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Books > Computing & IT > Computer software packages > Multimedia
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.
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 book constitutes the refereed proceedings of the 13th International Forum of Digital TV and Wireless Multimedia Communication, IFTC 2016, held in Shanghai, China, in November 2016. The 38 revised full papers presented were carefully reviewed and selected from 102 submissions. The papers are organized in topical sections on image processing; audio processing; image and video compression; telecommunications.
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.
The two-volume set LNCS 10132 and 10133 constitutes the thoroughly refereed proceedings of the 23rd International Conference on Multimedia Modeling, MMM 2017, held in Reykjavik, Iceland, in January 2017. Of the 149 full papers submitted, 36 were selected for oral presentation and 33 for poster presentation; of the 34 special session papers submitted, 24 were selected for oral presentation and 2 for poster presentation; in addition, 5 demonstrations were accepted from 8 submissions, and all 7 submissions to VBS 2017. All papers presented were carefully reviewed and selected from 198 submissions. MMM is a leading international conference for researchers and industry practitioners for sharing new ideas, original research results and practical development experiences from all MMM related areas, broadly falling into three categories: multimedia content analysis; multimedia signal processing and communications; and multimedia applications and services.
Create memorable presentations on technical and complex topics in slideware such as Microsoft PowerPoint and Apple's Keynote for Mac. Learn good pacing and rhythm as well as judicious use of special effects. Whether the goal is to help a sale or to educate, and whether the final delivery is a live presentation, a webinar, or a short video presentation, this book focuses on the particular difficulties linked to technical presentations. You will learn to create a story when there is none, gain the interest of an audience who may not feel as strongly for the topic as the speaker does, turn abstract concepts into visual models, overcome the limitations of the medium (limited space, two dimensions), maintain interest through rhythm, and use effects, not to look cool or get that "WOW" moment, but to serve the message. Getting The Message Across presents a number of field-tested ideas for raising interest. The use of various techniques and careful scripting will help you, even if you aren't a natural-born show-person, to communicate effectively, and to make your audience remember your message, and not necessarily your slides. This book will teach you: Rhythm and animations, and the use of transitions To hold audience interest even with "dry" topics To create memorable presentations Techniques useful for PowerPoint, Keynote for Mac, and any similar presentation medium or environment What You Will Learn Turn austere topics into interesting stories. Give rhythm and pacing to your presentations. Build a narrative during transitions and animations. Hold audience interest and make listeners feel clever. Make people remember your presentation rather than your cool use of slideware. Who This Book Is For People who have to communicate effectively on strongly technical topics. This book targets educators and trainers as well as technical consultants who need to present complex solutions to customers or leads, as well as would-be speakers at scientific or technical conferences. Getting The Message Across is a book for people who want to make their presentations not only more attractive, but really memorable. It is for people who aren't looking for a standing ovation, but who are willing to do what they can to be understood and to make their messages remembered. Getting The Message Across focuses on using slideware such as PowerPoint and Keynote. Such slideware, for all its flaws, is still one of the best ways to communicate, not only live, but also in dematerialized communications (webinars, video tutorials) for reaching an ever-growing audience.
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.
Take business intelligence delivery to a new level that is interactive, engaging, even fun, all while driving commercial success through sound decision making. Do this through the power of visualization using this updated edition covering new features and added support for visualization in Excel 2016, and describing the latest developments in Get & Transform and DAX. The example data set has also been updated to demonstrate all that Microsoft's self-service business intelligence suite is now capable of. High Impact Data Visualization in Excel with Power View, 3D Maps, Get & Transform and Power BI, 2nd Edition helps in harnessing the power of Microsoft's flagship, self-service business intelligence suite to deliver compelling and interactive insight with remarkable ease. Learn the essential techniques needed to enhance the look and feel of reports and dashboards so that you can seize your audience's attention and provide them with clear and accurate information. Also learn to integrate data from a variety of sources and create coherent data models displaying clear metrics and attributes. Power View is Microsoft's ground-breaking tool for ad-hoc data visualization and analysis. It's designed to produce elegant and visually arresting output. It's also built to enhance user experience through polished interactivity. Power Map is a similarly powerful mechanism for analyzing data across geographic and political units. Get & Transform lets you load, shape and streamline data from multiple sources. Power Pivot can extend and develop data into a dynamic model. Power BI allows you to share your findings with colleagues, and present your insights to clients. High Impact Data Visualization in Excel with Power View, 3D Maps, Get & Transform and Power BI, 2nd Edition helps you master this suite of powerful tools from Microsoft. You'll learn to identify data sources, and to save time by preparing your underlying data correctly. You'll also learn to deliver your powerful visualizations and analyses through the cloud to PCs, tablets and smartphones. Simple techniques take raw data and convert it into information. Slicing and dicing metrics delivers interactive insight. Visually arresting output grabs and focuses attention on key indicators. What You Will Learn Produce designer output that will astound your bosses and peers. Drive business intelligence from Excel using BI in the Cloud. Gather source data from corporate and public sources. Integrate charts, maps, and tables to deliver visually stunning information. Discover new insights as you chop and tweak your data as never before. Adapt delivery to mobile devices. Outshine competing products and enhance existing skills. Who This Book Is For Any Power BI Desktop, Excel or SharePoint user. Business Intelligence developers, power users, IT managers, finance experts, and more can use this book to outshine the competition by producing high-impact business intelligence reporting on a variety of devices from a variety of sources.
