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This book presents various contributions of splines to signal and image processing from a unified perspective that is based on the Zak transform (ZT). It expands the methodology from periodic splines, which were presented in the first volume, to non-periodic splines. Together, these books provide a universal toolbox accompanied by MATLAB software for manipulating polynomial and discrete splines, spline-based wavelets, wavelet packets and wavelet frames for signal/ image processing applications. In this volume, we see that the ZT provides an integral representation of discrete and polynomial splines, which, to some extent, is similar to Fourier integral. The authors explore elements of spline theory and design, and consider different types of polynomial and discrete splines. They describe applications of spline-based wavelets to data compression. These splines are useful for real-time signal processing and, in particular, real-time wavelet and frame transforms. Further topics addressed in this volume include: "global" splines, such as interpolating, self-dual and smoothing, whose supports are infinite; the compactly supported quasi-interpolating and smoothing splines including quasi-interpolating splines on non-uniform grids; and cubic Hermite splines as a source for the design of multiwavelets and multiwavelet frames. Readers from various disciplines including engineering, computer science and mathematical information technology will find the descriptions of algorithms, applications and software in this book especially useful.
Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Illustrator CC (2017 release) choose Adobe Illustrator CC Classroom in a Book (2017 release) from the best-selling series of hands-on software training workbooks from Adobe Press. The 15 project-based lessons in this book show users step-by-step the key techniques for working in Illustrator. Build a strong foundation for working with Adobe Illustrator CC by following hands-on projects for creating logos, illustrations, and posters. Learn how to use the Shaper tool and Live Shapes along with dynamic symbols to streamline graphics creation. Create website assets and export them in multiple formats to support modern responsive web designs. From exacting illustration to more free-form painting, you'll gain vital Illustrator skills as you progress through the lessons. 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 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 interactive multiple-choice quizzes. As always with the Classroom in a Book, Instructor Notes are available for teachers to download.
Based on the authors' research, this book introduces the main processing techniques in hyperspectral imaging. In this context, SVM-based classification, distance comparison-based endmember extraction, SVM-based spectral unmixing, spatial attraction model-based sub-pixel mapping and MAP/POCS-based super-resolution reconstruction are discussed in depth. Readers will gain a comprehensive understanding of these cutting-edge hyperspectral imaging techniques. Researchers and graduate students in fields such as remote sensing, surveying and mapping, geosciences and information systems will benefit from this valuable resource.
The three volume set LNCS 6453, LNCS 6454, and LNCS 6455 constitutes the refereed proceedings of the 6th International Symposium on Visual Computing, ISVC 2010, held in Las Vegas, NV, USA, in November/December 2010. The 93 revised full papers and 73 poster papers presented together with 44 full and 6 poster papers of 7 special tracks were carefully reviewed and selected from more than 300 submissions. The papers of part I (LNCS 6453) are organized in computational bioimaging, computer graphics, behavior detection and modeling, low-level color image processing, feature extraction and matching, visualization, motion and tracking, unconstrained biometrics: advances and trends, 3D mapping, modeling and surface reconstruction, and virtual reality. Part II (LNCS 6454) comprises topics such as calibration, pose estimation, and reconstruction, segmentation, stereo, registration, medical imaging, low cost virtual reality: expanding horizons, best practices in teaching visual computing, applications, and video analysis and event recognition. Part III (LNCS 6455) mainly contains papers of the poster session and concludes with contributions addressing visualization, as well as motion and tracking.
The two-volume set LNCS 10735 and 10736 constitutes the thoroughly refereed proceedings of the 18th Pacific-Rim Conference on Multimedia, PCM 2017, held in Harbin, China, in September 2017. The 184 full papers presented were carefully reviewed and selected from 264 submissions. The papers are organized in topical sections on: Best Paper Candidate; Video Coding; Image Super-resolution, Debluring, and Dehazing; Person Identity and Emotion; Tracking and Action Recognition; Detection and Classification; Multimedia Signal Reconstruction and Recovery; Text and Line Detection/Recognition; Social Media; 3D and Panoramic Vision; Deep Learning for Signal Processing and Understanding; Large-Scale Multimedia Affective Computing; Sensor-enhanced Multimedia Systems; Content Analysis; Coding, Compression, Transmission, and Processing.
