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Books > Computing & IT > Computer software packages > Multimedia
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 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.
Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking resource, Human-Computer Interaction: Designing for Diverse Users and Domains emphasizes design for users as such as children, older adults, and individuals with physical, cognitive, visual, and hearing impairments. It also discusses HCI in the context of specific domains including healthcare, games, and the aerospace industry. Topics include the role of gender in HCI, information technology and older adults, motor vehicle driver interfaces, and user-centered design in games. While human-computer interaction may have emerged from within computing, significant contributions have come from a variety of fields including industrial engineering, psychology, education, and graphic design. No where is this more apparent then when designing solutions for users as diverse as children, older adults, and individuals with physical, cognitive, visual, or hearing impairments.
Imagine James Bond meets Sherlock Holmes: Counterterrorism and Cybersecurity is the sequel to Facebook Nation in the Total Information Awareness book series by Newton Lee. The book examines U.S. counterterrorism history, technologies, and strategies from a unique and thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from great thought leaders, and even the make-believe of Hollywood. Demystifying Total Information Awareness, the author expounds on the U.S. intelligence community, artificial intelligence in data mining, social media and privacy, cyber attacks and prevention, causes and cures for terrorism, and longstanding issues of war and peace. The book offers practical advice for businesses, governments, and individuals to better secure the world and protect cyberspace. It quotes U.S. Navy Admiral and NATO's Supreme Allied Commander James Stavridis: "Instead of building walls to create security, we need to build bridges." The book also provides a glimpse into the future of Plan X and Generation Z, along with an ominous prediction from security advisor Marc Goodman at TEDGlobal 2012: "If you control the code, you control the world." Counterterrorism and Cybersecurity: Total Information Awareness will keep you up at night but at the same time give you some peace of mind knowing that "our problems are manmade - therefore they can be solved by man [or woman]," as President John F. Kennedy said at the American University commencement in June 1963.
This book describes the design, development, and testing of a novel digital watermarking technique for color images using Magic Square and Ridgelet transforms. The novel feature of the method is that it generates and uses multiple copies of the digital watermark. The book describes how the method was tested for embedding digital watermarks into color cover images, resulting in very high PSNR value and yielding comparable results with existing watermarking techniques.To reach this new method, eight different techniques are designed, developed and tested. First, the authors test two digital watermarking techniques based on encryption: Image Watermark Using Complete Complementary Code Technique (CCCT) and Image Watermarking Using CCC-Fast Walsh Hadamard Transform Technique (CCC-FWHTT). Next, four digital watermarking techniques based on curvelet transforms are discussed: Image Watermarking Using Curvelet Transform (WCT), Watermark Wavelets in Curvelets of Cover Image (WWCT), Resized Watermark into Curvelets of Cover Image (RWCT), and Resized Watermark Wavelets into Curvelets of Cover Image (RWWCT). Then, two final techniques are presented: Image Watermarking Based on Magic Square (MST) and Image watermarking based on Magic Square and Ridgelet Transform (MSRTT). Future research directions are explored in the final chapter.Designed for professionals and researchers in computer graphics and imaging, Digital Watermarking Techniques in Curvelet and Ridgelet Domain is also a useful tool for advanced-level students.
This book constitutes the refereed proceedings of the International Conference, VISIGRAPP 2014, consisting of the Joint Conferences on Computer Vision (VISAPP), the International Conference on Computer Graphics, GRAPP 2014 and the International Conference on Information Visualization, IVAPP 2014, held in Lisbon, Portugal, in January 2014. The 22 revised full papers presented were carefully reviewed and selected from 543 submissions. The papers are organized in topical sections on computer graphics theory and applications; information visualization - theory and applications; computer vision theory and applications.
