Games development and programming Books
Plunkett Research, Ltd Plunkett's Games, Apps & Social Media Industry
Book SynopsisThree of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully researched book is a complete market research and business intelligence tool--everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.Table of Contents How To Use This Book Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry 1) Introduction to the Games, Apps and Social Media Industry 2) Overview of the Electronic Games Industry 3) Overview of the Mobile Apps Industry 4) Overview of the Social Media Industry 5) Social Media Rakes in Global Online and Mobile Ad Revenues 6) Streaming Apps Take Over TVs 7) New Video Game Console Technologies and Features Boost Sales 8) Online (Cloud Gaming) & Mobile Games Compete with Consoles 9) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow 10) The Metaverse Attracts Investment 11) Fantasy Sports Post Growth, with 60 Million Players 12) eSports: Electronic Games Become Spectator Sports 13) Virtual Worlds Provide Revenue for Games Publishers 14) Global Mobile Apps Revenues Hit $167 Billion Yearly 15) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 16) Gamification: Games Technology Boosts Education and Training 17) Sports Equipment and Social Media Converge 18) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 19) The Future of Games, Apps & Social Media Chapter 2: Games, Apps & Social Media Industry Statistics Games, Apps & Social Media Industry Statistics and Market Size Overview Internet Usage Demographics, U.S.: 2021 Use of Different Online Platforms: 2022 Social Media Usage Demographics, U.S.: 2021 Home Broadband Adoption Demographics, U.S.: 2021 Smartphone Adoption Demographics, U.S.: 2021 Number of Business & Residential High Speed Internet Lines, U.S.: 2018-2023 Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2017-2022 Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022 Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2018-2021 Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022 Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017-2022 Internet Access Technologies Compared Chapter 3: Games, Apps & Social Media Industry Contacts Addresses, Telephone Numbers and Internet Sites Chapter 4: THE GAMES, APPS & SOCIAL MEDIA 200: Who They Are and How They Were Chosen Index of Companies Within Industry Groups Alphabetical Index Index of U.S. Headquarters Location by State Index of Non-U.S. Headquarters Location by Country Individual Profiles on each of THE GAMES, APPS & SOCIAL MEDIA 200 Additional Indexes Index of Hot Spots for Advancement for Women/Minorities Index by Subsidiaries, Brand Names and Affiliations A Short Games, Apps & Social Media Industry Glossary
£316.80
The Pragmatic Programmers Mazes for Programmers
Book SynopsisUnlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics
£28.98
The Pragmatic Programmers Apple Game Frameworks and Technologies: Build 2D
Book SynopsisDesign and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (TM). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer
£39.42
The Pragmatic Programmers Hands-on Rust: Effective Learning through 2D Game
Book SynopsisRust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters - and what better way to learn than by making games. Each chapter in this book presents hands-on, practical projects ranging from "Hello, World" to building a full dungeon crawler game. With this book, you'll learn game development skills applicable to other engines, including Unity and Unreal. Rust is an exciting programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters. With Rust, you have a shiny new playground where your game ideas can flourish. Each chapter in this book presents hands-on, practical projects that take you on a journey from "Hello, World" to building a full dungeon crawler game. Start by setting up Rust and getting comfortable with your development environment. Learn the language basics with practical examples as you make your own version of Flappy Bird. Discover what it takes to randomly generate dungeons and populate them with monsters as you build a complete dungeon crawl game. Run game systems concurrently for high-performance and fast game-play, while retaining the ability to debug your program. Unleash your creativity with magical items, tougher monsters, and intricate dungeon design. Add layered graphics and polish your game with style. What You Need: A computer running Windows 10, Linux, or Mac OS X. A text editor, such as Visual Studio Code. A video card and drivers capable of running OpenGL 3.2.
