Graphical and digital media applications Books
Taylor & Francis Ltd How to Cheat in Photoshop Elements 11
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£43.99
Taylor & Francis Creating Comics as Journalism Memoir and Nonfiction
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£142.50
Taylor & Francis Ltd Creating Comics as Journalism Memoir and Nonfiction
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£46.99
Taylor & Francis Museum Communication and Social Media
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£36.99
Taylor & Francis Silverpoint and Metalpoint Drawing A Complete Guide to the Medium
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£142.50
Taylor & Francis The World of DC Comics
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£58.99
Taylor & Francis Locating Emerging Media
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£46.99
Taylor & Francis Ltd Introductory Readings In Geographic Information Systems
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£65.54
Taylor & Francis Ltd Digital Access and Museums as Platforms
Book SynopsisDigital Access and Museums as Platforms draws on interviews with museum practitioners, along with a range of case studies from public and private institutions, in order to investigate the tensions and benefits involved in making cultural collections available using digital technologies. Taking a media and critical studies approach to the museum and raising questions about the role of privately owned search engines in facilitating museum experiences, the book questions who collects what, for whom objects are collected and what purpose these objects and collections serve. Connecting fieldwork undertaken in Australia and New Zealand with the global practices of technology companies, Wilson-Barnao brings attention to an emerging new model of digital ownership and moderation. Considering the synergising of these institutions with media systems, which are now playing a more prominent role in facilitating access to culture, the book also explores the motivations of differenTable of ContentsList of FiguresAcknowledgementsChapter 1 Introduction: From the analogue to digital museumChapter 2 The logic of open access to cultureChapter 3 From sensory to sensing museumChapter 4 From museum to platformChapter 5 Negotiating museums as platformsIndex
£21.05
Taylor & Francis Ltd Electronic String Art
Book SynopsisString art is a well-known and popular activity that uses string, a board, and nails to produce artistic images (although there are variations that use different modalities). This activity is beloved because simple counting rules are used to create beautiful images that can both adorn walls and excite young minds. The downside of this highly tactile activity is that it is quite time-consuming and rigid. By contrast, electronic string art offers much more flexibility to set up or change nail locations and counting rules, and the images created from those changes change instantaneously.Electronic String Art: Rhythmic Mathematics invites readers to use the author's digital resources available on the ESA website to play with the parameters inherent in string art models while offering concise, accessible explanations of the underlying mathematical principles regarding how the images were created and how they change. Readers will have the opportunity to creaTable of ContentsPart I. Preliminary Issues. 1. Introduction and Overview. 2. How Polygons are Drawn. 3. String Art Basics. 4. Issues involving Commonality. 5. Cycles. 6. Alternative ways to Obtain an Image. 7. Levels of Subdivision Points. 8. Shape-Shifting Polygons. 9. An Overarching Question. 10. Functionally Modified String Art files. 11. A sampling of Image Archetypes. 12. n = P images. 13. 60-Second Images. 14. Challenge Questions for Part II. 15. Centered-Point Flowers. 16. Double Jump Models. 17. Four Color Clock Arithmetic. 18. Larger Jump Set Models. 19. Busting out of our Polygonal Constraint. 20. Challenge Questions for Part III. 21. Basic Properties of Numbers. 22. Angles in Polygons and Stars. 23. Modular Arithmetic. 24. Modular Multiplicative Inverses, MMI. 25. A Guide to the Web Model. 26. Suggestions for Mathematics Teachers.
£37.99
Taylor & Francis Ltd The Art of Type and Typography
Book SynopsisThe Art of Type and Typography is an introduction to the art and rules of typography. Incorporating the industry standardInDesignfor typesetting from the outset, this book serves as a guide for beginning students to learn to set type properly through tutorials, activities, and examples of student work. Encompassing the history of typography from ancient times to widespread modern use, The Art of Type and Typography provides context and fosters creativity while developing key concepts, including: The history of type; Terminology; Classification; Measurement; Spacing; Alignment; Legibility; Hierarchy; Layout and Grids; Page Elements; InDesign tools and style sheets. Writing clearly and to the point, Mary Jo Krysinski brings over 30 years of desigTrade Review"This book combines history, mechanics, and digital practice of type into one. The book supports its theoretical discussion of type with tutorials of digital tools and creative assignments—promising to serve as a single source with which educators can teach typography today."—Dr. Gökhan Ersan, Assistant Professor, SUNY Binghamton"This book combines history, mechanics, and digital practice of type into one. The book supports its theoretical discussion of type with tutorials of digital tools and creative assignments—promising to serve as a single source with which educators can teach typography today."-- Dr. Gökhan Ersan, Assistant Professor, SUNY Binghamton"Overall then this is an excellent book for the beginner who wishes to explore designing their own book." -- The Imagemaker Bookshelf, Issue 95Table of Contents1. Introduction2. History of Type and Lettering3. Using InDesign4. Letter Anatomy5. Type Measurement6. Spacing7. Display Type8. Text Alignment9. Text Separators10. Legibility and Readability11. Other Typographic Characters12. Typographic Hierarchy13. Layout and Structure14. Page Elements15. Type Specifications16. InDesign Style Sheets17. Type for Web Use18. Appendix - Glossary
£45.99
Taylor & Francis Ltd The Pyramid of Game Design
Book SynopsisGame design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to learn what you need you learn quickly Use analytics, paiTable of ContentsAuthor Chapter 1 ◾ The Pyramid Chapter 2 ◾ The Base Layer Chapter 3 ◾ The Retention Layer Chapter 4 ◾ The Core Loop and the Gearbox Chapter 5 ◾ The Session and the On-Ramp Chapter 6 ◾ The Session: Playtime, the Off-Ramp and Return Hook Chapter 7 ◾ The Superfan Layer Chapter 8 ◾ What Will People Pay For? Chapter 9 ◾ Production-Centric versus Design-Centric Chapter 10 ◾ How to Develop a Service Game Chapter 11 ◾ How to Prototype and When to Pivot Chapter 12 ◾ Production Chapter 13 ◾ Managing Creativity Chapter 14 ◾ Marketing Your Launch Chapter 15 ◾ Metrics Chapter 16 ◾ Ethics Chapter 17 ◾ The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX
£42.74
Taylor & Francis Ltd The Advanced Game Narrative Toolbox
Book SynopsisThe Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today's challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you woulTable of ContentsIntroduction. Planning Your Work. Diversity & Research. Romances. Cinematics. Building a Universe. Writing for Non-Digital Games (Board Games). Adapting a Digital World to a Novel. From Novel to Computer Game. Reinventing an IP. Managing the Branches. Quest Design. Writing and implementation. The Writer in the Studio (VO). Editing and Quality Control. Freelancing and Surviving. Journalism. Past the Release.
