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Intelligent Technologies for Interactive Entertainment: 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering #429)

by Zhihan Lv Houbing Song

This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021. Due to the COVID-19 global pandemic, the conference was held virtually. This year's conference put an emphasis on the future of technologies for interactive entertainment. The 25 full papers presented at the conference and thus included in this book were selected from 50 submissions, and present novel and innovative work in areas including art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction, learning, or entertainment experiences. The papers are grouped in 2 sessions of thematic issues on emerging applications and augmented reality.

Intelligent Tutoring Systems: 15th International Conference, ITS 2019, Kingston, Jamaica, June 3–7, 2019, Proceedings (Lecture Notes in Computer Science #11528)

by Andre Coy Yugo Hayashi Maiga Chang

This book constitutes the proceedings of the 15th International Conference on Intelligent Tutoring Systems, ITS 2019, held in Kingston, Jamaica, in June 2019. The 14 full papers and 13 short papers presented in this volume were carefully reviewed and selected from 42 submissions. In the back matter of the volume 4 poster papers are included. They deal with the use of advanced computer technologies and interdisciplinary research for enabling, supporting, and enhancing human learning.

Intelligent Visual Surveillance

by Zhang Zhang Kaiqi Huang

This book constitutes the refereed proceedings of the 4th Chinese Conference, IVS 2016, held in Beijing, China, in October 2016. The 19 revised full papers presented were carefully reviewed and selected from 45 submissions. The papers are organized in topical sections on low-level preprocessing, surveillance systems; tracking, robotics; identification, detection, recognition; behavior, activities, crowd analysis.

Intelligent Wavelet Based Techniques for Advanced Multimedia Applications

by Amit Kumar Singh Mohamed Elhoseny Rajiv Singh Swati Nigam

This book contains high-quality research articles and reviews that promote research and reflect the most recent advances in intelligent wavelet based techniques for advanced multimedia applications as well as other emerging areas. In recent time, wavelet transforms have become useful in many signal, image and video processing applications, especially for multimedia security and surveillance. A few applications of wavelets in security and surveillance are watermarking, fusion, steganography, object detection, tracking, motion recognition and intention recognition, etc. Wavelets are well capable of analyzing signal, image and video at different resolution levels, popularly known as multiresolution analysis. The multiresolution analysis is advantageous in multimedia security and surveillance applications. It provides flexibility in selection of different resolution levels that leads to better accuracy. Furthermore, recently sparse representation has become an advancement to analyze wavelet coefficients. It is observed that wavelet transforms possess the invariance property which makes them suitable for many vision applications. This book provides a concise overview of the current state of the art and disseminates some of the novel and exciting ideas and techniques. In addition, it is also helpful for the senior undergraduate and graduate students, researcher, academicians, IT professional and providers, citizens, customers as well as policy makers working in this area as well as other emerging applications demanding state-of-the-art wavelet based multimedia applications.

Intelligente und nachhaltige Technologie für widerstandsfähige Städte und Gemeinden

by Robert J. Howlett Lakhmi C. Jain John R. Littlewood Marius M. Balas

Bei diesem Buch handelt es sich um eine Sammlung erweiterter Fassungen von Vorträgen, die auf dem internationalen KES-Gipfel Covid-19 Herausforderung gehalten wurden. Der Schwerpunkt des Buches liegt auf technologischen, wirtschaftlichen und sozialen Entwicklungen zur Bekämpfung der Auswirkungen globaler und lokaler Katastrophen sowie auf der Frage, wie die Erholung von Covid genutzt werden kann, um widerstandsfähigere und nachhaltigere Gemeinschaften und Industrien aufzubauen und die Umwelt zu verbessern. Auch die globalen Herausforderungen des vom Menschen beeinflussten Klimawandels werden erörtert. Die Kapitel befassen sich mit der Stärkung der Widerstandsfähigkeit von Städten und Gemeinden durch Energieautarkie, Lebensmittelproduktion, widerstandsfähige Wohnungen und Gebäude, menschliche Gesundheit und intelligente Systeme, z. B. für Vorhersagen und Prognosen.