This book contains keynote lectures and full papers presented at the International Symposium on Computational Modelling of Objects Represented in Images (CompIMAGE), held in Coimbra, Portugal, on 20-21 October 2006. International contributions from nineteen countries provide a comprehensive coverage of the current state-of-the-art in the fields of: - Image Processing and Analysis; - Image Segmentation; - Data Interpolation; - Registration, Acquisition and Compression; - 3D Reconstruction; - Objects Tracking; - Motion and Deformation Analysis; - Objects Simulation; - Medical Imaging; - Computational Bioimaging and Visualization. Related techniques also covered in this book include the finite element method, modal analyses, stochastic methods, principal and independent components analyses and distribution models. Computational Modelling of Objects Represented in Images will be useful to academics, researchers and professionals in Computational Vision (image processing and analysis), Computer Sciences, and Computational Mechanics.
Whether you're new to video editing, new to VideoStudio, or switching to VideoStudio from another digital video editor, this fun and easy-to-use book will guide you every step of the way. PICTURE YOURSELF MAKING CREATIVE MOVIES WITH COREL VIDEOSTUDIO X5 will help you quickly develop your editing chops using this powerful but inexpensive software. Before long, it will look as though you've been crafting top-notch digital videos and DVDs for years. Whether you're just out for fun--uploading videos to the Web, entertaining family and friends--or you're looking to develop your skills and increase your value in the workplace, this book teaches you what you need to know. The popular PICTURE YOURSELF step-by-step visual format is a great way to learn a new skill. With detailed pictures showing you just what to do at every stage, learning the ins and outs of editing digital video has never been simpler. With your video camera, your imagination, and a copy of PICTURE YOURSELF MAKING CREATIVE MOVIES WITH COREL VIDEOSTUDIO X5 in hand, you'll be inspired to create better movies than ever.
The comprehensive, soup-to-nuts guide to Photoshop, fully updated
Photoshop CS6, used for both print and digital media, is the industry leader in image-editing software. The newest version adds some exciting new features, and this bestselling guide has been revised to cover each of them, along with all the basic information you need to get started. Learn to use all the tools, including the histogram palette, Lens Blur, Match Color, and the color replacement tool, as well as keyboard shortcuts. Then master retouching and color correction, work with Camera Raw images, prepare photos for print or the web, and much more.Photoshop has the broadest user base of any professional-level graphics application, ranging from photo hobbyists to professionals in graphic design, publishing, video editing, animation, and broadcasting This comprehensive guide has what beginners need to know as well as intermediate-level information on key tools and procedures Features a 16-page full-color insert and a companion website with tutorials, including JPEG and PSD files of images from the book Covers image-editing basics, the File Browser, histogram palette, Lens Blur, Match Color, the color replacement tool, and customizable keyboard shortcuts Delves into techniques for working with Camera Raw images; how to retouch, color-correct, manipulate, and combine images; and all the new features and enhancements in the latest version
"Photoshop CS6 Bible" is the one reference book every Photoshop user needs.
This book proposes a new approach to colour in digital images, based on the standard sRGB colour space and Python scripting. It covers creating, storing, processing, displaying, printing, and viewing colour images. The fundamental ideas presented include systematic reduction of colour resolution to manageable sRGB sub-spaces, analysis of any image as a tabular colour scheme, general transformation and specific substitution of colours, and revival of the traditional notion of a neutral balance by adjusting all colours or by adjoining a colour frame. The text includes Python scripts for the processes discussed, downloadable in the e-book. It is of interest to artists, designers, and anyone who works with sRGB colour images.