£54.14
Taylor & Francis Ltd Once Upon a Pixel
Book SynopsisOnce Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.Table of Contents1 Interview with Walt Williams 1 2 Interview with Brooke Maggs 17 3 Something to Fight for: The Last of Us and the Language of Linear Games 29 4 Interview with Brendan Keogh 57 5 This is Snake: The Storytelling Legacy of the Metal Gear Series 71 6 Interview with Anna Anthropy 93 7 New Horizons: Open Worlds and Storyfeel 105 8 Interview with Damon Reece 123 9 Dear Reader: Virtual Reality and the Narrative Frontier 133 10 Interview with Lincoln Davis, Tam Armstrong, and Shauna Sperry 145 11 Interview with Tomasz Bednarz 157 12 Conclusion 167
£44.64
Taylor & Francis Ltd GPU Pro 360 Guide to Geometry Manipulation
Book SynopsisWolfgang Engel's GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evoTable of Contentschapter 1 As Simple as Possible Tessellation for Interactive Applicationschapter 2 Rule-Based Geometry Synthesis in Real-Timechapter 3 GPU-Based NURBS Geometry Evaluation and Renderingchapter 4 Polygonal-Functional Hybrids for Computer Animation and Gameschapter 5 Terrain and Ocean Rendering with Hardware Tessellationchapter 6 Practical and Realistic Facial Wrinkles Animationchapter 7 Procedural Content Generationchapter 8 Vertex Shader Tessellationchapter 9 Optimized Stadium Crowd Renderingchapter 10 Geometric Antialiasing Methodschapter 11 GPU Terrain Subdivision and Tessellationchapter 12 Vertex Pulling Rendering Pipelinechapter 13 WebGL Globe Renderign Pipelinechapter 14 Dynamic GPU Terrainchapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellationchapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisionschapter 17 Realistic Volumetric Explosions in Gameschapter 18 Deferred Snow Deformation in Tomb Raiderchapter 19 Catmull-Clark Subdivision Studies
£42.74
Taylor & Francis Ltd Procedural Storytelling in Game Design
Book SynopsisThis edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.Key FeaturesIntroduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysWorld's finest guide for how to begin thinking about procedural designTable of ContentsSECTION 1: Introduction to Procedural Generation. Chapter: When and Why to Use Procedural Generation.Chapter. Managing Output: Boredom versus Chaos Chapter: Aesthetics in Generation. Chapter: Ethics in Procedural Generation – Darius Kazemi. SECTION 2: Procedural Content. Chapter: Level Design Fundamentals. Chapter: Dungeons Chapter: Worlds Chapter: Puzzles Chapter: Infinite Items. Chapter: A.I. Chapter: Enemy Spawning & Challenge – Wyatt Cheng. Chapter: Animation Chapter: Audio – Bronson Zgeb. Chapter: Content ToolsSECTION 3: Procedural Narrative. Chapter: Characters. Chapter: Plot & Story Directors – Emily Short. Chapter: Text Generation – Harry Tuffs. Chapter: Personalities & Emotions. Chapter: Emergent Narrative & User Stories.SECTION 4: The Future Chapter: Generated Games. Chapter: Algorithms & Approaches. Chapter: Generating Meaning.
£46.54
Taylor & Francis Ltd The Art of Game Design
Book SynopsisThe Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided iTable of ContentsCh 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
£123.50
Elsevier Science & Technology Complete Maya Programming: An Extensive Guide to MEL and C++ API
Book SynopsisLearning Maya, the world's leading 3D animation and effects package, is a challenge, especially for those who want to master Maya's versatile programming features in addition to its built-in tools. Finally, here is a practical, step-by-step guide that shows how to use Maya to its fullest potential, beginning with the basics. Readers of Complete Maya Programming will first gain a thorough understanding of Maya's inner workings, and then learn how to customize and extend Maya with scripts and plugins that take control and productivity to new levels. Users new to programming can apply Maya's easy scripting language MEL (Maya Embedded Language), while more advanced users can work with the C++ API (Application Progamming Interface). Both a fundamental tutorial for Maya beginners and a solid reference for experienced developers, Complete Maya Programming is every user's guide to Maya mastery.Trade Review"David's book is an excellent learning tool and reference for novice and veteran Maya developers alike. Maya developers can become more productive with MEL and the Maya API by applying what they learn from this book." --Tracy Narine, Maya API Technical Lead, Alias"David Gould is an expert at using, programming, and teaching Maya, and it shows. People who need to program Maya will find this book essential. Even Maya users who don't intend to do extensive programming should read this book for a better understanding of what's going on under the hood. Compact yet thorough, it covers both MEL and the C++ API, and is written to be informative for both novice and expert programmers. Highly recommended!" --Larry Gritz, Exluna/NVIDIA, co-author of Advanced RenderMan"This book should be required reading for all Maya programmers, novice and expert alike. For the novice, it provides a thorough and wonderfully well thought-out hands-on tutorial and introduction to Maya. The book's greatest contribution, however, is that in it David shares his deep understanding of Maya's fundamental concepts and architecture, so that even the expert can learn to more effectively exploit Maya's rich and powerful programming interfaces." --Philip J. Schneider, Disney Feature Animation, co-author of Geometric Tools for Computer Graphics"Having provided a technical review of David Gould's Complete Maya Programming, I must say that this book is the definitive text for scripting and plug-in development for Maya. Never before has there been such a concise and clearly written guide to programming for Maya. Any user smart enough to pick up this book would be better off for it." --Chris Rock, technical director at "a Large Animation Studio in Northern California"If you ever wanted to open the Maya toolbox, this is your guide. With clear step-by-step instructions, you will soon be able to customize and improve the application, as well as create your own extensions, either through the MEL scripting language or the full C++ API." --Christophe Hery, Industrial Light & MagicTable of Contents1 Introduction; 2 Fundamental Maya Concepts; 3 MEL; 4 C++ API, Appendices: A: Additional Resources; B: MEL for C Programmers; C: Further Reading
£53.09
Cambridge University Press Planning Algorithms
Book SynopsisWritten for computer scientists and engineers with interests in artificial intelligence, robotics, or control theory, this is the only book on this topic that integrates literature from several fields into a coherent source for teaching and reference in applications including robotics, computational biology, computer graphics, manufacturing, aerospace applications and medicine.Trade Review'This is a terrific book, a milestone in the robotics literature.' Matt Mason, Director of The Carnegie Mellon Robotics Institute'Motion planning is an important field of research with applications in such diverse terrains as robotics, molecular modeling, virtual environments, and games. Over the past two decades a huge number of techniques have been developed, all with their merits and shortcomings. The book by Steve LaValle gives an excellent overview of the current state of the art in the field. It should lie on the desk of everybody that is involved in motion planning research or the use of motion planning in applications.' Mark Overmars, Utrecht University'A great book at the junction where Robotics, Artificial Intelligence, and Control are crossing their paths. For many problems you will find in-depth discussion and algorithms; for virtually all others in the field, an intriguing introduction to make you at ease and entice you to further probing the matter.' Antonio Bicchi, della Università di Pisa'Since the early 90s, Latombe's book has been the authoritative source for students and researchers working on motion planning problems in robotics. During the succeeding decade and half, the motion planning field moved forward with significant developments. LaValle's book picks up the field where Latombe's book left it, describing in detail major developments such as probabilistic roadmaps, manipulation, and coverage planning. Moreover, the book describes a fundamental generalization of configuration spaces to information spaces. The chapters on information spaces appear here for the first time, making them accessible to students and researchers who wish to tackle progressively more challenging real-world motion planning problems in robotics.' Elon Rimon, Technion'Planning Algorithms is a daring title. It aims at being ecumenical gathering students and their professors scattered in various departments of Engineering and calling them to share the same mathematical foundations. The story starts with motion planning algorithms. Steve LaValle's deep extensive understanding and his effective expertise in that area are shared in this book. They allow the author to go further and to generalize the famous configuration space of the piano mover problem into the information space. This is the core of the title ambition. All the seminal material born with Robotics, Artificial Intelligence and Control, and developed for more than thirty years in a sparse way, are there uniquely unified. The book is not a catalogue of methods. It is the coherent view of a single researcher. The style is nice making the reading fluent: there is a good balance between informal introduction of concepts and the necessary technical developments. Students, researchers and engineers exploring routes in Artificial Intelligence and Robotics, in Graphics and CAD/CAM, and even Molecular Biology now, will find here amazing computational foundations for their topics.' Jean-Paul Laumond, LAAS-CNRS' … this book really is monumental and well-written piece of work, and although few will have cause to read more than a fraction of its content, at its price it deserves to find its way onto the bookshelves of many of us, as well as being recommended to our students.' ScienceDirectTable of ContentsPart I. Introductory Material: 1. Introduction; 2. Discrete planning; Part II. Motion Planning: 3. Geometric representations and transformations; 4. The configuration space; 5. Sampling-based motion planning; 6. Combinatorial motion planning; 7. Extensions of basic motion planning; 8. Feedback motion planning; Part III. Decision-Theoretic Planning: 9. Basic decision theory; 10. Sequential decision theory; 11. Information spaces; 12. Planning under sensing uncertainty; Part IV. Planning Under Differential Constraints: 13. Differential models; 14. Sampling-based planning under differential constraints; 15. System theory and analytical techniques.
