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Books > Computing & IT > Computer software packages > Multimedia
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.
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.
This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.
The two-volume set LNCS 10704 and 10705 constitutes the thoroughly refereed proceedings of the 24th International Conference on Multimedia Modeling, MMM 2018, held in Bangkok, Thailand, in February 2018. Of the 185 full papers submitted, 46 were selected for oral presentation and 28 for poster presentation; in addition, 5 papers were accepted for Multimedia Analytics: Perspectives, Techniques, and Applications, 12 extended abstracts for demonstrations ,and 9 accepted papers for Video Browser Showdown 2018. All papers presented were carefully reviewed and selected from 185 submissions.
In Synthetic Vision: Using Volume Learning and Visual DNA, a holistic model of the human visual system is developed into a working model in C++, informed by the latest neuroscience, DNN, and computer vision research. The author's synthetic visual pathway model includes the eye, LGN, visual cortex, and the high level PFC learning centers. The corresponding visual genome model (VGM), begun in 2014, is introduced herein as the basis for a visual genome project analogous to the Human Genome Project funded by the US government. The VGM introduces volume learning principles and Visual DNA (VDNA) taking a multivariate approach beyond deep neural networks. Volume learning is modeled as programmable learning and reasoning agents, providing rich methods for structured agent classification networks. Volume learning incorporates a massive volume of multivariate features in various data space projections, collected into strands of Visual DNA, analogous to human DNA genes. VGM lays a foundation for a visual genome project to sequence VDNA as visual genomes in a public database, using collaborative research to move synthetic vision science forward and enable new applications. Bibliographical references are provided to key neuroscience, computer vision, and deep learning research, which form the basis for the biologically plausible VGM model and the synthetic visual pathway. The book also includes graphical illustrations and C++ API reference materials to enable VGM application programming. Open source code licenses are available for engineers and scientists. Scott Krig founded Krig Research to provide some of the world's first vision and imaging systems worldwide for military, industry, government, and academic use. Krig has worked for major corporations and startups in the areas of machine learning, computer vision, imaging, graphics, robotics and automation, computer security and cryptography. He has authored international patents in the areas of computer architecture, communications, computer security, digital imaging, and computer vision, and studied at Stanford. Scott Krig is the author of the English/Chinese Springer book Computer Vision Metrics, Survey, Taxonomy and Analysis of Computer Vision, Visual Neuroscience, and Deep Learning, Textbook Edition, as well as other books, articles, and papers.
This book gathers the proceedings of the 20th International Conference on Advanced Computer Systems 2016, held in Miedzyzdroje (Poland) on October 19-21, 2016. Addressing topics that include artificial intelligence (AI), software technologies, multimedia systems, IT security and design of information systems, the main purpose of the conference and the book is to create an opportunity to exchange significant insights on this area between science and business. In particular, this expertise concerns the use of hard and soft computational methods for artificial intelligence, image and data processing, and finally, the design of information and security systems. The book contains a collection of carefully selected, peer-reviewed papers, combining high-quality original unpublished research, case studies, and implementation experiences.
This book constitutes the thoroughly refereed post-workshop proceedings of the Second International Symposium, SETE 2017, held in conjunction with ICWL 2017, Cape Town, South Africa, in September 2017. The 52 full and 13 short papers were carefully reviewed and selected from 123 submissions. This symposium attempts to provide opportunities for the crossfertilization of knowledge and ideas from researchers in diverse fields that make up this interdisciplinary research area.
The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper. A strong supporter of science, technology, engineering and mathematics programs in schools, The Black Eyed Peas founding member will.i.am announced in July 2013 his plan to study computer science. Leonardo da Vinci, the epitome of a Renaissance man, was an Italian polymath at the turn of the 16th century. Since the Industrial Revolution in the 18th century, the division of labor has brought forth specialization in the workforce and university curriculums. The endangered species of polymaths is facing extinction. Computer science has come to the rescue by enabling practitioners to accomplish more than ever in the field of music. In this book, Newton Lee recounts his journey in executive producing a Billboard-charting song like managing agile software development; M. Nyssim Lefford expounds producing and its effect on vocal recordings; Dennis Reidsma, Mustafa Radha and Anton Nijholt survey the field of mediated musical interaction and musical expression; Isaac Schankler, Elaine Chew and Alexandre Francois describe improvising with digital auto-scaffolding; Shlomo Dubnov and Greg Surges explain the use of musical algorithms in machine listening and composition; Juan Pablo Bello discusses machine listening of music; Stephen and Tim Barrass make smart things growl, purr and sing; Raffaella Folgieri, Mattia Bergomi and Simone Castellani examine EEG-based brain-computer interface for emotional involvement in games through music and last but not least, Kai Ton Chau concludes the book with computer and music pedagogy. Digital Da Vinci: Computers in Music is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
The interaction between a user and a device forms the foundation of today's application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble (R) Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interaccion 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.
