specific CD-ROM titles, including, Sim City, Civilization, and Phantasmagoria, the contributors argue that CD-ROMs are complex texts worthy of close consideration, both for how they have changed our understanding of space and genre, and for how they will impact the development of future media. By examining particular CD-ROM texts and contexts, On a Silver Platter probes this new medium for insight and understanding into the current state of multimedia and into the future of technology.
This book was written for statisticians, computer scientists, geographers, researchers, and others interested in visualizing data. It presents a unique foundation for producing almost every quantitative graphic found in scientific journals, newspapers, statistical packages, and data visualization systems. While the tangible results of this work have been several visualization software libraries, this book focuses on the deep structures involved in producing quantitative graphics from data. What are the rules that underlie the production of pie charts, bar charts, scatterplots, function plots, maps, mosaics, and radar charts? Those less interested in the theoretical and mathematical foundations can still get a sense of the richness and structure of the system by examining the numerous and often unique color graphics it can produce.
A handy reference guide to advertising copy and layout that simplifies the design process by breaking down each step into accessible components. Appropriate for advertising, graphic design, marketing, business, or communication programs with a design or strategic campaign component, covering everything budding copywriters and designers need to succeed in their craft. Goes beyond the conceptual approach to design in order to outline, for even the most novice student, the basic steps necessary to go from concept to producing a finished product.
Multimedia Information Retrieval: Content-Based Information Retrieval from Large Text and Audio Databases addresses the future need for sophisticated search techniques that will be required to find relevant information in large digital data repositories, such as digital libraries and other multimedia databases. Because of the dramatically increasing amount of multimedia data available, there is a growing need for new search techniques that provide not only fewer bits, but also the most relevant bits, to those searching for multimedia digital data. This book serves to bridge the gap between classic ranking of text documents and modern information retrieval where composite multimedia documents are searched for relevant information. Multimedia Information Retrieval: Content-Based Information Retrieval from Large Text and Audio Databases begins to pave the way for speech retrieval; only recently has the search for information in speech recordings become feasible. This book provides the necessary introduction to speech recognition while discussing probabilistic retrieval and text retrieval, key topics in classic information retrieval. The book then discusses speech retrieval, which is even more challenging than retrieving text documents because word boundaries are difficult to detect, and recognition errors affect the retrieval effectiveness. This book also addresses the problem of integrating information retrieval and database functions, since there is an increasing need for retrieving information from frequently changing data collections which are organized and managed by a database system. Multimedia Information Retrieval: Content-Based Information Retrieval from Large Text and Audio Databases serves as an excellent reference source and may be used as a text for advanced courses on the topic.
Unique and thorough Includes a CD keyed to examples for clear, effective and interactive learning of SolidWorks software. (Note: Users must have a current version of the SolidWorks software installed on their computer to complete the exercises.) An appendix offers the CSWA exam for certification of skills 14 chapters and two appendices (click the TOC button, above, to view) SolidWorks for Technology and Engineering, Second Edition, provides a comprehensive introduction for students. Little or no prior experience is needed to benefit from this liberally-illustrated work. Use the book in any educational setting from four-year engineering schools to community colleges and vocational / technical schools and industrial training centers. The book is also a reliable reference on the job. It functions well as a self-study manual. Authors Valentino and DiZinno have carefully and thoughtfully arranged the contents in a clear, logical sequence.Many hundreds of well-drawn visuals supplant wordy explanations, demonstrating the power of the software. Many learning aids are included throughout the 500 page book. Key Features Strong graphical illustrations rather than long text and definitions are emphasized. Key definitions are boxed in. Examples provide step-by-step instructions, supported with excellent graphics. Needless cross-referencing has been eliminated. Each example is presented with all explanations appearing on the same page. Exercises are presented at the ends of chapters A CD provided with the text contains files that are keyed in sequence to the selected examples. Students can follow interactively when learning the procedure with the concepts presented in the text. The text contains exercises and materials that are key to preparing students for the Certified SolidWorks Associate (CSWA) exam. Appendix B contains a complete key and sample exam solutions.
