Games development and programming Books
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 Unreal Engine 4 Game Development Quick Start
Book SynopsisLearn how to use Unreal Engine 4 by building 3D and multiplayer games using BlueprintsKey Features Learn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++ Learn to design games; use UMG to create menus and HUDs, and replication to create multiplayer games Build dynamic game elements using Animation Blueprints and Behavior Trees Book DescriptionUnreal Engine is a popular game engine for developers to build high-end 2D and 3D games.This book is a practical guide, starting off by quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You will learn how to create Blueprints and C++ code to define your game's functionality. You will be familiarized with the core systems of UE4 such as UMG, Animation Blueprints, and Behavior Trees. You will also learn how to use replication to create multiplayer games. By the end of this book, you will have a broad, solid knowledge base to expand upon on your journey with UE4.What you will learn Use project templates to give your game a head start Create custom Blueprints and C++ classes and extend from Epic's base classes Use UMG to create menus and HUDs for your game Create more dynamic characters using Animation Blueprints Learn how to create complex AI with Behavior Trees Use replication to create multiplayer games Optimize, test, and deploy a UE4 project Who this book is forReaders who already have some game development experience and Unity users who would like to try UE4 will all benefit from this book. Knowledge of basic Object-Oriented Programming topics such as variables, functions, and classes is assumed.Table of ContentsTable of Contents Introduction to Unreal Engine 4 Programming Using Blueprints Adding C++ to a Blueprint Project Creating HUDs and Menus Using UMG Animation Blueprints AI with Behavior Tree and Blackboard Multiplayer Games Optimization, Testing, and Packaging
£999.99
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
Packt Publishing Limited Hands-On Unity 2022 Game Development: Learn to
Book SynopsisCreate, customize, and optimize your own professional games from scratch with Unity 2022Includes invitation to join the online Unity Game Development community to read the book alongside Unity developers/C# programmers and Nicolas Borromeo.Purchase of the print or Kindle book includes a free eBook in PDF format.Key Features Create the game prototype and learn the fundamentals of Unity editor to build scenes, objects and import objects Add interactivity, win/lose conditions, sound, graphics and artificial intelligence using C# and visual scripting Improve the game graphics, user interface, add visual effects and animations using Animator, Cinemachine, and Timeline Book DescriptionUnity is a cross-platform game engine that provides you with powerful but simple-to-use features to solve the most common problems in Game Development, such as rendering, animation, physics, sound, and effects. You'll learn to use these features to create simple but complete games (and all the nuances needed to handle Unity).Complete with hands-on tutorials and projects, this book will teach you to use the Unity game engine, create C# and visual scripts, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You'll then code a simple AI agent to challenge the user and work with profiling tools to ensure code efficiency.Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games before publishing them to the world.If you are interested in creating impressive, commercial-quality games that are playable on a variety of platforms, then you've come to the right place.What you will learn Build a game prototype that includes gameplay, player and non-player characters, assets, animations, and more Set up and navigate the game engine to dive into the Unity Editor and discover unique and new features released in 2022 Learn both C# and Visual Scripting to customize player movements, the user interface, and game physics Apply shaders to improve your game graphics using Shader Graph and Universal Render Pipeline (URP) Create win-lose conditions for the game by using design patterns such as Singleton and Event Listeners Implement Game AI to build a fully functional enemy capable of detecting and attacking the player Debug, test, optimize, and create an executable version of the game to share with your friends Who this book is forBoth game and non-game developers who wish to migrate or start building 3D games in Unity will find this book useful. While you'll still able to follow along if you don't have any programming experience, knowing the fundamentals of C# programming will help you get the most out of this book.Table of ContentsTable of Contents Creating a Unity Project Editing Scenes and GameObjects Grayboxing with Terrain and ProBuilder Importing and Integrating Assets Introduction to C# and Visual Scripting Implementing Movement and Spawning Physics Collisions and Health System Win and Lose Conditions Implementing Game AI for Building Enemies Materials and Effects with URP and Shader Graph Visual Effects with Particle Systems and Visual Effect Graph Lighting Using the Universal Render Pipeline Full-Screen Effects with Post-Processing Sound and Music Integration User Interface Design Creating a UI with the UI Toolkit Creating Animations with Animator, Cinemachine, and Timeline Optimization with Profiler, Frame Debugger, and Memory Profiler Generating and Debugging an Executable Augmented Reality in Unity
£43.57
Andrews UK Limited Atari 130XE Games Book
Book Synopsis
£9.49
Andrews UK Limited Enter the Dragon: A Collection of Programs for
Book Synopsis
£10.44
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
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£9.49
Andrews UK Limited 40 Best Machine Code Routines for the Commodore
Book Synopsis
£17.09
Andrews UK Limited The Jupiter Ace Manual: 40th Anniversary Edition
Book Synopsis
£18.04
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
Intellect Books Videogames and Art: Second Edition
