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Video Marketing: Create Engaging Video Campaigns to Drive Brand Growth and Sales

by Jon Mowat

In a 'video first' world, video is one of the most effective tools marketers can use to raise brand awareness, engage consumers, drive website traffic and increase sales. Video Marketing takes a step-by-step and in-depth look at planning and creating great video campaigns, as well as activating, testing and measuring their success. Featuring case studies from global household names such as adidas, Kleenex, and Red Bull, it explores which video types and platforms brands should use, using multi-video campaigns, live videos and webinars, as well as creating and editing video campaigns on a budget using DSLRs and smartphones. Updated with the latest developments, this second edition of Video Marketing contains new chapters on understanding your audience and buying media space on ad networks and social media, as well as further content on personal and personalized content and avoiding potential pitfalls such as frauds, fake views and updates. Accompanying online resources consist of video links for campaigns discussed in the book and a downloadable strategy planner for readers to complete and put into action.

Video Marketing For Dummies

by Andreas Goeldi Matt Scott Kevin Daum Bettina Hein

Savvy advice for adding video to your marketing planVideo marketing is rapidly gaining popularity in online marketing and this fun-but-practical guide presents you with all aspects of video marketing from planning to production to distribution. You'll learn how to create a video strategy, produce an effective video, put it online, and get your video to the right consumers so you can help your business succeed. The author team has vast experience in video creation and marketing and explores ten video campaigns so you can learn from their successes and challenges.Offers an overview of the video marketing process, how to build it into an existing marketing plan, and create a video outlineCovers the necessary steps for creating the video, from scripting to shooting to editingWalks you through the process of sharing video on a company site, social site, or other hosts and then draw the right audienceDetails the new frontiers of video marketing including mobile video and measuring resultsFeaturing invaluable advice for creating an effective video marketing campaign, Video Marketing For Dummies is essential reading on this marketing trend.

Video Marketing Strategy: Harness the Power of Online Video to Drive Brand Growth

by Jon Mowat

Video is the single most effective tool that marketers have to raise brand awareness, increase sales, drive website traffic and deliver ROI on marketing budgets. Driven by consumer demand and with the backing of the largest social media platforms, our world is becoming 'video first'. Video Marketing Strategy allows marketers to harness the power of video and create effective video campaigns. This in-depth look at the world's most powerful medium helps brands to radically magnify their voice by tapping into a level of emotional engagement that can't be achieved any other way. The book explores both theory (why are humans so affected by video on mobile devices?) and practice (what's the key to making videos that deliver results?). It looks at how multiple videos form wider campaigns and covers content hubs, activation strategies and testing. It is filled with invaluable advice, tips and strategies for incorporating video into a wider content marketing plan. Written by an award-winning video marketer with decades of experience, Video Marketing Strategy gives readers the magic formula to create engaging, effective content. Truly global in scope, it features case studies from around the world, and shows how marketers from all sectors and industries have used video campaigns successfully. Featuring insights from prominent industry practitioners Video Marketing Strategy is jam-packed with guidance on how to make videos that cut through the market place and deliver measurable results.

Video Object Segmentation: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)

by Ning Xu Weiyao Lin Xiankai Lu Yunchao Wei

This book provides a thorough overview of recent progress in video object segmentation, providing researchers and industrial practitioners with thorough information on the most important problems and developed technologies in the area. Video segmentation is a fundamental topic for video understanding in computer vision. Segmenting unique objects in a given video is useful for a variety of applications, including video conference, video editing, surveillance, and autonomous driving. Given the revolution of deep learning in computer vision problems, numerous new tasks, datasets, and methods have been recently proposed in the domain of segmentation. The book includes these recent results and findings in large-scale video object segmentation as well as benchmarks in large-scale human-centric video analysis in complex events. The authors provide readers with a comprehensive understanding of the challenges involved in video object segmentation, as well as the most effective methods for resolving them.

