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Multimedia technology will play a dominant role during the 21st century and beyond, continuously changing the world. It has been embedded in every electronic system: PC, TV, audio, mobile phone, internet application, medical electronics, traffic control, building management, financial trading, plant monitoring and other various man-machine interfaces. It improves the user satisfaction and the operational safety. It can be said that no electronic systems will be possible without multimedia technology. The aim of the book is to present the state-of-the-art research, development, and implementations of multimedia systems, technologies, and applications. All chapters represent contributions from the top researchers in this field and will serve as a valuable tool for professionals in this interdisciplinary field.
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Starting a journey on the new path of converging information technologies is the aim of the present book. Extended on 27 chapters, the book provides the reader with some leading-edge research results regarding algorithms and information models, software frameworks, multimedia, information security, communication networks, and applications. Information technologies are only at the dawn of a massive transformation and adaptation to the complex demands of the new upcoming information society. It is not possible to achieve a thorough view of the field in one book. Nonetheless, the editor hopes that the book can at least offer the first step into the convergence domain of information technologies, and the reader will find it instructive and stimulating.
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As multimedia has become a very important technology, significantly improving people's lives, this book provides an up-to-date scenario of various fields of research being carried out in the area. The book covers topics including web-based co-operative learning, effective distance learning through multimedia, quality control of multimedia on the internet, recovery of damaged images, Network-on-Chip (NoC) as a global communication vehicle, and Network GPS for road conditions (such as traffic and checkpoints). We believe that the book will help researchers in the field to proceed further in their research on multimedia.
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The purpose of this book is to provide an overview of the new industrial revolution: the ""Industry 4.0."" Globalization and competitiveness are forcing companies to review and improve their production processes. Industry 4.0 is a revolution that involves many different sectors and is still evolving. It represents the integration of tools already used in the past (big data, cloud, robot, 3D printing, simulation, etc.) that are now connected to a smart network by transmitting digital data at high speeds. The implementation of a 4.0 system represents a huge change for companies, which are faced with big investments. The idea of the book is to present practices, challenges, and opportunities related to the Industry 4.0. This book is intended to be a useful resource for anyone who deals with this issue.
Computer integrated manufacturing systems. --- Multimedia systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- CIM systems --- Manufacturing, Computer integrated --- Computer-aided engineering --- Industrial engineering --- Flexible manufacturing systems --- Development Economics --- Industrial Development --- Social Sciences and Humanities --- Management and Economics --- Business
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Human-computer interaction --- Multimedia systems --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Human-computer interaction. --- Multimedia systems. --- Virtual reality. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems)
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new media --- social sciences --- social media --- digital culture --- virtual reality --- Digital media --- Multimedia systems --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Digital media. --- Multimedia systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems
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"While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games--Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it."--
Video games --- Multimedia systems. --- Design. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Intermediality. --- Semiotics --- Influence (Literary, artistic, etc.) --- Game Design (Design) --- Game Design (Film & Media) --- Game Studies --- Computer games --- Design
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computer science --- information technology --- multimedia --- artificial intelligence --- software technology --- cybersecurity --- Information technology --- Multimedia systems --- Technologie de l'information --- Multimédia --- Information technology. --- Multimedia systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- IT (Information technology) --- Technology --- Telematics --- Information superhighway --- Knowledge management
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Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer's actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies - Virtual Reality; holograms; and light projections - this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image's borders and demarcations are established, but also the screen boundary as the instrumentation of today's intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement - the post-screen.
Multimedia systems --- Reality. --- Perception (Philosophy) --- Psychological aspects. --- Philosophy --- Truth --- Nominalism --- Pluralism --- Pragmatism --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Visual communication. --- Graphic communication --- Imaginal communication --- Pictorial communication --- Communication --- Screens --- virtual reality (VR) --- Pepper's Ghost --- holograms --- projection mapping
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This book is an open access. Media forensics has never been more relevant to societal life. Not only media content represents an ever-increasing share of the data traveling on the net and the preferred communications means for most users, it has also become integral part of most innovative applications in the digital information ecosystem that serves various sectors of society, from the entertainment, to journalism, to politics. Undoubtedly, the advances in deep learning and computational imaging contributed significantly to this outcome. The underlying technologies that drive this trend, however, also pose a profound challenge in establishing trust in what we see, hear, and read, and make media content the preferred target of malicious attacks. In this new threat landscape powered by innovative imaging technologies and sophisticated tools, based on autoencoders and generative adversarial networks, this book fills an important gap. It presents a comprehensive review of state-of-the-art forensics capabilities that relate to media attribution, integrity and authenticity verification, and counter forensics. Its content is developed to provide practitioners, researchers, photo and video enthusiasts, and students a holistic view of the field
Digital forensic science. --- Multimedia systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Computer and network forensics --- Computer forensics --- Digital forensics --- Network forensics --- Electronic evidence --- Forensic sciences --- Digital preservation --- Media Forensics --- Digital Image Forensics --- Video Forensics --- Sensor Noise (PRNU) --- Deepfakes --- Digital Integrity --- Video Tampering Detection --- Image Tampering Detection --- ENF --- Counter-Forensics
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