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Books > Computing & IT > Computer software packages > Multimedia
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 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 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.
Soft City Culture and Technology: The Betaville Project discusses the complete cycle of conception, development, and deployment of the Betaville platform. Betaville is a massively participatory online environment for distributed 3D design and development of proposals for changes to the built environment- an experimental integration of art, design, and software development for the public realm. Through a detailed account of Betaville from a Big Crazy Idea to a working "deep social medium", the author examines the current conditions of performance and accessibility of hardware, software, networks, and skills that can be brought together into a new form of open public design and deliberation space, for and spanning and integrating the disparate spheres of art, architecture, social media, and engineering. Betaville is an ambitious enterprise, of building compelling and constructive working relationships in situations where roles and disciplinary boundaries must be as agile as the development process of the software itself. Through a considered account and analysis of the interdependencies between Betaville's project design, development methods, and deployment, the reader can gain a deeper understanding of the potential socio-technical forms of New Soft Cities: blended virtual-physical worlds, whose "public works" must ultimately serve and succeed as massively collaborative works of art and infrastructure.
Intelligent multimedia surveillance concerns the analysis of multiple sensing inputs including video and audio streams, radio-frequency identification (RFID), and depth data. These data are processed for the automated detection and tracking of people, vehicles, and other objects. The goal is to locate moving targets, to understand their behavior, and to detect suspicious or abnormal activities for crime prevention. Despite its benefits, there is societal apprehension regarding the use of such technology, so an important challenge in this research area is to balance public safety and privacy. This edited book presents recent findings in the field of intelligent multimedia surveillance emerging from disciplines such as multimedia computing, computer vision, and artificial intelligence. It consists of nine chapters addressing intelligent video surveillance, video analysis of crowds, privacy issues in intelligent multimedia surveillance, RFID technology for localization of objects, object tracking using visual saliency information, estimating multiresolution depth using active stereo vision, and performance evaluation for video surveillance systems. The book will be of value to researchers and practitioners working on related problems in security, multimedia, and artificial intelligence.
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 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.
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.
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 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.
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.
Title sequences are the most obvious place where photography and typography combine on-screen, yet they are also a commonly neglected part of film studies. Semiotics and Title Sequences presents the first theoretical model and historical consideration of how text and image combine to create meaning in title sequences for film and television, before extending its analysis to include subtitles, intertitles, and the narrative role for typography. Detailed close readings of classic films starting with The Cabinet of Dr. Caligari, and including To Kill A Mockingbird, Dr. Strangelove, and The Good, the Bad and the Ugly, along with designs from television programs such as Magnum P.I., Castle, and Vikings present a critical assessment of title sequences as both an independent art form and an introduction to the film that follows.
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.
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 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.
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.
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.
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 constitutes the refereed proceedings of the 11th Chinese Conference on Image and Graphics Technologies and Applications, IGTA 2016, held in Beijing, China in July 2016. The 27 papers presented were carefully reviewed and selected from 69 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 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.
Program audio and sound for Linux using this practical, how-to guide. You will learn how to use DSPs, sampled audio, MIDI, karaoke, streaming audio, and more. Linux Sound Programming takes you through the layers of complexity involved in programming the Linux sound system. You'll see the large variety of tools and approaches that apply to almost every aspect of sound. This ranges from audio codecs, to audio players, to audio support both within and outside of the Linux kernel. What You'll Learn Work with sampled audio Handle Digital Signal Processing (DSP) Gain knowledge of MIDI Build a Karaoke-like application Handle streaming audio Who This Book Is For Experienced Linux users and programmers interested in doing multimedia with Linux.
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.
This brief offers a valuable resource on principles of quality-of-service (QoS) provisioning and the related link-layer resource management techniques for high data-rate wireless networks. The primary emphasis is on protocol modeling and analysis. It introduces media access control (MAC) protocols, standards of wireless local area networks (WLANs), wireless personal area networks (WPANs), and wireless body area networks (WBANs), discussing their key technologies, applications, and deployment scenarios. The main analytical approaches and models for performance analysis of the fundamental resource scheduling mechanisms, including the contention-based, reservation-based, and hybrid MAC, are presented. To help readers understand and evaluate system performance, the brief contains a range of simulation results. In addition, a thorough bibliography provides an additional tool. This brief is an essential resource for engineers, researchers, students, and users of wireless networks. |
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