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Books > Computing & IT > Computer software packages > Multimedia
Written for researchers and developers applying Integrated Function Systems in the creation of fractal images, this book presents a modification of a widely used probabilistic algorithm for generating IFS-encoded images. The book also includes a discussion of how IFS techniques can be applied to produce animated motion pictures.
This second edition focuses on audio, image and video data, the three main types of input that machines deal with when interacting with the real world. A set of appendices provides the reader with self-contained introductions to the mathematical background necessary to read the book. Divided into three main parts, From Perception to Computation introduces methodologies aimed at representing the data in forms suitable for computer processing, especially when it comes to audio and images. Whilst the second part, Machine Learning includes an extensive overview of statistical techniques aimed at addressing three main problems, namely classification (automatically assigning a data sample to one of the classes belonging to a predefined set), clustering (automatically grouping data samples according to the similarity of their properties) and sequence analysis (automatically mapping a sequence of observations into a sequence of human-understandable symbols). The third part Applications shows how the abstract problems defined in the second part underlie technologies capable to perform complex tasks such as the recognition of hand gestures or the transcription of handwritten data. Machine Learning for Audio, Image and Video Analysis is suitable for students to acquire a solid background in machine learning as well as for practitioners to deepen their knowledge of the state-of-the-art. All application chapters are based on publicly available data and free software packages, thus allowing readers to replicate the experiments.
"A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
Connect with the newest and most vibrant online community Though it was originally a virtual meeting place primarily for gamers, Discord's userbase has quintupled in size in just two years and branched to include discussions on a multitude of topics. Discord For Dummies shows readers how to connect with the massive Discord audience, both within and well beyond the gaming niche. Celebrated writer, broadcaster, gamer, and technologist Tee Morris teaches readers how to set up a profile, establish channels, and join other conversations. Along the way, he'll show you how to grow your audience and utilize Discord in your business. You'll also learn to: - Play by the rules of Discord, both written and unwritten - Build a Discord studio - Create a community - Acquire must-have accessories With an audience of over 250,000,000 active users, you can't afford to ignore the Discord community. Discord For Dummies is perfect for businesses seeking a larger audience, established media looking for a presence in private chat, and groups looking to organize their communication.
Data Insights: New Ways to Visualize and Make Sense of Data offers thought-provoking insights into how visualization can foster a clearer and more comprehensive understanding of data. The book offers perspectives from people with different backgrounds, including data scientists, statisticians, painters, and writers. It argues that all data is useless, or misleading, if we do not know what it means. Organized into seven chapters, the book explores some of the ways that data visualization and other emerging approaches can make data meaningful and therefore useful. It also discusses some fundamental ideas and basic questions in the data lifecycle; the process of interactions between people, data, and displays that lead to better questions and more useful answers; and the fundamentals, origins, and purposes of the basic building blocks that are used in data visualization. The reader is introduced to tried and true approaches to understanding users in the context of user interface design, how communications can get distorted, and how data visualization is related to thinking machines. Finally, the book looks at the future of data visualization by assessing its strengths and weaknesses. Case studies from business analytics, healthcare, network monitoring, security, and games, among others, as well as illustrations, thought-provoking quotes, and real-world examples are included. This book will prove useful to computer professionals, technical marketing professionals, content strategists, Web and product designers, and researchers.
