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This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing. The convergence of IT, telecommunications, and media is bringing about a revolution in the way information is collected, stored, accessed and distributed. Rae Earnshaw's book explores the principal factors driving this and the ways in which social and cultural contexts are affected by media content. This is Professor Earnshaw's fourth book in a series that focuses on digital media and creativity, and through the use of Case Studies; the theoretical, practical and technical aspects of digital ...
This volume presents the proceedings of COMPUTER GRAPHICS INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the Computer Graphics Society (CGS), COl '93 has been held in Lausanne, Switzerland from June 21-25,1993 under the theme Communicating with Virtual Worlds. Since its foundation in 1983, COl conference has continued to attract high qUality research articles in all aspects of computer graphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), in the United States (1991), and in Japan (1992). Future CG International conferences are planned in Australia (1994), and in the United Kingdom (1995). COS also organizes each year Computer Animation in Geneva, an international workshop and Computer Generated Film Festival. Two new CGS events are planned in 1993: Pacific Graphics '93 in Seoul and MMM '93, an International Conference on Multi-Media MOdeling in Singapore.
This book presents an overview of the technical underpinnings in the field of digital media. This includes theory, imaging, big data, interaction, and the research and development that is needed in order to make digital media interfaces more natural and easy to use. Grant funding sources for R & D are detailed and current priority areas are summarized. Developments in the relevant commercial areas are also reviewed. This is Professor Earnshaw’s fifth book in the series on digital media and its applications and creative uses. These books explain the significance and importance of digital media and how it has developed and advanced.They also explore the impact digital media is having on a ra...
The Automated Self explores meta-theoretical issues in the philosophy of artificial intelligence, combining it with themes from philosophy of science and technology, media and communication studies, and ethics. Balsemão-Pires provides an integrated view of contemporary problems of AI including the theoretical premises and discussions on the meaning, functioning and social uses of cognitive machines, the recent ethical and legal challenges on privacy, interpretability, and data ownership, passing through a careful discussion of the media embedment of the new technologies, and the uses of algorithms in the production and consumption of art.
Data science addresses the need to extract knowledge and information from data volumes, often from real-time sources in a wide variety of disciplines such as astronomy, bioinformatics, engineering, science, medicine, social science, business, and the humanities. The range and volume of data sources has increased enormously over time, particularly those generating real-time data. This has posed additional challenges for data management and data analysis of the data and effective representation and display. A wide range of application areas are able to benefit from the latest visual tools and facilities. Rapid analysis is needed in areas where immediate decisions need to be made. Such areas in...
"This book introduces readers to dance research as a field, provides a foundational understanding of research practices and methodologies, and outlines strategies for supporting, marketing, and sharing research with the larger field"-- Provided by publisher.
A wide range of state-of-the-art topics in computer graphics are considered in this book, from geometric algorithms to highly innovative interactive applications. Three broad but distinct areas emerge and the publication is accordingly arranged in three parts. The first section concerns the area of advanced graphics techniques such as rendering and global illumination and the use of graphics and other media in highly interactive real life applications. The second part explores algorithmic and modelling techniques in geometric design. The last section discusses the increased emphasis on advanced visualisation and physically based simulation techniques.
This book constitutes the refereed proceedings of the 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, held in Hangzhou, China in November/December 2006. The 138 revised papers cover anthropomorphic intelligent robotics, artificial life, augmented reality, distributed and collaborative VR system, motion tracking, real time computer simulation virtual reality, as well as VR interaction and navigation techniques.
"Scientific Visualization" presents the state of the art in scientific visualization techniques, both as an overview for the inquiring scientist and as a basic foundation for developers. The three sections present an overview, explain frameworks and methodologies, and present techniques and algorithms. Extensive bibliographies are included.
From the July 2000 conference on information visualization (a term coined in 1989 to signify the ability of humans to process complex patterns through visualization) comes 91 articles dedicated to interdisciplinary visualization techniques and applications related to computer-based information. Amon