Intellivore (Star Trek #45)

by Diane Duane

The Great Rift lies between the Sagitarius and Orion arms of the galaxy. Stars are scarce there, beyond the authority of the Federation, and legends abound of lost civilizations and of ancient monsters that prey on those who dare to venture into the vast darkness between the stars. When several ships and colonies mysteriously disappear into the Rift, the U.S.S. Enterprise leads an expedition to investigate various disturbing reports. Accompanied by two other Federation starships, Picard and his fellow captains discover a bizarre menace of unimaginable power. And the only way to trap this destructive entity is to use the Enterprise as bait.

The Intent to Live: Achieving Your True Potential as an Actor

by Larry Moss

"I call this book The Intent to Live because great actors don't seem to be acting, they seem to be actually living." -Larry Moss, from the Introduction. When Oscar-winning actors Helen Hunt and Hilary Swank accepted their Academy Awards, each credited Larry Moss's guidance as key to their career-making performances.

Intentional Printing: Simple Techniques for Inspired Fabric Art

by Lynn Krawczyk

Draw, stamp, screen print, and more to create gorgeous art cloth! Intentional Printing walks you through a two-part approach to fabric design. Author Lynn Krawczyk starts by showing you how to develop your own distinct printing style by first identifying the colors, themes, and processes that speak to you and then using those ideas repeatedly to explore your furthest possibilities. At the same time, Lynn urges you to think beyond simply printing fabric and consider how the finished cloth will be used. She demonstrates a variety of printing, stamping, painting, and color techniques, encouraging you to identify what draws you back again and again and to push your personal themes as far as possible. Using examples of her work, Lynn then shows how she adapts her own preferred imagery to projects, explaining what works and what does not. You emerge with a solid knowledge of basic printing techniques, an understanding of how to apply them for maximum impact, and an appreciation of your own personal creative voice.

The Intentional Spinner: A Holistic Approach To Making Yarn

by Judith Mackenzie

Offering a blend of technical knowledge, history, and easy-to-use tips, this inspiring collection of spinning wisdom deftly explores the three fundamental areas of yarn production: understanding fibers, managing yarn structure, and making yarns that precisely meet the spinner's needs. The rich, historic traditions of plant and animal fibers are fascinatingly juxtaposed with recent advances in synthesized fiber and mankind's use of fibers in the past, present, and future, while detailed, image-laden instructions for four intermediate projects demonstrate the range of possibilities, from sturdy, plied yarns to playful, novelty yarns. Spinners are also offered guidance on planning a project from start to finish, as well as how to care for and store completed projects.

Inter Views in Performance Philosophy

by Anna Street Julien Alliot Magnolia Pauker

This book offers a glimpse of new perspectives on how philosophy performs in the gaps between thinking and acting. Bringing together perspectives from world-renowned contemporary philosophers and theorists - including Judith Butler, Alphonso Lingis, Catherine Malabou, Jon McKenzie, Martin Puchner, and Avital Ronell - this book engages with the emerging field of performance philosophy, exploring the fruitful encounters being opened across disciplines by this constantly evolving approach. Intersecting dramatic techniques with theoretical reflections, scholars from diverse geographical and institutional locations come together to trace the transfers between French theory and contemporary Anglo-American philosophical and performance practices in order to challenge conventional approaches to knowledge. Through the crossings of different voices and views, the reader will be led to explore the in-between territories where performance meets traditionally philosophical tools and mediums, such as writing, discipline, plasticity, politics, or care.

Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development

by Francisco R. Ortega Fatemeh Abyarjoo Armando Barreto Naphtali Rishe Malek Adjouadi

This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective. It deals with modern input devices and user interaction and design covering in-depth theory, advanced topics for noise reduction using Kalman Filters, a case study, and multiple chapters showing hands-on approaches to relevant technology, including modern devices such as the Leap-Motion, Xbox One Kinect, inertial measurement units, and multi-touch technology. It also discusses theories behind interaction and navigation, past and current techniques, and practical topics about input devices.