Broad in scope, Semantic Multimedia Analysis and Processing provides a complete reference of techniques, algorithms, and solutions for the design and the implementation of contemporary multimedia systems. Offering a balanced, global look at the latest advances in semantic indexing, retrieval, analysis, and processing of multimedia, the book features the contributions of renowned researchers from around the world. Its contents are based on four fundamental thematic pillars: 1) information and content retrieval, 2) semantic knowledge exploitation paradigms, 3) multimedia personalization, and 4) human-computer affective multimedia interaction. Its 15 chapters cover key topics such as content creation, annotation and modeling for the semantic web, multimedia content understanding, and efficiency and scalability. Fostering a deeper understanding of a popular area of research, the text: Describes state-of-the-art schemes and applications Supplies authoritative guidance on research and deployment issues Presents novel methods and applications in an informative and reproducible way Contains numerous examples, illustrations, and tables summarizing results from quantitative studies Considers ongoing trends and designates future challenges and research perspectives Includes bibliographic links for further exploration Uses both SI and US units Ideal for engineers and scientists specializing in the design of multimedia systems, software applications, and image/video analysis and processing technologies, Semantic Multimedia Analysis and Processing aids researchers, practitioners, and developers in finding innovative solutions to existing problems, opening up new avenues of research in uncharted waters.
This book provides new and seasoned users with step-by-step procedureson creating and modifying 3D models, working with cameras and lights, assigningmaterials to objects, rendering, and printing. Unlike many AutoCAD competitors, it uses both metric and imperial units to illustrate the myriad tools for this popular application. Use the companion CD to set up drawing exercises and projects and see all of the book's figures including color. AutoCAD 20223D Modeling includes 50 ""mini-workshops,"" that complete small projects from concept through actual plotting. Solving all of the workshops will simulate the creation of full projects (architectural and mechanical) from beginning to end,without overlooking any of the basic commands and functions in AutoCAD 2022. FEATURES: Provides new and seasoned users with step-by-step procedures on creating and modifying 3D models in bothmetric and imperial units Companion files can be used to setup in-text drawing exercises and projects and to see the book's figures in color
Through a celebration and critique of the comics character of Wonder Woman, this collection takes up the historical trends that have changed the world of comics, American popular culture, and feminism. In honor of the 75th anniversary of the comic book super heroine Wonder Woman in 2016, Kent State University and the Cleveland Public Library partnered to celebrate the intersections of public literacy, comics, and feminism in a jointly sponsored symposium. Centering on the figure of Wonder Woman, the special issue of the Journal of Graphic Novels and Comics that this volume is based on collected the presentations and interviews from the event. This book will fortuitously appear in honor of Wonder Woman's 80th anniversary and pays respect to "herstory" while recognizing her perpetual relevance to our present day, and beyond. Like its progenitor, it reflects the historical trends that have changed the world of comics, American popular culture, and feminism so relevant to our current moment. It also highlights an interview with Mariko Tamaki, the current writer of Wonder Woman comics, as well as new editorial reflections in a Foreword and an Afterword.
Whether you are creating a catchy and fun cartoon, designing a print banner advertisement, or developing content for a mobile game, save time and money with expert techniques, trips and tricks from by Adobe Certified Expert, Rafiq Elmansy with Illustrator Foundations. With practical applications and step by step tutorials, solve problems quickly to develop creative projects on time and to budget. Want to hone your Illustrator skills so you can remain competitive in a diverse market while concentrating on your vector graphics projects? Then Illustrator Foundations is for you! With real-world professional projects you'll discover how to: develop mobile applications, work with layers, masks, vector images and many more tips and tricks not found anywhere else! Harness the full Creative Suite software package with tips on how to integrate Illustrator with Photoshop and After Effects. This book is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step walkthroughs; you'll wonder how you survived this long without it. Put the Adobe Illustrator CS6 techniques to the test with the fully updated companion website with downloadable Illustrator source files, examples and video tutorials.
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as 'cultural software' that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its 'circuits of cultural software'. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
With rapid progress in Internet and digital imaging technology, there are more and more ways to easily create, publish, and distribute images. Considered the first book to focus on the relationship between digital imaging and privacy protection, Visual Cryptography and Secret Image Sharing is a complete introduction to novel security methods and sharing-control mechanisms used to protect against unauthorized data access and secure dissemination of sensitive information. Image data protection and image-based authentication techniques offer efficient solutions for controlling how private data and images are made available only to select people. Essential to the design of systems used to manage images that contain sensitive data-such as medical records, financial transactions, and electronic voting systems-the methods presented in this book are useful to counter traditional encryption techniques, which do not scale well and are less efficient when applied directly to image files. An exploration of the most prominent topics in digital imaging security, this book discusses:
In the continually evolving world of secure image sharing, a growing number of people are becoming involved as new applications and business models are being developed all the time. This contributed volume gives academicians, researchers, and professionals the insight of well-known experts on key concepts, issues, trends, and technologies in this emerging field.