£89.29
Cambridge University Press Data Management for Multimedia Retrieval
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£55.09
Cambridge University Press Rotation Sequences and the Theory of Vectors and Coordinates
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£153.00
John Wiley & Sons Inc The JPEG 2000 Suite
Book SynopsisBrimming with contributions from international specialists in industry and academia who have worked on the development of the JPEG2000 standard, The JPEG 2000 Suite provides a comprehensive reference on JPEG2000 and its extensions, examining current applications and future perspectives.Table of ContentsContributor Biographies. Foreword. Series Editor’s Preface. Preface. Acknowledgments. List of Acronyms. Part A. 1 JPEG 2000 Core Coding System (Part 1) (Majid Rabbani, Rajan L. Joshi, and Paul W. Jones). 1.1 Introduction. 1.2 JPEG 2000 Fundamental Building Blocks. 1.3 JPEG 2000 Bit-Stream Organization. 1.4 JPEG 2000 Rate Control. 1.5 Performance Comparison of the JPEG 2000 Encoder Options. 1.6 Additional Features of JPEG 2000 Part 1. Acknowledgments. References. 2 JPEG 2000 Extensions (Part 2) (Margaret Lepley, J. Scott Houchin, James Kasner, and Michael Marcellin). 2.1 Introduction. 2.2 Variable DC Offset. 2.3 Variable Scalar Quantization. 2.4 Trellis-Coded Quantization. 2.5 Precinct-Dependent Quantization. 2.6 Extended Visual Masking. 2.7 Arbitrary Decomposition. 2.8 Arbitrary Wavelet Transforms. 2.9 Multiple-Component Transform Extensions. 2.10 Nonlinear Point Transform. 2.11 Geometric Manipulation via a Code-Block Anchor Point (CBAP). 2.12 Single-Sample Overlap. 2.13 Region of Interest. 2.14 Extended File Format: JPX. 2.15 Extended Capabilities Signaling. Acknowledgments. References. 3 Motion JPEG 2000 and ISO Base Media File Format (Parts 3 and 12) (Joerg Mohr). 3.1 Introduction. 3.2 Motion JPEG 2000 and ISO Base Media File Format. 3.3 ISO Base Media File Format. 3.4 Motion JPEG 2000. References. 4 Compound Image File Format (Part 6) (Frederik Temmermans, Tim Bruylants, Simon McPartlin, and Louis Sharpe). 4.1 Introduction. 4.2 The JPM File Format. 4.3 Mixed Raster Content Model (MRC). 4.4 Streaming JPM Files. 4.5 Referencing JPM Files. 4.6 Metadata. 4.7 Boxes. 4.8 Profiles. 4.9 Conclusions. References. 5 JPSEC: Securing JPEG 2000 Files (Part 8) (Susie Wee and Zhishou Zhang). 5.1 Introduction. 5.2 JPSEC Security Services. 5.3 JPSEC Architecture. 5.4 JPSEC Framework. 5.5 What: JPSEC Security Services. 5.6 Where: Zone of Influence (ZOI). 5.7 How: Processing Domain and Granularity. 5.8 JPSEC Examples. 5.9 Summary. References. 6 JPIP – Interactivity Tools, APIs, and Protocols (Part 9) (Robert Prandolini). 6.1 Introduction. 6.2 Data-Bins. 6.3 JPIP Basics. 6.4 Client Request–Server Response. 6.5 Advanced Topics. 6.6 Conclusions. Acknowledgments. References. 7 JP3D – Extensions for Three-Dimensional Data (Part 10) (Tim Bruylants, Peter Schelkens, and Alexis Tzannes). 7.1 Introduction. 7.2 JP3D: Going Volumetric. 7.3 Bit-Stream Organization. 7.4 Additional Features of JP3D. 7.5 Compression performances: JPEG 2000 Part 1 versus JP3D. 7.6 Implications for Other Parts of JPEG 2000. Acknowledgments. References. 8 JPWL – JPEG 2000 Wireless (Part 11) (Frédéric Dufaux). 8.1 Introduction. 8.2 Background. 8.3 JPWL Overview. 8.4 Normative Parts. 8.5 Informative Parts. 8.6 Summary. Acknowledgments. References. Part B. 9 JPEG 2000 for Digital Cinema (Siegfried Fößel). 9.1 Introduction. 9.2 General Requirements for Digital Cinema. 9.3 Distribution of Digital Cinema Content. 9.4 Archiving of Digital Movies. 9.5 Future Use of JPEG 2000 within Digital Cinema. 9.6 Conclusions. Acknowledgments. References. 10 Security Applications for JPEG 2000 Imagery (John Apostolopoulos, Frédéric Dufaux, and Qibin Sun). 10.1 Introduction. 10.2 Secure Transcoding and Secure Streaming. 10.3 Multilevel Access Control. 10.4 Selective or Partial Encryption of Image Content. 10.5 Image Authentication. 10.6 Summary. Acknowledgments. References. 11 Video Surveillance and Defense Imaging (Touradj Ebrahimi and Frédéric Dufaux). 11.1 Introduction. 11.2 Scrambling. 11.3 Overview of a Typical Video Surveillance System. 11.4 Overview of a Video Surveillance System Based on JPEG 2000 and ROI Scrambling. 12 JPEG 2000 Application in GIS and Remote Sensing (Bernard Brower, Robert Fiete, and Roddy Shuler). 12.1 Introduction. 12.2 Geographic Information Systems. 12.3 Recommendations for JPEG 2000 Encoding. 12.4 Other JPEG 2000 Parts to Consider. References. 13 Medical Imaging (Alexis Tzannes and Ron Gut). 13.1 Introduction. 13.2 Background. 13.3 DICOM and JPEG 2000 Part 1. 13.4 DICOM and JPEG 2000 Part 2. 13.5 Example Results. 13.6 Image Streaming, DICOM, and JPIP. References. 14 Digital Culture Imaging (Greg Colyer, Robert Buckley, and Athanassios Skodras). 14.1 Introduction. 14.2 The Digital Culture Context. 14.3 Digital Culture and JPEG 2000. 14.4 Application – National Digital Newspaper Program. Acknowledgments. References. 15 Broadcast Applications (Hans Hoffman, Adi Kouadio, and Luk Overmeire). 15.1 Introduction – From Tape-Based to File-Based Production. 15.2 Broadcast Production Chain Reference Model. 15.3 Codec Requirements for Broadcasting Applications. 15.4 Overview of State-of-the-Art HD Compression Schemes. 15.5 JPEG 2000 Applications. 15.6 Multigeneration Production Processes. 15.7 JPEG 2000 Comparison with SVC. 15.8 Conclusion. References. 16 JPEG 2000 in 3-D Graphics Terrain Rendering (Gauthier Lafruit, Wolfgang Van Raemdonck, Klaas Tack, and Eric Delfosse). 16.1 Introduction. 16.2 Tiling: The Straightforward Solution to Texture Streaming. 16.3 View-Dependent JPEG 2000 Texture Streaming and Mipmapping. 16.4 JPEG 2000 Quality and Decoding Time Scalability for Optimal Quality–Workload Tradeoff. 16.5 Conclusion. References. 17 Conformance Testing, Reference Software, and Implementations (Peter Schelkens, Yiannis Andreopoulos, and Joeri Barbarien). 17.1 Introduction. 17.2 Part 4 – Conformance Testing. 17.3 Part 5 – Reference Software. 17.4 Implementation of the Discrete Wavelet Transform as Suggested by the JPEG 2000 Standard. 17.5 JPEG 2000 Hardware and Software Implementations. 17.6 Conclusions. Acknowledgments. References. 18 Ongoing Standardization Efforts (Touradj Ebrahimi, Athanassios Skodras, and Peter Schelkens). 18.1 Introduction. 18.2 JPSearch. 18.3 JPEG XR. 18.4 Advanced Image Coding and Evaluation Methodologies (AIC). References. Index.
