الصفحة 2
الصفحة 2
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Information visualization : Human-centered issues and perspectives

This book is the outcome of the Dagstuhl Seminar on "Information Visualization -- Human-Centered Issues in Visual Representation, Interaction, and Evaluation" held at Dagstuhl Castle, Germany, from May 28 to June 1, 2007.Information Visualization (InfoVis) is a relatively new research area, which focuses on the use of visualization techniques to help people understand and analyze data.This book documents and extends the findings and discussions of the various sessions in detail.

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Information Retrieval for Music and Motion

The book then introduces a general and unified framework for motion analysis, retrieval, and classification, highlighting the design of suitable features, the notion of similarity used to compare data streams, and data organization.

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Image-Based Rendering

Image-based rendering (IBR) refers to a collection of techniques and representations that allows 3D scenes and objects to be visualized in a realistic way without full 3D model reconstruction. The potential for photorealistic visualization has tremendous appeal, especially for applications such as video games, virtual travel, and E-commerce, which stand to greatly benefit from this technology.

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Image Processing : Dealing with Texture ; 2nd ed.

Updates the classic work on texture analysis theory and methods without abandoning the foundational essentials of this landmark work. Like the first, the new edition offers an analysis of texture in digital images that are essential to a diverse range of applications such as: robotics, defense, medicine and the geo-sciences. Designed to easily locate information on specific problems, the text is structured around a series of helpful questions and answers. Updated to include the most recent developments in the field, many chapters have been completely revised including: Fractals and Multifractals, Image Statistics, Texture Repair, Local Phase Features, Dual Tree Complex Wavelet Transform, Ridgelets and Curvelets and Deep Texture Features. The book takes a two-level mathematical approach: light math is covered in the main level of the book, with harder math identified in separate boxes.

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Image and Signal Processing ; 3rd International Conference, ICISP 2008. Cherbourg-Octeville, France, July 1 - 3, 2008. Proceedings

This book constitutes the refereed proceedings of the Third International Conference on Image and Signal Processing, ICISP 2008, held in Cherbourg-Octeville, France, in July 2008.The 48 revised full papers and 22 revised poster papers presented were carefully reviewed and selected from 193 submissions. The papers are organized in topical sections on image filtering, image segmentation, computer vision, feature extraction, pattern recognition, graph-based representations, motion detection and estimation, new interfaces, document processing, and signal processing.

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Human motion : Understanding, modeling, capture and animation

Edward Muybridge (1830–1904) is known as the pioneer in motion capt- ing with his famous experiments in 1887 called “Animal Locomotion”. Since then, the feld of animal or human motion analysis has grown in many dir- tions. However, research and results that involve human-like animation and the recovery of motion is still far from being satisfactory. Progress in human motion analysis depends on empirically anchored and grounded research in computer vision, computer graphics, and biomechanics. This book is based on a June 2006 workshop held in Dagstuhl, Germany. This workshop brought together for the frst time researchers from the afo- mentioned disciplines.

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Human Ear Recognition by Computer

Human Ear Recognition by Computer is the first book on the automatic recognition of human ears. It presents an entire range of computational algorithms for recognition of humans by their ears. These algorithms have been tested and validated on the largest databases that are available today,This state-of-the-art research reference explores all aspects of 3D ear recognition, including representation, detection, recognition, indexing and performance prediction. It has been written for a professional audience of both researchers and practitioners within industry, and is also ideal as an informative text for graduate students in computer science and engineering.

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HCI in games : Experience design and game mechanics ; Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The regular papers of DAPI 2021, Distributed, Ambient and Pervasive Interactions, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.

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Handbook on Interactive Storytelling

You will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds

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Handbook of Geometric Computing : Applications in Pattern Recognition, Computer Vision, Neuralcomputing, and Robotics

Many computer scientists, engineers, applied mathematicians, and physicists use geometry theory and geometric computing methods in the design of perception-action systems, intelligent autonomous systems, and man-machine interfaces. This handbook brings together the most recent advances in the application of geometric computing for building such systems, with contributions from leading experts in the important fields of neuroscience, neural networks, image processing, pattern recognition, computer vision, uncertainty in geometric computations, conformal computational geometry, computer graphics and visualization, medical imagery, geometry and robotics, and reaching and motion planning. For the first time, the various methods are presented in a comprehensive, unified manner.

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Graph-theoretic concepts in computer science ; 34th International Workshop, WG 2008, Durham, UK, June 30 – July 2, 2008. Revised Papers

This book constitutes the thoroughly refereed post-conference proceedings of the 34th International Workshop on Graph-Theoretic Concepts in Computer Science, WG 2008, held in Durham, UK, in June/July 2008.The 30 revised full papers presented together with 3 invited paper were carefully reviewed and selected from 76 submissions. The papers feature original results on all aspects of graph-theoretic concepts in Computer Science, e.g. structural graph theory, sequential, parallel, and distributed graph and network algorithms and their complexity, graph grammars and graph rewriting systems.