This book presents the first paradigm of social multimedia computing completely from the user perspective. Different from traditional multimedia and web multimedia computing which are content-centric, social multimedia computing rises under the participatory Web2.0 and is essentially user-centric. The goal of this book is to emphasize the user factor in facilitating effective solutions towards both multimedia content analysis, user modeling and customized user services. Advanced topics like cross-network social multimedia computing are also introduced as extensions and potential directions along this research line.
Mutative Media is a sweeping examination of how communication technologies have contributed to changes in people's thoughts and actions, and thus in the power structures of societies, in the past, at present, and in four alternative futures. We start by surveying what is generally known about the emergence of human language and speech that has enabled humans to extend their organizing abilities beyond that of other hominids. We then review research on the emergence of signs, symbols, and eventually writing, which led to new ways of thinking, acting, and organizing in scribal societies and vastly extended human influence globally. We consider the impact of the printing press in Europe, the Middle East, China, and Korea that led to various ways of thinking and organizing in modern societies, and conclude our historical survey with a discussion of the emergence and impact of electric and electronic communication technologies from the nineteenth century to the present. After a brief overview of what "futures studies" is and is not, based on our extensive experience in the field, we present four generic alternative futures, and discuss a prototype of a hybrid, mixed-reality game designed to enable players to experience the power and potential of new communication technologies within four very different environments and conditions. We think you will be intrigued by our surprising findings and what they may mean for future generations!
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serve as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
This book aims to provide important information about adaptivity in computer-based and/or web-based educational systems. In order to make the student modeling process clear, a literature review concerning student modeling techniques and approaches during the past decade is presented in a special chapter. A novel student modeling approach including fuzzy logic techniques is presented. Fuzzy logic is used to automatically model the learning or forgetting process of a student. The presented novel student model is responsible for tracking cognitive state transitions of learners with respect to their progress or non-progress. It maximizes the effectiveness of learning and contributes, significantly, to the adaptation of the learning process to the learning pace of each individual learner. Therefore the book provides important information to researchers, educators and software developers of computer-based educational software ranging from e-learning and mobile learning systems to educational games including stand alone educational applications and intelligent tutoring systems.
Facebook's psychological experiments and Edward Snowden's NSA leaks epitomize a world of increasing information awareness in the social media ecosystem. With over a billion monthly active users, Facebook as a nation is overtaking China as the largest country in the world. President Barack Obama, in his 2011 State of the Union Address, called America "the nation of Edison and the Wright brothers" and "of Google and Facebook." U.S. Chief Information Officer Steven VanRoekel opines that America has become a "Facebook nation" that demands increased transparency and interactivity from the federal government. Ubiquitous social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies, infrastructures, and big data necessary for Total Information Awareness - a controversial surveillance program proposed by DARPA after the 9/11 attacks. NSA's secret PRISM program has reinvigorated WikiLeaks founder Julian Assange's accusation that "Facebook is the most appalling spying machine that has ever been invented." Facebook CEO Mark Zuckerberg once said, "We exist at the intersection of technology and social issues." This book offers discourse and practical advice on the privacy issue in the age of big data, business intelligence in social media, e-government and e-activism, as well as personal total information awareness. This expanded edition also includes insights from Wikipedian Emily Temple-Wood and Facebook ROI experts Dennis Yu and Alex Houg.
This book constitutes the thoroughly refereed proceedings of the 13th Italian Research Conference on Digital Libraries, IRCDL 2017, held in Modena, Italy, in January 2017. The 15 papers presented were carefully selected from 25 submissions. The papers cover the following topics: bibliometrics and education; multimedia; data management and presentation; cultural heritage; applications.
This book deals with adaptive content-based retrieval systems and techniques in image and video database applications. It discusses key considerations in the development of these methods, and demonstrates their performance. It first introduces a perceptually inspired non-linear paradigm in user-controlled interactive retrieval (UCIR), providing an effective tool to bridge the perceptual gap between high-level semantics in human vision and low-level features used by computers. Then, a novel machine-controlled interactive retrieval (MCIR) method is presented to optimize image search in distributed digital libraries over Internet, by minimizing bandwidth requirement in retrieval and reducing human subjective errors. The adaptive methodologies and techniques are then generalized to content analysis and retrieval of video data with time-varying nature, which provide multiple-level access to a large quantity of digital videos. Finally, the UCIR and MCIR systems are demonstrated by applications ranging from Digital Asset Management (DAM), Geographical Database Retrieval, Searching and Retrieval of Art Documents, and Film and Video Retrieval.