£113.00
John Wiley & Sons Inc Multimedia Content and the Semantic Web Standards
Book SynopsisMultimedia Content and Semantic Web - Methods, Standards and Tools is the first book of its kind to bring together the technologies and tools used for the description and processing of multimedia content with the standards and the emerging ideas of the shared knowledge representation, provided by the Semantic Web.Trade Review"…an informative and well-thought-out compendium of research-oriented literature…the editors and respective researchers should be congratulated on a job well done." (Computing Reviews.com, October 17, 2006)Table of ContentsList of Contributors. Foreword (Rudi Studer). Foreword (A. Murat Tekalp). Introduction. PART ONE: KNOWLEDGE AND MULTIMEDIA. 1. Multimedia Content Description in MPEG-7 and MPEG-21 (Fernando Pereira and Rik Van de Walkle). 2. Ontology Representation and Querying for Realizing Semantics-driven Applications (Boris Motik, Alexander Maedche and Raphael Volz). 3. Adding Multimedia to the Semantic Web: Building and Applying an MPEG-7 Ontology (Jane Hunter). 4. A Fuzzy Knowledge-Based System for Multimedia Applications (Vassilis Tzouvaras, Giorgos Stamou and Stefanos Kollias). PART TWO: MULTIMEDIA CONTENT ANALYSIS. 5. Structure Identification in an Audiovisual Document (Philippe Joly). 6. Object-Based Video Indexing (Jenny Benois-Pineau). 7. Automatic Extraction and Analysis of Visual Objects Information (Xavier Gir´o, Ver´onica Vilaplana, Ferran Marqu´es, Philippe Salembier). 8. Mining the Semantics of Visual Concepts and Context (Milind R. Naphade and John R. Smith). 9. Machine Learning in Multimedia (Nemanja Petrovic, Ira Cohen and Thomas S. Huang). PART THREE: MULTIMEDIA CONTENT MANAGEMENT SYSTEMS AND THE SEMANTIC WEB. 10. SemanticWeb Applications (Alain L´eger, Pramila Mullan, Shishir Garg and Jean Charlet). 11. Multimedia Indexing and Retrieval Using Natural Language, Speech and Image Processing Methods (Harris Papageorgiou, Prokopis Prokopidis, Athanassios Protopapas and George Carayannis). 12. Knowledge-Based Multimedia Content Indexing and Retrieval (Manolis Wallace, Yannis Avrithis, Giorgos Stamou and Stefanos Kollias). 13. Multimedia Content Indexing and Retrieval Using an Object Ontology (Ioannis Kompatsiaris, Vasileios Mezaris and Michael G. Strintzis). 14. Context-Based Video Retrieval for Life-Log Applications (Kiyoharu Aizawa and Tetsuro Hori). Index.
£106.35
Cengage Learning, Inc Adobe Photoshop Creative Cloud Revealed
Book SynopsisAdobe Photoshop has long provided cutting edge technology for sophisticated digital editing, and ADOBE PHOTOSHOP CREATIVE CLOUD REVEALED provides a solid foundation for those looking to learn this industry-standard program. Real-world, practical examples and step-by-step instruction throughout offer well-rounded, comprehensive coverage of both artistic and technical features. With extensive four-color artwork and screenshots that support and clarify key concepts, ADOBE PHOTOSHOP CREATIVE CLOUD REVEALED is a valuable resource that will give readers the confidence they need to edit and enhance digital images with skill and ease.Table of Contents1. Getting Started with Adobe Photoshop CC. 2. Learning Photoshop Basics. 3. Working with Layers. 4. Making Selections. 5. Incorporating Color Techniques. 6. Placing Type in an Image. 7. Using Painting Tools. 8. Working with Special Layer Functions. 9. Creating Special Effects with Filters. 10. Enhancing Specific Selection. 11. Adjusting Colors. 12. Using Clipping Masks, Paths, and Shapes. 13. Transforming Type. 14. Liquifying an Image. 15. Performing Image Surgery. 16. Annotating and Automating an Image. 17. Creating Images for the Web. 18. Working with Animation, Video, and Photography. Appendix: Portfolio Projects and Effects.
£79.95
Cengage Learning, Inc Adobe InDesign Creative Cloud Revealed
Book SynopsisGraphic design professionals and design students alike have embraced Adobe InDesign as the industry standard for page layout softwareand they're mastering it with ADOBE INDESIGN CREATIVE CLOUD. A thorough, in-depth exploration of the latest release, this highly visual book covers all the fundamental concepts, starting with the workspace and proceeding logically and intuitively to more advanced topics. Chock full of new lessons covering new features, this edition retains its step-by-step tutorials and user-friendly design, resulting in a resource that is comprehensive, clear, and effective.Table of Contents1. Getting to Know InDesign. 2. Working with Text. 3. Setting up a Document. 4. Working with Frames. 5. Working with Color. 6. Working with Placed Images. 7. Creating Graphics. 8. Exploring Effects and Advanced Techniques. 9. Working with Tabs and Tables. 10. Making Books, Tables of Contents and Indexes. 11. Preparing, Packaging, and Exporting Documents for Print.
