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Books > Computing & IT > Computer software packages > Multimedia
The aim of this book is to examine the geometry of our world and, by blending theory with a variety of every-day examples, to stimulate the imagination of the readers and develop their geometric intuition. It tries to recapture the excitement that surrounded geometry during the Renaissance as the development of perspective drawing gathered pace, or more recently as engineers sought to show that all the world was a machine. The same excitement is here still, as enquiring minds today puzzle over a random-dot stereogram or the interpretation of an image painstakingly transmitted from Jupiter.The book will give a solid foundation for a variety of undergraduate courses, to provide a basis for a geometric component of graduate teacher training, and to provide background for those who work in computer graphics and scene analysis. It begins with a self-contained development of the geometry of extended Euclidean space. This framework is then used to systematically clarify and develop the art of perspective drawing and its converse discipline of scene analysis and to analyze the behavior of bar-and-joint mechanisms and hinged-panel mechanisms. Spherical polyhedra are introduced and scene analysis is applied to drawings of these and associated objects. The book concludes by showing how a natural relaxation of the axioms developed in the early chapters leads to the concept of a matroid and briefly examines some of the attractive properties of these natural structures.
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.
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.
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"--
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.
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.
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.
You are hereLearning Mastercam X5 Mill 2D Step-by-Step Learning Mastercam X5 Mill 2D Step-by-Step James Valentino Joseph Goldenberg Learning Mastercam X5 Mill 2D Step-by-Step Back to CAD / CAM / CIM 600 pages, Published: October, 2010 ISBN 9780831134235 $74.95 Add To Cart Overview This unique text presents a thorough introduction to Mastercam X5 Mill for students with little or no prior experience. It can be used in virtually any educational setting -- from four-year engineering schools to community colleges and voc/tech schools to industrial training centers -- and will also serve as a reliable reference for on-the-job use or as a self-study manual. The award-winning authors have carefully arranged the contents in a clear and logical sequence and have used many hundreds of visuals instead of wordy explanations. Two enclosed CDs contain Mastercam X5 Demo and also include examples and exercises from the text for student practice. Features * Emphasizes student-friendly graphical displays in place of long explanations and definitions. * Includes an overview of the process of generating a word address program.* Presents numerous examples that provide step-by-step instructions with graphical displays. * Eliminates flipping between pages by featuring all explanations on the same page as the example. * Contains exercises at the end of each chapter. * Features a process plan for many machining exercises to indicate the machining operations to be performed and the tools to be used. * Contains a new chapter on Creating 2D Solid Models by extrusion, revolving and Boolean Operations. * Contains new material on editing solids and building a history tree for imported solids. * Contains a chapter on Executing 2D Milling Operations on Solid Models. * Contains new material on creating a user defined tool plane and machining on the plane. * Contains a new chapter on File tracking and Change Recognition. * Includes an in-depth presentation of how to customize Mastercam X5 for user applications in the appendix.
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
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
Proceedings of the 2012 International Conference on Information Technology and Software Engineering presents selected articles from this major event, which was held in Beijing, December 8-10, 2012. This book presents the latest research trends, methods and experimental results in the fields of information technology and software engineering, covering various state-of-the-art research theories and approaches. The subjects range from intelligent computing to information processing, software engineering, Web, unified modeling language (UML), multimedia, communication technologies, system identification, graphics and visualizing, etc. The proceedings provide a major interdisciplinary forum for researchers and engineers to present the most innovative studies and advances, which can serve as an excellent reference work for researchers and graduate students working on information technology and software engineering. Prof. Wei Lu, Dr. Guoqiang Cai, Prof. Weibin Liu and Dr. Weiwei Xing all work at Beijing Jiaotong University.
This book argues for a theory of mobile mapping, a situated and spatial approach towards researching how everyday digital mobile media practices are bound up in global systems of knowledge and power. Drawing from literature in media studies and geography -- and the work of Michel Foucault and Doreen Massey -- it examines how geographical and historical material, social, and cultural conditions are embedded in the way in which contemporary (digital) cartographies are read, deployed, and engaged. This is explored through seventeen walking interviews in Hong Kong and Sydney, as potent discourses like cartographic reason continue to transform and weave through the world in ways that haunt mobile mapping and bring old conflicts into new media. In doing so, Mobile Mapping offers an interdisciplinary rethinking about how multiple translations of spatial knowledges between rational digital epistemologies and tacit ways of understanding space and experience might be conceptualized and researched.
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.