This concise book builds upon the foundational concepts of MIDI, synthesis, and sampled waveforms. It also covers key factors regarding the data footprint optimization work process, streaming versus captive digital audio new media assets, digital audio programming and publishing platforms, and why data footprint optimization is important for modern day new media content development and distribution. Digital Audio Editing Fundamentals is a new media mini-book covering concepts central to digital audio editing using the Audacity open source software package which also apply to all of the professional audio editing packages. The book gets more advanced as chapters progress, and covers key concepts for new media producers such as how to maximize audio quality and which digital audio new media formats are best for use with Kindle, Android Studio, Java, JavaFX, iOS, Blackberry, Tizen, Firefox OS, Chrome OS, Opera OS, Ubuntu Touch and HTML5. You will learn: Industry terminology involved in digital audio editing, synthesis, sampling, analysis and processing The work process which comprises a fundamental digital audio editing, analysis, and effects pipeline The foundational audio waveform sampling concepts that are behind modern digital audio publishing How to install, and utilize, the professional, open source Audacity digital audio editing software Concepts behind digital audio sample resolution and sampling frequency and how to select settings How to select the best digital audio data codec and format for your digital audio content application How to go about data footprint optimization, to ascertain which audio formats give the best results Using digital audio assets in computer programming languages and content publishing platforms
This comprehensive text/reference examines in depth the synergy between multimedia content analysis, personalization, and next-generation networking. The book demonstrates how this integration can result in robust, personalized services that provide users with an improved multimedia-centric quality of experience. Each chapter offers a practical step-by-step walkthrough for a variety of concepts, components and technologies relating to the development of applications and services. Topics and features: introduces the fundamentals of social media retrieval, presenting the most important areas of research in this domain; examines the important topic of multimedia tagging in social environments, including geo-tagging; discusses issues of personalization and privacy in social media; reviews advances in encoding, compression and network architectures for the exchange of social media information; describes a range of applications related to social media.
The two-volume set LNCS 8935 and 8936 constitutes the thoroughly refereed proceedings of the 21st International Conference on Multimedia Modeling, MMM 2015, held in Sydney, Australia, in January 2015. The 49 revised regular papers, 24 poster presentations, were carefully reviewed and selected from 189 submissions. For the three special session, a total of 18 papers were accepted for MMM 2015. The three special sessions are Personal (Big) Data Modeling for Information Access and Retrieval, Social Geo-Media Analytics and Retrieval and Image or video processing, semantic analysis and understanding. In addition, 9 demonstrations and 9 video showcase papers were accepted for MMM 2015. The accepted contributions included in these two volumes represent the state-of-the-art in multimedia modeling research and cover a diverse range of topics including: Image and Video Processing, Multimedia encoding and streaming, applications of multimedia modelling and 3D and augmented reality.
This one-of-a-kind short book walks you through creating fantastic entertainment apps for one of the newest Android platforms. Android TV Apps Development: Building Media and Games will demystify some of the newest APIs and present the tools necessary for building applications that run on Android TV. Walking through example applications, you will learn the vocabulary necessary to solve real-world problems and how to present your content on the television through Android. In addition to practical code examples, you will learn about various design considerations that will make using your apps an enjoyable experience for users. What you'll learn: How to design for Android TV How to create a media app for Android TV What are the game design/development considerations for Android TV How to distribute Android TV apps Audience:Developers with some experience with Android development who are interested in building applications for the Android TV platform.
Targeted advertisements, tailored information feeds, and recommended content are now common and somewhat inescapable components of our everyday lives. With the help of searches, browsing history, purchases, likes, and other digital interactions, technological experiences are now routinely "personalized." Companies with access to this information often downplay the fact that users' personal data serves as a key form of monetization, and their privacy policies tend to use the terms "personalization" and "customization" to legitimize the practice of tracking and algorithmically anticipating users' daily movements. In Making it Personal, Tanya Kant sheds light on the dilemmas of algorithmic personalization, exploring such key contemporary questions as: What do users really know about the algorithms that guide their online experiences and social media presence? And if personalization practices seek to act on our behalf, then how can users constitute, retain, or relinquish their autonomy and sense of self? At the heart of the book are new interviews and focus groups with web users who-through a myriad of resistant, tactical, resigned or trusting engagements-encounter algorithmic personalization as part of their lived experience on the web. Tanya Kant proposes that for those who encounter it, algorithmic personalization creates epistemic uncertainties that can emerge as trust or anxiety, produces an ongoing struggle for autonomy between user and system, and even has the power to intervene in identity constitution. In doing so, algorithmic personalization does not just generate "filter bubbles" for individuals' worldviews, but also creates new implications for knowledge production, the deployment of cultural capital as an algorithmic tactic, and, above all, formations of identity itself.
Over the past two decades, we have witnessed unprecedented innovations in the development of miniaturized electromechanical devices and low-power wireless communication making practical the embedding of networked computational devices into a rapidly widening range of material entities. This trend has enabled the coupling of physical objects and digital information into cyber-physical systems and it is widely expected to revolutionize the way resource computational consumption and provision will occur. Specifically, one of the core ingredients of this vision, the so-called Internet of Things (IoT), demands the provision of networked services to support interaction between conventional IT systems with both physical and artificial objects. In this way, IoT is seen as a combination of several emerging technologies, which enables the transformation of everyday objects into smart objects. It is also perceived as a paradigm that connects real world with digital world. The focus of this book is exactly on the novel collective and computational intelligence technologies that will be required to achieve this goal. While, one of the aims of this book is to discuss the progress made, it also prompts future directions on the utilization of inter-operable and cooperative next generation computational technologies, which supports the IoT approach, that being an advanced functioning towards an integrated collective intelligence approach for the benefit of various organizational settings.