£82.53
Exploring Adobe InDesign Creative Cloud
Book SynopsisWith many software guides serving as high-tech "recipe books," teaching cookie-cutter habits with little relevance to complex, real-world projects, EXPLORING ADOBE INDESIGN Creative Cloud takes a different approach. Emphasizing on fundamental design principles, critical thinking skills, and practical applications to prepare you for professional success, this unique text features step-by-step tutorials, vibrant illustrations, and realistic exercises to engage your interest while helping you develop essential software skills. Each chapter builds on what you have learned, guiding you from exploring basic operations to creating complex documents with confidence and efficiency. In addition to mastering InDesign--including standard functionality and features new to Creative Cloud--the text prepares you to analyze new design projects, identify potential challenges, develop effective strategies, and apply industry-standard principles and practices to execute your plans successfully. The Data FTable of Contents1. The InDesign Workspace. 2. Type, Tools, and Terms. 3. The Fine Art of Setting Type. 4. Combining Type and Images. 5. Tabs and Tables. 6. Grids, Guides, and Aligning Objects. 7. Text Wrap, Layers, and Effects. 8. Type Continuity: Applying Styles. 9. Master Pages and Object Styles. 10. Identity Systems. 11. Designing with Type. 12. Color Essentials. 13. Production Essentials. 14. Basic Graphic Elements.
£67.99
Cengage Learning, Inc The Graphic Designers Digital Toolkit
Book SynopsisTHE GRAPHIC DESIGNER'S DIGITAL TOOLKIT, 7th Edition not only introduces students to the essential features of industry-standard software applications, but also gives them an understanding of how to integrate these programs into a seamless whole. Using a highly visual and project-based approach, this fully revised new edition examines Macintosh OS X Maverick, Windows 7 and Windows 8 operating systems, as well the most up to date Creative Cloud features of the Big 3 digital design programs used in the graphics industry today: Adobe Illustrator, Adobe Photoshop, and Adobe InDesign . After thoroughly examining the features of each application from the designer's perspective, the author then reveals in practical detail the traditional skills and technology necessary for effective design for print and Web media. Using online project files, students are encouraged to practice what they have learned by tackling design projects throughout the text from concept to completion. Effectively mergingTable of ContentsPreface. UNIT I: GETTING READY FOR PRODUCTION. 1. Welcome to the Land of OS. 2. Designing for the Client. UNIT II: DIGITAL IMAGE EDITING: ADOBE PHOTOSHOP CC. 3. Adjusting Images in Photoshop. 4. Working with Selections and Channels. 5. Using Layers. 6. Restoring and Coloring a Black and White Photograph. UNIT III: DIGITAL ILLUSTRATION: ADOBE ILLUSTRATOR CC. 7. Creating Shapes with Illustrator. 8. Working with Brushes, Symbols, and Layers. 9. Precision with the Pen Tool. 10. integrating Photoshop and Illustrator Files for Web Use. UNIT IV: DIGITAL PUBLISHING: INDESIGN CC. 11. InDesign Fundamentals. 12. Working with Multipage Documents. Appendix A: Completed Projects and Tutorials. Glossary. Index.
£130.25
Internet Surf and TurfRevealed The Essential
Book SynopsisMake sure students understand whose turf they are on when they surf the Internet for media! This one-of-a kind book provides important, easy-to-understand information on copyright laws and the concept of fair use as they relate to Internet media. Students will also learn how to search for public domain media.
£64.80
Johns Hopkins University Press Reductive Reading
Book SynopsisHow practices from the digital analysis of texts both simplify and enhance traditional literary criticism. Honorable Mention, NAVSA Best Book of the Year by the North American Victorian Studies AssociationWhat is to be gained by reading George Eliot's Middlemarch from an Excel spreadsheet, or the novels of Charles Dickens through a few hundred dialogue tagsthose he said/she saids that bring his characters to life? Sarah Danielle Allison's Reductive Reading argues that the greatest gift the computational analysis of texts has given to traditional criticism is not computational at all. Rather, one of the most powerful ways to generate subtle reading is to be reductive; that is, to approach literary works with specific questions and a clear roadmap of how to look for the answers. Allison examines how patterns that form little part of our conscious experience of reading nevertheless structure our experience of books. Exploring Victorian moralizing at the level of the grammatical clause, Trade ReviewOne of the great pleasures of Allison's book is that it not only offers persuasive readings of familiar texts, but suggests new ways of reading them that others will want to try. Rereading novels by Dickens and Eliot afterwards, I could not help but see their syntax with a new awareness and appreciation . . . the reductive reading Allison describes and demonstrates in this book greatly expands our critical understanding.—Natalie M. Houston, University of Massachusetts Lowell, Review of English StudiesReductive Reading is sure to appeal to scholars interested in theory after 'distant reading.'—Kate Holterhoff, Collations Book Forum, V21 CollectiveAllison's book opens the door to some fascinating questions about contemporary critical practice.—Sheila Liming, Collations Book Forum, V21 CollectiveA masterful integration of digital humanistic approaches and more traditional close-reading methods, Reductive Reading makes a compelling, persuasive case for the way that the style of Victorian literature shaped morality.—Victorian Studies for the 21st CenturyReductive Reading is a lucid, original, and persuasive study of the ways in which ethical ideas take shape in the form of the sentence, the turn from clause to clause, the rapid, vertiginous descent from one poetic line to the next, or the ironic turn of the speech tag. Anyone interested in ethics and style will find a wealth of new knowledge and exciting insights in its pages.—Daniel Wright, University of Toronto, Victorian StudiesTable of ContentsList of ImagesAcknowledgmentsIntroduction1. In Defense of Reading Reductively2. The Shockingly Subtle Criticism of The London Quarterly Review, 1855-18613. Relative Clauses and the Narrative Present Tense in George Eliot4. Generalization and Declamation5. A Moral TechnologyConclusionNotesWorks CitedIndex
£43.00
DK Graphic Design For Everyone
Book Synopsis
£22.50
Bloomsbury Publishing Plc The Maternal Digital Subjectivity and the
Book SynopsisBringing together philosophies of the maternal with digital technology may appear to be an arbitrary pairing. However, reading them intertextually through select creative practices reveals how both encompass an aesthetics of interruption that becomes a novel means of understanding subjectivity.EL Putnam investigates how the digital performances of certain artists, creators, and technologists rupture existing representations of the maternal, taking advantage of the formal properties of digital media. What results are interruptions of visual and aural constructions through an immanent merging of the performing body with digital technologies.Putnam bases her analysis on close examinations of the way certain makers use the formal properties of digital imagery, such as the gap, the glitch, and the lag, as means of rendering images of the maternal uncanny in order to challenge mediation, constituting an aesthetics of interruption. The result is a radical critical strategy for engaTrade ReviewEL Putnam’s The Maternal, Digital Subjectivity, and the Aesthetics of Interruption is a new direction in studies of the maternal and the visual, using digital and maternal philosophy to expand the definition of maternal subjectivities and ideologies. The strength of this book lies in the integration of politics, aesthetics, feminist maternal theory and digital forms of art making that subscribe to an aesthetic of interruption, pauses, immanence, and care giving. It will be an essential text for studies of the maternal and digital subjectivity and an important addition to the burgeoning bibliography on visual art and the maternal. * Jennie Klein, Professor of Art History, Ohio University, USA and Editor of The M Word: Real Mothers in Contemporary Art (2011) *Thank you El Putnam for writing the book I needed to read right now. This is a timely and insightful contribution to the emergent and expanding field of studies in the maternal that will speak to many womxn, mothers, parents, and digital artists out there, as well as to those constantly being interrupted. And, though interruption is rightly positioned in this book as 'the norm for maternal subjectivity,' arguably, we all live in the age of interruption overload — the aesthetics of interruption applying to every subject in the 21st Century. * Maria Chatzichristodoulou, Associate Dean of Research, Business, and Innovation, Kingston School of Art, UK *Table of ContentsAcknowledgements Dedication List of Illustrations Introduction: Strange Mothers 1. Digital Performance and the Maternal Subject 2. The Aesthetics of Interruption 3. Uncanny Encounters 4. Maternal Immanence and Embodied Transcendence 5. Networked Individuals and Maternal Ambivalence 6. Distributed Mother Bibliographic References Index
£114.95
Holy Macro! Books MrExcel 2021: Unmasking Excel
Book SynopsisOriginally designed for Bill Jelen's live Power Excel seminars, the target audience already uses Excel 40 hours a week. These tips are the "aha" tips that uncover secret methods in Excel. The book covers general Excel functions, pivot tables, and formulas such as VLOOKUP and the new XLOOKUP. It introduces elements of modern Excel such as the Power Pivot Data Model and cleaning data with Power Query. Updated annually, this edition for 2021 adds information on LET and LAMBDA functions, amazing new data types, dynamic array formulas, and more.