Interaction for Designers: How To Make Things People Love

by Brian L.M Boyl

Interaction for Designers shows you how to connect a product with its users, whether it’s a simple toaster, a complex ecosystem of intelligent devices, or a single app on your smartphone. This book covers the entire design process so you can start with an idea and carry it through to an engaging final design. It carefully leads you step by step and richly illustrates each stage with examples drawn from business communication, social media and the social economy, consumer electronics, architecture and environments, health care, psychology, art and culture, education, athletics, automotive design, entertainment, fashion, the family home, and a wealth of others. You’ll learn how to brainstorm ideas, research them, explore them, evolve them into finished designs, pitch them, all with the goal of helping you make things that people love. Includes over 200 color images, a glossary, and links to web resources highlighting design concepts and designer interviews. http://interactionfordesigners.com/

Interaction Of Color: 50th Anniversary Edition

by Josef Albers

Josef Albers's Interaction of Color is a masterwork in art education. Conceived as a handbook and teaching aid for artists, instructors, and students, this influential book presents Albers's singular explanation of complex color theory principles.

Interaction of Symbols: Icon Design Theory and Practice

by Mike Zender

Interaction of Symbols is a book for everyone engaged with icon design. It presents a theory of how icons work: symbols in an icon interact to evoke meaning. From this theory flow design principles and practices based on evidence from Design and other disciplines such as Psychology, Perception, and Cognition. The theory, principles, and practices impact how all symbol-based communications are conceived, designed, and applied.The book focuses on icons that elicit a concept without any previous training or use of language. Findings from twenty years’ worth of empirical design research studies explore, illustrate, and support each principle, process, and recommendation. The book begins with a review of icon research from various fields before laying a conceptual foundation that grounds the theory of the book. After and elaborating on that theory are chapters that demonstrate how to Establish Contexts to Guide Comprehension, Glean Which Symbols to Draw, Learn How to Draw Understandable Symbols, Clarify Metaphor, and Use Icons to Decipher Icons in Icon Systems. Written and carefully designed for a broad audience, the book’s scholarly level is elevated while the presentation is approachable. Scholar or professional can skim, scan, or dig, it’s up to them.Heavily illustrated and supported with ample citations, it is not only a book for students and professionals within the field of communication design, but also for anyone who communicates with visual symbols, from healthcare professionals to software engineers, affecting all kinds of graphic communications from advertisements to assembly instructions.

Interactional Approach to Cinematic Discourse: How Do Woody Allen’s Characters Talk?

by Neda Chepinchikj

This book analyses and describes a segment of Woody Allen’s cinematic discourse, focusing specifically on the performed (or diegetic) interactions between actors in various roles in some of his films. It is a case study of Woody Allen's cinematic discourse, encompassing the on-screen, performed interaction in the films at the level of the story-world. The analysis focuses on speech (film dialogues), in both its verbal and prosodic forms, as well as non-verbal types of interaction including gaze and gesture, taking a social interactional approach and using multimodal conversation analysis as a theoretical framework and analytical tool. The 'texts' under study are segments from five films by Woody Allen, and the analysed interactions take place between male and female interactants, which allows further examination of on-screen interactions via a gender lens. The book aims to bridge the gap between the disciplines of applied linguistics and cinema studies and offer linguistic insights into performed interactions from a multimodal point of view. It will be equally relevant to linguists who are interested in how verbal and non-verbal language is used in cinematic discourse, as well as to film workers, especially actors, directors and screenwriters.