Video Object Tracking: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)

by Ning Xu Weiyao Lin Xiankai Lu Yunchao Wei

This book provides a thorough overview of recent progress in video object tracking, allowing researchers and industrial practitioners to gain a better understanding of the most important problems and developed technologies in the area. Video tracking is a key research area in computer vision and aims to track unique objects in a given video, which are useful for various applications such as video conference, video editing, surveillance, and autonomous driving. This book begins with an introduction to the task of video object tracking, including the most common problem settings. Given the revolution of deep learning in computer vision problems, numerous new tasks, datasets, and methods have been recently proposed in the domain of video tracking. The book includes these recent results as well as benchmarks in large-scale human-centric video analysis in complex events.

Video over Cognitive Radio Networks

by Shiwen Mao

This book focuses on the problem of video streaming over emerging cognitive radio (CR) networks. The book discusses the problems and techniques for scalable video streaming over cellular cognitive radio networks, ad hoc CR networks, cooperative CR networks, and femtocell CR networks. The authors formulate these problems and propose optimal algorithms to solve these problems. Also the book analyzes the proposed algorithms and validates the algorithms with simulations.

Video Processing in the Cloud

by Rafael Silva Pereira Karin K. Breitman

As computer systems evolve, the volume of data to be processed increases significantly, either as a consequence of the expanding amount of available information, or due to the possibility of performing highly complex operations that were not feasible in the past. Nevertheless, tasks that depend on the manipulation of large amounts of information are still performed at large computational cost, i.e., either the processing time will be large, or they will require intensive use of computer resources. In this scenario, the efficient use of available computational resources is paramount, and creates a demand for systems that can optimize the use of resources in relation to the amount of data to be processed. This problem becomes increasingly critical when the volume of information to be processed is variable, i.e., there is a seasonal variation of demand. Such demand variations are caused by a variety of factors, such as an unanticipated burst of client requests, a time-critical simulation, or high volumes of simultaneous video uploads, e.g. as a consequence of a public contest. In these cases, there are moments when the demand is very low (resources are almost idle) while, conversely, at other moments, the processing demand exceeds the resources capacity. Moreover, from an economical perspective, seasonal demands do not justify a massive investment in infrastructure, just to provide enough computing power for peak situations. In this light, the ability to build adaptive systems, capable of using on demand resources provided by Cloud Computing infrastructures is very attractive.

Video Text Detection

by Tong Lu Shivakumara Palaiahnakote Chew Lim Tan Wenyin Liu

This book presents a systematic introduction to the latest developments in video text detection. Opening with a discussion of the underlying theory and a brief history of video text detection, the text proceeds to cover pre-processing and post-processing techniques, character segmentation and recognition, identification of non-English scripts, techniques for multi-modal analysis and performance evaluation. The detection of text from both natural video scenes and artificially inserted captions is examined. Various applications of the technology are also reviewed, from license plate recognition and road navigation assistance, to sports analysis and video advertising systems. Features: explains the fundamental theory in a succinct manner, supplemented with references for further reading; highlights practical techniques to help the reader understand and develop their own video text detection systems and applications; serves as an easy-to-navigate reference, presenting the material in self-contained chapters.

Video Verification in the Fake News Era

by Vasileios Mezaris Lyndon Nixon Symeon Papadopoulos Denis Teyssou

This book presents the latest technological advances and practical tools for discovering, verifying and visualizing social media video content, and managing related rights. The digital media revolution is bringing breaking news to online video platforms, and news organizations often rely on user-generated recordings of new and developing events shared in social media to illustrate the story. However, in video, there is also deception. In today's "fake news" era, access to increasingly sophisticated editing and content management tools and the ease with which fake information spreads in electronic networks, require the entire news and media industries to carefully verify third-party content before publishing it. As such, this book is of interest to computer scientists and researchers, news and media professionals, as well as policymakers and data-savvy media consumers.

The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production

by Brendan Keogh

The precarious reality of videogame production beyond the corporate blockbuster studios of North America.The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice.Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production.A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers (Communications in Computer and Information Science #1984)

by Liliana Vale Costa Nelson Zagalo Ana Isabel Veloso Esteban Clua Sylvester Arnab Mário Vairinhos Diogo Gomes

This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.