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Appropriate for both professional and amateur photographers, this guide approaches Adobe Photoshop from the technical and artistic standpoint of traditional photography. Rather than emphasizing how to distort or create unusual or outlandish digital effects, it explores the use of Photoshop to achieve very realistic photographic images. In-depth instruction illustrates how to duplicate traditional photography and darkroom effects and techniques and how to use alternative films, specialized filters, lenses, and camera accessories. Every technique is demonstrated step-by-step so that photographers can easily follow and duplicate the effects with their own work. Although not a beginner's manual, this book is appropriate for all other users of Adobe Photoshop.
Image quality assessment (IQA) is an essential technique in the design of modern, large-scale image and video processing systems. This book introduces and discusses in detail topics related to IQA, including the basic principles of subjective and objective experiments, biological evidence for image quality perception, and recent research developments. In line with recent trends in imaging techniques and to explain the application-specific utilization, it particularly focuses on IQA for stereoscopic (3D) images and medical images, rather than on planar (2D) natural images. In addition, a wealth of vivid, specific figures and formulas help readers deepen their understanding of fundamental and new applications for image quality assessment technology. This book is suitable for researchers, clinicians and engineers as well as students working in related disciplines, including imaging, displaying, image processing, and storage and transmission. By reviewing and presenting the latest advances, and new trends and challenges in the field, it benefits researchers and industrial R&D engineers seeking to implement image quality assessment systems for specific applications or design/optimize image/video processing algorithms.
"An excellent introductory book" (Review of the First Edition in the International Journal of Electrical Engineering Education) "…it will serve as a reference book in this area for a long time" (Review of Revised Edition in Zentralblatt für Mathematik (Germany))
Firmly established over the last decade as the essential introductory Digital Signal Processing (DSP) text, this second edition reflects the growing importance of random digital signals and random DSP in the undergraduate syllabus by including two new chapters. The authors’ practical, problem-solving approach to DSP continues in this new material, which is packed up by additional worked examples and computer programs. The book now features:
This book describes the development of quantitative techniques for ultrasound and photoacoustic imaging in the assessment of architectural and vascular parameters. It presents morphological vascular research based on the development of quantitative imaging techniques for the use of clinical B-mode ultrasound images, and preclinical architectural vascular investigations on quantitative imaging techniques for ultrasounds and photoacoustics. The book is divided into two main parts, the first of which focuses on the development and validation of quantitative techniques for the assessment of vascular morphological parameters that can be extracted from B-mode ultrasound longitudinal images of the common carotid artery. In turn, the second part highlights quantitative imaging techniques for assessing the architectural parameters of vasculature that can be extracted from 3D volumes, using both contrast-enhanced ultrasound (CEUS) imaging and photoacoustic imaging without the addition of any contrast agent. Sharing and summarizing the outcomes of this important research, the book will be of interest to a broad range of researchers and practitioners in the fields of medical imaging and biomedical engineering.
This book presents covert, semi-covert and overt techniques for communication over printed media by modifying images, texts or barcodes within the document. Basic and advanced techniques are discussed aimed to modulate information into images, texts and barcodes. Conveying information over printed media can be useful for content authentication, author copyright, information and piracy product deterrent, side information for marketing, among other applications. Practical issues are discussed and experiments are provided to evaluate competitive approaches for hard-copy communication. This book is a useful resource for researchers, practitioners and graduate students in the field of hard-copy communication by providing the fundamentals, basic and advanced techniques as examples of approaches to address the hard-copy media distortions and particularities.
This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.
This thesis reports on sparsity-based multipath exploitation methods for through-the-wall radar imaging. Multipath creates ambiguities in the measurements provoking unwanted ghost targets in the image. This book describes sparse reconstruction methods that are not only suppressing the ghost targets, but using multipath to one's advantage. With adopting the compressive sensing principle, fewer measurements are required for image reconstruction as compared to conventional techniques. The book describes the development of a comprehensive signal model and some associated reconstruction methods that can deal with many relevant scenarios, such as clutter from building structures, secondary reflections from interior walls, as well as stationary and moving targets, in urban radar imaging. The described methods are evaluated here using simulated as well as measured data from semi-controlled laboratory experiments.