£25.16
Sasquatch Books Log Off: Digital Detox for the Extremely Online
Book Synopsis"[A] workbook to reset your relationship with your phone."—NPR, Life KitJoin the Digital Detox movement and and spend more of your free time on the things you love!Whether you're trying Flip Phone February or just want to explore how to break-up with your smartphone, this fun book is full of quizzes, tips, tricks, and guided journaling space to help you learn digital minimalism and its mental health benefits.Studies show that a life spent offline is a happier and healthier one but we know that breaking up with your phone is hard to do. Enter Sammy Nickalls and her life-affirming digital minimalism workbook. You’ll find the pathway to creating a healthy relationship with your phone with fun features including,* Quizzes - figure out if you’re too online and what kind of digital minimalist you are * Tips & Tricks - ways to cut down on screen time, how to get started, how to use social media without the #FOMO, and how to stop interrupting your sleep * Guided Journaling Prompts - identify your top internet stressors and figure out ways to spend your time IRL * Challenges - a guided 14-day digital detox * Daily Trackers - mindfulness exercises and reflection prompts * App Recommendations - declutter your home screen and build your logging-off toolbox! When you Log Off, you’ll reconnect with yourself, focus on your in-person connections, gain a happier outlook, and transform your life!Trade Review"A realistic guide to digital detoxing that gives readers tools to help them put down their devices and improve their mental health, all while recognizing that social media isn't an all-or-nothing game."—Teen Vogue"[A] workbook to reset your relationship with your phone."—NPR, Life Kit
£12.34
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
ISTE Ltd and John Wiley & Sons Inc Multimedia Multicast on the Internet
Book SynopsisThis book examines multicast technology and will be a key text for undergraduate engineering students and master students in networks and telecoms. However, it will be equally useful for a wide range of professionals in this research field. Multicast routing was introduced with the advent of multiparty applications (for example, videoconferencing on the Internet) and collaborative work (for example, distributed simulations). It is related to the concept of group communication, a technique introduced to reduce communication costs. The various problems of multicast routing on the Internet are examined in detail. They include: group membership management, quality of service, reliability, safety, scalability and transport. Throughout the text, several protocols are introduced in order to analyze, compare and cover the various aspects of multicast routing.Table of ContentsPreface xvii Chapter 1. Multicast Routing on the Internet 1 Jean-Jacques PANSIOT 1.1. Introduction and definitions 1 1.2. Multicast addressing 4 1.2.1. Limited scope addressing 5 1.2.2. GLOP global addressing 5 1.2.3. Dynamic addressing: MALLOC 6 1.3. Structure of a multicast router 7 1.3.1. The unicast routing base for multicasting (MRIB) 7 1.3.2. Tree information base (TIB) 8 1.3.3. Multicast forwarding information base (MFIB) 8 1.4. Relationship with the other protocol layers 10 1.4.1. Relationship with the lower layer 10 1.4.2. Relationship with the upper layers 12 1.5. Belonging to groups: IGMP 12 1.5.1. IGMP version 1 13 1.5.2. IGMP version 2 13 1.5.3. IGMP version 3 14 1.6. Routing in flood-and-prune mode and the RPF 15 1.6.1. Reverse path forwarding or RPF check 15 1.6.2. Pruning 16 1.6.3. Protocol cost 17 1.6.4. DVMRP 17 1.6.5. Mbone 18 1.6.6. PIM dense mode: PIM-DM 18 1.7. Link-state routing and MOSPF 18 1.7.1. MOSPF principle 18 1.7.2. MOSPF inter-areas 19 1.7.3. Cost of MOSPF 20 1.8. Routing with explicit construction: PIM-SM and CBT 20 1.8.1. PIM sparse-mode principles: PIM-SM 21 1.8.2. Discovery of RPs: boot strap routers (BSR) 24 1.8.3. Maintenance of the PIM-SM tree 24 1.8.4. Core based trees: CBT 25 1.8.5. Bidirectional PIM 25 1.8.6. Cost of explicit methods 26 1.9. Inter-domain multicast routing 27 1.9.1. MASC/BGMP architecture 27 1.9.2. BGP multiprotocol extensions 28 1.9.3. Interaction with intra-domain routing 29 1.9.4. BGMP 29 1.9.5. PIM-SM and MSDP solution 30 1.10. Model of multicasting with a single source: SSM 32 1.10.1. Express 32 1.10.2. The SSM and PIM-SM model 33 1.10.3. Limitations of PIM-SSM 33 1.11. Multicasting and IPv6 34 1.11.1. IPv6 multicast addressing 34 1.11.2. Protocol for group subscription: MLD 35 1.11.3. RP-embedded mechanism 35 1.12. Other multicast routing proposals 36 1.12.1. Simple multicast 37 1.12.2. Logical addressing and routing: LAR 37 1.12.3. Reunite 38 1.12.4. Hop by hop multicast routing: HBH 39 1.13. Comparison of various protocols 40 1.13.1. Quality of the broadcast trees 40 1.13.2. Cost of protocols 42 1.14. Alternatives to multicast routing 43 1.14.1. Multiple unicast connections 43 1.14.2. Multicasting for small groups 43 1.14.3. Application level multicast 43 1.15. Conclusion 44 1.16. Bibliography 44 1.17. Glossary of acronyms 49 Chapter 2. Hierarchical Multicast Protocols with Quality of Service 51 Abderrahim BENSLIMANE and Omar MOUSSAOUI 2.1. Introduction 51 2.2. Multicast principle 53 2.2.1. Advantage of multicasting 53 2.2.2. Technological constraints 55 2.2.3. Main types of trees 56 2.2.3.1. Shared tree/specific tree 56 2.2.3.2. Shortest path tree (SPT) 57 2.2.3.3. Steiner tree 57 2.2.3.4. Centered tree (CBT) 58 2.2.3.5. Summary 58 2.3. Multicast routing protocols 59 2.3.1. DVMRP 59 2.3.2. PIM 60 2.3.3. MOSPF 61 2.3.4. IP multicast 62 2.3.5. Limitations of the current multicast routing protocols 63 2.3.5.1. DVMRP 63 2.3.5.2. PIM 63 2.4. Quality of service in multicast routing 64 2.4.1. SJP 64 2.4.2. QoSMIC 66 2.4.3. QMRP 67 2.4.4. Conclusion 68 