Book SynopsisVideogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field. Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art and the production of digital art. This new and revised edition features an extended critical introduction from the editors and updated interviews with the foremost artists in the field. Rounding out the book is a critique of the commercial videogame industry comprising essays on the current quality and originality of videogames. Trade Review''Recommended. Graduate students and above." -- CHOICE, A. J. WhartonTable of ContentsIntroduction – Grethe Mitchell and Andy Clarke Section I: Overviews From Appropriation to Approximation – Axel Stockburger Meltdown – Rebecca Cannon Videogames as Literary Devices – Jim Andrews High-Performance Play: The Making of Machinima – Henry Lowood “Cracking the Maze”: Curator’s Note – Anne-Marie Schleiner Section II: Artists on Art Two Interviews with Brody Condon – Andy Clarke In Conversation Fall 2003 and Spring 2012: Interviews with Joseph Delappe – Jon Winet Figures in a Landscape: In Conversation with Gibson/Martelli (igloo) – Grethe Mitchell The Idea of Doing Nothing: An Interview with Tobias Bernstrup – Francis Hunger Staying in to Play: The Works of John Paul Bichard – John Paul Bichard An Interview with Eddo Stern – Andy Clarke and Grethe Mitchell The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus) – Jane Pinckard The Evolution of a GBA Artist (2004) – Paul Catanese From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991–2005 – Suzanne Treister Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?) – M.A. Greenstein Perspective Engines: An Interview with JODI – Francis Hunger How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper) – Melanie Swalwell Medieval Unreality: Initiating an Artistic Discourse on Albania’s Blood Feud by Editing a First-Person Shooter Game – Nina Czegledy and Maia Engeli Section III: Games and other Art Forms Should Videogames Be Viewed as Art? – Brett Martin Some Notes on Aesthetics in Japanese Videogames – William Huber The Computer as a Dollhouse (excerpts) – Tobey Crockett Networking Power: Videogame Structure from Concept Art – Laurie Taylor Fan Art as a Function of Agency in Oddworld Fan Culture – Gareth Schott and Andrew Burn Will Computer Games Ever Be a Legitimate Art Form? – Ernest W. Adams Notes on Contributors and Artists
£42.26
Pearson Education Limited BTEC Level 3 National IT Student Book 2
Book SynopsisResources designed to support learners of the 2010 BTEC Level 3 National IT specification*. Extensive unit coverage: Student Book 2 covers 14 units including all the mandatory units, giving learners the breadth to tailor the course to their needs and interests, when combined with Student Book 1. Functional Skills and Personal Learning and Thinking Skills are embedded in activities throughout the book. WorkSpace case studies take learners into the real world of work, showing them how they can apply their knowledge in a real-life context.
£34.59
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
£132.00
Packt Publishing Limited jMonkeyEngine 30 Beginners Guide
£39.99
Packt Publishing Limited Unity 3.x Game Development by Example Beginners
Book SynopsisThe book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity game engine. If you've ever wanted to develop games, but have never felt smart enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro.
£34.19
Packt Publishing Limited Unreal Development Kit Game Programming with UnrealScript Beginners Guide
£39.99
Packt Publishing Limited HLSL Development Cookbook
£39.99
Packt Publishing Limited SDL Game Development Black White
£35.99
Packt Publishing Limited SFML Game Development
£35.99
Packt Publishing Limited Direct3D Rendering Cookbook
£41.79
Packt Publishing Limited SDL Trados Studio A Practical Guide SDL Trados Studio can make a powerful difference to your translating efficiency This guide makes it easier to a clear taskoriented stepbystep approach t
£23.99
Piggyback Interactive The Legend of Zelda(tm) Tears of the Kingdom -
Book Synopsis
£38.24
Manuel McFeely Advanced Python Commands: Become a Programmer
Book Synopsis
£21.74
Raspberry Pi Press Retro Gaming With Raspberry Pi: 180 pages of
Book SynopsisHot on the heels of Raspberry Pi 5, this update to our best-selling Retro Gaming with Raspberry Pi line opens up a new generation of 1990s and 2000s consoles to rediscover. Building a retro console is one of the most popular starter projects. Retro Gaming with Raspberry Pi 3rd Edition walks new Raspberry Pi owners step-by-step to build their own games console with the latest cases, screens, joysticks, and gaming components. Readers learn how to program their own games, including nineties virtual pets, text adventures, Pong, and Mole-Bop. Build arcade machines. Recreate consoles. Rediscover classic computers. It's packed with projects and inspiration!
£14.00
Boss Fight LLC Super Mario Bros. 2: Boss Fight Books #6
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£18.36
Boss Fight LLC World Of Warcraft: Boss Fight Books #12
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£13.49
Boss Fight Books Shovel Knight
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£11.39
Boss Fight Books Postal
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£11.39
Boss Fight LLC Breakout: Pilgrim in the Microworld
Book SynopsisAn iconic work of video-game criticism exploring the classic Atari game Breakout gets a new edition.
£12.74
Boss Fight Books Goldeneye 007
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£11.39
Boss Fight Books Goldeneye 007
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£22.50
Boss Fight Books Parappa the Rapper
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£11.39
Boss Fight Books Minesweeper
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£11.39
Boss Fight Books Day of the Tentacle
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£11.39
Blizzard Entertainment The Cinematic Art of World of Warcraft: Volume I
Book SynopsisThe drums of war thunder once again . . . World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game’s story has been bolstered through the Blizzard Entertainment’s incredible cinematics. The Cinematic Art of World of Warcraft: Volume I goes behind the scenes with the team who built the game’s stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.The first installment in a new series, The Cinematic Art of World of Warcraft: Volume I is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.
£31.99
Evermore Press, LLC Cultures and Beyond: The Podcast Transcripts
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£18.74
Activision Publishing Inc. Making Call of Duty Modern Warfare
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£31.99
Blizzard Entertainment The Art of Crash Bandicoot 4: It's About Time
Book SynopsisAs of 2007, the series has sold over 40 million copies worldwideThe Crash Bandicoot series is one of the few Western video game series to find blockbuster success in Japan. Cortex Strikes Back and Warped sold 1.3 and 1.4 million units in the country respectively,Crash Bandicoot: It's About Time recently announced is the fourth game in the series and the first in 20 years.
£31.99
Blizzard Entertainment The Art of Hearthstone Year of the Raven The Art
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£30.69
Wooden Books Character
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£8.10
Wooden Books Setting Description
£8.50