Videogame Sciences and Arts: 12th International Conference, VJ 2020, Mirandela, Portugal, November 26–28, 2020, Revised Selected Papers (Communications in Computer and Information Science #1531)

by Licínio Roque Inês Barbedo Bárbara Barroso Beatriz Legerén João Paulo Sousa

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.

Videogame Sciences and Arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings (Communications in Computer and Information Science #1164)

by Nelson Zagalo Ana Isabel Veloso Liliana Costa Óscar Mealha

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

Videogames

by James Newman

In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Videogames and Agency (Routledge Advances in Game Studies)

by Bettina Bódi

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Videogames and the Gothic (Routledge Advances in Game Studies)

by Ewan Kirkland

This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Videogames, Identity and Digital Subjectivity (Routledge Advances in Game Studies)

by Rob Gallagher

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

View and Manage Your Photos on the iPad: The Mini Missing Manual

by J. D. Biersdorfer

One of the iPad's big pluses is its beautiful, high-resolution display. That makes it a perfect way to stroll down memory lane-from the comfort of your armchair. View and Manage Your Photos on the iPad: The Mini Missing Manual shows you how to import, organize, and enjoy your photos using clear, jargon-free explanations and step-by-step instructions. You'll learn to create slideshows complete with your own soundtrack and transitions, connect your tablet to a big-screen TV so you can gather the family around, turn your slab into a digital picture frame (a great idea when you recharge your 'Pad), use a treasured photo as your wallpaper, and share your images with friends by attaching one--or many-pics to a message. You'll also learn how to import your images into the iPad using iTunes' easy syncing feature, how to pull pictures off of email messages and into your tablet's photo album, and how to import pictures directly from your camera. In short, this Mini Missing Manual tells you everything you need to know to view and manage your photos on your iPad.

View and Manage Your Photos on the iPad, The Mini Missing Manual

by David Pogue J. D. Biersdorfer

Everything you need to get your photos on your iPad

View Camera Technique

by Leslie Stroebel

Now in its seventh edition, View Camera Technique is a unique, comprehensive book that presents clearly and precisely the features, operations and applications of view cameras. It details camera movements, image formation, exposure control, and information concerning lenses and accessories. Diagrams, comparison charts, and more than 500 photographs and illustrations by distinguished professional photographers provide the reader with the tools necessary to analyze a picture situation, set up and manipulate the camera, and portray the subject to meet the expectations of the professional photographer. This text has been completely revised and updated to include over 100 brand-name view cameras, and offers comparison tables to assist readers in choosing cameras, lenses, and view-camera digital backs. This latest edition offers expanded coverage of the newest technology, including electronic features that simplify the use of view cameras for conventional photography and digital view cameras that eliminate the need for film and make it possible to modify the digital images with image-processing computer software programs

The View from Flyover Country: Dispatches from the Forgotten America

by Sarah Kendzior

From the St. Louis–based journalist often credited with first predicting Donald Trump’s presidential victory."A collection of sharp-edged, humanistic pieces about the American heartland...Passionate pieces that repeatedly assail the inability of many to empathize and to humanize." — KirkusIn 2015, Sarah Kendzior collected the essays she reported for Al Jazeera and published them as The View from Flyover Country, which became an ebook bestseller and garnered praise from readers around the world. Now, The View from Flyover Country is being released in print with an updated introduction and epilogue that reflect on the ways that the Trump presidency was the certain result of the realities first captured in Kendzior’s essays.A clear-eyed account of the realities of life in America’s overlooked heartland, The View from Flyover Country is a piercing critique of the labor exploitation, race relations, gentrification, media bias, and other aspects of the post-employment economy that gave rise to a president who rules like an autocrat. The View from Flyover Country is necessary reading for anyone who believes that the only way for America to fix its problems is to first discuss them with honesty and compassion.“Please put everything aside and try to get ahold of Sarah Kendzior’s collected essays, The View from Flyover Country. I have rarely come across writing that is as urgent and beautifully expressed. What makes Kendzior’s writing so truly important is [that] it . . . documents where the problem lies, by somebody who lives there.”—The Wire“Sarah Kendzior is as harsh and tenacious a critic of the Trump administration as you’ll find. She isn’t some new kid on the political block or a controversy machine. . . .Rather she is a widely published journalist and anthropologist who has spent much of her life studying authoritarianism.” —Columbia Tribune

