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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-workshop proceedings of the International Workshop on Medical Computer Vision: Algorithms for Big Data, MCV 2014, held in Cambridge, MA, USA, in September 2019, in conjunction with the 17th International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI 2014. The one-day workshop aimed at exploring the use of modern computer vision technology and "big data" algorithms in tasks such as automatic segmentation and registration, localization of anatomical features and detection of anomalies emphasizing questions of harvesting, organizing and learning from large-scale medical imaging data sets and general-purpose automatic understanding of medical images. The 18 full and 1 short papers presented in this volume were carefully reviewed and selected from 30 submission.
With an emphasis on applications of computational models for solving modern challenging problems in biomedical and life sciences, this book aims to bring collections of articles from biologists, medical/biomedical and health science researchers together with computational scientists to focus on problems at the frontier of biomedical and life sciences. The goals of this book are to build interactions of scientists across several disciplines and to help industrial users apply advanced computational techniques for solving practical biomedical and life science problems. This book is for users in the fields of biomedical and life sciences who wish to keep abreast with the latest techniques in signal and image analysis. The book presents a detailed description to each of the applications. It can be used by those both at graduate and specialist levels.
This book constitutes the refereed proceedings of the 25th International Symposium on Algorithms and Computation, ISAAC 2014, held in Jeonju, Korea, in December 2014. The 60 revised full papers presented together with 2 invited talks were carefully reviewed and selected from 171 submissions for inclusion in the book. The focus of the volume in on the following topics: computational geometry, combinatorial optimization, graph algorithms: enumeration, matching and assignment, data structures and algorithms, fixed-parameter tractable algorithms, scheduling algorithms, computational complexity, computational complexity, approximation algorithms, graph theory and algorithms, online and approximation algorithms, and network and scheduling algorithms.
This book constitutes the refereed proceedings of the 5th International Conference on Digital Heritage, EuroMed 2014, held in Limassol, Cyprus, in November 2014. The 84 full and 51 short papers presented were carefully reviewed and selected from 438 submissions. They focus on the interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, chemistry and engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of Cultural Heritage knowledge.
The three volume set LNCS 8834, LNCS 8835, and LNCS 8836 constitutes the proceedings of the 20th International Conference on Neural Information Processing, ICONIP 2014, held in Kuching, Malaysia, in November 2014. The 231 full papers presented were carefully reviewed and selected from 375 submissions. The selected papers cover major topics of theoretical research, empirical study, and applications of neural information processing research. The 3 volumes represent topical sections containing articles on cognitive science, neural networks and learning systems, theory and design, applications, kernel and statistical methods, evolutionary computation and hybrid intelligent systems, signal and image processing, and special sessions intelligent systems for supporting decision, making processes, theories and applications, cognitive robotics, and learning systems for social network and web mining.
This book constitutes the refereed proceedings of the International Symposium, on Artificial Intelligence and Signal Processing, AISP 2013, held in Tehran, Iran, in December 2013. The 35 full papers presented were carefully reviewed and selected from 106 submissions. They are organized in topical sections such as image processing, machine vision, medical image processing, signal processing, speech processing, natural language processing, systems and AI applications, robotics.
This book constitutes the refereed proceedings of the 6th IAPR TC3 International Workshop on Artificial Neural Networks in Pattern Recognition, ANNPR 2014, held in Montreal, QC, Canada, in October 2014. The 24 revised full papers presented were carefully reviewed and selected from 37 submissions for inclusion in this volume. They cover a large range of topics in the field of learning algorithms and architectures and discussing the latest research, results, and ideas in these areas.
This book constitutes the refereed proceedings of the International Conference on Computer Vision and Graphics, ICCVG 2014, held in Warsaw, Poland, in September 2014. The 81 full papers presented were carefully reviewed and selected from various submissions. They cover various important aspects of computer vision and graphics.
This book constitutes the refereed proceedings of the 16th International Conference on Speech and Computer, SPECOM 2014, held in Novi Sad, Serbia. The 56 revised full papers presented together with 3 invited talks were carefully reviewed and selected from 100 initial submissions. It is a conference with long tradition that attracts researchers in the area of computer speech processing (recognition, synthesis, understanding etc.) and related domains (including signal processing, language and text processing, multi-modal speech processing or human-computer interaction for instance).
