![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer software packages > Multimedia
Wirtschaftliche Grundlagen von Multimedia-Produktionsvertragen.- Grundlegende Begriffe (Multimedia, Teledienste, Rundfunk, Mediendienste).- Produktionsvertrag.- Vorbestehende Rechte.- Kennzeichenrecht im Besonderen anhand des Beispiels Domain-Name.- Das Wichtigste zu E-Commerce-Angeboten.- Verbraucherschutzvorschriften.- Einbindung von Dritten auf Seite des Produzenten.- Steuerrecht.- Spiele.- 1 to 1 Marketing und Datenschutz.- Haftung fur Multimediaprodukte.- Streitschlichtung.- Kommunen im Netz.- Verhalten bei Abmahnungen. Rechtsfragen der Unternehmensorganisation.- Rechtsfragen bei Einfuhrung eines QM-Systems.- Der Kriterienkatalog fur E-Commerce-Projekte.- Projektmanagement aus rechtlicher Sicht.- Projektdokumentation und Beweismittel aus rechtlicher Sicht.
This book primarily discusses issues related to the mining aspects of data streams and it is unique in its primary focus on the subject. This volume covers mining aspects of data streams comprehensively: each contributed chapter contains a survey on the topic, the key ideas in the field for that particular topic, and future research directions. The book is intended for a professional audience composed of researchers and practitioners in industry. This book is also appropriate for advanced-level students in computer science.
This book is the outcome of a series of discussions at the Philips Symposium on Intelligent Algorithms, held in Eindhoven in December 2004. It offers exciting and practical examples of the use of intelligent algorithms in ambient and biomedical computing. It contains topics such as bioscience computing, database design, machine consciousness, scheduling, video summarization, audio classification, semantic reasoning, machine learning, tracking and localization, secure computing, and communication.
This timely text/reference presents the latest advances in various aspects of social media modeling and social media computing research. Gathering together superb research from a range of established international conferences and workshops, the editors coherently organize and present each of the topics in relation to the basic principles and practices of social media modeling and computing. Individual chapters can be also be used as self-contained references on the material covered. Topics and features: presents contributions from an international selection of preeminent experts in the field; discusses topics on social-media content analysis; examines social-media system design and analysis, and visual analytic tools for event analysis; investigates access control for privacy and security issues in social networks; describes emerging applications of social media, for music recommendation, automatic image annotation, and the analysis and improvement of photo-books.
This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.
This proceedings is a representation of decades of reasearch, teaching and application in the field. Image Processing, Fusion and Information Technology areas, Digital radio Communication, Wimax, Electrical engg, VLSI approach to processor design, embedded systems design are dealt in detail through models and illustrative techniques.
Interactive Media is a new research field and a landmark in multimedia development. The Era of Interactive Media is an edited volume contributed from world experts working in academia, research institutions and industry. The Era of Interactive Media focuses mainly on Interactive Media and its various applications. This book also covers multimedia analysis and retrieval; multimedia security rights and management; multimedia compression and optimization; multimedia communication and networking; and multimedia systems and applications. The Era of Interactive Media is designed for a professional audience composed of practitioners and researchers working in the field of multimedia. Advanced-level students in computer science and electrical engineering will also find this book useful as a secondary text or reference.
This book constitutes the refereed proceedings of the 7th International Conference on Interactive Storytelling, ICIDS 2014, Singapore, Singapore, November 2014. The 20 revised full papers presented together with 8 short papers 7 posters, and 5 demonstration papers were carefully reviewed and selected from 67 submissions. The papers are organized in topical sections on story generation, authoring, evaluation and analysis, theory, retrospectives, and user experience.
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. "The Virtual Future" employs theories and methods from social science to explore nine very different virtual futures: "The Matrix Online," "Tabula Rasa," "Anarchy Online," "Entropia Universe," "Star Trek Online," "EVE Online, Star Wars Galaxies," "World of Warcraft: Burning Crusade," and "The Chronicles of Riddick." Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future."