Foundations of Digital Art and Design, Second Edition Fuses design fundamentals and software training into one cohesive approach! All students of digital design and production-whether learning in a classroom or on their own-need to understand the basic principles of design. These principles are often excluded from books that teach software. Foundations of Digital Art and Design reinvigorates software training by integrating design exercises into tutorials that fuse design fundamentals and core Adobe Creative Cloud skills. The result is a comprehensive design learning experience organized into five sections that focus on vector art, photography, image manipulation, typography, and effective work habits for digital artists. Design topics and principles include: Bits, Dots, Lines, Shapes, Unity, Rule of Thirds, Zone System, Color Models, Collage, Appropriation, Gestalt, The Bauhaus Basic Course Approach, Continuity, Automation, and Revision. This book: Teaches art and design principles with references to contemporary digital art alongside digital tools and processes in Adobe Creative Cloud Addresses the growing trend of compressing design fundamentals and design software into the same course in universities and design colleges Times each lesson to be used in 50 to 90-minute class sessions with additional practice materials available online Includes free video screencasts that demonstrate key concepts in every chapter Download work files and bonus chapters, view screencasts, connect with the author online and more; see the Introduction to the book for details. "This ambitious book teaches visual thinking and software skills together. The text leads readers step-by-step through the process of creating dynamic images using a range of powerful applications. The engaging, experimental exercises take this project well beyond the typical software guide." ELLEN LUPTON, co-author of Graphic Design: The New Basics
Mathematical and Computer Programming Techniques for Computer Graphics introduces the mathematics and related computer programming techniques used in Computer Graphics. Starting with the underlying mathematical ideas, it gradually leads the reader to a sufficient understanding of the detail to be able to implement libraries and programs for 2D and 3D graphics. Using lots of code examples, the reader is encouraged to explore and experiment with data and computer programs (in the C programming language) and to master the related mathematical techniques. A simple but effective set of routines are included, organised as a library, covering both 2D and 3D graphics taking a parallel approach to mathematical theory, and showing the reader how to incorporate it into example programs. This approach both demystifies the mathematics and demonstrates its relevance to 2D and 3D computer graphics."
Machine learning builds models of the world using training data from the application domain and prior knowledge about the problem. The models are later applied to future data in order to estimate the current state of the world. An implied assumption is that the future is stochastically similar to the past. The approach fails when the system encounters situations that are not anticipated from the past experience. In contrast, successful natural organisms identify new unanticipated stimuli and situations and frequently generate appropriate responses. The observation described above lead to the initiation of the DIRAC EC project in 2006. In 2010 a workshop was held, aimed to bring together researchers and students from different disciplines in order to present and discuss new approaches for identifying and reacting to unexpected events in information-rich environments. This book includes a summary of the achievements of the DIRAC project in chapter 1, and a collection of the papers presented in this workshop in the remaining parts."
Create, edit, modify and convert multimedia files using FFmpeg, the most versatile open source audio and video processing tool available for Linux, Mac and Windows users. After reading this book, you will be able to work with video and audio files, images, text, animations, fonts, subtitles and metadata like a pro. It begins with a simple introduction to FFmpeg executables - ffmpeg, ffprobe and ffplay, and explains how you can use them to process multimedia containers, streams, audio channels, maps and metadata. It then describes how you can easily edit, enhance and convert audio, video, image and text files. There are dedicated chapters for filters, audio, subtitles and metadata, as well as FFmpeg tips and tricks. Sample lists of FFmpeg filters, encoders, decoders, formats and codecs are also available as appendices. Quick Start Guide to FFmpeg is for anyone who needs to edit or process multimedia files including studio professionals, broadcast personnel, content creators, podcasters, librarians, archivists and webmasters. It will be indispensable for those wanting to process a variety of multimedia files from the command line and inside shell scripts or custom-built software. You Will Learn To: Convert from one format to another e.g. video-to-video, video-to-audio, video-to-image, image-to-video, video-to-animation, animation-to-video, text-to-audio, text-to-video Edit video files by cutting them with and without re-encoding, appending resizing, changing frame rate and aspect ratio, mixing in audio Use filters to rotate, flip, crop, overlay (side-by-side or inset), remove logos, blur, smooth and sharpen, apply transitions as well as speed up or down playback Edit audio files by changing, normalizing or compressing volume, mixing and splitting channels and detecting silence. Also, learn to generate waveforms as video or images Add subtitles, place them anywhere on the screen, use custom fonts and colors, and use different languages Learn how to import, export and remove metadata, as well as MP3 metadata tagging for album art as well as set global and stream-specific metadata Automate your FFmpeg tasks This Book For: Content creators and bloggers from professional studio employees to Youtubers and hobbyists who need to process their own multimedia content; multimedia archivists and librarians; regular Linux desktop users
Professionals who use multimedia documents as a tool to communicate concepts will find this a hugely illuminating text. It provides a comprehensive and up to date account of relevant research issues, methodologies and results in the area of multimedia comprehension. More specifically, the book draws connections between cognitive research, instructional strategies and design methodologies. It includes theoretical reviews, discussions of research techniques, ad original experimental contributions. The book highlights essential aspects of current theories, and trends for future research on the use of multimedia documents.