The three-volume set LNCS 8673, 8674, and 8675 constitutes the refereed proceedings of the 17th International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI 2014, held in Boston, MA, USA, in September 2014. Based on rigorous peer reviews, the program committee carefully selected 253 revised papers from 862 submissions for presentation in three volumes. The 100 papers included in the first volume have been organized in the following topical sections: microstructure imaging; image reconstruction and enhancement; registration; segmentation; intervention planning and guidance; oncology; and optical imaging.
This collection offers an expansive, multiplatform exploration of the rapidly-expanding area of motion design and motion graphics, taking into account both theoretical questions and creative professional practice. Spanning interaction design, product interfaces, kinetic data visualizations, typography, TV and film title design, brand building, narrative storytelling, history, exhibits and environments, editors R. Brian Stone and Leah Wahlin offer an interdisciplinary range of academic essays and professional interviews that together form a dialogue between motion design theory and professional practice. Written for both those critically engaged with motion design as well as those working or aspiring to work professionally in the field, the book features a range of international contributors and interviews with some of the best-known designers in the field, including Kyle Cooper, Karin Fong, and Daniel Alenquer. The Theory and Practice of Motion Design seeks to illuminate the diverse, interdisciplinary field of motion design by offering a structured examination of how motion design has evolved, what forces define our current understanding and implementation of motion design, and how we can plan for and imagine the future of motion design as it unfolds. An accompanying online resource site, www.motionresource.com, contains visual representations of the examples described in the text.
This book presents revised versions of the best papers selected from the symposium Mathematical Progress in Expressive Image Synthesis (MEIS2013) held in Fukuoka, Japan, in 2013. The topics cover various areas of computer graphics (CG), such as surface deformation/editing, character animation, visual simulation of fluids, texture and sound synthesis and photorealistic rendering. From a mathematical point of view, the book also presents papers addressing discrete differential geometry, Lie theory, computational fluid dynamics, function interpolation and learning theory. This book showcases the latest joint efforts between mathematicians, CG researchers and practitioners exploring important issues in graphics and visual perception.The book provides a valuable resource for all computer graphics researchers seeking open problem areas, especially those now entering the field who have not yet selected a research direction."
A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.
Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Premiere Pro CC (2018 release) choose Adobe Premiere Pro CC Classroom in a Book (2019 release) from Adobe Press. The 18 project-based lessons in this book show users step-by-step the key techniques for working in Premiere Pro. Learn to edit video in Adobe Premiere Pro CC 2019 and get the most out of your workflow. Learn how to take a project from beginning to end, organize media, add audio, create transitions, produce titles and captions, and add effects. Take your projects further by sweetening and mixing sound, compositing footage, adjusting color, using advanced editing techniques, managing projects, working with 360 video for VR headsets, animating graphics and video, exporting, and much more. Workflows incorporating Adobe Photoshop, Adobe After Effects, and Adobe Audition expand your creative options. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases relevant new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and multiple-choice quizzes.
Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl's Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality, Networking, and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forums and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl's third edition for Unity game development. Key features: Art and programming in Unity, the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity game engine versions 2018 and 2019. New coverage of Nav Meshes, Augmented Reality, Mobile Builds and Mecanim. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.
This book introduces the concepts and models of robust representation learning, and provides a set of solutions to deal with real-world data analytics tasks, such as clustering, classification, time series modeling, outlier detection, collaborative filtering, community detection, etc. Three types of robust feature representations are developed, which extend the understanding of graph, subspace, and dictionary.Leveraging the theory of low-rank and sparse modeling, the authors develop robust feature representations under various learning paradigms, including unsupervised learning, supervised learning, semi-supervised learning, multi-view learning, transfer learning, and deep learning. Robust Representations for Data Analytics covers a wide range of applications in the research fields of big data, human-centered computing, pattern recognition, digital marketing, web mining, and computer vision.
Visual content understanding is a complex and important challenge for applications in automatic multimedia information indexing, medicine, robotics, and surveillance. Yet the performance of such systems can be improved by the fusion of individual modalities/techniques for content representation and machine learning.
This comprehensive text/reference presents a thorough overview of "Fusion in Computer Vision," from an interdisciplinary and multi-application viewpoint. Presenting contributions from an international selection of experts, the work describes numerous successful approaches, evaluated in the context of international benchmarks that model realistic use cases at significant scales.