2.5. Hierarchical multicasting 69 2.5.1. HDVMRP 70 2.5.2. LGC 73 2.5.3. HIP 74 2.5.4. QHMRP 78 2.5.5. Conclusion 81 2.6. Hierarchical structure for multicasting 82 2.6.1. Context of the system 82 2.6.2. Construction of local groups 82 2.6.2.1. Construction of the neighborhood 82 2.6.2.2. Construction of transit groups 83 2.6.2.3. Grouping and election 83 2.6.3. Construction of hierarchical trees between servers 84 2.6.3.1. Use of centered trees 85 2.6.3.2. Use of SPT trees 87 2.6.3.3. Comparison between the two methods 88 2.6.4. Management of the hierarchical structure 89 2.7. Conclusion 90 2.8. Bibliography 90 Chapter 3. A Transport Protocol for Multimedia Multicast with Differentiated Quality of Service 93 David GARDUNO, Ernesto EXPOSITO and Michel DIAZ 3.1. Introduction 93 3.1.1. Multimedia 93 3.1.2. Partial QoS 93 3.1.3. Multicast 95 3.1.4. Text organization 96 3.2. State of the art 96 3.2.1. Point-to-point multimedia data transmission 96 3.2.1.1. UDP and TCP 96 3.2.1.2. SCTP 97 3.2.1.3. DCCP 98 3.2.1.4. Networking layer: IntServ 98 3.2.1.5. Networking layer: DiffServ 99 3.2.2. Multicast algorithms 100 3.3. Network model, Tree and QoS oriented multicast service 102 3.3.1. Introduction 102 3.3.2. Hierarchized graph 104 3.3.3. Degree Bounded Shortest Path Tree (DGBSPT) 107 3.3.4. Model and simulations 116 3.4. Fully Programmable Transport Protocol 118 3.4.1. Introduction 118 3.4.2. Design principles 119 3.4.3. Contextual model of QoS 119 3.4.3.1. QoS specification 119 3.4.3.2. QoS mechanisms 120 3.4.4. Protocol specification 121 3.4.5. Implementation and evaluation 123 3.5. Integration of multicast services and multimedia protocols 125 3.5.1. Deployment of transport services by proxies 125 3.5.1.1. Basic FPTP architecture and mechanisms 126 3.5.2. The M-FPTP multimedia multicast service 128 3.5.3. Tests and results 130 3.6. Conclusion 131 3.7. Bibliography 132 Chapter 4. Reliability in Group Communications: An Introduction 135 Vincent ROCA 4.1. Introduction 135 4.2. Which reliability for which applications? 136 4.2.1. Reliability levels 136 4.2.2. Group models 137 4.2.3. Transmission models 137 4.2.4. Multiplicity of applications and their needs 138 4.3. Challenges and big classes of solutions in the case of a reliable group communication service 139 4.3.1. Challenges 139 4.3.2. Reliable scaling and communications: problems 140 4.3.3. Scaling of control traffic 140 4.3.3.1. Use of removal mechanisms by recipients 140 4.3.3.2. Use of FEC codes 141 4.3.3.3. Use of assistance node trees 142 4.3.4. Scaling of retransmissions 142 4.3.4.1. Use of FEC 142 4.3.4.2. Use of a retransmission server tree 142 4.3.4.3. Local retransmissions 142 4.3.5. Considering the heterogenity 143 4.3.6. First assessment 144 4.4. FEC codes 144 4.4.1. Codes for packet erasure channels 144 4.4.2. The concepts of systematic codes and MDS codes 145 4.4.3. Classification of FEC codes 145 4.4.4. Small block codes 146 4.4.4.1. Principles 146 4.4.4.2. Problem linked to block segmentation 146 4.4.4.3. Use in the reliable communication systems 147 4.4.5. Large block codes 147 4.4.5.1. Introduction 147 4.4.5.2. Operation mode of LDPC-staircase and LDPC-triangle codes 147 4.4.6. Rateless codes (also known as extensible codes) 152 4.4.6.1. Introduction 152 4.4.6.2. Principles of online codes 152 4.4.6.3. Comparison with the LDPC-staircase and triangle codes 153 4.4.7. A few additional notes on the FEC rateless and large block codes 153 4.5. Conclusion 154 4.6. Bibliography 155 Chapter 5. End-to-end Approaches for Reliable Communications 157 Vincent ROCA 5.1. Introduction 157 5.2. The main protocol classes and the block approach of the IETF 158 5.3. The FEC building block 159 5.3.1. The “FEC encoding ID” and “FEC instance ID” 159 5.3.2. The FPI (FEC payload ID) 159 5.3.3. The “FEC object transmission information” (FEC OTI) 160 5.3.3.1. Block partitioning algorithm 161 5.3.3.2. The n algorithm 162 5.4. The NORM approach 163 5.4.1. Operating principles 163 5.4.1.1. General ideas 163 5.4.1.2. Main types of packets 163 5.4.1.3. Transmission window mechanism 164 5.4.2. The building blocks used 165 5.4.2.1. FEC block 165 5.4.3. Scope 166 5.5. ALC approach 166 5.5.1. Operating principles 166 5.5.1.1. General ideas 166 5.5.1.2. Close-up on the layered transmission principle 167 5.5.1.3. And if we used only one layer? 169 5.5.2. The building blocks used 169 5.5.2.1. The LCT block 170 5.5.3. Scope 171 5.6. The FLUTE file transfer application on ALC 172 5.6.1. Operating principles 173 5.6.2. An example of FDT instance 174 5.6.3. Scope 175 5.7. A few NORM and FLUTE/ALC available implementations 176 5.8. Conclusion 177 5.9. Bibliography 177 Chapter 6. Router-assist Based Reliable Multicast 181 Prométhée SPATHIS and Kim THAI 6.1. Introduction 181 6.2. Motivations and objectives 183 6.3. Protocol network architecture 186 6.3.1. Active error recovery (AER) and light-weight multicast services (LMS) 186 6.3.2. Pragmatic general multicast (PGM) 187 6.3.3. Active reliable multicast (ARM) and multicast actiffiable (MAF) 187 6.4. Classification 188 6.4.1. Organizing the control tree 188 6.4.2. Repair entities 190 6.4.3. Local approaches 193 6.4.3.1. Receiver-initiated approach 193 6.4.3.2. Sender-initiated approach 194 6.4.4. Buffer management 195 6.4.4.1. Receiver-initiated approach 195 6.4.4.2. Aggregated ACKs 196 6.4.5. Exposure of receivers 197 6.4.5.1. ARM and PGM 197 6.4.5.2. MAF 199 6.4.5.3. AER and LMS 199 6.4.6. Feedback implosion 202 6.4.6.1. Aggregation 202 6.4.6.2. Optimization of aggregation 203 6.4.7. Suppression 205 6.4.7.1. Anticipation 205 6.4.7.2. LMS and MAF 205 6.4.8. Loss recovery burden 206 6.4.8.1. ARM and PGM 206 6.4.8.2. AER and LMS 207 6.4.9. Standardization of router-assist based approaches 208 6.5. Placement mechanisms 209 6.5.1. Motivations and objectives of the placement of repair entities 210 6.5.2. Location