An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture-and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage.The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games-but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com
This book provides a fully integrated modelling approach for foams based on X-ray microtomography. Its main focus is on techniques for the realistic reproduction of the foam's morphological features in the model. The presented techniques are derived from concepts of Stochastic Geometry and are explained to be easily accessible to nonexpert users.
This book will provide an introduction to recent advances in theory, algorithms and application of Boolean map distance for image processing. Applications include modeling what humans find salient or prominent in an image, and then using this for guiding smart image cropping, selective image filtering, image segmentation, image matting, etc.In this book, the authors present methods for both traditional and emerging saliency computation tasks, ranging from classical low-level tasks like pixel-level saliency detection to object-level tasks such as subitizing and salient object detection. For low-level tasks, the authors focus on pixel-level image processing approaches based on efficient distance transform. For object-level tasks, the authors propose data-driven methods using deep convolutional neural networks. The book includes both empirical and theoretical studies, together with implementation details of the proposed methods. Below are the key features for different types of readers. For computer vision and image processing practitioners: Efficient algorithms based on image distance transforms for two pixel-level saliency tasks; Promising deep learning techniques for two novel object-level saliency tasks; Deep neural network model pre-training with synthetic data; Thorough deep model analysis including useful visualization techniques and generalization tests; Fully reproducible with code, models and datasets available. For researchers interested in the intersection between digital topological theories and computer vision problems: Summary of theoretic findings and analysis of Boolean map distance; Theoretic algorithmic analysis; Applications in salient object detection and eye fixation prediction. Students majoring in image processing, machine learning and computer vision: This book provides up-to-date supplementary reading material for course topics like connectivity based image processing, deep learning for image processing; Some easy-to-implement algorithms for course projects with data provided (as links in the book); Hands-on programming exercises in digital topology and deep learning.
Design Computing will help you understand the rapidly evolving relationship between computing, designers, and the many different environments they create or work in. The book introduces the topic of design computing, and covers the basics of hardware and software, so you don't need to be an expert. Topics include the fundamentals of digital representation, programming and interfaces for design; the shifting landscape of opportunity and expectation in practice and pedagogy; placing sensors in buildings to measure performance; and the challenge of applying information effectively in design. The book also includes additional reading for those who wish to dig deeper into the subject. Design Computing will provide you with a greater awareness of the issues that permeate the field, opportunities for you to investigate, and perhaps motivation to push the boundaries.
Plasticity is a fundamental property of neural development and learning in living organisms. It also contributes to problems associated with aging and degenerative processes. Understanding neural plasticity has huge implications for those seeking to recover from brain injury or sensory deprivation and regular folk vying to improve their skills and ability. Centered on three themes, this book explores the latest research in plasticity in sensory systems, with a focus primarily on visual and auditory systems. It covers a breadth of recent scientific study within the field including research on healthy systems and diseased models of sensory processing. Topics include visual and visuomotor learning, models of how the brain codes visual information, sensory adaptations in vision and hearing as a result of partial or complete visual loss in childhood, plasticity in the adult visual system, and plasticity across the senses, as well as new techniques in vision recovery, rehabilitation, and sensory substitution of other senses when one sense is lost. This unique edited volume, the fruit of an International Conference on Plastic Vision held at York University, Toronto, will provide students and scientists with an overview of the ongoing research related to sensory plasticity and perspectives on the direction of future work in the field.
This book constitutes the thoroughly refereed post workshop proceedings of the 8th International Workshop on Approximation and Online Algorithms, WAOA 2010, held in Liverpool, UK, in September 2010 as part of the ALGO 2010 conference event.
The 23 revised full papers presented were carefully reviewed
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