The term "haptics" refers to the science of sensing and manipulation through touch. Multiple disciplines such as biomechanics, psychophysics, robotics, neuroscience, and software engineering converge to support haptics, and generally, haptic research is done by three communities: the robotics community, the human computer interface community, and the virtual reality community. This book is different from any other book that has looked at haptics. The authors treat haptics as a new medium rather than just a domain within one of the above areas. They describe human haptic perception and interfaces and present fundamentals in haptic rendering and modeling in virtual environments. Diverse software architectures for standalone and networked haptic systems are explained, and the authors demonstrate the vast application spectrum of this emerging technology along with its accompanying trends. The primary objective is to provide a comprehensive overview and a practical understanding of haptic technologies. An appreciation of the close relationship between the wide range of disciplines that constitute a haptic system is a key principle towards being able to build successful collaborative haptic environments. Structured as a reference to allow for fast accommodation of the issues concerned, this book is intended for researchers interested in studying touch and force feedback for use in technological multimedia systems in computer science, electrical engineering, or other related disciplines. With its novel approach, it paves the way for exploring research trends and challenges in such fields as interpersonal communication, games, or military applications.
Soft computing, as opposed to conventional "hard" computing, tolerates imprecision and uncertainty, in a way very much similar to the human mind. Soft computing techniques include neural networks, evolutionary computation, fuzzy logic, and chaos. The recent years have witnessed tremendous success of these powerful methods in virtually all areas of science and technology, as evidenced by the large numbers of research results published in a variety of journals, conferences, as weil as many excellent books in this book series on Studies in Fuzziness and Soft Computing. This volume is dedicated to recent novel applications of soft computing in communications. The book is organized in four Parts, i.e., (1) neural networks, (2) evolutionary computation, (3) fuzzy logic and neurofuzzy systems, and (4) kernel methods. Artificial neural networks consist of simple processing elements called neurons, which are connected by weights that may be adjusted during learning. Part 1 of the book has seven chapters, demonstrating some of the capabilities of two major types of neural networks, i.e., multiplayer perceptron (MLP) neural networks and Hopfield-type neural networks.
Usability Professionals Workshop deals with the practical applications of human-machine interaction research. It is organized by the German ACM specialty section of the UPA (Usability Professionals Association). The volume presents the latest research findings through case studies and practice reports along with in-depth discussions.
The Workshop Volume from the Humans and Computers Conference documents the advanced tutorials that were presented to deepen the understanding gained from the conference lectures. It presents case studies along with accompanying exercises.
These conference proceedings include the specialized academic lecture and brief contributions presented at the Humans and Computers 2015 conference in Stuttgart. It provides multiple perspectives from research that collectively provide a kaleidoscope of ideas, theories, and methodologies. The conference bridges the gap between theory and practical implementation with numerous application-oriented essays.
This book constitutes the proceedings of the 5th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2013. The 23 full papers presented were carefully selected from numerous submissions. The conference aims at enhancing the understanding of recent and anticipated advances in interactive technologies, and their applications to entertainment, education, culture, and the arts. The papers are grouped in topical sections on linked media, gaming technologies, and technologies for live entertainment.
This volume presents the proceedings of ECSCW 2011, the 12th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. The papers this year focus on work and the enterprise as well as on the challenges of involving citizens, patients, etc. into collaborative settings. The papers embrace new theories, and discuss known ones. They contribute to the discussions on the blurring boundaries between home and work and on the ways we think about and study work. They introduce recent and emergent technologies, and study known social and collaborative technologies, such as wikis and video messages. Classical settings in computer supported cooperative work, e.g. meetings and standardization are also looked upon anew. With contributions from all over the world, the papers in interesting ways help focus on the European perspective in our community. The 22 papers selected for this conference deal with and reflect the lively debate currently ongoing in our field of research.
Variational Methods in Image Processing presents the principles, techniques, and applications of variational image processing. The text focuses on variational models, their corresponding Euler-Lagrange equations, and numerical implementations for image processing. It balances traditional computational models with more modern techniques that solve the latest challenges introduced by new image acquisition devices. The book addresses the most important problems in image processing along with other related problems and applications. Each chapter presents the problem, discusses its mathematical formulation as a minimization problem, analyzes its mathematical well-posedness, derives the associated Euler-Lagrange equations, describes the numerical approximations and algorithms, explains several numerical results, and includes a list of exercises. MATLAB (R) codes are available online. Filled with tables, illustrations, and algorithms, this self-contained textbook is primarily for advanced undergraduate and graduate students in applied mathematics, scientific computing, medical imaging, computer vision, computer science, and engineering. It also offers a detailed overview of the relevant variational models for engineers, professionals from academia, and those in the image processing industry.
