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Books > Computing & IT > Computer software packages > Multimedia
This book is the proceedings of the 40th annual Graphics Interface conference the oldest continuously scheduled conference in the field. The book includes high-quality papers on recent advances in interactive systems, human computer interaction, and graphics from around the world. It covers the following topics: shading and rendering, geometric modeling and meshing, image-based rendering, image synthesis and realism, computer animation, real-time rendering, non-photorealistic rendering, interaction techniques, human interface devices, augmented reality, data and information visualization, mobile computing, haptic and tangible interfaces, and perception."
ThisvolumecontainstheProceedingsofthe2ndInternationalSymposiumon Intelligent Interactive Multimedia Systems and Services (KES-IIMSS 2009) This second edition of the KES-IIMSS Symposium was organized by the Department of Information Technologies of University of Milan, Italy in c- junctionwithHanyangUniversity, KoreaandKESInternational. KES-IIMSS is a new series of international scienti?c symposia aimed at presenting novel research in the ?elds of intelligent multimedia systems relevant to the dev- opment of a new generation of interactive, user-centric services. The major theme underlying this year's symposium is the rapid integration of mul- media processing techniques within a new wave of user-centric services and processes. Indeed, pervasive computing has blurred the traditional disti- tion between conventional information technologies and multimedia proce- ing, making multimedia an integral part of a new generation of IT-based interactive systems. The aim of the KES-IIMSS symposium, following the general structure of KES events, is to provide an internationally respected forum for publishing high-quality results of scienti?c research while all- ing for timely dissemination of research breakthroughs and novel ideas via a number of autonomous special sessions and workshops on emerging - sues and topics identi?ed each year. IMSS 2009 co-located events include the International Workshop on Human-Computer Interaction in Knowled- based Environments, and three invited sessions respectively on Intelligent Systems for Healthcare, Design of Intelligent Environments for Supporting Human Interaction and Multimedia Techniques for Device and Ambient - telligence (MTDAI).
This second volume of the "Handbook of Digital Homecare" reviews the attempts to develop new ICT services for digital homecare, i.e. services to deliver, maintain and improve care in the home environment using the latest ICT technology and devices. The book highlights the successful projects as well as failures of Digital homecare and provides several "lessons learned" to the wide audience of Health and ICT professionals.
Exploring theories and applications developed during the last 30 years, Digital Geometry in Image Processing presents a mathematical treatment of the properties of digital metric spaces and their relevance in analyzing shapes in two and three dimensions. Unlike similar books, this one connects the two areas of image processing and digital geometry, highlighting important results of digital geometry that are currently used in image analysis and processing. The book discusses different digital geometries in multi-dimensional integral coordinate spaces. It also describes interesting properties of the geometries, including metric and topological properties, shapes of circles and spheres, proximity to Euclidean norms, and number theoretic representations of geometric objects such as straight lines and circles. The authors all active researchers in image processing and digital geometry demonstrate how these concepts and properties are useful in various techniques for image processing and analysis. In particular, the book covers applications in object representation and shape analysis. With many figures (some in color) and end-of-chapter exercises, this book provides an in-depth, unified account of digital metrics, the characterization of digital curves and straight lines, and their uses in shape analysis. It gives you insight on the latest two- and three-dimensional image processing applications."
To date, most criticism of print and digital technotexts - literary objects that foreground the role of their media of inscription - has emphasized the avant-garde contexts of a text's production. The Baroque Technotext opens new perspectives on this important and innovative literary canon, analysing the role of baroque and neo-baroque aesthetics in the emergence and possible futures of technotexts. Combining the insights of poststructuralist theory of the baroque, postcolonial theory of the neobaroque, and insightful critique of the prevailing modernist approaches to technotexts, The Baroque Technotext reframes critical debate of contemporary experiments in literary practice in the late age of print. Analyses of works from authors including Jonathan Safran Foer, Chris Ware and David Clark are matched with reflections on other media texts - film, visual art and interface design - that have adopted baroque aesthetic tropes.
"Foundations of Large-Scale Multimedia Information Management and Retrieval - Mathematics of Perception"" "covers knowledge representation and semantic analysis of multimedia data and scalability in signal extraction, data mining, and indexing. The book is divided into two parts: Part I - Knowledge Representation and Semantic Analysis focuses on the key components of mathematics of perception as it applies to data management and retrieval. These include feature selection/reduction, knowledge representation, semantic analysis, distance function formulation for measuring similarity, and multimodal fusion. Part II - Scalability Issues presents indexing and distributed methods for scaling up these components for high-dimensional data and Web-scale datasets. The book presents some real-world applications and remarks on future research and development directions. The book is designed for researchers, graduate students, and practitioners in the fields of Computer Vision, Machine Learning, Large-scale Data Mining, Database, and Multimedia Information Retrieval. Dr. Edward Y. Chang was a professor at the Department of Electrical & Computer Engineering, University of California at Santa Barbara, before he joined Google as a research director in 2006. Dr. Chang received his M.S. degree in Computer Science and Ph.D degree in Electrical Engineering, both from Stanford University.
