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Mobile TV: Customizing Content and Experience documents current research and case studies of design practice that seek to improve the mobile television experience. Developing usable, useful, and appealing solutions for the customer or user experience, i.e., successful products and services, requires customization according to specific users' needs amidst frequently changing physical and social environments. Complex design problems like these require interdisciplinary perspectives that cover software functionality, human interaction and communication experiences, and perceived value. Contributors from academia, business, and design have contributed their collective expertise and experience to deliver wisdom on all fronts. Divided into seven parts, the book's first chapter establishes definitions and summarizes current research and development. The subsequent chapters specifically look at Mobile TV experience in everyday life, innovative conceptual and participatory design methods, contextual analysis methods, social context for interactive multimedia systems, advanced interaction with mobile digital content, and future trends for the wide range of products and services that will be offered in the decade to come. A balance between theoretical and empirical approaches provides insight into principles and methods, as well as actionable guidelines and recommendations for all those interested in exploring how to achieve the core objectives of usability, usefulness, and social appeal of this new mobile-video technology. The book answers many questions, but also raises some new ones that only future technology development and deployment in mobile human-computer interaction and communication can answer.
Computer Science. --- Multimedia Information Systems. --- Computers and Society. --- Media Design. --- Computer science. --- Multimedia systems. --- Informatique --- Multimédia --- Mobile television --- Digital television
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This concise textbook presents the mathematics that is foundational to multimedia applications. Featuring a rigorous survey of selected results from algebra and analysis, the work examines tools used to create application software for multimedia signal processing and communication. Key features include: * Over 100 exercises with complete solutions; * Useful algorithms presented in pseudocode and Standard C to help readers with programming, experimentation, and the solution of exercises; * Numerous illustrations based on data from real studies; * Suggestions for further reading at the end of each chapter; * A companion website maintained by the author providing computer programs described in the book as well as additional references and data files, such as images and sounds, to enhance the reader's understanding of key topics; * A supplementary manual containing several hundred exercises, solutions, and sample programs not included in the book available to instructors upon request; * Minimal prerequisites only an undergraduate-level knowledge of mathematics, not including statistics, is required. Mathematics for Multimedia is an ideal textbook for upper undergraduate and beginning graduate students in pure and applied mathematics, engineering, and computer science seeking an innovative approach to contemporary mathematics with practical applications. The work may also serve as a useful reference for multimedia applications developers and other researchers and practitioners interested in the mathematics underlying multimedia software design and implementation.
Mathematics. --- Applications of Mathematics. --- Multimedia Information Systems. --- Algorithms. --- Fourier Analysis. --- Mathematical Software. --- Multimedia systems. --- Fourier analysis. --- Computer software. --- Mathématiques --- Multimédia --- Analyse de Fourier --- Algorithmes --- Logiciels --- Multimedia systems --- Math --- Science --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Mathematics
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With the rapid development of Web-based learning, a new set of learning - vironments including virtual classrooms, virtual laboratories and virtual u- versities are being developed. These new learning environments, however, also introduce new problems that need to be addressed. On the technical side, there is a need for the deployment of e?ective technologies on Web-based education. On the learning side, the cyber mode of learning is very di?erent from tra- tional classroom-based learning. On the management side, the establishment of a cyber university imposes very di?erent requirements for the set up. ICWL 2005, the 4th International Conference on Web-Based Learning, was held in Hong Kong, China from July 31 to August 3, 2005, as a continued - tempttoaddressmanyoftheabove-mentionedissues.Followingthegreatsuccess of ICWL 2002 (Hong Kong, China), ICWL 2003 (Australia), and ICWL 2004 (China), ICWL 2005 aimed at presenting progresson the technical, pedagogical, as well as management issues of Web-based learning. The conference featured a comprehensive program, including a number of tutorials, two keynote talks, a main track containing regular as well as short paper presentations, and an application track. We received a total of 99 submissions from all over the world. The Program Committee selected 33 papers as regular papers for presentation in the main track, an acceptance rate of about 33%. Due to the high-quality submissions, the Committee decided to further accept 9 papers as short papers for presentation.