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Graphics Recognition. Recent Advances and New Opportunities ; 7th International Workshop, GREC 2007, Curitiba, Brazil, September 20-21, 2007. Selected Papers

This book constitutes the thoroughly refereed post-proceedings of the 7th International Workshop on Graphics Recognition, GREC 2007, held in Curitiba, Brazil in September 2007.The 30 revised full papers presented together with a panel discussion report were carefully selected and improved during two rounds of reviewing and revision. The papers are organized in topical sections on technical documents, maps and diagrams understanding; symbol and shape description and recognition; information retrieval, indexing and spotting; sketching interfaces and on-line processing; feature and primitive analysis and segmentation; performance evaluation and ground truthing.

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Graph drawing ; 15th International symposium, GD 2007, Sydney, Australia, September 24-26, 2007. Revised Papers

The 16th International Symposium on Graph Drawing (GD 2008) was held in Hersonissos, near Heraklion, Crete, Greece, September 21-24, 2008, and was attended by 91 participants from 19 countries. In response to the call for papers the Program Committee received 83 s- missions,eachdescribing originalresearchand/or a systemdemonstration.Tamassia showed how graph drawing techniques can be used as an e?ective tool in computer security and pointed to future research directions in this area. Following what is now a tradition, the 15th Annual Graph Drawing Contest was held during the conference, also including a Graph Drawing Challenge to the conference attendees.

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Geometry for Computer Graphics : Formulae, Examples and Proofs

Geometry is the cornerstone of computer graphics and computer animation, and provides the framework and tools for solving problems in two and three dimensions. This may be in the form of describing simple shapes such as a circle, ellipse, or parabola, or complex problems such as rotating 3D objects about an arbitrary axis. Geometry for Computer Graphics draws together a wide variety of geometric information that will provide a sourcebook of facts, examples, and proofs for students, academics, researchers, and professional practitioners.

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Geometric Modeling and Processing - GMP 2006 ; 4th International Conference, GMP 2006, Pittsburgh, PA, USA, July 26-28, 2006, Proceedings

This book constitutes the refereed proceedings of the 4th International Conference on Geometric Modeling and Processing, GMP 2006, held in Pittsburgh, PA, USA in July 2006. The 36 revised full papers and 21 revised short papers presented were carefully reviewed and selected from a total of 84 submissions. All current issues in the area of geometric modeling and processing are addressed and the impact in such areas as computer graphics, computer vision, machining, robotics, and scientific visualization is shown. The papers are organized in topical sections on shape reconstruction, curves and surfaces, geometric processing, shape deformation, shape description, shape recognition, geometric modeling, subdivision surfaces, and engineering applications.

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Geometric Algebra for Computer Graphics

The first five chapters review the algebras of real numbers, complex numbers, vectors, and quaternions and their associated axioms, together with the geometric conventions employed in analytical geometry. As well as putting geometric algebra into its historical context, John Vince provides chapters on Grassmann’s outer product and Clifford’s geometric product, followed by the application of geometric algebra to reflections, rotations, lines, planes and their intersection. The conformal model is also covered, where a 5D Minkowski space provides an unusual platform for unifying the transforms associated with 3D Euclidean space.

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Frontiers in Algorithmics ; 2nd Annual International Workshop, FAW 2008, Changsha, China, June 19-21, 2008, Proceeedings

This book constitutes the refereed proceedings of the Second International Frontiers of Algorithmics Workshop, FAW 2008, held in Changsha, China, in June 2008.The 33 revised full papers presented together with the abstracts of 3 invited talks were carefully reviewed and selected from 80 submissions. The papers were selected for 9 special focus tracks in the areas of biomedical informatics, discrete structures, geometric information processing and communication, games and incentive analysis.

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Foundations of 3D Graphics Programming : Using JOGL and Java3D ; 2nd ed.

This thoroughly updated and enhanced second edition of Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. This revised edition of the successful, reader-friendly text covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book.

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Foundation Mathematics for Computer Science : A Visual Approach

In this second edition of Foundation Mathematics for Computer Science, John Vince has reviewed and edited the original book and written new chapters on combinatorics, probability, modular arithmetic and complex numbers. These subjects complement the existing chapters on number systems, algebra, logic, trigonometry, coordinate systems, determinants, vectors, matrices, geometric matrix transforms, differential and integral calculus. During this journey, the author touches upon more esoteric topics such as quaternions, octonions, Grassmann algebra, Barrycentric coordinates, transfinite sets and prime numbers.

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Eye Tracking Methodology : Theory and Practice

Despite the availability of cheap, fast, accurate and usable eye trackers, there is still little information available on how to develop, implement and use these systems. This second edition of Andrew Duchowski’s successful guide to these systems contains significant additional material on the topic and fills this gap in the market with this accessible and comprehensive introduction. Opening with useful background information, including an introduction to the human visual system and key issues in visual perception and eye movement, the second part surveys eye-tracking devices and provides a detailed introduction to the technical requirements necessary for installing a system and developing an application program. The book focuses on video-based, corneal-reflection eye trackers – the most widely available and affordable type of system, before closing with a look at a number of interesting and challenging applications in human factors, collaborative systems, virtual reality, marketing and advertising.

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