This book presents a set of recent advances that involve the areas of multimedia, IoT, and web technologies. These advances incorporate aspects of clouds, artificial intelligence, data analysis, user experience, and games. In this context, the work will bring the reader the opportunity to understand new possibilities of use and research in these areas. We think that this book is suitable for students (postgraduates and undergraduates) and lecturers on these specific topics. Professionals can also benefit from the book since some chapters work with practical aspects relevant to the industry.
Digital Media encompasses a wide variety of topics including: the study of image, sound, and video processing, compression, interactive multimedia development, and advanced web programming. Digital Media Primer is designed for students from all disciplines interested in learning the foundational concepts and basic techniques in digital media production. This edition has been expanded so that while students learn the concepts and techniques of digital media production, they will also learn basic computer programming skills. The Primer is not tied to a specific application program like Flash or Photoshop; instead, the author introduces tools and techniques using a task-based approach and provides the rationale for the techniques. This way, the skills students learn are transferable to whatever tool they end up using or have access to. For students that do not know how to navigate certain tools, Wong provides brief Application tutorials as supplemental material. Instructor/Student resources include: web-based interactive material, worksheets, programming assignments, demos, solutions to exercises, lecture notes and exam questions.
As computers proliferate and as the field of computer graphics matures, it has become increasingly important for computer scientists to understand how users perceive and interpret computer graphics. Experimental Design: From User Studies to Psychophysics is an accessible introduction to psychological experiments and experimental design, covering the major components in the design, execution, and analysis of perceptual studies. The book begins with an introduction to the concepts central to designing and understanding experiments, including developing a research question, setting conditions and controls, and balancing specificity with generality. The book then explores in detail a number of types of experimental tasks: free description, rating scales, forced-choice, specialized multiple choice, and real-world tasks as well as physiological studies. It discusses the advantages and disadvantages of each type and provides examples of that type of experiment from the authors own work. The book also covers stimulus-related issues, including popular stimulus resources. It concludes with a thorough examination of statistical techniques for analyzing results, including methods specific to individual tasks.
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die Grundlagen der verschiedenen Druckverfahren und der Weiterverarbeitung sowie die Druckveredelung und die verwendeten Werkstoffe. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen sowie Hochschulen und zum Selbststudium.
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die wichtigsten Inhalte zum Medienworkflow sowie zur Kalkulation und zum Projektmanagement. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen und Hochschulen sowie zum Selbststudium.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die Grundlagen des Printdesigns: Entwurfstechniken, Layoutgrundlagen, Seitengestaltung, Printprodukte und Werbemedien Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen sowie Hochschulen und zum Selbststudium.
"This book introduces human visual perception to readers studying or working in the field of computer graphics, though it may also be of use to perceptual psychologists using computer graphics to generate experimental stimuli, directly investigating the perceptual effectiveness of some aspect of computer graphics, or interested in perceptual topics relevant to the information content of images but not included in most standard vision science references. The book can be used either as a text for an advanced undergraduate or graduate course or as an overview of perception for those active as researchers or developers in computer graphics or related fields"--
Computer graphics is a vast field, and getting 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, as opposed to the tried and true methods. Many of these novel ideas paid off handsomely, and these are the topics covered in this book. Starting from the basic behavior of light, Ms. Kurachi introduces the most useful techniques for global and local illumination using geometric descriptions of an environment in the first section. She then goes on to describe image-based techniques that rely on captured data to do their magic in the second section. In the final section, she looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics. "The book you hold today tells the story of this new era of computer graphics. Working closely with researchers who helped lead this revolution, Noriko Kurachi describes these key innovations and brings them together as a coherent body of knowledge. Please read this book, practice the techniques, and figure out if they will allow you to create the visions you have in your mind." -Paul Debevec, pioneer in HDR imaging and image-based modeling
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.
"3D Automotive Modeling" is an insider's guide to modeling and designing 3d cars, coming straight to you from from the top automotive designers of the day, and world-class game developers. Techniques are demonstrated in 3ds Max, Maya, XSI, and Photoshop. The book offers a series of tutorials, starting with simple models and moving up to more complex builds. All models and tutorials are tested and trusted by successful artists within commercial design and game development. The very best designers and modelers from across the globe take you through their processes, step by step, the tips, tricks and short cuts that true professionals use. Designers from Honda, Toyota & Mercedes-Benz, as well as modellers from Sony Computer Entertainment, Lucas Arts, Gearbox Games, Sinbin, Rabcat, Art In Games - artists who have worked on some of the biggest games in the industry including the MotorStorm and Test Drive Unlimited series. The associated website includes: all tutorial files, all models, all textures, as well as blueprints and concept images. It also includes access to a vibrant forum where you can discuss your work, get helpful feedback directly from the professionals, and a chance to showcase your creations to the world.
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.