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 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 summarizes the results of Design Thinking Research carried out at Stanford University in Palo Alto, California, USA and Hasso Plattner Institute in Potsdam, Germany. The authors offer readers a closer look at Design Thinking with its processes of innovations and methods. The contents of the articles range from how to design ideas, methods and technologies via creativity experiments and wicked problem solutions, to creative collaboration in the real world and the connectivity of designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields and even from a management perspective. The authors show how these methods and strategies work in companies, introduce new technologies and their functions and demonstrate how Design Thinking can influence as diverse a topic area as marriage. Furthermore, we see how special design thinking use functions in solving wicked problems in complex fields. Thinking and creating innovations are basically and inherently human - so is Design Thinking. Due to this, Design Thinking is not only a factual matter or a result of special courses nor of being gifted or trained: it's a way of dealing with our environment and improving techniques, technologies and life.
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.
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.
Usability Testing for Survey Research provides researchers with a guide to the tools necessary to evaluate, test, and modify surveys in an iterative method during the survey pretesting process. It includes examples that apply usability to any type of survey during any stage of development, along with tactics on how to tailor usability testing to meet budget and scheduling constraints. The book's authors distill their experience to provide tips on how usability testing can be applied to paper surveys, mixed-mode surveys, interviewer-administered tools, and additional products. Readers will gain an understanding of usability and usability testing and why it is needed for survey research, along with guidance on how to design and conduct usability tests, analyze and report findings, ideas for how to tailor usability testing to meet budget and schedule constraints, and new knowledge on how to apply usability testing to other survey-related products, such as project websites and interviewer administered tools.
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.
The theme of CUTE is focused on the various aspects of ubiquitous computing for advances in ubiquitous computing and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of ubiquitous computing. Therefore this book will be include the various theories and practical applications in ubiquitous computing
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.
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 explores digital artists' articulations of globalization. Digital artworks from around the world are examined in terms of how they both express and simulate globalization's impacts through immersive, participatory and interactive technologies. The author highlights some of the problems with macro and categorical approaches to the study of globalization and presents new ways of seeing the phenomenon as a series of processes and flows that are individually experienced and expressed. Instead of providing a macro analysis of large-scale political and economic processes, the book offers imaginative new ways of knowing and understanding globalization as a series of micro affects. Digital art is explored in terms of how it re-centers articulations of globalization around individual experiences and offers new ways of accessing a complex topic often expressed in general and intangible terms. The Work of Art in a Digital Age: Art, Technology and Globalization is analytic and accessible, with material that is of interest to a range of researchers from different disciplines. Students studying digital art, film, globalization, cultural studies or digital media trends will also find the content fascinating.
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.
This book addresses the problems that hinder image authentication in the presence of noise. It considers the advantages and disadvantages of existing algorithms for image authentication and shows new approaches and solutions for robust image authentication. The state of the art algorithms are compared and, furthermore, innovative approaches and algorithms are introduced. The introduced algorithms are applied to improve image authentication, watermarking and biometry. Aside from presenting new directions and algorithms for robust image authentication in the presence of noise, as well as image correction, this book also: Provides an overview of the state of the art algorithms for image authentication in the presence of noise and modifications, as well as a comparison of these algorithms, Presents novel algorithms for robust image authentication, whereby the image is tried to be corrected and authenticated, Examines different views for the solution of problems connected to image authentication in the presence of noise, Shows examples, how the new techniques can be applied to image authentication, watermarking and biometry. This book is written on the one hand for students, who want to learn about image processing, authentication, watermarking and biometry, and on the other hand for engineers and researchers, who work on aspects of robustness against modifications of secure images.
Traditional wireless sensor networks (WSNs) capture scalar data such as temperature, vibration, pressure, or humidity. Motivated by the success of WSNs and also with the emergence of new technology in the form of low-cost image sensors, researchers have proposed combining image and audio sensors with WSNs to form wireless multimedia sensor networks (WMSNs). This introduces practical and research challenges, because multimedia sensors, particularly image sensors, generate huge amounts of data to be processed and distributed within the network, while sensor nodes have restricted battery power and hardware resources. This book describes how reconfigurable hardware technologies such as field-programmable gate arrays (FPGAs) offer cost-effective, flexible platforms for implementing WMSNs, with a main focus on developing efficient algorithms and architectures for information reduction, including event detection, event compression, and multicamera processing for hardware implementations. The authors include a comprehensive review of wireless multimedia sensor networks, a complete specification of a very low-complexity, low-memory FPGA WMSN node processor, and several case studies that illustrate information reduction algorithms for visual event compression, detection, and fusion. The book will be of interest to academic researchers, R&D engineers, and computer science and engineering graduate students engaged with signal and video processing, computer vision, embedded systems, and sensor networks.
Time is an exceptional dimension that is common to many application domains such as medicine, engineering, business, or science. Due to the distinct characteristics of time, appropriate visual and analytical methods are required to explore and analyze them. This book starts with an introduction to visualization and historical examples of visual representations. At its core, the book presents and discusses a systematic view of the visualization of time-oriented data along three key questions: what is being visualized (data), why something is visualized (user tasks), and how it is presented (visual representation). To support visual exploration, interaction techniques and analytical methods are required that are discussed in separate chapters. A large part of this book is devoted to a structured survey of 101 different visualization techniques as a reference for scientists conducting related research as well as for practitioners seeking information on how their time-oriented data can best be visualized.
This thesis focuses on the problem of optimizing the quality of network multimedia services. This problem spans multiple domains, from subjective perception of multimedia quality to computer networks management. The work done in this thesis approaches the problem at different levels, developing methods for modeling the subjective perception of quality based on objectively measurable parameters of the multimedia coding process as well as the transport over computer networks. The modeling of subjective perception is motivated by work done in psychophysics, while using Machine Learning techniques to map network conditions to the human perception of video services. Furthermore, the work develops models for efficient control of multimedia systems operating in dynamic networked environments with the goal of delivering optimized Quality of Experience. Overall this thesis delivers a set of methods for monitoring and optimizing the quality of multimedia services that adapt to the dynamic environment of computer networks in which they operate. |
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