£36.57
No Starch Press,US Python Playground, 2nd Edition: Geeky Projects
Book SynopsisPython is a powerful programming language that's easy to learn and fun to play with. But once you've gotten a handle on the basics, what's next? Python Playground, 2nd Edition is a collection of imaginative programming projects that will inspire readers to use Python for making art and music, simulating real-world phenomena, and interacting with hardware. This second edition is fully updated to be even more user friendly and features five brand-new projects, like transforming a Raspberry Pi Pico into a playable instrument, creating an IoT system to monitor your garden, and using machine learning to develop a speech-recognition system. Programming shouldn't be a chore, so have some geeky fun with Python Playground, 2nd Edition!Trade Review"Python Playground has excellent projects for the science-minded programmer, the programming-minded science enthusiast, and everyone in between."—Al Sweigart, author of Automate the Boring Stuff with PythonReviews of the first edition:"If you want to become adept at doing clever things with Python, I doubt you'll find a better group of projects or more useful help for understanding how the language works."—Network World "This is a book that belongs in every Python programmer's library."—Full Circle Magazine"Packed with interesting projects."—iProgrammer"Python Playground targets programmers who want to further improve their skills and knowledge of the language. The book does a good job of explaining all relevant details and makes sure that readers get a clear picture of what is going on."—InfoQ"As an intermediate coder and educator, I appreciate how this book pushes boundaries with Python, inviting those who enjoy a rigorous coding puzzle. It's a solid pick for developers and coders looking to level up."—Kelly Schuster-Paredes, co-host of The Teaching Python podcast
£32.24
University of Alberta Press The Creation of iGiselle: Classical Ballet Meets
Book SynopsisThe unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura SydoraTrade Review# 4 on Edmonton Non-Fiction Bestsellers list, March 10, 2019Table of ContentsPreface Revisioning Giselle as the Video Game iGiselle // Nora Foster Stovel Acknowledgements Introduction Recreating Giselle for the Twenty-First Century // Nora Foster Stovel I An Interdisciplinary Approach to Giselle 1 | The Creation of the Romantic Ballet Giselle The Ballerina’s Hamlet // Nora Foster Stovel 2 | “No Feminine Endings” Adolphe Adam’s Musical Score for Giselle // Christina Gier 3 | The Other Giselles Moncrieff’s Giselle; or, The Phantom Night Dancers, Loder’s The Night Dancers, and Puccini’s Le Villi // Mark Morris 4 | (Re)creating Giselle Narrative and the Ballerina // Laura Sydora II Creating iGiselle 5 | Artificial Intelligence for Managing the Interactive Ballet Video Game, iGiselle // Sergio Poo Hernandez & Vadim Bulitko 6 | Re-playing iGiselle Dance, Technology, and Interdisciplinary Creation // Emilie St. Hilaire 7 | Renewing Adolphe Adam’s Score Creating the Music for iGiselle // Wayne DeFehr 8 | The Ballet Body and Video Games A Feminist Perspective // Pirkko Markula Contributors 189 Index 193
£26.99
Packt Publishing Limited Learning Game AI Programming with Lua
£35.99
Packt Publishing Limited Unity 2D Game Development Cookbook
£27.99
Packt Publishing Limited Learning Unity 2D Game Development by Example
£27.99
Packt Publishing Limited Mastering Unity Scripting Learn advanced C tips and techniques to make professionalgrade games with Unity
£46.75
Packt Publishing Limited GameMaker Essentials
£19.99
ISTE Ltd and John Wiley & Sons Inc Decision-Making in Crisis Situations: Research
Book SynopsisThis book presents concepts and methods for optimal training for decision making in crisis situations. After presenting some general concepts of decision-making during crisis situations, it presents various innovations for optimal training, such as serious games, scenario design, adapted animation of crisis exercises, observation and debriefing of exercises related to pedagogical objectives.Table of ContentsIntroduction xiSophie SAUVAGNARGUES Chapter 1. Concepts, Tools and Methods for Crisis Management Training 1Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 1.1. The crisis unit at the heart of the process 1 1.2. Training for crisis units 6 1.3. Simulation of critical situations 10 1.4. The construction