Topics and features: examines late fusion approaches for concept recognition in images and videos, including the bag-of-words model; describes the interpretation of visual content by incorporating models of the human visual system with content understanding methods; investigates the fusion of multi-modal features of different semantic levels, as well as results of semantic concept detections, for example-based event recognition in video; proposes rotation-based ensemble classifiers for high-dimensional data, which encourage both individual accuracy and diversity within the ensemble; reviews application-focused strategies of fusion in video surveillance, biomedical information retrieval, and content detection in movies; discusses the modeling of mechanisms of human interpretation of complex visual content.
This authoritative collection is essential reading for researchers and students interested in the domain of information fusion for complex visual content understanding, and related fields.
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.
There has been rapid growth in biomedical engineering in recent decades, given advancements in medical imaging and physiological modelling and sensing systems, coupled with immense growth in computational and network technology, analytic approaches, visualization and virtual-reality, man-machine interaction and automation. Biomedical engineering involves applying engineering principles to the medical and biological sciences and it comprises several topics including biomedicine, medical imaging, physiological modelling and sensing, instrumentation, real-time systems, automation and control, signal processing, image reconstruction, processing and analysis, pattern recognition, and biomechanics. It holds great promise for the diagnosis and treatment of complex medical conditions, in particular, as we can now target direct clinical applications, research and development in biomedical engineering is helping us to develop innovative implants and prosthetics, create new medical imaging technologies and improve tools and techniques for the detection, prevention and treatment of diseases.
The contributing authors in this edited book present representative surveys of advances in their respective fields, focusing in particular on techniques for the analysis of complex biomedical data. The book will be a useful reference for graduate students, researchers and industrial practitioners in computer science, biomedical engineering, and computational and molecular biology.
The pigment patterns on tropical shells are of great beauty and diversity. Their mixture of regularity and irregularity is fascinating. A particular pattern seems to follow particular rules but these rules allow variations. No two shells are identical. The motionless patterns appear to be static, and, indeed, they consist of calci?ed material. However, as will be shown in this book, the underlying mechanism that generates this beauty is eminently dynamic. It has much in common with other dynamic systems that generate patterns, such as a wind-sand system that forms large dunes, or rain and erosion that form complex rami?ed river systems. On other shells the underlying mechanism has much in common with waves such as those commonly observed in the spread of an epidemic. A mollusk can only enlarge its shell at the shell margin. In most cases, only at this margin are new elements of the pigmentation pattern added. Therefore, the shell pattern preserves the record of a process that took place over time in a narrow zone at the growing edge. A certain point on the shell represents a certain moment in its history. Like a time machine one can go into the past or the future just by turning the shell back and forth. Having this complete historical record opens the possibility of decoding the generic principles behind this beauty.
OpenGL (R) SuperBible, Seventh Edition, is the definitive programmer's guide, tutorial, and reference for OpenGL 4.5, the world's leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL's newest APIs; key extensions; shaders; and essential, related concepts. You'll find up-to-date, hands-on guidance for all facets of modern OpenGL development-both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com.
Master the fundamentals of Photoshop Elements 8 and then some with One-on-One, Deke McClelland's unique and effective learning system. "Photoshop Elements 8 One-on-One" includes step-by-step tutorials, over 4 hours of exclusive video demonstrations, and hands-on projects to help you improve your knowledge and hone your skills. Watch the video to get your bearings, then work through a project to learn hands-on skills. The combination is uniquely effective. Whether you're new to Elements or have been using the program for years, the conversational style and carefully structured lessons in this book guide you easily through the program's fundamental and advanced concepts and techniques. More than 850 full-color photos, diagrams, and screen shots illustrate every key step. With this book, you will: learn at your own speed with 12 self-paced tutorials; master Photoshop Element's sophisticated photo-editing features; try out techniques and best practices with engaging real-world projects; discover how the Organizer can help you keep track of all your photos; test your knowledge with multiple-choice quizzes in each chapter; and, more. Written and produced by a Photoshop expert with well over 20 years of experience, "Photoshop Elements 8 One-on-One" simulates a classroom environment that provides one-on-one attention as you proceed from lesson to lesson. You'll learn to use Elements faster, more creatively, and more efficiently than you thought possible.
An examination of subversive games-games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games-games that challenge the accepted norms embedded within the gaming industry-and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of "playing house" include Dadaist puppet shows and The Sims. She looks at artists' alternative computer-based games and explores games for change, considering the way activist concerns-including worldwide poverty and AIDS-can be incorporated into game design. Arguing that this kind of conscious practice-which now constitutes the avant-garde of the computer game medium-can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
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