Photoshop is not just for photographers anymore. Photoshop 3D for Animators is one of the only titles available that discusses 3D Photoshop techniques specifically for animators. Now with Adobe CS5, 3D Digital artists can integrate 3D models into Photoshop or create 3D models in Photoshop with the high capability to customize, edit and animate. With Photoshop 3D for Animators, explore the new 3D tools and techniques that will enhance your animation pipeline and workflows with the Adobe Suite softwares, including After Effects and Flash. Explore the ins and outs of Adobe Photoshop and expand your 3D expertise with the comprehensive guide to Adobe 3D toolset for animators. Customize Adobe CS5 tools for your specific, animation workflow and integrate your 3D models with Adobe Flash and the entire Adobe Suite platform with ease. Learn to manipulate 3D images as well as import 3D content from the Adobe creative suite. With in-depth, step-by-step tutorials, explore lighting, digital painting, texturing and rendering for 2D and 3D the power of Adobe Photoshop software. Enhance your digital workflow and expand your expertise with this hands-on guide to Photoshop CS5. Includes downloadable resources with source files, working samples and models.
This is the first book to treat the analysis of 3D dynamic scenes using a stereovision system. Several approaches are described, for example two different methods for dealing with long and short sequences of images of an unknown environment including an arbitrary number of rigid mobile objects. Results obtained from stereovision systems are found to be superior to those from monocular image systems, which are often very sensitive to noise and therefore of little use in practice. It is shown thatmotion estimation can be further improved by the explicit modeling of uncertainty in geometric objects. The techniques developed in this book have been successfully demonstrated with a large number of real images in the context of visual navigation of a mobile robot.
Currently, we see a variety of tools and techniques for specifying and implementing business processes. The problem is that there are still gaps and tensions between the different disciplines needed to improve business process execution and improvement in enterprises. Business process modeling, workflow execution and application programming are examples of disciplines that are hosted by different communities and that emerged separately from each other. In particular, concepts have not yet been fully elaborated at the system analysis level. Therefore, practitioners are faced again and again with similar questions in concrete business process projects: Which decomposition mechanism to use? How to find the correct granularity for business process activities? Which implementing technology is the optimal one in a given situation? This work offers an approach to the systematization of the field. The methodology used is explicitly not a comparative analysis of existing tools and techniques - although a review of existing tools is an essential basis for the considerations in the book. Rather, the book tries to provide a landscape of rationales and concepts in business processes with a discussion of alternatives.
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die Gestaltung von Zeichen wie Piktogramme, Icons und Logos sowie von Infografiken. Ausserdem thematisiert der Band die Erstellung von 2D- und 3D-Grafiken. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen sowie Hochschulen und zum Selbststudium.
Accelerate your Final Cut Studio workflow and expand your creative options by incorporating the Adobe Production Premium toolset into your projects. Adobe's Creative Suite tools are the perfect complement to Final Cut Studio, whether it is improving the look of your still images with Photoshop, monitoring your on-set video with OnLocation, or creating Flash movies for the web. This book shows you how to speed your workflow and wow your clients with practical insight, solid advice, and step-by-step instruction that will allow you to move seamlessly between the two suites. With vivid four-color presentation throughout, renowned digital
media guru Larry Jordan walks you through the best practices and
techniques such as: Larry Jordan is founder of Larry Jordan & Associates, Inc., a Los Angeles based digital media consulting company providing high-quality training on video production and postproduction for professionals and students. He is a producer, director, and editor, and an Apple-Certified trainer, with over 30 years experience with national broadcast and corporate credits. He is the author of hundreds of hours of online training and has previously authored books on the topic of Final Cut Pro. Mr. Jordan is also executive producer and host of the weekly industry-leading digital media podcast Creative Planet's Digital Production BuZZ. He is also a member of both the Directors Guild of America and the Producers Guild of America.
Jeremy Sutton is one of the world's premier Painter artists (www.JeremySutton.com and www.PaintboxJ.com), and in this brand new edition of his best-selling Painter Creativity: Digital Artist's Handbook, he shows you the methods and techniques he's developed over the years to perfect his art and earn him the title of Corel Painter Master. This edition has been completely revamped to cover all of the new features in Corel Painter 11 and the Wacom Intuos4 pen-tablet, including: *The new Hard Media brushes *Complete visual summary of all brushes, new and old, in Painter 11 *Revised and updated command shortcuts *New way of creating and controlling Reference Layers (formerly Free Transform) *Programming suggestions for new Intuos4 Express Keys and Touch Ring *And much more Inside, you'll find comprehensive coverage of the way that Jeremy uses the Painter 11 brushes and the Wacom Intuos4 pen-tablet for drawing and painting. You'll learn how to paint from scratch as well as a loose expressionistic approach to painting from photographs as you follow the clear step-by-step instructions throughout the book. Focused, in-depth case studies provide you with the expertise and guidance you'll need to become your own master of this wonderful world of digital painting. Jeremy balances technical instruction with artistic advice, including a whole chapter on going for it with color. In addition to Jeremy's own works of art, you'll find a gallery of images created by painters who have studied his methods, showing you examples of how you can apply his teaching to your own style and subject matter. Finally, be sure to check out the enclosed bonus CD for valuable supplemental content such as four QuickTime movies as well as custom brushes, art materials and a new Painter workspace. |
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