*The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot. - Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks. - Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more All disc-based content for this title is now available on the
Web. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more
Multimedia searching and management have become popular due to demanding applications and competition among companies. Despite the increase in interest, there is no existing book covering basic knowledge on state-of-the-art techniques within the field. ""Semantic Mining Technologies for Multimedia Databases"" provides an introduction to the most recent techniques in multimedia semantic mining necessary to researchers new to the field. This book serves as an important reference in multimedia for academicians, multimedia technologists and researchers, and academic libraries.
The three-volume set LNCS 101164, 11165, and 11166 constitutes the refereed proceedings of the 19th Pacific-Rim Conference on Multimedia, PCM 2018, held in Hefei, China, in September 2018. The 209 regular papers presented together with 20 special session papers were carefully reviewed and selected from 452 submissions. The papers cover topics such as: multimedia content analysis; multimedia signal processing and communications; and multimedia applications and services.
The three-volume set LNCS 101164, 11165, and 11166 constitutes the refereed proceedings of the 19th Pacific-Rim Conference on Multimedia, PCM 2018, held in Hefei, China, in September 2018. The 209 regular papers presented together with 20 special session papers were carefully reviewed and selected from 452 submissions. The papers cover topics such as: multimedia content analysis; multimedia signal processing and communications; and multimedia applications and services.
The three-volume set CCIS 850, CCIS 851, and CCIS 852 contains the extended abstracts of the posters presented during the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. The 207 papers presented in these three volumes are organized in topical sections as follows: Part I: interaction and information; images and visualizations; design, usability and user experience; psychological, cognitive and neurocognitive issues in HCI; social media and analytics. Part II: design for all, assistive and rehabilitation technologies; aging and HCI; virtual and augmented reality; emotions, anxiety, stress and well-being. Part III: learning and interaction; interacting with cultural heritage; HCI in commerce and business; interacting and driving; smart cities and smart environments. The chapter 'Information at Hand - Using Wearable Devices to Display Task Information in the Context of Industry 4.0' is open access under a CC BY 4.0 license via link.springer.com.
Video project deadlines are brutal, budgets are tight, and everyone is stressed. Anything that saves time, simplifies life, or improves results is a good thing. This book is a great thing! Packed with tips, techniques, shortcuts, and hidden gems, this book turns you into an editing powerhouse. Renowned digital media innovator Larry Jordan delivers concise, well-tested techniques to make you more productive right now, without wasting time. These techniques are selected, organized, and illustrated to deliver maximum practical value directly to you. Edit faster. Edit better. Edit easier. These power tips solve problems-fast: Plan your projects to save time on deadlines Tweak your system and software to optimize performance Organize media to make it easier to find Wield the advanced, yet hidden, features unique to Final Cut Pro Make the most of Final Cut's audio tools, from edit to final mix Master video and computer technology to avoid problems Take control of the nearly infinite effects in Final Cut Pro An essential reference for Apple Final Cut Pro editors. Also by Larry Jordan: Techniques of Visual Persuasion shows you how to use images to grab the attention of the viewer long enough to powerfully share a message and move them to action. Available at Peachpit and major resellers today.
An Introduction to Applied Semiotics presents nineteen semiotics tools for text and image analysis. Covering a variety of different schools and approaches, together with the author's own original approach, this is a full and synthetic introduction to semiotics. This book presents general tools that can be used with any semiotic product. Drawing on the work of Fontanille, Genette, Greimas, Hebert, Jakobson, Peirce, Rastier and Zilberberg, the tools deal with the analysis of themes and action, true and false, positive and negative, rhythm narration and other elements. The application of each tool is illustrated with analyses of a wide range of texts and images, from well-known or distinctive literary texts, philosophical or religious texts or images, paintings, advertising and everyday signs and symbols. Each chapter has the same structure - summary, theory and application, making it ideal for course use. Covering both visual and textual objects, this is a key text for all courses in semiotics and textual analysis within linguistics, communication studies, literary theory, design, marketing and related areas.