of crisis simulation exercises 14 1.5. The simulation and research platform of the Institute of Risk Sciences (IMT Mines Alès) 19 1.6. Conclusion 22 1.7. References 23 Chapter 2. Towards A Serious Game Within the Frame of Major Crisis Simulations for Decision-makers: How Do We Connect the DOTs? 35Florian TENA-CHOLLET, Aurélia BONY-DANDRIEUX, and Jérôme TIXIER 2.1. Introduction 35 2.2. State of the art 38 2.2.1. Teaching strategy 38 2.2.2. Simulation strategy 39 2.2.3. Training environment 40 2.3. Methodology 41 2.3.1. Definition of “Degrees of Training” 41 2.3.2. Connecting the DOTs with a definition of the skills required 42 2.3.3. Skills activation by a crisis scenario 44 2.3.4. Scenario execution through a simulation 45 2.3.5. Simulation execution through a semi-virtual training environment (SVTE) 46 2.3.6. Towards serious gaming in a real infrastructure for crisis management training 49 2.4. Discussion 51 2.5. Conclusion 54 2.6. References 55 Chapter 3. Improving Crisis Exercises and Managers’ Skills through the Development of Scenario Design 59Philippe LIMOUSIN, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Sophie SAUVAGNARGUES 3.1. What is a pedagogical scenario for a crisis exercise? 59 3.2. Why and for whom the script is crucial? 60 3.2.1. Stakes of scriptwriting for participants 61 3.2.2. Stakes of scriptwriting for animators 61 3.2.3. Stakes of scriptwriting for observers 62 3.3. How can we improve the pedagogical scripting of crisis exercises? 62 3.4. Methodology to develop a crisis exercise scenario 64 3.4.1. Prepare the scriptwriting 65 3.4.2. Better define the objectives to achieve 65 3.4.3. Develop the crisis scene and construct the initial spatio-temporal structure of the scenario 67 3.4.4. Insert learning levers to solicit training objectives: the obstacles 68 3.4.5. Insert stimuli to not solicit unselected objectives: support stimuli 69 3.4.6. Adjust the number of stimuli to the level and objectives of the participants 70 3.4.7. Recreate a crisis universe: crisis stimuli 70 3.4.8. Verify and validate the pedagogical scriptwriting 72 3.4.9. Prepare the scenario for animators and observers 72 3.5. Conclusion 73 3.6. References 74 Chapter 4. Elaboration of Tools to Facilitate the Scenario Development of Crisis Management Training 79Noémie FRÉALLE, Florian TENA-CHOLLET and Sophie SAUVAGNARGUES 4.1. Introduction 79 4.2. State of the art 80 4.2.1. The limitations encountered 80 4.2.2. Analogy with interactive narratives 84 4.3. Method 87 4.3.1. Facilitation form 87 4.3.2. Management of facilitation data 90 4.4. Results 93 4.4.1. Facilitation form for the technical field team leader 93 4.4.2. The “lockdown” mission’s information flow diagram used in a simulation exercise at the communal level 96 4.5. Conclusion and perspectives 97 4.6. References 98 Chapter 5. How Can We Evaluate the Participants of a Crisis Management Training Exercise? 103Dimitri LAPIERRE, Florian TENA-CHOLLET, Jérôme TIXIER, Aurélia BONY-DANDRIEUX and Karine WEISS 5.1. Introduction 103 5.2. Review 105 5.3. Methodology 108 5.4. Results 116 5.5. Conclusion 120 5.6. References 121 Chapter 6. Managing the Game Within Crisis Exercises 125David GOUTX, Sophie SAUVAGNARGUES and Laurent MERMET 6.1. Introduction 125 6.1.1. The concept of Ludicity: a definition 126 6.2. Key components of Ludicity 128 6.2.1. The span of the game space 128 6.2.2. Magic circle and rabbit hole 130 6.2.3. Characters and persona 132 6.2.4. Game master 134 6.3. Manifestations of Ludicity 135 6.3.1. Engagement and pedagogy 135 6.3.2. Style of play 137 6.4. Managing Ludicity 139 6.4.1. Observing and detecting Ludicity 139 6.4.2. Using Ludicity to augment the simulation 141 6.5. Conclusions 143 6.5.1. Using Ludicity to mend the simulation 143 6.5.2. Crisis exercise or crisis simulacrum: does the exercise imitate life or does life imitate the exercise? 144 6.6. References 145 Chapter 7. Digital Training for Authorities: What is the Best Way to Communicate During a Crisis? 149Clément LAVERDET, Karine WEISS, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Serge CAPAROS 7.1. What is a good crisis communication? 