Information storage and retrieval systems. --- Artificial intelligence. --- Computer science. --- Multimedia systems. --- Education. --- Information Systems Applications (incl. Internet). --- Information Storage and Retrieval. --- Artificial Intelligence. --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Computers and Education.
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This book constitutes the joint refereed proceedings of the three workshops held in conjunction with the 6th International Conference on Web Information Systems Engineering, WISE 2005, in New York, NY, USA, in November 2005. A total of 47 papers were submitted to the three workshops, and 28 revised full papers were carefully selected for presentation. The workshop on Web Information Systems Quality (WISQ 2005) - discussing and disseminating research on the quality of WIS and Web services from a holistic point of view - included 7 papers out of 12 submissions. The workshop on Web-based Learning (WBL 2005) accounted for 10 papers from 14 papers submitted - organized in topical sections on tools, models, and innovative applications. The workshop on Scalable Semantic Web Knowledge Base Systems (SSWS 2005) included 11 presentations selected from 21 submissions. Topics addressed are scalable repository and reasoning services, practical Semantic Web applications, query handling and optimization techniques.
Information storage and retrieval systems. --- Database management. --- Computer Communication Networks. --- Multimedia systems. --- Popular Computer Science. --- Information Systems Applications (incl. Internet). --- Information Storage and Retrieval. --- Database Management. --- Computer Communication Networks. --- Multimedia Information Systems.
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Provides lessons to help users design and deliver creative presentations using Microsoft PowerPoint.
Advertising. Public relations --- Computer architecture. Operating systems --- digitale ontwerptechnieken --- presentatietechnieken --- reclame --- reclamevormgeving --- presenteren --- Industrial psychology --- Business presentations. --- Multimedia systems in business presentations. --- Business presentations --- Graphic methods --- Computer programs. --- Microsoft PowerPoint (Computer file) --- Presentaties --- Communicatie --- Presentatietechnieken --- Spreekkunst --- Presentations, Business --- Business communication --- PowerPoint --- Microsoft Power point --- Microsoft PowerPoint for Windows --- PowerPoint for Windows --- Microsoft PowerPoint for Windows 95 --- PowerPoint for Windows 95 --- Microsoft PowerPoint 97 --- Microsoft PowerPoint version 2002 --- PowerPoint XP --- Microsoft Office PowerPoint 2007 --- Presentatietechnieken. --- storytelling --- Multimedia systems in business presentations --- Graphic methods&delete& --- Computer programs
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Interactive media is pervasive. The colonization of our everyday lives by the computational power of the silicon chip is a fundamental feature of our digital age, and raises important questions such as: What does this mean for us as inhabitants of such media rich environments? How can we make sense of these media and the ways in which they have changed our interactions? What theories can we draw on to help us make sense of life in the digital age? Human Computer Interaction has been looking at versions of these questions for a long time now, but as technology advances so quickly it is hard to keep pace with the changes. In reflecting on some of these issues and by providing a way to relate some of the disparate threads of theory from fields such as phenomenology, cognitive science, semiotics and the ecological theory of perception, Shaleph O’Neill provides an exploration of the theories that impact our understanding over a spectrum of interactive media. Dr. Shaleph O’Neill is Course Director of Interactive Media Design at the University of Dundee.
Computer Science. --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Media Design. --- Computer science. --- Multimedia systems. --- Informatique --- Multimédia --- Human-computer interaction. --- Semiotics. --- User interfaces (Computer systems) -- Design. --- User interfaces (Computer systems) --- Human-computer interaction --- Semiotics --- Engineering & Applied Sciences --- Computer Science --- Design --- Design. --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Interfaces, User (Computer systems) --- Semeiotics --- Semiology (Linguistics) --- Multimedia information systems. --- User interfaces (Computer systems). --- Human-machine systems --- Semantics --- Signs and symbols --- Structuralism (Literary analysis) --- Human engineering --- User-centered system design --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Multimedia systems .