Interactive 3D Multimedia Content

by Krzysztof Walczak Wojciech Cellary

The book describes recent research results in the areas of modelling, creation, management and presentation of interactive 3D multimedia content. The book describes the current state of the art in the field and identifies the most important research and design issues. Consecutive chapters address these issues. These are: database modelling of 3D content, security in 3D environments, describing interactivity of content, searching content, visualization of search results, modelling mixed reality content, and efficient creation of interactive 3D content. Each chapter is illustrated with example applications based on the proposed approach. The final chapter discusses some important ethical issues related to the widespread use of virtual environments in everyday life. The book provides ready to use solutions for many important problems related to the creation of interactive 3D multimedia applications and will be a primary reading for researchers and developers working in this domain.

Interactive Applications Using Matplotlib

by Benjamin V. Root

This book is intended for Python programmers who want to do more than just see their data. Experience with GUI toolkits is not required, so this book can be an excellent complement to other GUI programming resources.

Interactive Architecture: Adaptive World

by Michael Fox

Recent technological developments in biology, computation, cybernetics, engineering, industrial design, materials, and robotics allow architecture to evolve beyond static functionality and become an active participant--with the capacity to perceive, react to, and connect--with humans and the natural world. The first process-based guide by Michael Fox and Miles Kemp introduced interactive architecture in 2009, and the past few years have seen its prototypical potential unleashed, manifest in the eighteen inventive projects featured in this follow-up, the latest in our Architecture Briefs series.Interactive Architecture: Adaptive World illustrates how structures can process information, make observations, and utilize tools to translate natural systems and create seamlessly integrated environments, from data-driven light installations, responsive sculptures, and performative materials, to smart highways, dynamic spaces, kinetic facades, and adaptive buildings. Ambitious projects from around the world, including Abu Dhabi, Indianapolis, Los Angeles, New York City, San Francisco, Frankfurt, London, Paris, Sochi, and Zurich, are illuminated by photographs, diagrams, and renderings.

Interactive Cinema: The Ambiguous Ethics of Media Participation (Electronic Mediations #63)

by Marina Hassapopoulou

Connecting interactive cinema to media ethics and global citizenship Interactive Cinema explores various cinematic practices that work to transform what is often seen as a primarily receptive activity into a participatory, multimedia experience. Surveying a multitude of unorthodox approaches throughout the history of motion pictures, Marina Hassapopoulou offers insight into a range of largely ephemeral and site-specific projects that consciously assimilate viewers into their production. Analyzing examples of early cinema, Hollywood B movies, museum and gallery installations, virtual-reality experiments, and experimental web-based works, Hassapopoulou travels across numerous platforms, highlighting a diverse array of strategies that attempt to unsettle the allegedly passive spectatorship of traditional cinema. Through an exploration of these radically inventive approaches to the medium, many of which emerged out of sociopolitical crises and periods of historical transition, she works to expand notions of interactivity by considering it in both technological and phenomenological terms. Deliberately revising and expanding Eurocentric scholarship to propose a much broader, transnational scope, the book emphasizes the ethical dimensions of interactive media and their links to larger considerations around community building, citizenship, and democracy. By combining cutting-edge theory with updated conventional film studies methodologies, Interactive Cinema presses at the conceptual limits of cinema and offers an essential road map to the rapidly evolving landscape of contemporary media.

Interactive Collaborative Robotics: 4th International Conference, ICR 2019, Istanbul, Turkey, August 20–25, 2019, Proceedings (Lecture Notes in Computer Science #11659)

by Andrey Ronzhin Gerhard Rigoll Roman Meshcheryakov

This book constitutes the refereed proceedings of the 4th International Conference on Interactive Collaborative Robotics, ICR 2019, held in Istanbul, Turkey, in August 2019. The 32 papers presented in this volume were carefully reviewed and selected from 46 submissions. They deal with challenges of human-robot interaction; robot control and behavior in social robotics and collaborative robotics; and applied robotic and cyber-physical systems.

