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Artificial Vision is a rapidly growing discipline, aiming to build
computational models of the visual functionalities in humans, as
well as machines that emulate them. Visual communication in itself
involves a numberof challenging topics with a dramatic impact on
contemporary culture where human-computer interaction and human
dialogue play a more and more significant role.
This state-of-the-art book brings together carefully selected
review articles from world renowned researchers at the forefront of
this exciting area. The contributions cover topics including image
processing, computational geometry, optics, pattern recognition,
and computer science. The book is divided into three sections. Part
I covers active vision; Part II deals with the integration of
visual with cognitive capabilities; and Part III concerns visual
communication.
Artificial Vision will be essential reading for students and
researchers in image processing, vision, and computer science who
want to grasp the current concepts and future directions of this
challenging field.
Key Features
* This state-of-the-art book brings together selected review
articles and accounts of current projects from world-renowned
researchers at the forefront of this exciting area; The
contributions cover topics such as:
* psychology of perception
* image processing
* computational geometry
* visual knowledge representation and languages
* It is this truly multi-disciplinary approach that has produced
successful theories and applications for the subject.
Three rules for the skirmishers fighting under the blue sky, seven
for the sci-fi players with their dice of bone, nine for mortal men
with minis left to buy, one for the mek Lord with his giant robot
all alone in the land of gaming where the figures lie one book to
rule them all, one book to find them, one book to bring them all
and in the darkness bind them in the land of gaming where the
figures lie.
In one place! All the rules you'll ever need to game with any
miniatures you own! Any time period! Any genre! And any
combination! The game system has been designed with ease of play in
mind, emphasizing fun over rules, excitement over monotony.
Designed by Award-Winning game designer Paul Arden Lidberg, this
versatile game has been created to be the bridge between players of
all genres and gaming styles. No longer is anyone limited to
playing just certain genres or being unable to play against a new
opponent because of lack of appropriate figures! With the
All-Purpose Miniatures Rules; any figures you have can be used --
even toys. Never face a night of boredom again, as this book
is...
Down the Ottawa and up the St. Lawrence. The author of The
Rideau and The Timiskawa Navigators shows us how to cruise these
two waterways in a safe, enjoyable and seamanlike fashion. The ice
may still be on the water when Doug starts us off with the planning
and preparation phases. He has us studying the charts, laying off
distances, figuring our time lines, making our lists and checking
our gear. Then he takes along the rivers, telling of their
histories, what to see and do and what to watch for. He describes
the great ships plying the Seaway, and what they mean to us in our
little craft and he does it all in his own unique style. Serious
advice is lightened by his wry sense of humour.
Each chapter ends with a Rumrummer Tale, a story of those
fascinating characters who freighted booze across the water every
means, conceivable and otherwise.
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