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Monday, May 4, 2015

Download computer graphics and multimedia by baluja EBooks | Read online computer graphics and multimedia by baluja EBooks

Download computer graphics and multimedia by baluja EBooks | Read online computer graphics and multimedia by baluja EBooks




Computer Graphics,A Practical Approach, Concepts, Principles, Case Studies, Experiments (For B E/BTech, BCA & MCA Courses

by Rajiv Chopra
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Multimedia Applications, Services and Techniques - ECMAST'99,4th European Conference, Madrid, Spain, May 26-28, 1999, Proceedings
The liberalisation in the telecommunication market and thus the advent of competition has had a tremendous impact on business in this area. New operators have started to offer telecommunication services in competition with the classical national network operators. This in turn will have an impact on the market share, the tariff structure, the Quality of Service (QoS) and the services offered to the end customers. A way to maintain or increase revenue for network operators is to additionally offer new services to the customers. The final target is a so-called "Full Service Network (FSN)", which is capable of offering all types of bi-directional multimedia services. The provisioning of new telecommunication services in general and new multimedia services in particular is made possible by the availability of several new technologies as well as through advances in standardisation. R&D policies world-wide but especially in Europe have forced the development of new networking technologies such as ATM, xDSL and HFC as well as new video technologies as defined by DVB and DAVIC.
by Helmut Leopold
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Smart Graphics,11th International Symposium on Smart Graphics, Bremen, Germany, July 18-20, 2011. Proceedings
Constitutes the refereed proceedings of the 11th International Symposium on Smart Graphics, SG 2011, held in Bremen, Germany, in July 2011. This title includes 10 revised full papers covering a wide range of topics including view and camera control; three-dimensional modeling; visual information encoding; and graphics and audio.
by Lutz Dickmann
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Handbook of Multimedia for Digital Entertainment and Arts,
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
by Borko Furht
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Handbook of Multimedia for Digital Entertainment and Arts,
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
by Borko Furht
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The 3rd European Conference on Visual Media Production (CVMP 2006),part of the 2nd Multimedia Conference 2006, 29-30 November, 2006

by IEE Multimedia Communications Professional Network
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Data Structures Using C,

by Aaron M. Tenenbaum
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Research Developments in Computer Vision and Image Processing: Methodologies and Applications,Methodologies and Applications
Similar to the way in which computer vision and computer graphics act as the dual fields that connect image processing in modern computer science, the field of image processing can be considered a crucial middle road between the vision and graphics fields. Research Developments in Computer Vision and Image Processing: Methodologies and Applications brings together various research methodologies and trends in emerging areas of application of computer vision and image processing. This book is useful for students, researchers, scientists, and engineers interested in the research developments of this rapidly growing field.
by Srivastava, Rajeev
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Computers Helping People with Special Needs,14th International Conference, ICCHP 2014, Paris, France, July 9-11, 2014, Proceedings
The two-volume set LNCS 8547 and 8548 constitutes the refereed proceedings of the 14th International Conference on Computers Helping People with Special Needs, ICCHP 2014, held in Paris, France, in July 2014. The 132 revised full papers and 55 short papers presented were carefully reviewed and selected from 362 submissions. The papers included in the first volume are organized in the following topical sections: accessible media; digital content and media accessibility; 25 years of the Web: weaving accessibility; towards e-inclusion for people with intellectual disabilities; the impact of PDF/UA on accessible PDF; accessibility of non-verbal communication; emotions for accessibility (E4A), games and entertainment software; accessibility and therapy; implementation and take-up of e-accessibility; accessibility and usability of mobile platforms for people with disabilities and elderly persons; portable and mobile platforms for people with disabilities and elderly persons; people with cognitive disabilities: At, ICT and AAC; autism: ICT and AT; access to mathematics, science and music and blind and visually impaired people: AT, HCI and accessibility.
by Klaus Miesenberger
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The Era of Interactive Media,
Interactive Media is a new research field and a landmark in multimedia development. The Era of Interactive Media is an edited volume contributed from world experts working in academia, research institutions and industry. The Era of Interactive Media focuses mainly on Interactive Media and its various applications. This book also covers multimedia analysis and retrieval; multimedia security rights and management; multimedia compression and optimization; multimedia communication and networking; and multimedia systems and applications. The Era of Interactive Media is designed for a professional audience composed of practitioners and researchers working in the field of multimedia. Advanced-level students in computer science and electrical engineering will also find this book useful as a secondary text or reference.
by Jesse S. Jin
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Research Developments in Biometrics and Video Processing Techniques,
"This book investigates advanced techniques in user identification and security, including retinal, facial, and finger print scans as well as signature and voice authentication models"--Provided by publisher.
by Srivastava, Rajeev
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Bayesian Network Technologies: Applications and Graphical Models,Applications and Graphical Models
"This book provides an excellent, well-balanced collection of areas where Bayesian networks have been successfully applied; it describes the underlying concepts of Bayesian Networks with the help of diverse applications, and theories that prove Bayesian networks valid"--Provided by publisher.
by Mittal, Ankush
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Protecting Privacy in Video Surveillance,
Protecting Privacy in Video Surveillance offers the state of the art from leading researchers and experts in the field. This broad ranging volume discusses the topic from various technical points of view and also examines surveillance from a societal perspective. A comprehensive introduction carefully guides the reader through the collection of cutting-edge research and current thinking. The technical elements of the field feature topics from MERL blind vision, stealth vision and privacy by de-identifying face images, to using mobile communications to assert privacy from video surveillance, and using wearable computing devices for data collection in surveillance environments. Surveillance and society is approached with discussions of security versus privacy, the rise of surveillance, and focusing on social control. This rich array of the current research in the field will be an invaluable reference for researchers, as well as graduate students.
by Andrew Senior
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Intelligent Data Analysis for Real-Life Applications: Theory and Practice,Theory and Practice
With the recent and enormous increase in the amount of available data sets of all kinds, applying effective and efficient techniques for analyzing and extracting information from that data has become a crucial task. Intelligent Data Analysis for Real-Life Applications: Theory and Practice investigates the application of Intelligent Data Analysis (IDA) to these data sets through the design and development of algorithms and techniques to extract knowledge from databases. This pivotal reference explores practical applications of IDA, and it is essential for academic and research libraries as well as students, researchers, and educators in data analysis, application development, and database management.
by Magdalena-Benedito, Rafael
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Audiovisual Speech Processing,
When we speak, we configure the vocal tract which shapes the visible motions of the face and the patterning of the audible speech acoustics. Similarly, we use these visible and audible behaviors to perceive speech. This book showcases a broad range of research investigating how these two types of signals are used in spoken communication, how they interact, and how they can be used to enhance the realistic synthesis and recognition of audible and visible speech. The volume begins by addressing two important questions about human audio-visual performance: how auditory and visual signals combine to access the mental lexicon and where in the brain this and related processes take place. It then turns to the production and perception of multimodal speech and how structures are coordinated within and across the two modalities. Finally, the book presents overviews and recent developments in machine-based speech recognition and synthesis of AV speech.
by Gerard Bailly
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