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Video Games: Battute, Storielle, Memes e Altro Ancora
by Leet EmperorAlcune divertenti battute per gli amanti dei video games! Il breve testo propone alcune simpatiche battute sul tema video giochi...per farsi due risate!
Video Image Detection Systems Installation Performance Criteria
by Daniel T. GottukVideo Image Detection Systems Installation Performance Criteria outlines fire performance objectives and related criteria for VID systems. The book also indentifies conceptual characteristic fire, smoke and nuisance scenarios within a series of selected environments, and examines related performance and installation issues as well. Video Image Detection Systems Installation Performance Criteria is designed for practitioners as a reference guide for implementing video systems capable of quickly detecting smoke and fire. Researchers working in a related field will also find the book valuable.
Video Marketing For Dummies
by Kevin Daum Andreas Goeldi Matt Scott Bettina HeinSavvy 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 MowatVideo 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 Marketing: Create Engaging Video Campaigns to Drive Brand Growth and Sales
by Jon MowatIn 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 Object Segmentation: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)
by Ning Xu Weiyao Lin Xiankai Lu Yunchao WeiThis 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 WeiThis 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 Processing in the Cloud
by Rafael Silva Pereira Karin K. BreitmanAs 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 LiuThis 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 Symeon Papadopoulos Vasileios Mezaris Lyndon Nixon Denis TeyssouThis 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.
Video coding standards
by Jae Jeong Hwang K. R. Rao Do Nyeon KimThe requirements for multimedia (especially video and audio) communications increase rapidly in the last two decades in broad areas such as television, entertainment, interactive services, telecommunications, conference, medicine, security, business, traffic, defense and banking. Video and audio coding standards play most important roles in multimedia communications. In order to meet these requirements, series of video and audio coding standards have been developed such as MPEG-2, MPEG-4, MPEG-21 for audio and video by ISO/IEC, H. 26x for video and G. 72x for audio by ITU-T, Video Coder 1 (VC-1) for video by the Society of Motion Picture and Television Engineers (SMPTE) and RealVideo (RV) 9 for video by Real Networks. AVS China is the abbreviation for Audio Video Coding Standard of China. This new standard includes four main technical areas, which are systems, video, audio and digital copyright management (DRM), and some supporting documents such as consistency verification. The second part of the standard known as AVS1-P2 (Video - Jizhun) was approved as the national standard of China in 2006, and several final drafts of the standard have been completed, including AVS1-P1 (System - Broadcast), AVS1-P2 (Video - Zengqiang), AVS1-P3 (Audio - Double track), AVS1-P3 (Audio - 5. 1), AVS1-P7 (Mobile Video), AVS-S-P2 (Video) and AVS-S-P3 (Audio). AVS China provides a technical solution for many applications such as digital broadcasting (SDTV and HDTV), high-density storage media, Internet streaming media, and will be used in the domestic IPTV, satellite and possibly the cable TV market. Comparing with other coding standards such as H. 264 AVC, the advantages of AVS video standard include similar performance, lower complexity, lower implementation cost and licensing fees. This standard has attracted great deal of attention from industries related to television, multimedia communications and even chip manufacturing from around the world. Also many well known companies have joined the AVS Group to be Full Members or Observing Members. The 163 members of AVS Group include Texas Instruments (TI) Co. , Agilent Technologies Co. Ltd. , Envivio Inc. , NDS, Philips Research East Asia, Aisino Corporation, LG, Alcatel Shanghai Bell Co. Ltd. , Nokia (China) Investment (NCIC) Co. Ltd. , Sony (China) Ltd. , and Toshiba (China) Co. Ltd. as well as some high level universities in China. Thus there is a pressing need from the instructors, students, and engineers for a book dealing with the topic of AVS China and its performance comparisons with similar standards such as H. 264, VC-1 and RV-9.
Video in the Age of Digital Learning
by Jonas KösterAlthough video is now ubiquitous in education, its full potential is oftentimes not fully understood, nor is it used to utmost potential. This timely volume seeks to address this gap by providing educators and instructional designers with a comprehensive and in-depth understanding of video production processes and methods for designing effective instructional videos. From its discussion of the significance of digital learning and impact of instructional video to its unique focus on the best design and production techniques that make video an effective teaching tool, this book offers applicable and tested strategies for creating quality instructional video. The accompanying website, which allows readers to see sample videos and access additional online resources, underscores the book’s practitioner focus. Among the topics covered: · Instructional videos for teaching and learning · Design and interactivity of instructional videos · Production, distribution, and integration of instructional videos · The future of instructional video Video in the Age of Digital Learning is an important, practical contribution to the scholarship exploring methods for sharing and acquiring knowledge in the digital age. It promises to be a valuable resource for educators, instructional designers, instructional media producers, and educational technology professionals.