150 7.2. Information dissemination 153 7.3. Behavioral communication 154 7.4. Method 155 7.5. Results 156 7.5.1. Situation report 156 7.5.2. Editorial line: normal and crisis times 157 7.5.3. Quality of communication 160 7.5.4. Defining a crisis editorial line 163 7.5.5. Behavior, dissemination orders and crisis storytelling 164 7.6. Summary 167 7.7. Limits 167 7.8. Conclusion 168 7.9. References 169 Chapter 8. Some Perspectives Moving Forward 175Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, David GOUTX, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 8.1. Introduction 175 8.2. Understanding what is played out in a crisis unit 177 8.2.1. From the observation and debriefing point of view 177 8.2.2. From the physiological and behavioral point of view 179 8.3. Developing new methods to improve learner immersion 180 8.3.1. Getting closer to reality, or modifying it 180 8.3.2. Encouraging learner engagement 181 8.3.3. Developing credible, pedagogical and interactive exercise scenarios 183 8.4. Implementing innovative complementary tools 183 8.5. Conclusion 185 8.6. References 186 List of Authors 189 Index 191
£125.06
Packt Publishing Limited Game Development Patterns with Unity 2021:
Book SynopsisSolve your programming woes in Unity with practical design propositionsKey Features Gain a comprehensive overview of Unity engine architecture and coding model Build a complete racing game using software design patterns and understand how to implement them in Unity Download the source code of the complete prototype demonstrating each of the software patterns used Book DescriptionThis book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity.Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently.In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype.Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features.As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices.By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.What you will learn Structure professional Unity code using industry-standard development patterns Identify the right patterns for implementing specific game mechanics or features Develop configurable core game mechanics and ingredients that can be modified without writing a single line of code Review practical object-oriented programming (OOP) techniques and learn how they're used in the context of a Unity project Build unique game development systems such as a level editor Explore ways to adapt traditional design patterns for use with the Unity API Who this book is forThis book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is a must, so if you’re a beginner, try our Learning C# by Developing Games with Unity 2021 handbook instead.Table of ContentsTable of Contents Before We Begin The Game Design Document A Short Primer to Programming in Unity Implementing a Game Manager with the Singleton Managing Character States with the State Pattern Managing Game Events with the Event Bus Implement a Replay System with the Command Pattern Optimizing with the Object Pool Pattern Decoupling Components with the Observer Pattern Implementing Power-Ups with the Visitor Pattern Implementing a Drone with the Strategy Pattern Using the Decorator to Implement a Weapon System Implementing a Level Editor with Spatial Partition Adapting Systems with an Adapter Concealing Complexity with a Facade Pattern Managing Dependencies with the Service Locator Pattern
£26.59
Andrews UK Limited Atari 130XE Games Book
Book Synopsis
£9.49
Andrews UK Limited ORIC-1 Basic Programming Manual
Book Synopsis
£9.49
Andrews UK Limited The Complete Sinclair ZX81 Basic Course
Book Synopsis
£11.39
Andrews UK Limited 30 Programs for the Sinclair ZX80
Book Synopsis
£15.19
Andrews UK Limited 40 Best Machine Code Routines for the Commodore
Book Synopsis
£9.49
Andrews UK Limited 40 Best Machine Code Routines for the Commodore
Book Synopsis
£17.09
Andrews UK Limited A Hobbyist's Guide to THEA500 Mini
Book Synopsis
£13.29
In Easy Steps Limited Coding with HTML & JavaScript - Create Epic
Book SynopsisCoding with HTML & JavaScript Create Epic Computer Games is ideal for readers who want to learn the basics of making games with HTML and JavaScript programming languages used by professional game developers.Step-by-step, this book will guide you to create your own epic computer games.Ideal for coders with some experience who are now ready to take their coding to the next level! You'll learn how to: Use HTML & JavaScript to code a series of games.Make images move and respond to keyboard presses.Draw objects on the HTML canvas, and use variables and timers.Import images and add sounds to personalise your projects.Develop your skills and build some amazing games!