This book is an extensive treatise on the most up-to-date advances in computer graphics technology and its applications. Both in business and industrial areas as well as in research and development, you will see in this book an incredible devel opment of new methods and tools for computer graphics. They play essential roles in enhancing the productivity and quality of human work through computer graph ics and applications. Extensive coverage of the diverse world of computer graphics is the privilege of this book, which is the Proceedings of InterGraphics '83. This was a truly interna tional computer graphics conference and exhibit, held in Tokyo, April 11-14, 1983, sponsored by the World Computer Grpphics Association (WCGA) and organized by the Japan Management Association (JMA) in coopera'tion' with *~CM-SIGGRAPH. InterGraphics has over 15 thousands participants. This book consists of seven Chapters. The first two chapters are on the basics of computer graphics, and the remaining five chapters are dedicated to typical appli cation areas of computer graphics. Chapter 1 contains four papers on "graphics techniques". Techniques to generate jag free images, to simulate digital logic, to display free surfaces and to interact with 3 dimensional (3D) shaded graphics are presented. Chapter 2 covers "graphics standards and 3D models" in five papers. Two papers discuss the CORE standard and the GKS standard. Three papers de scribe various 3D models and their evaluations.
This book on multimedia tools for communicating mathematics arose
from presentations at an international workshop organized by the
Centro de Matematica e Aplicacoes Fundamentais at the University of
Lisbon, in November 2000, with the collaboration of the
Sonderforschungsbereich 288 at the University of Technology in
Berlin, and of the Centre for Experimental and Constructive
Mathematics at Simon Fraser University in Burnaby, Canada. The
MTCM2000 meeting aimed at the scientific methods and algorithms at
work inside multimedia tools, and it provided an overview of the
range of present multimedia projects, of their limitations and the
underlying mathematical problems.
Contains everything that a project team needs to know about the development and deployment of Web services with the IBM WebSphere product family. Included will be examples for all development artifacts in a format that can be reused in the reader s project. It combines the authors own practical experiences with consolidated information on the latest product capabilities in a unique approach that allows the book to be easily accessible to a broad spectrum of readers. Finding a balance between a euphoric/optimistic and down-to earth/realistic view on the subject, this book will be an essential part of every Web service developer s bookshelf. "
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.
This book constitutes the outcome of the Workshop on Measurement and Measurement Tools which was held as part of the Future Internet Research Experimentation (FIRE) initiative during the Future Internet Assembly conference (FIA) in May 2012. The 10 contributions included in this volume are invited extended versions of the presentations at the workshop. The book closes with a summary and conclusions of the findings in these papers.
This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to these papers, the program featured 2 demos, 3 workshops, 3 tutorials and 3 art installations, also summarized in this book. The papers cover various topics in the multi-disciplinary field of entertainment computing.
This book gathers the latest experience of experts, research teams and leading organizations involved in computer-aided design of user interfaces of interactive applications. This area investigates how it is desirable and possible to support, to facilitate and to speed up the development life cycle of any interactive system. In particular, it stresses how the design activity could be better understood for different types of advanced interactive systems.
This volume constitutes the refereed post-workshop proceedings of two IFIP WG 13.7 workshops on Human-Computer Interaction and Visualization: the 7th HCIV Workshop on Non-formal Modelling for Interaction Design, held at the 29th European Conference on Cognitive Ergonomics, ECCE 2011, in Rostock, Germany, in August 2011 and the 8th HCIV Workshop on HCI and Visualization, held at the 13th IFIP TC 13 Conference on Human-Computer Interaction, INTERACT 2011, in Lisbon, Portugal, in September 2011. The 15 revised papers presented were carefully reviewed and selected for inclusion in this volume. They cover a wide range of topics in the fields of non-formal modeling, visualization and HCI and provide visions from researchers working at or across the borders between these domains that may help develop a holistic cross-discipline. |
You may like...
Wearable Technologies - Concepts…
Information Reso Management Association
Hardcover
R9,401
Discovery Miles 94 010
Handbook of Research on Advanced…
Ahmed J. Obaid, Ghassan H Abdul-Majeed, …
Hardcover
R7,311
Discovery Miles 73 110
Fundamentals of Spatial Information…
Robert Laurini, Derek Thompson
Hardcover
R1,451
Discovery Miles 14 510
Advancements in Security and Privacy…
Ashwani Kumar, Seelam Sai Satyanarayana Reddy
Hardcover
R5,924
Discovery Miles 59 240
The Handbook on Socially Interactive…
Birgit Lugrin, Catherine Pelachaud, …
Paperback
R1,819
Discovery Miles 18 190
Recent Advances in 3D Imaging, Modeling…
Athanasios Voulodimos, Anastasios Doulamis
Hardcover
R5,318
Discovery Miles 53 180
|