A View of Operations Research Applications in Italy, 2018 (AIRO Springer Series #2)

by Mauro Dell’Amico Manlio Gaudioso Giuseppe Stecca

This book presents expert descriptions of the successful application of operations research in both the private and the public sector, including in logistics, transportation, product design, production planning and scheduling, and areas of social interest. Each chapter is based on fruitful collaboration between researchers and companies, and company representatives are among the co-authors. The book derives from a 2017 call by the Italian Operations Research Society (AIRO) for information from members on their activities in promoting the use of quantitative techniques, and in particular operations research techniques, in society and industry. A booklet based on this call was issued for the annual AIRO conference, but it was felt that some of the content was of such interest that it deserved wider dissemination in more detailed form. This book is the outcome. It equips practitioners with solutions to real-life decision problems, offers researchers examples of the practical application of operations research methods, and provides Master’s and PhD students with suggestions for research development in various fields.

View Updating and Relational Theory: Solving the View Update Problem

by C. J. Date

<p>Views are a key part of database technology, but they're often considered read-only. In this book, Chris Date&#8212;a leading expert in relational databases&#8212;offers practical techniques that allow you to update the views that a database presents to you.</p>

Views on Evolvability of Embedded Systems

by Pierre Van de Laar Teade Punter

Evolvability, the ability to respond effectively to change, represents a major challenge to today's high-end embedded systems, such as those developed in the medical domain by Philips Healthcare. These systems are typically developed by multi-disciplinary teams, located around the world, and are in constant need of upgrading to provide new advanced features, to deal with obsolescence, and to exploit emerging enabling technologies. Despite the importance of evolvability for these types of systems, the field has received scant attention from the scientific and engineering communities. Views on Evolvability of Embedded Systems focuses on the topic of evolvability of embedded systems from an applied scientific perspective. In particular, the book describes results from the Darwin project that researched evolvability in the context of Magnetic Resonance Imaging (MRI) systems. This project applied the Industry-as-Laboratory paradigm, in which industry and academia join forces to ensure continuous knowledge and technology transfer during the project's lifetime. The Darwin project was a collaboration between the Embedded Systems Institute, the MRI business unit of Philips Healthcare, Philips Research, and five Dutch universities. Evolvability was addressed from a system engineering perspective by a number of researchers from different disciplines such as software-, electrical- and mechanical engineering, with a clear focus on economic decision making. The research focused on four areas: data mining, reference architectures, mechanisms and patterns for evolvability, in particular visualization & modelling, and economic decision making. Views on Evolvability of Embedded Systems is targeted at both researchers and practitioners; they will not only find a state-of-the-art overview on evolvability research, but also guidelines to make systems more evolvable and new industrially-validated techniques to improve the evolvability of embedded systems.

The VimL Primer: Edit Like a Pro with Vim Plugins and Scripts

by Benjamin Klein

Build on your editor's capabilities and tailor your editing experience with VimL, the powerful scripting language built into Vim. With VimL you can configure basic settings or add entirely new functionality. Use this quick and easy introduction to create your own Vim plugin while learning the concepts and syntax of VimL.VimL is the scripting language of the Vim editor. If you've ever edited or saved a vimrc file, you've written VimL. And VimL can do much more than simply configure settings and specify option values--you can write entire plugins in VimL. But without a background in scripting Vim, it can be hard to know where to start.The VimL Primer gives you the tools and confidence you need. It gets you comfortable in VimL quickly, walking you through creating a working plugin that you can run yourself as you write it in Vim. You'll learn how to script common commands and buffer interaction, work with windows and buffers from within a plugin script, and how to use autocommands to have Vim recognize entirely new filetypes. You'll discover how to declare filetype-specific settings and define your own syntax elements for use with Vim's syntax highlighting. And you'll see how you can write your own command-line commands and define new mappings to call them.With this introduction to scripting Vim, your own Vim extensions are only plugins away. Take control of your editor!What You Need::Vim version 7 or later is required, and it's available on any of the major operating systems. This book uses the "Huge" version of Vim 7.4.

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