£9.49
ISTE Ltd and John Wiley & Sons Inc Digital Holography
Book SynopsisThis book presents a substantial description of the principles and applications of digital holography.The first part of the book deals with mathematical basics and the linear filtering theory necessary to approach the topic. The next part describes the fundamentals of diffraction theory and exhaustively details the numerical computation of diffracted fields using FFT algorithms. A thorough presentation of the principles of holography and digital holography, including digital color holography, is proposed in the third part.A special section is devoted to the algorithms and methods for the numerical reconstruction of holograms. There is also a chapter devoted to digital holographic interferometry with applications in holographic microscopy, quantitative phase contrast imaging, multidimensional deformation investigations, surface shape measurements, fluid mechanics, refractive index investigations, synthetic aperture imaging and information encrypting.Keys so as to understand the differences between digital holography and speckle interferometry and examples of software for hologram reconstructions are also treated in brief. Contents 1. Mathematical Prerequisites.2. The Scalar Theory of Diffraction.3. Calculating Diffraction by Fast Fourier Transform.4. Fundamentals of Holography.5. Digital Off-Axis Fresnel Holography.6. Reconstructing Wavefronts Propagated through an Optical System.7. Digital Holographic Interferometry and Its Applications.Appendix. Examples of Digital Hologram Reconstruction ProgramsTable of ContentsIntroduction xv Chapter 1. Mathematical Prerequisites 1 Chapter 2. The Scalar Theory of Diffraction 27 Chapter 3. Calculating Diffraction by Fast Fourier Transform 77 Chapter 4. Fundamentals of Holography 115 Chapter 5. Digital Off-Axis Fresnel Holography 165 Chapter 6. Reconstructing Wavefronts Propagated through an Optical System 237 Chapter 7. Digital Holographic Interferometry and Its Applications 271 Appendix. Examples of Digital Hologram Reconstruction Programs 319 Bibliography 339 Index 355
£135.80
ISTE Ltd and John Wiley & Sons Inc Digital Color: Acquisition, Perception, Coding
Book SynopsisIn this book the authors identify the basic concepts and recent advances in the acquisition, perception, coding and rendering of color. The fundamental aspects related to the science of colorimetry in relation to physiology (the human visual system) are addressed, as are constancy and color appearance. It also addresses the more technical aspects related to sensors and the color management screen. Particular attention is paid to the notion of color rendering in computer graphics. Beyond color, the authors also look at coding, compression, protection and quality of color images and videos. Individual chapters focus on the LMS specification, color constancy, color appearance models, rendering in synthetic image generation, image sensor technologies, image compression, and quality and secure color imaging. Ideal for researchers, engineers, Master’s and PhD students, Digital Color: Acquisition, Perception, Encoding and Rendering offers a state of the art on all the scientific and technical issues raised by the different stages of the digital color process – acquisition, analysis and processing. Contents 1. Colorimetry and Physiology – The LMS Specification, Françoise Viénot and Jean Le Rohellec. 2. Color Constancy, Jean-Christophe Burie, Majed Chambah and Sylvie Treuillet. 3. Color Appearance Models, Christine Fernandez-Maloigne and Alain Trémeau. 4. Rendering and Computer Graphics, Bernard Péroche, Samuel Delepoulle and Christophe Renaud. 5. Image Sensor Technology, François Berry and Omar Ait Aider. 6. From the Sensor to Color Images, Olivier Losson and Eric Dinet. 7. Color and Image Compression, Abdelhakim Saadane, Mohamed-Chaker Larabi and Christophe Charrier. 