Interactive Data Processing and 3D Visualization of the Solid Earth

by Daniel Patel

This book presents works detailing the application of processing and visualization techniques for analyzing the Earth’s subsurface. The topic of the book is interactive data processing and interactive 3D visualization techniques used on subsurface data. Interactive processing of data together with interactive visualization is a powerful combination which has in the recent years become possible due to hardware and algorithm advances in. The combination enables the user to perform interactive exploration and filtering of datasets while simultaneously visualizing the results so that insights can be made immediately. This makes it possible to quickly form hypotheses and draw conclusions. Case studies from the geosciences are not as often presented in the scientific visualization and computer graphics community as e.g., studies on medical, biological or chemical data. This book will give researchers in the field of visualization and computer graphics valuable insight into the open visualization challenges in the geosciences, and how certain problems are currently solved using domain specific processing and visualization techniques. Conversely, readers from the geosciences will gain valuable insight into relevant visualization and interactive processing techniques. Subsurface data has interesting characteristics such as its solid nature, large range of scales and high degree of uncertainty, which makes it challenging to visualize with standard methods. It is also noteworthy that parallel fields of research have taken place in geosciences and in computer graphics, with different terminology when it comes to representing geometry, describing terrains, interpolating data and (example-based) synthesis of data. The domains covered in this book are geology, digital terrains, seismic data, reservoir visualization and CO2 storage. The technologies covered are 3D visualization, visualization of large datasets, 3D modelling, machine learning, virtual reality, seismic interpretation and multidisciplinary collaboration. People within any of these domains and technologies are potential readers of the book.

Interactive Data Visualization: Foundations, Techniques, and Applications, Second Edition

by Matthew O. Ward Georges Grinstein Daniel Keim

An Updated Guide to the Visualization of Data for Designers, Users, and ResearchersInteractive Data Visualization: Foundations, Techniques, and Applications, Second Edition provides all the theory, details, and tools necessary to build visualizations and systems involving the visualization of data. In color throughout, it explains basic terminology

Interactive Design for New Media and the Web

by Nick Iuppa

In an age where digital technology makes just about anything possible, Interactive Design for New Media and the Web demonstrates how to realize that promise through the creation of outstanding interactive programs. This hands-on, practical book examines the ever-expanding capabilities of all forms of digital presentation for increasing interactivity, and the design principles and interface guidelines needed to deliver the required message or story with this technology. Interactive Design for New Media and the Web covers the technology as well as the tools and practices of interactive design, including the creation of site maps and flow charts, and the writing of design documents. It examines the latest interactive features of DVD, as well as the newest techniques and technologies for other forms of digital presentation. New design templates, 3D graphics and animation, polling and use of cookies, distance learning, html, and intranet learning games are among the topics covered in this book. Examples and case studies demonstrate the broad range of applications from websites to CD-ROM games to successful web commerce sites, including the capacity for user participation in e-commerce.The companion Website shows numerous examples discussed in the text of all types of programs and their applications.

The Interactive Documentary in Canada

by Michael Brendan Baker and Jessica Mulvogue

Interactive documentary emerged rapidly from a constellation of changing technologies and practices to much excitement, yet its history is short and its future uncertain. In the mid-2010s Canada was a world leader in the creation of i-docs. Less than a decade later technological obsolescence has rendered many of these celebrated projects inaccessible, while rapid digital innovation continues to change the i-doc form and its modes of experience.The Interactive Documentary in Canada captures this transitional moment in documentary filmmaking and media production. Bringing together a range of historical, theoretical, and critical approaches, this collection examines the past – and the imagined future – of a nonfiction storytelling phenomenon that has Canadian institutions, figures, and works at its centre. Embracing a polyphonic conception of interactive documentary, the volume includes explorations of web-based, app-based, installation, and virtual reality works that push the boundaries of what is understood as documentary cinema. Leading documentary scholars and makers consider the historical and technological contexts of i-doc production, innovation, and exhibition; the political and pedagogical potential of the genre; the ethics of the i‐doc experience; and the format’s future lifespan in the contemporary media landscape.The Interactive Documentary in Canada establishes a place for the i-doc in the history of Canadian film, highlighting the genre’s significant impact on the National Film Board of Canada and on contemporary global documentary media.

Interactive Experience in the Digital Age

by Linda Candy Sam Ferguson

The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.

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