This book describes various new computer based approaches which can be exploited for the (digital) reconstruction, recognition, restoration, presentation and classification of digital heritage. They are based on applications of virtual reality, augmented reality and artificial intelligence, to be used for storing and retrieving of historical artifacts, digital reconstruction, or virtual viewing. The book is divided into three sections: "Classification of Heritage Data" presents chapters covering various domains and aspects including text categorization, image retrieval and classification, and object spotting in historical documents. Next, in "Detection and Recognition of Digital Heritage Artifacts", techniques like neural networks or deep learning are used for the restoration of degraded heritage documents, Tamil Palm Leaf Characters recognition, the reconstruction of heritage images, and the selection of suitable images for 3D reconstruction and classification of Indian land mark heritage images. Lastly, "Applications of Modern Tools in Digital Heritage" highlights some example applications for dance transcription, architectural geometry of early temples by digital reconstruction, and computer vision based techniques for collecting and integrating knowledge on flora. This book is mainly written for researchers and graduate students in digital preservation and heritage, or computer scientists looking for applications of virtual reality, computer vision, and artificial intelligence techniques.
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.
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.
This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. These topics are described in the context of existing facial animation principles. The second edition provides an up-to-date source for professionals and academic researchers working in the field of facial animation.
This study centers on issues of marginality and monstrosity in medieval England. In the middle ages, geography was viewed as divinely ordered, so Britain's location at the periphery of the inhabitable world caused anxiety among its inhabitants. Far from the world's holy center, the geographic margins were considered monstrous. Medieval geography, for centuries scorned as crude, is now the subject of several careful studies. Monsters have likewise been the subject of recent attention in the growing field of "monster studies," though few works situate these creatures firmly in their specific historical contexts. This book sits at the crossroads of these two discourses (geography and monstrosity), treated separately in the established scholarship but inseparable in the minds of medieval authors and artists.
This work introduces computer graphics from a mathematical perspective, offering a balance of theory, applications, and code. The book begins with a discussion of basic graphics tools such as vectors, matrices, and quaternions, then builds up to more advanced topics such as the intersection of three-dimensional objects. Both classical and new topics are covered. Some topics discussed include basic transforms, curves, surfaces, and subdivision surfaces. New techniques such as wavelets, fractals, parameterization, and fluid simulation are also covered. Throughout a large portion of the book, a new curve and surface algorithm is developed to illustrate the use of mathematics to develop compute graphics algorithms. The book contains all of the classes in C# necessary for computer graphics, providing a full explanation of the C# code and C# implementations for many of the algorithms are provided. The authors are affiliated with the University of Johannesburg, South Africa.
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.
Mobile Multimedia in Action displays a revealing picture of how people communicate using camera phones and other mobile multimedia devices. With such devices spreading faster than practically any other new technology, questions about how these devices are being used (and abused) to capture and distribute embarrassing or raunchy images and content, and what should be done about it, are surfacing. This volume presents the first detailed study of the use of these devices. Using a variant of social science research known as ethnomethodology, Koskinen explores the kinds of images people take with camera phones and how they use sound to enhance these images. The book asks two main questions. First, what kinds of methods of expression, such as visuals or sound, do people use when they design multimedia messages? Second, how do people interact with and respond to each other through mobile multimedia devices? Koskinen has a broader objective centering on the impact of these devices on human relationships and society at large. He asks, what do people do with these devices? Is mobile telephony moving toward a more practical direction, or will it simply become a visual chatty channel fit for gossip but not for real news or other practical purposes? What kind of social activities and organizations does it best serve--peer-to-peer networks or institutional ones? Koskinen examines these questions from three unique perspectives: the design elements of mobile multimedia, which considers methods of expression people use in designing multimedia messages; mobile multimedia as interaction, which looks into how people interact with each other using this technology and makes a case for studying multimedia as a naturally occurring activity; and mobile multimedia in society, which searches for answers as to the societal consequences of mobile multimedia usage. A groundbreaking work, "Mobile Multimedia in Action" will be a fascinating read for both multimedia device professionals and everyday users alike. Providing a glimpse into the future, Koskinen asks where mobile multimedia technology is taking mankind and society.
The Hands-On Guide to Flash Video is a professional reference book
written by industry experts that are currently helping
professionals produce Web video and implement Flash Media Server.
This book covers Flash Video production from soup to nuts,
beginning with how to configure your camcorder and ending to
advanced server techniques like bandwidth detection and FMS logging
and reporting. Real word lessons from case studies of successful
Flash Video deployments are also included.
Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.
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. |
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