8. Protection of Color Images, William Puech, Alain Trémeau and Philippe Carré. 9. Quality Assessment Approaches, Mohamed-Chaker Larabi, Abdelhakim Saadane and Christophe Charrier.Table of ContentsForeword xi Pierre Bonton Chapter 1. Colorimetry and Physiology – The LMS Specification 1 Françoise Viénot and Jean Le Rohellec 1.1. Physiological basis 2 1.2. The XYZ colorimetry: the benchmark model of CIE 9 1.3. LMS colorimetry 11 1.4. Colors in their context 22 1.5. Conclusion 25 1.6. Bibliography 25 Chapter 2. Color Constancy 29 Jean-Christophe Burie, Majed Chambah and Sylvie Treuillet 2.1. Introduction 29 2.2. Theoretical preliminaries and problems 30 2.3. Color constancy models 34 2.4. Color correction algorithms 37 2.5. Comparison of color constancy algorithms 54 2.6. Conclusion 59 2.7. Bibliography 59 Chapter 3. Color Appearance Models 65 Christine Fernandez-Maloigne and Alain Trémeau 3.1. Introduction 65 3.2. The two perceptual phenomena of color appearance 67 3.3. The main components of a CAM 73 3.4. The CIECAM02 81 3.5. Conclusion 89 3.6. Bibliography 90 Chapter 4. Rendering and Computer Graphics 93 Bernard Péroche, Samuel Delepoulle and Christophe Renaud 4.1. Introduction 93 4.2. Reflection and representation models of light sources 94 4.3. Simulation of light propagation 99 4.4. Display of results 106 4.5. Conclusion 114 4.6. Bibliography 115 Chapter 5. Image Sensor Technology 119 François Berry and Omar Ait Aider 5.1. Photodetection principle 119 5.2. Imagers 124 5.3. Spectral sensitivity of imagers 138 5.4. Color acquisition systems 138 5.5. Through monochrome camera 139 5.6. Tri-sensor systems 141 5.7. Color camera based on color filter arrays 142 5.8. Variants of integrated sensors 144 5.9. Conclusion 146 5.10. Bibliography 147 Chapter 6. From the Sensor to Color Images 149 Olivier Losson and Eric Dinet 6.1. Introduction 149 6.2. Presentation and formalization of demosaicing 150 6.3. Demosaicing methods 159 6.4. Quality of the estimated image 171 6.5. Color camera calibration 178 6.6. Conclusion 181 6.7. Bibliography 181 Chapter 7. Color and Image Compression 187 Abdelhakim Saadane, Mohamed-Chaker Larabi and Christophe Charrier 7.1. Introduction 187 7.2. Fundamentals of image compression 188 7.3. Compression standards and color 198 7.4. Color Image Compression 211 7.5. General conclusion 219 7.6. Bibliography 221 Chapter 8. Protection of Color Images 227 William Puech, Alain Trémeau and Philippe Carré 8.1. Introduction 227 8.2. Protection and security of digital data 228 8.3. Color image watermarking 238 8.4. Protection of color images by selective encryption (SE) 248 8.5. Conclusion 257 8.6. Bibliography 258 Chapter 9. Quality Assessment Approaches 265 Mohamed-Chaker Larabi, Abdelhakim Saadane and Christophe Charrier 9.1. Introduction 265 9.2. Color fidelity metric 268 9.3. Subjective assessment of the quality 271 9.4. Objective evaluation of quality 280 9.5. Performance evaluation of the metrics 295 9.6. Conclusion 297 9.7. Bibliography 300 List of Authors 307 Index 311
£132.00
ISTE Ltd and John Wiley & Sons Inc Digital Color Imaging
Book SynopsisThis collective work identifies the latest developments in the field of the automatic processing and analysis of digital color images. For researchers and students, it represents a critical state of the art on the scientific issues raised by the various steps constituting the chain of color image processing. It covers a wide range of topics related to computational color imaging, including color filtering and segmentation, color texture characterization, color invariant for object recognition, color and motion analysis, as well as color image and video indexing and retrieval. Contents 1. Color Representation and Processing in Polar Color Spaces, Jesús Angulo, Sébastien Lefèvre and Olivier Lezoray. 2. Adaptive Median Color Filtering, Frédérique Robert-Inacio and Eric Dinet. 