Video over Cognitive Radio Networks
by Shiwen MaoThis 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, Speech, and Audio Signal Processing and Associated Standards (The Digital Signal Processing Handbook, Second Edition)
by Vijay MadisettiNow available in a three-volume set, this updated and expanded edition of the bestselling The Digital Signal Processing Handbook continues to provide the engineering community with authoritative coverage of the fundamental and specialized aspects of information-bearing signals in digital form. Encompassing essential background material, technical details, standards, and software, the second edition reflects cutting-edge information on signal processing algorithms and protocols related to speech, audio, multimedia, and video processing technology associated with standards ranging from WiMax to MP3 audio, low-power/high-performance DSPs, color image processing, and chips on video. Drawing on the experience of leading engineers, researchers, and scholars, the three-volume set contains 29 new chapters that address multimedia and Internet technologies, tomography, radar systems, architecture, standards, and future applications in speech, acoustics, video, radar, and telecommunications.This volume, Video, Speech, and Audio Signal Processing and Associated Standards, provides thorough coverage of the basic foundations of speech, audio, image, and video processing and associated applications to broadcast, storage, search and retrieval, and communications.
Video-Based Action Research: A Guide to Incorporating Video Analysis Into Reflective Practice for Teacher Development
by Kimberly LebakThis book introduces the use of video analysis into the popular educational research model of action research. Video analysis has become increasingly common in teacher development for reflective practice, as well as within the teacher certification process as an assessment tool. Kimberly Lebak builds on this use of video with a model that integrates the opportunities afforded by action research and video analysis for meaningful teacher development. Her "how-to" guide brings the theoretical and practical together to show teachers how video can be a concrete artifact for unpacking and reflecting on the complexities inherent in educational contexts.Chapter content helps readers bridge the gap between research and practice. Examples of tools that can be used for getting started with video-based action research are embedded in the chapters, including planning tools to help pinpoint opportunities for using video to identify a meaningful research topic and develop a data collection plan and action plan; and reflective tools for viewing the videos from multiple perspectives. Teacher vignettes further cement the applicability of the video-based action research model.This book is ideal for use by teachers at all stages of their careers, including pre-service teachers just embarking on their careers and in-service teachers looking to examine and improve their practices along with the learning of their students. It will have an additional benefit in teacher education programs as well as in undergraduate- or graduate-level action research courses by academic researchers and teacher educators.
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 Óscar Mealha Ana Isabel Veloso Liliana CostaThis 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.
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 SousaThis 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: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers (Communications in Computer and Information Science #1984)
by Nelson Zagalo Esteban Clua Ana Isabel Veloso Sylvester Arnab Liliana Vale Costa Mário Vairinhos Diogo GomesThis 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: 14th International Conference, VJ 2024, Leiria, Portugal, December 5–6, 2024, Proceedings (Communications in Computer and Information Science #2324)
by Rui Prada Anabela Marto Patrícia Gouveia Ruth Contreras-Espinosa Alexandrino Gonçalves Eduarda Abrantes Roberto RibeiroThis book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5–6, 2024. The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
Videogames
by James NewmanIn 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 BódiVideogames 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 Metareference: Mapping the Margins of an Interdisciplinary Field (Routledge Advances in Game Studies)
by Krampe and , Edited by TheresaVideogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective.Bringing together a group of distinguished scholars from various geographic and disciplinary backgrounds, the book combines in-depth theoretical reflection with a diverse selection of case studies in order to explore how metareference manifests itself in and around a broad range of videogames (from indie to AAA), while also asking what cultural work the videogames in question accomplish in the process. The carefully curated chapters not only provide much-needed expansions and revisions of a concept that was at least initially derived mainly from literary studies but also cover a broad range of videogame genres, discuss the evolution of metareference across videogame history as well as the functions it fulfills in different sociocultural contexts, and scrutinize metareferential elements and examples that have hitherto received little attention.This book with its interdisciplinary scope will appeal to scholars and students within game studies and game design as well as, more broadly, scholars and students within literary studies, media studies, popular culture studies, and digital culture studies.
Videogames and the Gothic (Routledge Advances in Game Studies)
by Ewan KirklandThis 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 GallagherThis 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 Camera Technique
by Leslie StroebelNow 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