"This edition presents the most prominent topics and applications of digital image processing, analysis, and computer graphics in the field of cultural heritage preservation. The text assumes prior knowledge of digital image processing and computer graphics fundamentals. Each chapter contains a table of contents, illustrations, and figures that elucidate the presented concepts in detail, as well as a chapter summary and a bibliography for further reading. Well-known experts cover a wide range of topics and related applications, including spectral imaging, automated restoration, computational reconstruction, digital reproduction, and 3D models"--
This textbook considers and addresses the design of online learning objects, electronic textbooks, short courses, long courses, MOOC courses, and other types of contents for open sharing. It also considers the design of online mediated communities to enhance such learning. The "openness" may be open-access, and/or it may even be open-source. The learning may range from self-directed and automated to AI robot-led to instructor-led. The main concept of this work is that design learning for open sharing, requires different considerations than when designing for closed and proprietary contexts. Open sharing of learning contents requires a different sense of laws (intellectual property, learner privacy, pedagogical strategies, technologies, media, and others). It requires different considerations of learner diversity and inclusion. It requires geographical, cultural, and linguistic considerations that are not as present in more localized designs. The open sharing aspect also has effects on learner performance tracking (assessments) and learner feedback. This textbook targets students, both undergraduate and graduate in computer science, education and other related fields. Also, professionals in this field managing online systems would find this book helpful.
This volume integrates multimodal theoretical frameworks with those from graphic communication and information design and applies this critical synthesis to the examination of the changes and relationships that occur when multimodal documents are distributed across various means and channels of consumption. Drawing on examples from popular newspapers and store catalogs, the book's specific focus is on documents as sets, here defined as the collective of all the assorted forms of a document published across multiple mediums and modes. This approach affords a multi-layered analysis of multimodal documents more broadly, in addition to engaging in questions about the very definition of a document and the terminology we use in relation to documents, including genres, mediums, and modes. As both a critical examination of the theoretical frameworks employed in literature on documents and a way forward for new approaches to analyzing multimodal texts, this volume is key reading for students and scholars in multimodality, graphic communication, design, media studies, and information science.
Computational photography refers broadly to imaging techniques that enhance or extend the capabilities of digital photography. This new and rapidly developing research field has evolved from computer vision, image processing, computer graphics and applied optics-and numerous commercial products capitalizing on its principles have already appeared in diverse market applications, due to the gradual migration of computational algorithms from computers to imaging devices and software. Computational Photography: Methods and Applications provides a strong, fundamental understanding of theory and methods, and a foundation upon which to build solutions for many of today's most interesting and challenging computational imaging problems. Elucidating cutting-edge advances and applications in digital imaging, camera image processing, and computational photography, with a focus on related research challenges, this book: Describes single capture image fusion technology for consumer digital cameras Discusses the steps in a camera image processing pipeline, such as visual data compression, color correction and enhancement, denoising, demosaicking, super-resolution reconstruction, deblurring, and high dynamic range imaging Covers shadow detection for surveillance applications, camera-driven document rectification, bilateral filtering and its applications, and painterly rendering of digital images Presents machine-learning methods for automatic image colorization and digital face beautification Explores light field acquisition and processing, space-time light field rendering, and dynamic view synthesis with an array of cameras Because of the urgent challenges associated with emerging digital camera applications, image processing methods for computational photography are of paramount importance to research and development in the imaging community. Presenting the work of leading experts, and edited by a renowned authority in digital color imaging and camera image processing, this book considers the rapid developments in this area and addresses very particular research and application problems. It is ideal as a stand-alone professional reference for design and implementation of digital image and video processing tasks, and it can also be used to support graduate courses in computer vision, digital imaging, visual data processing, and computer graphics, among others.
First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century. With an extensive range of illustrations, the book refutes the assumption that steel engravings are of little artistic value or importance, a common attitude rooted largely in the connection between steel engravings and mass-produced books. Beginning with an exploration of the identification problems and early history of steel engravings, it moves through the production and printing of the plates and on to a study of several engravers and artists, as well as of the books themselves. Steel-Engraved Book Illustration in England will appeal to anyone interested in the history of printing and illustration.
Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer. Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides: Digital Storytelling, Second Edition by Carolyn Handler Miller Animation Writing and Development by Jean Ann Wright Writing for Animation, Comics, and Games by Christy Marx Story and Simulations for Serious Games by Nick Iuppa and Terry Borst Writing for Multimedia and the Web, Third Edition by Timothy Garrand
Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected topics that represented original and promising new directions for research. Many of these novel ideas are the topics covered in The Magic of Computer Graphics. Starting from the basic behavior of light, the first section of the book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. The second section goes on to describe image-based techniques that rely on captured data to do their magic. In the final section, the author looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.