This book constitutes the refereed proceedings of the European Design Science Symposium, EDSS 2013 held in Dublin, Ireland, in November 2013. The 9 papers presented together with two invited papers were carefully reviewed and selected from 18 submissions. The papers deal with various topics in the design science research.
This book constitutes the thoroughly refereed post-conference proceedings of the 10th International Symposium on Computer Music Modeling and Retrieval, CMMR 2013, held in Marseille, France, in October 2013. The 38 conference papers presented were carefully reviewed and selected from 94 submissions. The chapters reflect the interdisciplinary nature of this conference with following topics: augmented musical instruments and gesture recognition, music and emotions: representation, recognition, and audience/performers studies, the art of sonification, when auditory cues shape human sensorimotor performance, music and sound data mining, interactive sound synthesis, non-stationarity, dynamics and mathematical modeling, image-sound interaction, auditory perception and cognitive inspiration, and modeling of sound and music computational musicology.
II Challenges in Data Mapping Part II deals with one of the most challenging tasks in Interactive Visualization, mapping and teasing out information from large complex datasets and generating visual representations. This section consists of four chapters. Binh Pham, Alex Streit, and Ross Brown provide a comprehensive requirement analysis of information uncertainty visualizations. They examine the sources of uncertainty, review aspects of its complexity, introduce typical models of uncertainty, and analyze major issues in visualization of uncertainty, from various user and task perspectives. Alfred Inselberg examines challenges in the multivariate data analysis. He explains how relations among multiple variables can be mapped uniquely into ?-space subsets having geometrical properties and introduces Parallel Coordinates meth- ology for the unambiguous visualization and exploration of a multidimensional geometry and multivariate relations. Christiaan Gribble describes two alternative approaches to interactive particle visualization: one targeting desktop systems equipped with programmable graphics hardware and the other targeting moderately sized multicore systems using pack- based ray tracing. Finally, Christof Rezk Salama reviews state-of-the-art strategies for the assignment of visual parameters in scientific visualization systems. He explains the process of mapping abstract data values into visual based on transfer functions, clarifies the terms of pre- and postclassification, and introduces the state-of-the-art user int- faces for the design of transfer functions.
The purpose of the 7th International Conference on Enterprise Information Systems (ICEIS) was to bring together researchers, engineers and practitioners interested in the advances and business applications of information systems. ICEIS focuses on real world applications, therefore authors were asked to highlight the benefits of Information Technology for industry and services. Papers included in the book are the best papers presented at the conference.
Currently, we see a variety of tools and techniques for specifying and implementing business processes. The problem is that there are still gaps and tensions between the different disciplines needed to improve business process execution and improvement in enterprises. Business process modeling, workflow execution and application programming are examples of disciplines that are hosted by different communities and that emerged separately from each other. In particular, concepts have not yet been fully elaborated at the system analysis level. Therefore, practitioners are faced again and again with similar questions in concrete business process projects: Which decomposition mechanism to use? How to find the correct granularity for business process activities? Which implementing technology is the optimal one in a given situation? This work offers an approach to the systematization of the field. The methodology used is explicitly not a comparative analysis of existing tools and techniques - although a review of existing tools is an essential basis for the considerations in the book. Rather, the book tries to provide a landscape of rationales and concepts in business processes with a discussion of alternatives.
This volume provides an overview of multimedia data mining and knowledge discovery and discusses the variety of hot topics in multimedia data mining research. It describes the objectives and current tendencies in multimedia data mining research and their applications. Each part contains an overview of its chapters and leads the reader with a structured approach through the diverse subjects in the field.
The sampling lattice used to digitize continuous image data is a signi?cant determinant of the quality of the resulting digital image, and therefore, of the e?cacy of its processing. The nature of sampling lattices is intimately tied to the tessellations of the underlying continuous image plane. To allow uniform sampling of arbitrary size images, the lattice needs to correspond to a regular - spatially repeatable - tessellation. Although drawings and paintings from many ancient civilisations made ample use of regular triangular, square and hexagonal tessellations, and Euler later proved that these three are indeed the only three regular planar tessellations possible, sampling along only the square lattice has found use in forming digital images. The reasons for these are varied, including extensibility to higher dimensions, but the literature on the rami?cations of this commitment to the square lattice for the dominant case of planar data is relatively limited. There seems to be neither a book nor a survey paper on the subject of alternatives. This book on hexagonal image processing is therefore quite appropriate. Lee Middleton and Jayanthi Sivaswamy well motivate the need for a c- certedstudyofhexagonallatticeandimageprocessingintermsoftheirknown uses in biological systems, as well as computational and other theoretical and practicaladvantagesthataccruefromthisapproach. Theypresentthestateof the art of hexagonal image processing and a comparative study of processing images sampled using hexagonal and square grids.
Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21-23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.
"Foundations of Large-Scale Multimedia Information Management and Retrieval: Mathematics of Perception" covers knowledge representation and semantic analysis of multimedia data and scalability in signal extraction, data mining, and indexing. The book is divided into two parts: Part I - Knowledge Representation and Semantic Analysis focuses on the key components of mathematics of perception as it applies to data management and retrieval. These include feature selection/reduction, knowledge representation, semantic analysis, distance function formulation for measuring similarity, and multimodal fusion. Part II - Scalability Issues presents indexing and distributed methods for scaling up these components for high-dimensional data and Web-scale datasets. The book presents some real-world applications and remarks on future research and development directions. The book is designed for researchers, graduate students, and practitioners in the fields of Computer Vision, Machine Learning, Large-scale Data Mining, Database, and Multimedia Information Retrieval. Dr. Edward Y. Chang was a professor at the Department of Electrical & Computer Engineering, University of California at Santa Barbara, before he joined Google as a research director in 2006. Dr. Chang received his M.S. degree in Computer Science and Ph.D degree in Electrical Engineering, both from Stanford University.
This book constitutes the thoroughly refereed post-conference proceedings of the 12th International Conference on Wired/Wireless Internet Communication, WWIC 2014, held in Paris, France, during May 27-28, 2014. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on wireless and wired networks; resource management and next generation services; next generation services, network architecture and applications.
This book introduces the reader to the notions, the techniques, and the theory of grammatical picture generation, a research field focusing on formal systems that describe sets of pictures by means of syntactic rules. The book presents important types of picture generators, using a tree-based approach to stress their common algorithmic basis, the treatment influenced by the theory of computation, and the theory of formal languages in particular. It guides the reader through the basics of the tree-based approach on to dedicated chapters on line-drawing languages, collage grammars, iterated function systems, grid picture languages, languages of fractals, and languages of coloured collages, while presenting results about (un)decidable, NP-complete, or efficiently solvable problems, normal forms, hierarchies of language classes, and related phenomena. In support, the book contains detailed exercises throughout. The book is of interest to researchers and graduate students in computer science and mathematics who are engaged with the theory and practice of picture-generating systems.
More and more educational scenarios and learning landscapes are developed using blogs, wikis, podcasts and e-portfolios. Web 2.0 tools give learners more control, by allowing them to easily create, share or reuse their own learning materials, and these tools also enable social learning networks that bridge the border between formal and informal learning. However, practices of strategic innovation of universities, faculty development, assessment, evaluation and quality assurance have not fully accommodated these changes in technology and teaching. Ehlers and Schneckenberg present strategic approaches for innovation in universities. The contributions explore new models for developing and engaging faculty in technology-enhanced education, and they detail underlying reasons for why quality assessment and evaluation in new - and often informal - learning scenarios have to change. Their book is a practical guide for educators, aimed at answering these questions. It describes what E-learning 2.0 is, which basic elements of Web 2.0 it builds on, and how E-learning 2.0 differs from Learning 1.0. The book also details a number of quality methods and examples, such as self-assessment, peer-review, social recommendation, and peer-learning, using illustrative cases and giving practical recommendations. Overall, it offers a step-by-step guide for educators so that they can choose their own quality assurance or assessment methods, or develop their own evaluation methodology for specific learning scenarios. The book addresses everyone involved in higher education - university leaders, chief information officers, change and quality assurance managers, and faculty developers. Pedagogical advisers and consultants will find new insights and practices for the integration and management of novel learning technologies in higher education. The volume fosters in lecturers and teachers a sound understanding of the need and strategy for change, and it provides them with practical recommendations on competence and quality methodologies.
Learning spaces offer a rigorous mathematical foundation for practical systems of educational technology. Learning spaces generalize partially ordered sets and are special cases of knowledge spaces. The various structures are investigated from the standpoints of combinatorial properties and stochastic processes. Leaning spaces have become the essential structures to be used in assessing students' competence of various topics. A practical example is offered by ALEKS, a Web-based, artificially intelligent assessment and learning system in mathematics and other scholarly fields. At the heart of ALEKS is an artificial intelligence engine that assesses each student individually and continously. The book is of interest to mathematically oriented readers in education, computer science, engineering, and combinatorics at research and graduate levels. Numerous examples and exercises are included, together with an extensive bibliography. |
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