models 211 6.5.3. Applications of the p-median problems to the placement of repair entities 212 6.6. Performance analysis 213 6.6.1. Large scale simulations and experiments 213 6.6.2. Analytical models 214 6.6.3. Precursory works 215 6.6.4. Comparative analytical studies of router support approaches 215 6.7. Conclusion 216 6.8. Bibliography 217 Chapter 7. Congestion Control in Multicast Communications 223 CongDuc PHAM and Moufida MAIMOUR-BOUYOUCEF 7.1. Introduction 223 7.2. Congestion control 225 7.2.1. Congestion control: a bit of theory 225 7.2.2. The congestion control in practice: example with TCP and the AIMD process 226 7.3. The congestion control in group communications 229 7.3.1. Information filtering and representativeness 229 7.3.2. Scalability 231 7.3.3. Heterogenity management 232 7.3.4. In brief 233 7.4. Single-rate approaches 233 7.5. Multi-rate approaches 235 7.6. Approaches with router assistance 239 7.7. Conclusion 242 7.8. Bibliography 242 7.9. Appendix 1: summary table of the approaches quoted in this chapter 245 7.10. Appendix 2: acronyms of the protocols presented 246 Chapter 8. Approaches to Multicast Traffic Engineering 247 Christian JACQUENET 8.1. Introduction 247 8.2. The use of DiffServ mechanisms 249 8.2.1. Reminder of the DiffServ architecture 249 8.2.2. Risks of over-use of resources within the DiffServ domain 250 8.2.3. Marking and signaling: establishment and maintenance of multicast distribution trees with differentiated qualities of service 250 8.3. Multicast traffic engineering and MPLS networks 257 8.3.1. The difficulty of activating multicast traffic processing capabilities in MPLS domains 257 8.3.2. Multicast traffic engineering using the point-to-point LSP MPLS resources 258 8.3.2.1. Establishment of multicast distribution trees at the edge of MPLS networks 258 8.3.2.2. Construction of distribution trees according to the service classes supported in the MPLS domain 261 8.3.3 Multicast traffic engineering using point-to-multipoint LSP MPLS tree structures 262 8.3.3.1. Establishment of point-to-multipoint LSP 262 8.3.3.2. Routing of multicast flows in traffic-engineered point-to-multipoint LSP trees 267 8.4. Conclusion 268 8.5. Bibliography 269 Chapter 9. Towards New Protocols for Small Multicast Groups: Explicit Routing and Recursive Unicast 271 Ali BOUDANI and Abderrahim BENSLIMANE 9.1. Introduction 271 9.2. Explicit multicast routing protocols 273 9.2.1. Xcast 273 9.2.2. Xcast+ 275 9.2.3. Advantages and disadvantages of the Xcast technique 276 9.2.3.1. Advantages of the Xcast technique 277 9.2.3.2. Disadvantages of the Xcast technique 277 9.2.4. Generalization of the Xcast technique 279 9.2.4.1. Description of the GXcast protocol 279 9.2.4.2. Links between GXcast and the maximum transfer unit 281 9.2.5. Incremental deployment of an Xcast protocol in a network 281 9.2.5.1. Tunneling 281 9.2.5.2. Premature X2U 283 9.2.5.3. Semi-permeable tunneling (only with IPv6) 283 9.2.6. Different explicit multicast propositions 284 9.2.6.1. SGM 285 9.2.6.2. CLM 285 9.2.6.3. MDO6 286 9.2.6.4. Somecast 286 9.2.6.5. ERM 286 9.2.6.6. MSC 286 9.2.6.7. DCM 287 9.2.7. Summary and limitations of the various explicit multicast routing protocols 287 9.3. Recursive unicast 290 9.3.1. REUNITE 292 9.3.2. HBH 293 9.3.3. SEM 295 9.3.4. Comparison between HBH and SEM 297 9.3.5. SREM 300 9.4. Conclusion 304 9.5. Bibliography 304 Chapter 10. Secure Multicast Communications 307 Melek ÖNEN, Refik MOLVA and Alain PANNETRAT 10.1. Introduction to multicast security 307 10.1.1. Multicast applications and their characteristics 307 10.1.2. Security requirements 309 10.1.3. Limitations of the unicast solutions 310 10.2. Multicast authentication 311 10.2.1. Definition and requirements 311 10.2.2. Techniques using symmetric algorithms 312 10.2.2.1. Multicast message authentication codes (MMAC) 312 10.2.2.2. TESLA 313 10.2.3. Combination of asymmetric and symmetric algorithms 315 10.2.3.1. Hash trees 315 10.2.3.2. Hash chains 316 10.2.3.3. The use of erasure codes 318 10.2.4. Conclusion 320 10.3. Multicast confidentiality 320 10.3.1. Definition and requirements 320 10.3.2. Re-encryption trees 322 10.3.2.1. Iolus 322 10.3.2.2. Cipher sequences 324 10.3.3. LKH: Logical Key Hierarchy 326 10.3.4. Conclusion 327 10.4. Reliability of key distribution protocols 328 10.4.1. Requirements 328 10.4.2. Solutions based on replication techniques 329 10.4.3. Solutions based on the use of FEC 330 10.4.4. Conclusion 330 10.5. General conclusion 331 10.6. Bibliography 332 Chapter 11. Scalable Virtual Environments 335 Walid DABBOUS and Thierry TURLETTI 11.1. Introduction 335 11.2. Specificities of the LSVE 337 11.2.1. Scalability 337 11.2.2. Interactivity 338 11.2.3. Heterogenity 338 11.2.4. Consistency 339 11.2.5. Reliability 339 11.3. Multipoint limitations 340 11.3.1. Routing 340 11.3.2. Subscriptions and unsubscriptions latency 341 11.4. SCORE-ASM 342 11.4.1. Assessment of the additional cost related to the use of multipoint 343 11.4.2. The role of the agents 344 11.4.2.1. Association of multipoint cells-groups 346 11.4.2.2. Assignment of multipoint groups 346 11.4.3. Communications in SCORE-ASM 347 11.4.3.1. Communication between participants 348 11.4.3.2. Participants-agent communication 349 11.4.3.3. Communication between agents 350 11.4.4. Connection to the virtual world 351 11.4.5. Subscriptions update mechanism 351 11.4.6. Clipping algorithm 352 11.4.7. Conclusions regarding SCORE-ASM 353 11.5. SCORE-SSM 354 11.5.1. Problematic 355 11.5.2. Choice of design 356 11.5.3. SCORE-SSM structure 356 11.5.3.1. Filtering 357 11.5.3.2. Heterogenity and multimedia flow 358 11.5.3.3. Correspondence with the network multipoint 359 11.5.4. Prospects regarding SCORE-SSM 359 11.6. Final comment 360 11.7. Bibliography 361 List of Authors 363 Index 365
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