LEGOfied: Building Blocks as Media provides a multi-faceted exploration of LEGO fandom, addressing a blindspot in current accounts of LEGO and an emerging area of interest to media scholars: namely, the role of hobbyist enthusiasts and content producers in LEGO's emergence as a ubiquitous transmedia franchise. This book examines a range of LEGO hobbyism and their attendant forms of mediated self-expression and identity (their "technicities"): artists, aspiring Master Builders, collectors, and entrepreneurs who refashion LEGO bricks into new commodities (sets, tchotchkes, and minifigures). The practices and perspectives that constitute this diverse scene lie at the intersection of multiple transformations in contemporary culture, including the shifting relationships between culture industries and the audiences that form their most ardent consumer base, but also the emerging forms of entrepreneurialism, professionalization, and globalization that characterize the burgeoning DIY movement. What makes this a compelling project for media scholars is its mutli-dimensional articulation of how LEGO functions not just as a toy, cultural icon, or as transmedia franchise, but as a media platform. LEGOfied is centered around their shared experiences, qualitative observations, and semi-structured interviews at a number of LEGO hobbyist conventions. Working outwards from these conventions, each chapter engages additional modes of inquiry-media archaeology, aesthetics, posthumanist philosophy, feminist media studies, and science and technology studies-to explore the origins, permutations and implications of different aspects of the contemporary LEGO fandom scene.
Learn to use the ArcGIS API 4 for JavaScript to build custom web mapping applications. This book teaches you to easily create interactive displays of geographic information that you can use to tell stories and answer questions. Version 4 of the ArcGIS API for JavaScript introduces new patterns and fundamental concepts, including 3D mapping capabilities. You will learn the fundamentals of using the API in order to get the most out of it. Covering key concepts and how different components work together, you will also learn how to take advantage of the Widget framework built into the API to build your own reusable widgets for your own ArcGIS JSAPI applications. Including a series of samples you can use to leverage the API for your own applications, Introducing ArcGIS API 4 for JavaScript helps you take your existing knowledge of JavaScript to a new level, and add new features to your app libraries. What You'll Learn Create both 2D and 3D custom web mapping applications Work with popups and custom widgets Leverage the ArcGIS platform in your applications Utilize custom visualizations Who This Book Is For Developers who need to learn the ArcGIS JSAPI for work or school. Those with some JavaScript experience; GIS or mapping experience is not required.
The two-volume set LNCS 11295 and 11296 constitutes the thoroughly refereed proceedings of the 25th International Conference on MultiMedia Modeling, MMM 2019, held in Thessaloniki, Greece, in January 2019. Of the 172 submitted full papers, 49 were selected for oral presentation and 47 for poster presentation; in addition, 6 demonstration papers, 5 industry papers, 6 workshop papers, and 6 papers for the Video Browser Showdown 2019 were accepted. All papers presented were carefully reviewed and selected from 204 submissions.
You know what's even better than playing games? Programming your own! Make your own online games, even if you're an absolute beginner. Let your imagination come to 3D life as you learn real-world programming skills with the JavaScript programming language - the language used everywhere on the web. This new edition is completely revised, and takes advantage of new programming features to make game programming even easier to learn. Plus, new effects make your games even cooler. When you're done, you're going to be amazed at what you can create. Jump right in! Start programming cool stuff on page 1. Keep building new and different things until the very last page. This book wants you to play. Not just play games, but play with code. Play with programming. Because the best way to learn something is to have fun with it! This second edition is updated from start to finish to make it even easier to get started programming in JavaScript. Every example has been updated to make it easier, with new example games to explore and new 3D effects that make your games even more fun! Want a red donut? You can make hundreds of them, spinning around like mad. Want to create a star field? Make a hundred or a thousand stars. Make them red, green, or blue. Explosions? Fireworks? Planets? It's up to you. And, using a code editor created especially for this book, you'll program right in your web browser. You'll see the results of your work and imagination right away - right next to the code that you just typed! Along the way, you'll pick up a ton of programming knowledge, and dive in even deeper with some more advanced chapters. Whatever you want to do, this book has your back. Best of all, you get to create awesome games and say, "I made this!" What You Need: You need the latest version of the Google Chrome Web browser, available for free from https: //chrome.google.com. You also need an Internet connection to access the ICE Code Editor the first time. ICE Code Editor will be loaded onto your computer, so you won't need Internet access for later projects. |
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