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Books > Computing & IT > Computer software packages > Multimedia
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.
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.
A fresh look at visualization from the author of "Visualize This" Whether it's statistical charts, geographic maps, or the snappy graphical statistics you see on your favorite news sites, the art of data graphics or visualization is fast becoming a movement of its own. In "Data Points: Visualization That Means Something," author Nathan Yau presents an intriguing complement to his bestseller "Visualize This," this time focusing on the graphics side of data analysis. Using examples from art, design, business, statistics, cartography, and online media, he explores both standard-and not so standard-concepts and ideas about illustrating data. Shares intriguing ideas from Nathan Yau, author of "Visualize This" and creator of flowingdata.com, with over 66,000 subscribersFocuses on visualization, data graphics that help viewers see trends and patterns they might not otherwise see in a tableIncludes examples from the author's own illustrations, as well as from professionals in statistics, art, design, business, computer science, cartography, and moreExamines standard rules across all visualization applications, then explores when and where you can break those rules Create visualizations that register at all levels, with "Data Points: Visualization That Means Something."
This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.
This book constitutes the refereed proceedings of the 9th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2017, held in Funchal, Portugal, in June 2017. The 15 full papers were selected from 19 submissions and present developments and insights in art, design, science and engineering regarding novel entertainment-focused devices, paradigms, and reconfiguration of entertainment experiences.
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.
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.
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.
This book constitutes the refereed proceedings of the 12th Chinese Conference on Image and Graphics Technologies and Applications, IGTA 2017, held in Beijing, China June 30 - July 1, 2017. The 26 papers presented were carefully reviewed and selected from 78 submissions. They provide a forum for sharing progresses in the areas of image processing technology; image analysis and understanding; computer vision and pattern recognition; big data mining, computer graphics and VR; as well as image technology applications
This book constitutes the proceedings of the Third International Conference on Technologies and Innovation, CITI 2017, held in Guayaquil, Ecuador, in October 2017. The 24 papers presented in this volume were carefully reviewed and selected from 68 submissions. They were organized in topical sections named: cloud and mobile computing; knowledge based and expert systems; applications in healthcare and wellness; e-learning; and ICT in agronomy.
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.
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.
This book constitutes the thoroughly refereed post-conference proceedings of the 8th Pacific Rim Symposium on Image and Video Technology, PSIVT 2017, held in Wuhan, China, in November 2017.The total of 39 revised papers was carefully reviewed and selected from 91 submissions. The Pacific-Rim Symposium on Image and Video Technology (PSIVT) is a high-quality series of symposia that aim at providing a forum for researchers and practitioners who are being involved, or are contributing to theoretical advances or practical implementations in image and video technology.
This book constitutes the refereed proceedings of the Third International Conference of the Immersive Learning Network, iLRN 2017, held in Coimbra, Portugal in June 2017. The proceedings contain 17 full papers together with 4 short papers, carefully reviewed and selected from 80 submissions. This year's special focus is "Honoring Tradition, Immersed in the Future".
The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.
The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.
The SpringerBrief covers fundamentals of digital image processing including image concept, image file formats, creating user interfaces and many practical examples of processing images using C++ and Java. These practical examples include among other creating image histograms, performing lossless image compression, detecting change in colors, similarity-based image retrieval and others. All practical examples are accompanied with an explanation how to create programs and the obtained results. This SpringerBrief can be very useful for the undergraduate courses on image processing, providing students with the basic tools in image analysis and processing. Practitioners and researchers working in this field will also find this research useful.
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.
Hypermedia & the Web An Engineering Approach David Lowe, University of Technology, Sydney, Australia Wendy Hall, University of Southampton, UK The rich online world offered through the Web is marred by the chaos which underlies it. At the very early stages of understanding how to harness the power of this new medium, electronic document creators, managers and researchers often spend time on technology innovations at the expense of adopting the sound engineering principles which have paid such dividends in the software industry. Hypermedio & the Web approaches interactive information (concentrating on hypertext documents) as a structure requiring management, quantification and documentation. From analysing the purpose for which a website, CD-ROM or online archive is created, assessing the characteristics and resources needed for the process of building each one, to the assessment of the end product itself, this book attempts to carve out features that are essential to the successful structuring of information in an electronic environment. This is an ambitious book charting an emerging discipline. It is an essential tool to help developers and educators shape and maintain useful and relevant electronic information. 'Hypermedia Engineering hasn't produced many tangible benefits in real-life situations, because very few people practise it. That's why the book is needed.' David Barron, Southampton University 'This book is interesting and excellently fulfills a current need [by] providing an exhaustive and up-to-date vision of the hypermedia field.' Fabio Vitali, University of Bologna 'The strength of this book is its breadth - it covers many of the issues in hypermedia with examples from thetechnical to the managerial. Students could use these as starting points when designing or evaluating hypermedia systems.' David Sharp, Imperial College of Science and Technology 'Information systems developers and managers should find this a helpful guide for developing hypermedia applications.' H Ashman, University of Nottingham Visit our Website at: http: //www.wiley.com/compbooks/
This book is a valuable resource to deeply understand the technology used in 3D cameras. In this book, the authors summarize and compare the specifications of the main 3D cameras available in the mass market. The authors present a deep metrological analysis of the main camera based on the three main technologies: Time-of-Flight, Structured-Light and Active Stereoscopy, and provide qualitative results for any user to understand the underlying technology within 3D camera, as well as practical guidance on how to get the most of them for a given application.
This book presents and develops several important concepts of speech enhancement in a simple but rigorous way. Many of the ideas are new; not only do they shed light on this old problem but they also offer valuable tips on how to improve on some well-known conventional approaches. The book unifies all aspects of speech enhancement, from single channel, multichannel, beamforming, time domain, frequency domain and time-frequency domain, to binaural in a clear and flexible framework. It starts with an exhaustive discussion on the fundamental best (linear and nonlinear) estimators, showing how they are connected to various important measures such as the coefficient of determination, the correlation coefficient, the conditional correlation coefficient, and the signal-to-noise ratio (SNR). It then goes on to show how to exploit these measures in order to derive all kinds of noise reduction algorithms that can offer an accurate and versatile compromise between noise reduction and speech distortion.
This book provides a comprehensive introduction to the latest advances in the mathematical theory and computational tools for modeling high-dimensional data drawn from one or multiple low-dimensional subspaces (or manifolds) and potentially corrupted by noise, gross errors, or outliers. This challenging task requires the development of new algebraic, geometric, statistical, and computational methods for efficient and robust estimation and segmentation of one or multiple subspaces. The book also presents interesting real-world applications of these new methods in image processing, image and video segmentation, face recognition and clustering, and hybrid system identification etc. This book is intended to serve as a textbook for graduate students and beginning researchers in data science, machine learning, computer vision, image and signal processing, and systems theory. It contains ample illustrations, examples, and exercises and is made largely self-contained with three Appendices which survey basic concepts and principles from statistics, optimization, and algebraic-geometry used in this book. Rene Vidal is a Professor of Biomedical Engineering and Director of the Vision Dynamics and Learning Lab at The Johns Hopkins University. Yi Ma is Executive Dean and Professor at the School of Information Science and Technology at ShanghaiTech University. S. Shankar Sastry is Dean of the College of Engineering, Professor of Electrical Engineering and Computer Science and Professor of Bioengineering at the University of California, Berkeley.
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.
Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes. |
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