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We are delighted to welcome readers to the proceedings of the 6th Pacific-Rim Conference on Multimedia (PCM). The first PCM was held in Sydney, Australia, in 2000. Since then, it has been hosted successfully by Beijing, China, in 2001, Hsinchu, Taiwan, in 2002, Singapore in 2003, and Tokyo, Japan, in 2004, and finally Jeju, one of the most beautiful and fantastic islands in Korea. This year, we accepted 181 papers out of 570 submissions including regular and special session papers. The acceptance rate of 32% indicates our commitment to ensuring a very high-quality conference. This would not be possible without the full support of the excellent Technical Committee and anonymous reviewers that provided timely and insightful reviews. We would therefore like to thank the Program Committee and all reviewers. The program of this year reflects the current interests of the PCM’s. The accepted papers cover a range of topics, including, all aspects of multimedia, both technical and artistic perspectives and both theoretical and practical issues. The PCM 2005 program covers tutorial sessions and plenary lectures as well as regular presentations in three tracks of oral sessions and a poster session in a single track. We have tried to expand the scope of PCM to the artistic papers which need not to be strictly technical.
Computer architecture. Operating systems --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- beeldverwerking --- ICT (informatie- en communicatietechnieken) --- IR (information retrieval) --- grafische vormgeving --- multimedia --- informatiesystemen --- KI (kunstmatige intelligentie) --- computernetwerken --- Application software. --- Multimedia information systems. --- Information storage and retrieval. --- Computer communication systems. --- Computer graphics. --- Computer Applications. --- Multimedia Information Systems. --- Information Storage and Retrieval. --- Computer Communication Networks. --- Information Systems Applications (incl. Internet). --- Computer Graphics. --- Multimedia systems
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Multimodal Usability demonstrates several major generalisations of human-computer interaction and extends the traditional focus on graphical user interfaces to all input/output modalities accessible to vision, hearing, and touch. Multimodal Usability can help make a multimodal interactive system usable no matter if you are building a work tool or a game, and whether your system models aspects of people, like a virtual (or robot) companion or friend, or not. Successful implementation can be achieved using the following usability development steps: (1) Augment system model specification with an AMITUDE model of use specified in terms of Application type, Modalities, Interaction type, Task, User, Device and Environment of use. (2) Apply usability methods to collect the usability data needed at any time. A toolbox of 24 key methods are presented in a common format. Methods are of five kinds: question-answering, meetings with discussion, observation, imagination, and interaction with the system. (3) For each method application, post-process, annotate, analyse, report, and act on the data to improve system model usability. Three multimodal system Cases are included to illustrate usability development from idea to user test of the implemented prototype. Multimodal Usability assumes no prior knowledge about usability and human-computer interaction.
Computer Science. --- User Interfaces and Human Computer Interaction. --- System Performance and Evaluation. --- Media Design. --- Computer science. --- Computer system performance. --- Informatique --- Human-computer interaction --- User interfaces (Computer systems) --- Interactive multimedia --- Human-computer interaction. --- Human engineering. --- Informatics --- Science --- User interfaces (Computer systems). --- Computer system failures. --- Multimedia systems . --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Computer failures --- Computer malfunctions --- Computer systems --- Failure of computer systems --- System failures (Engineering) --- Fault-tolerant computing --- Interfaces, User (Computer systems) --- Human-machine systems --- Failures
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The word "render" isn't unique to the vocabulary of computer graphics. We can talk about a "watercolor rendering," a "musical rendering" or a "poetic rendering." In each of these, there is a transformation from one domain to another: from the landscape before the painter to color on paper, from musical notation to sound, from the associations in a poet's mind to a book of poetry. Figure 1.1: Czar's Waiting Room, Main Railway Station, Helsinki, Eliel Saarinen, 1910, watercolor. But the type of rendering that may come closest to what we mean when we talk about rendering in computer graphics is in architecture. Geometric blueprints and technical specifications of building materials are transformed in the architectural rendering into a picture of the building 1 Introduction as it will appear when construction is complete. In addition to the designs of the building's geometry and its visual characteristics, the artist chooses a point of view to depict the scene in perspective. This is a transformation of a description of imagined space into a picture of that space. In a watercolor by architect Eliel Saarinen (Figure 1.1), the effect of light on marble is demonstrated in a way that would be lost in even a careful reading of blueprints and descriptions of materials. A mere brushstroke of a particular color in a particular place paradoxically transforms the dull matte appearance of watercolor into the sheen of polished stone.