3. Anisotropic Diffusion PDEs for Regularization of Multichannel Images: Formalisms and Applications, David Tschumperlé. 4. Linear Prediction in Spaces with Separate Achromatic and Chromatic Information,Olivier Alata, Imtnan Qazi, Jean-Christophe Burie and Christine Fernandez-Maloigne. 5. Region Segmentation, Alain Clément, Laurent Busin, Olivier Lezoray and Ludovic Macaire. 6. Color Texture Attributes, Nicolas Vandenbroucke, Olivier Alata, Christèle Lecomte, Alice Porebski and Imtnan Qazi. 7. Photometric Color Invariants for Object Recognition, Damien Muselet. 8. Color Key Point Detectors and Local Color Descriptors, Damien Muselet and Xiaohu Song. 9. Motion Estimation in Color Image Sequences, Bertrand Augereau and Jenny Benois-Pineau.Table of ContentsForeword xi Henri Maître Chapter 1. Color Representation and Processing in Polar Color Spaces 1 Jesús Angulo, Sébastien Lefèvre and Olivier Lezoray 1.1. Introduction 1 1.2. The HSI triplet 3 1.3. Processing of hue: a variable on the unit circle 8 1.4. Color morphological filtering in the HSI space 15 1.5. Morphological color segmentation in the HSI space 24 1.6. Conclusion 35 1.7. Bibliography 36 Chapter 2. Adaptive Median Color Filtering 41 Frédérique Robert-Inacio and Eric Dinet 2.1. Introduction 41 2.2. Noise 42 2.3. Nonlinear filtering 47 2.4. Median filter: methods derived from vector methods 51 2.5. Adaptive filters 60 2.6. Performance comparison 66 2.7. Conclusion 71 2.8. Bibliography 72 Chapter 3. Anisotropic Diffusion PDEs for Regularization of Multichannel Images: Formalisms and Applications 75 David Tschumperlé 3.1. Introduction 75 3.2. Preliminary concepts 80 3.3. Local geometry in multi-channel images 81 3.4. PDEs for multi-channel image smoothing: overview 87 3.5. Regularization and curvature preservation 102 3.6. Numerical implementation 109 3.7. Some applications 112 3.8. Conclusion 116 3.9. Bibliography 116 Chapter 4. Linear Prediction in Spaces with Separate Achromatic and Chromatic Information 123 Olivier Alata, Imtnan Qazi, Jean-Christophe Burie and Christine Fernandez-Maloigne 4.1. Introduction 123 4.2. Complex vector 2D linear prediction 124 4.3. Spectral analysis in the IHLS and L*a*b* color spaces 129 4.4. Application to segmentation of textured color images 136 4.5. Conclusion 145 4.6. Bibliography 146 Chapter 5. Region Segmentation 149 Alain Clément, Laurent Busin, Olivier Lezoray and Ludovic Macaire 5.1. Introduction 149 5.2. Compact histograms 150 5.3. Spatio-colorimetric classification 158 5.4. Segmentation by graph analysis 167 5.5. Evaluation of segmentation methods against a “ground truth” 181 5.6. Conclusion 186 5.7. Bibliography 187 Chapter 6. Color Texture Attributes 193 Nicolas Vandenbroucke, Olivier Alata, Christèle Lecomte, Alice Porebski and Imtnan Qazi 6.1. Introduction 193 6.2. Statistical features 201 6.3. Spatio-frequential features 213 6.4. Stochastic modeling 217 6.5. Color texture classification 223 6.6. Conclusion 232 6.7. Bibliography 233 Chapter 7. Photometric Color Invariants for Object Recognition 241 Damien Muselet 7.1. Introduction 241 7.2. Basic assumptions 246 7.3. Color invariant characteristics 255 7.4. Conclusion 280 7.5. Bibliography 280 Chapter 8. Color Key Point Detectors and Local Color Descriptors 285 Damien Muselet and Xiaohu Song 8.1. Introduction 285 8.2. Color key point and region detectors 286 8.3. Local color descriptors 299 8.4. Conclusion 308 8.5. Bibliography 309 Chapter 9. Motion Estimation in Color Image Sequences 317 Bertrand Augereau and Jenny Benois-Pineau 9.1. Introduction 317 9.2. Extension of classical motion estimation techniques to color image spaces 318 9.3. Apparent motion and vector images 324 9.4. Conclusion 334 9.5. Bibliography 336 Appendix A. Appendix to Chapter 7: Summary of Hypotheses and Color Characteristic Invariances 339 A.1.Bibliography 344 List of Authors 345 Index 349
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