Reveal your inner business artist with Visio Turn your ideas into diagrams and drawings with Visio's stencils and templates If you have an idea you want to get down on electronic paper, Visio 2007 is for you, and so is this book! They're both flexible and user-friendly. Here's how to use Visio to capture ideas from simple to intricate, update data in a drawing with a single click, add and manipulate text, work with connectors, and more. Discover how toCreate business, engineering, software, or network diagramsFormat an entire drawing using themesAnalyze "what-if" scenarios with PivotDiagramsProduce layered multipage drawingsSave drawings to publish on the Web
The best-selling title that has been helping AutoCAD users for more than two decades is better than ever. This is THE book for users of AutoCAD (R) who are looking for the same great, step-by-step instruction and illustrations in the Beginning AutoCAD (R) Exercise Workbook and want to delve deeper into AutoCAD 2017's features. Designed for students, teachers, and professionals in the field, the Advanced AutoCAD (R) 2017 Exercise Workbook includes invaluable, updated coverage of essential features for intermediate and advanced users. For example, this new book covers creating Metric master templates, border and title blocks, and dimension styles. A Game-Changer! For the first time, this top-selling Workbook and the companion title Beginning AutoCAD (R) 2017 Exercise Workbook now include both METRIC and INCH measurements side by side, so that readers worldwide can benefit from all of the instructions and exercises. NEW AND IMPROVED FEATURES PDF Import command allowing users to import a .pdf file directly into AutoCAD as usable geometry and/or text. Instructions on the Share Design View command, explaining how to share a design on the web without compromising the original drawing data. Dialog Box enhancements, plus useful Q's & A's. Two new dimension commands, Associative Centerlines and Associative Center Marks, which are both fully editable. How to send 3D model designs to a 3D printer, or save them for use at a later date. A refreshed cover design highlights the latest editions of the AutoCAD Exercise Workbook series. This is the right book for users who liked the author's "Beginning AutoCAD" workbook and want to learn more about AutoCAD's features, including Xref, Attributes, and 3D solids. This clear, no nonsense, easy-to-follow text is totally updated for AutoCAD 2017 and 2017 LT, and it offers several new and improved features. All exercises are easy to print on standard 8 1/2" x 11" paper. For use with the PC version of AutoCAD 2017 only.Cheryl Shrock recently retired as Professor and Chairperson of Computer Aided Design at Orange Coast College in California, where she had taught since 1990. She is an Autodesk (R) registered author. Previous to teaching, she owned and operated a commercial product and machine design company, using CAD to create and document designs. This book draws upon both her teaching and industry experience. Steve Heather has 30-plus years of experience as a practicing mechanical engineer and has taught AutoCAD to engineering and architectural students at the college level. He is an authorized AutoCAD beta tester and a member of AutoCAD Connected Desktop Customer Council. Steve lives near Canterbury, England, and welcomes your questions or comments at: [email protected].
Until recently, all of the interactions between objects in
virtual 3D worlds have been based on calculations performed using
linear algebra. Linear algebra relies heavily on coordinates,
however, which can make many geometric programming tasks very
specific and complex-often a lot of effort is required to bring
about even modest performance enhancements. Although linear algebra
is an efficient way to specify low-level computations, it is not a
suitable high-level language for geometric programming. "Geometric
Algebra for Computer Science" presents a compelling alternative to
the limitations of linear algebra. Geometric algebra, or GA, is a
compact, time-effective, and performance-enhancing way to represent
the geometry of 3D objects in computer programs. In this book you
will find an introduction to GA that will give you a strong grasp
of its relationship to linear algebra and its significance for your
work. You will learn how to use GA to represent objects and perform
geometric operations on them. And you will begin mastering proven
techniques for making GA an integral part of your applications in a
way that simplifies your code without slowing it down.
Collecting important original essays by librarians and archivists - all of whom are actively engaged in building digital collections - Digital Scholarship details both challenges and proven solutions in establishing, maintaining, and servicing digital scholarship in the humanities. This volume further explores the ways in which the humanities have benefited from the ability to digitize text and page images of historic documents, mine large corpuses of texts and other forms of records, and assemble widely dispersed cultural objects into common repositories for comparison and analysis--making new research questions and methods possible for the first time. The ten notable scholars included in Digital Scholarship offer a balanced view of the strengths and weaknesses of various approaches to digitization, reporting both progress and problems, examining new business models, new forms of partnerships, and the new technologies and resources that make many more library and archival services available. Librarians and library staff everywhere will find Digital Scholarship an essential text for the modern library and an illuminating resource for anyone looking to understand the changing face of research in the electronic age. |
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