Computer Science. --- Computer Graphics. --- Computer-Aided Engineering (CAD, CAE) and Design. --- Computer Appl. in Arts and Humanities. --- Media Design. --- Computer science. --- Computer graphics. --- Information systems. --- Computer aided design. --- Informatique --- Infographie --- Conception assistée par ordinateur --- Information storage and retrieval systems --- Systèmes d'information --- Computer graphics -- Computer programs. --- Mental ray (Computer file). --- Computer graphics --- Technology - General --- Engineering & Applied Sciences --- Computer programs --- Computer programs. --- Mental ray (Computer file) --- Image processing. --- Application software. --- Computer-aided engineering. --- Multimedia systems. --- Computer Applications. --- Image Processing and Computer Vision. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- CAE --- Engineering --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Informatics --- Science --- Data processing --- Digital techniques --- Computer vision. --- CAD (Computer-aided design) --- Computer-assisted design --- Computer-aided engineering --- Design --- Machine vision --- Vision, Computer --- Artificial intelligence --- Pattern recognition systems --- Optical data processing. --- Multimedia systems . --- Optical computing --- Visual data processing --- Bionics --- Integrated optics --- Photonics --- Computers --- Optical equipment
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Over the last decade researchers and practitioners have developed a wide range of knowledge related to e-learning. This book provides state-of-the-art e-learning networked environments and architectures carried out over the last few years from a knowledge management perspective. The book is organized into four parts: After an introductory chapter which attempts to characterize the e-learning environments, Part I exposes the problems of building knowledge scenarios followed by Part II which analyzes the process of building knowledge environments. Part III summarizes the principles, methods and issues related to the design of knowledge networks and finally Part IV addresses the problem of retrieving resources and knowledge from networked environments. Presenting a wide-ranging survey of methods and applications from contributors from around the world, this book will be a valuable resource for researchers, practitioners and graduates.
Computer Science. --- Computers and Education. --- Information Systems Applications (incl.Internet). --- Computer Communication Networks. --- Computer Appl. in Social and Behavioral Sciences. --- Multimedia Information Systems. --- Pattern Recognition. --- Computer science. --- Information systems. --- Multimedia systems. --- Optical pattern recognition. --- Social sciences --- Education. --- Informatique --- Réseaux d'ordinateurs --- Multimédia --- Reconnaissance optique des formes (Informatique) --- Sciences sociales --- Education --- Data processing. --- e-learning e-learning --- Enseignement à distance Afstandsonderwijs --- Matériel didactique Leermiddelen --- Réseaux informatiques Netwerken (Informatica) --- Information storage and retrieval systems --- Systèmes d'information --- Distance education. --- Employees -- Training of -- Data processing. --- Internet in education. --- Knowledge management. --- Employees --- Distance education --- Internet in education --- Knowledge management --- Commerce --- Marketing & Sales --- Business & Economics --- Training of --- Data processing --- Management of knowledge assets --- Internet (Computer network) in education --- Distance learning --- Laborers --- Personnel --- Workers --- Personnel management. --- Computer communication systems. --- Application software. --- Educational technology. --- Human Resource Management. --- Educational Technology. --- Information Systems Applications (incl. Internet). --- Open learning --- Telecommunication in education --- Management --- Information technology --- Intellectual capital --- Organizational learning --- Persons --- Industrial relations --- Personnel management --- Training of&delete&
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