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Books > Computing & IT > Computer software packages > Multimedia
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.
The latest edition provides a comprehensive foundation for image and video compression. It covers HEVC/H.265 and future video coding activities, in addition to Internet Video Coding. The book features updated chapters and content, along with several new chapters and sections. It adheres to the current international standards, including the JPEG standard.
"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.
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.
Exam Board: Cambridge Level: KS4 Subject: Digital Media First Teaching: September 2016 First Exam: June 2018 Support your teaching of the new Cambridge Technicals 2016 suite with Cambridge Technical Level 3 Digital Media, developed in partnership between OCR and Hodder Education; this textbook covers each specialist pathway and ensures your ability to deliver a flexible course that is both vocationally focused and academically thorough. Cambridge Technical Level 3 Digital Media is matched exactly to the new specification and follows specialist pathways in digital content for interactive media, and moving image and audio production. - Ensures effective teaching of each specialist pathway offered within the qualification. - Focuses learning on the skills, knowledge and understanding demanded from employers and universities. - Provides ideas and exercises for the application of practical skills and knowledge. - Developed in partnership between Hodder Education and OCR, guaranteeing quality resources which match the specification perfectly Hodder Education have worked with OCR to make updates to our Cambridge Technicals textbooks to bring them more closely in line with the model assignment course requirements. We would like to let you know about a recent change to this textbook, updated pages which are now available free of charge as a PDF when you click on the 'Amended Pages' link on the left of this webpage.
Computer simulation was first pioneered as a scientific tool in meteorology and nuclear physics in the period following World War II, but it has grown rapidly to become indispensable in a wide variety of scientific disciplines, including astrophysics, high-energy physics, climate science, engineering, ecology, and economics. Digital computer simulation helps study phenomena of great complexity, but how much do we know about the limits and possibilities of this new scientific practice? How do simulations compare to traditional experiments? And are they reliable? Eric Winsberg seeks to answer these questions in "Science in the Age of Computer Simulation". Scrutinizing these issues with a philosophical lens, Winsberg explores the impact of simulation on such issues as the nature of scientific evidence; the role of values in science; the nature and role of fictions in science; and the relationship between simulation and experiment, theories and data, and theories at different levels of description. "Science in the Age of Computer Simulation" will transform many of the core issues in philosophy of science, as well as our basic understanding of the role of the digital computer in the sciences.
"Wireless Multimedia: A Handbook to the IEEE 802.15.3 Standard" clarifies the IEEE 802.15.3 standard for individuals who are implementing compliant devices and shows how the standard can be used to develop wireless multimedia applications. The 802.15.3 standard addresses an untapped market that does beyond 802.11 and Bluetooth wireless technologies. The standard addresses the consumer need for low-cost, high data-rate, ad-hoc wireless connections. Some of these applications include: wireless keyboards and printers, personal video and digital cameras, cordless telephones and intercoms, digital audio players and headphones, gaming (including interactive gaming, multiplayer consoles, handheld multiplayer gaming, digital music, video, and image uploads to handheld games), home theater system and stereo system components, video conferencing, and more Navigating through the IEEE 802.15.3 standard to find the required information can be a difficult task for anyone who has not spent a considerable amount of time involved in standards development within the IEEE 802.15.3 Working Group. Written by Dr. James Gilb, Technical Editor of the "IEEE 802.15.3 Standard, Wireless Multimedia" contains an "insider's view" of the standard in which implementation issues that are not obvious in the text of the standard are highlighted with in-depth explanations. Impact the future of your business "Wireless Multimedia: A Handbook to the IEEE 802.15.3 Standard" brings it all together for those looking to standardize their wireless applications. It introduces and eases the implementation of devices compliant to the IEEE 802.15.3 standard. You will discover the types of implementations that were anticipated when the standard was developed, which will help you to determine what architectures are ideal for developing IEEE 802.15.3 products.
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."
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
Usability Professionals Workshop deals with the practical applications of human-machine interaction research. It is organized by the German ACM specialty section of the UPA (Usability Professionals Association). The volume presents the latest research findings through case studies and practice reports along with in-depth discussions.
The Workshop Volume from the Humans and Computers Conference documents the advanced tutorials that were presented to deepen the understanding gained from the conference lectures. It presents case studies along with accompanying exercises.
These conference proceedings include the specialized academic lecture and brief contributions presented at the Humans and Computers 2015 conference in Stuttgart. It provides multiple perspectives from research that collectively provide a kaleidoscope of ideas, theories, and methodologies. The conference bridges the gap between theory and practical implementation with numerous application-oriented essays.
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.
This book is designed to cover the basics of C++, the powerful programming language used by developers all over the world. Its readily understandable concepts and easy syntax are used in video games, embedded systems, IoT devices, and resource-heavy AI applications. Using a "self-teaching" method with numerous examples and figures, the book covers all of the major C++ concepts, including pointers, classes, strings, arrays, polymorphism, inheritance, file handling, and more. Various types of the end of chapter exercises include theoretical, practical, and multiple choice (with answers) to enhance comprehension of the topics covered.
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.
It's the little things that turn a good digital product into a great one. With this full color practical book, you'll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message? Through vivid, real-world examples from today's devices and applications, author Dan Saffer walks you through a microinteraction's essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You'll quickly discover how microinteractions can change a product from one that's tolerated into one that's treasured. Explore a microinteraction's structure: triggers, rules, feedback, modes, and loops Learn the types of triggers that initiate a microinteraction Create simple rules that define how your microinteraction can be used Help users understand the rules with feedback, using graphics, sounds, and vibrations Use modes to let users set preferences or modify a microinteraction Extend a microinteraction's life with loops, such as "Get data every 30 seconds"
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. |
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