This book constitutes the best paper selection from the First Workshop, WoCCES 2013, held in Brasilia, Brazil, in May 2013, the Second Workshop, WoCCES 2014, held in Florianopolis, Brazil, in May 2014, the Third Workshop, WoCCES 2015, held in Vitoria, Brazil, in May 2015, and the 4th Workshop, WoCCES 2016, held in Salvador, Brazil, in June 2016. The 7 revised full papers were carefully reviewed and selected from 41 submissions. The papers focus on important innovations and recent advances in the specification, design, construction and use of communication in critical embedded systems.
Digital design is not only about creating visually appealing products and promotions; it needs to possess a practical aspect in addition to being aesthetically appealing. Digital Design in Action explores these pragmatic applications and the creative design aspects for various mediums, including the web, apps, ePub, visual presentations, and PDF. Using the latest digital publishing tools and a project-based pedagogy, this book includes projects ranging from real-world to experimental. Each chapter contains the perfect balance of vibrant figures, techniques and applications to help guide the reader into harnessing their inner potential. Key Features Presents methodologies used to deploy layouts for multiple digital output, using the latest tools and techniques Includes a supporting companion website containing digital examples, plus all exercise files and supporting art Contains end-of-chapter exercises and real-world and experimental projects Structured to help design students create dynamic content in class and on the job later down the line.
This book presents a comprehensive overview of the state of the art in Networked Music Performance (NMP) and a historical survey of computer music networking. It introduces current technical trends in NMP and technical issues yet to be addressed. It also lists wireless communication protocols and compares these to the requirements of NMP. Practical use cases and advancements are also discussed.
Managing Electronic Media recognizes the changes in technology in the global marketplace and the impact these innovations have on media organizations and their integral business practices. It goes beyond the typical media management book by covering media enterprises as large scale businesses that must operate in a converged environment, rather than in separate silos of activity. Managing Electronic Media lays the groundwork for understanding and participating in digital content creation, marketing, and distribution. It provides the concepts and vocabulary that managers use to meet the challenges of today's market and to position their organizations to succeed in a relentlessly dynamic 24/7 business environment. Day in the Life sections highlight the daily activities of top
media executives, providing insight into the excitement, the fun,
and the challenges, of careers in today's media industries. Case
studies utilize exercises to promote further understanding of
real-world situations.
Become Tony White's personal animation student. Experience many of the teaching techniques of the golden era of Disney and Warner Brothers studios and beyond.all from the comfort of your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. How to Make Animated Films offers secrets and unique approaches only a Master Animator could share. Includes hands-on Tutorials, demonstrations and final sample animations. . Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The downloadable resources are invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies.
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as "The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation". The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
This fun, concise, full color book introduces the fundamentals of digital illustration, and covers how to develop and optimize these types of scalable vector graphics (SVG) using Inkscape 0.91 or later. It also covers concepts central to digital painting using the Corel Painter 2016 professional digital painting and illustration paid software package, which also has a free trial version, and a discount for purchasers of this book. The book builds upon the foundational concepts of vector graphics and the SVG format, and gets more advanced as chapters progress, covering what vector new media formats, and SVG commands and SVG filters, are best for use with Android Studio, Java 8, JavaFX, iOS, Kindle Fire and HTML5. The book covers key factors regarding the data footprint optimization work process, and why data footprint optimization is important, and covers programming languages used for digital illustration, and publishing platforms which support digital illustration, and how to assimilate these into your digital illustration and digital painting content production pipelines and workflow. You will learn: The terminology of vector imaging and digital illustration What comprises a digital illustration 2D modeling and rendering pipeline Concepts and principles behind digital illustration content production How to install and utilize 64-bit Inkscape 0.91 for Windows, Mac OSX and Linux Concepts behind spline curves, strokes, fills, patterns and rendering Digital illustration data formats and data footprint optimization Audience Primary: Artists, Illustrators, Website Developers, Flash Developers, User Interface Designers, Digital Signage Content Developers, e-Learning Content Creators, eBook Authors. Secondary: Android Developers, iOS Developers, Multimedia Producers, Rich Internet Application (RIA) Programmers, Game Designers, Teachers, Educators.
Complete Coverage of OpenGL (R) 4.5-the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) The latest version of today's leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders. OpenGL (R) Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code. This edition of the best-selling "Red Book" fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders. New coverage in this edition includes Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques |
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