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How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
This book brings together a collection of invited interdisciplinary persp- tives on the recent topic of Object-based Image Analysis (OBIA). Its c- st tent is based on select papers from the 1 OBIA International Conference held in Salzburg in July 2006, and is enriched by several invited chapters. All submissions have passed through a blind peer-review process resulting in what we believe is a timely volume of the highest scientific, theoretical and technical standards. The concept of OBIA first gained widespread interest within the GIScience (Geographic Information Science) community circa 2000, with the advent of the first commercial software for what was then termed ‘obje- oriented image analysis’. However, it is widely agreed that OBIA builds on older segmentation, edge-detection and classification concepts that have been used in remote sensing image analysis for several decades. Nevert- less, its emergence has provided a new critical bridge to spatial concepts applied in multiscale landscape analysis, Geographic Information Systems (GIS) and the synergy between image-objects and their radiometric char- teristics and analyses in Earth Observation data (EO).
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This book constitutes the refereed proceedings of the 16th Conference on Image and Graphics Technologies and Applications, IGTA 2021, held in Beijing, China in June, 2021. The 21 papers presented were carefully reviewed and selected from 86 submissions. They provide a forum for sharing progresses in the areas of image processing technology; image analysis and understanding; computer vision and pattern recognition; big data mining, computer graphics and VR, as well as image technology applications. The volume contains the following thematic blocks: image processing and enhancement techniques (image information acquisition, image/video coding, image/video transmission, image/video storage, compression, completion, dehazing, reconstruction and display, etc.); biometric identification techniques (biometric identification and authentication techniques including face, fingerprint, iris and palm-print, etc.); machine vision and 3D reconstruction (visual information acquisition, camera calibration, stereo vision, 3D reconstruction, and applications of machine vision in industrial inspection, etc.); image/video big data analysis and understanding (object detection and recognition, image/video retrieval, image segmentation, matching, analysis and understanding); computer graphics (modeling, rendering, algorithm simplification and acceleration techniques, realistic scene generation, 3D reconstruction algorithm, system and application, etc.); virtual reality and human-computer interaction (virtual scene generation techniques, tracing and positioning techniques for large-scale space, augmented reality techniques, human-computer interaction techniques based on computer vision, etc.); applications of image and graphics (image/video processing and transmission, biomedical engineering applications, information security, digital watermarking, text processing and transmission, remote sensing, telemetering, etc.); other research works and surveys related to the applications of image and graphics technology.
With the rapid growth in the use of computers to manipulate, process, and reason about multimedia data, the problem of how to store and retrieve such data is becoming increasingly important. Thus, although the field of multimedia database systems is only about 5 years old, it is rapidly becoming a focus for much excitement and research effort. Multimedia database systems are intended to provide unified frameworks for requesting and integrating information in a wide variety of formats, such as audio and video data, document data, and image data. Such data often have special storage requirements that are closely coupled to the various kinds of devices that are used for recording and presenting the data, and for each form of data there are often multiple representations and multiple standards - all of which make the database integration task quite complex. Some of the problems include: - what a multimedia database query means - what kinds of languages to use for posing queries - how to develop compilers for such languages - how to develop indexing structures for storing media on ancillary devices - data compression techniques - how to present and author presentations based on user queries. Although approaches are being developed for a number of these problems, they have often been ad hoc in nature, and there is a need to provide a princi pled theoretical foundation.
"The book provides an up-to-date and authoritative treatment of pattern recognition and computer vision, with chapters written by leaders in the field. On the basic methods in pattern recognition and computer vision, topics range from statistical pattern recognition to array grammars to projective geometry to skeletonization, and shape and texture measures."--BOOK JACKET.
Presents a new framework for understanding language, thought, and experience, and for carrying out research.
This handbook brings together essays in the philosophy of film and motion pictures from authorities across the spectrum. It boasts contributions from philosophers and film theorists alike, with many essays employing pluralist approaches to this interdisciplinary subject. Core areas treated include film ontology, film structure, psychology, authorship, narrative, and viewer emotion. Emerging areas of interest, including virtual reality, video games, and nonfictional and autobiographical film also have dedicated chapters. Other areas of focus include the film medium’s intersection with contemporary social issues, film’s kinship to other art forms, and the influence of historically seminal schools of thought in the philosophy of film. Of emphasis in many of the essays is the relationship and overlap of analytic and continental perspectives in this subject.
In just a few chapters you will learn about Tcl features that allow you to isolate and protect your code from being damaged in large applications. You will even learn how to extend the language itself. Tcl/Tk: A Developer's Guide clearly discusses development tools, proven techniques, and existing extensions. It shows how to use Tcl/Tk effectively and provides many code examples. This fully revised new edition is the complete resource for computer professionals, from systems administrators to programmers. It covers versions 7.4 to 8.4 and includes a CD-ROM containing the interpreters, libraries, and tutorials to get you started quickly. Additional materials in the book include case studies and discussions of techniques for the advanced user. On the CD-ROM *Distributions for Tcl 8.3 and 8.4 for Linux, Solaris, Macintosh, and Windows. *A copy of ActiveTcl from ActiveState. *The latest release of TclTutor. *How-to's and tutorials as well as copies of all the tools discussed in the book.
After more than 20 years of development, MATLAB has evolved from a powerful matrix calculation application into a universal programming tool used extensively within scientific and engineering communities both commercial and academic. MATLAB versions 6.x and 7.x include functionality for developing advanced graphical user interfaces, GUIs, and real-time animation and graphics. GUI applications offer many advantages for users who wish to solve complex problems by providing interactivity and visual feedback. Some common examples of application areas where GUI development is desirable: . Image and Video Processing . Signal Processing . Communications . Simulation of Complex Systems . Instrumentation and Data Acquisition Interfaces . Control Systems . Financial Analysis . Animation of 2D or 3D Graphical Data This text introduces you to the capabilities of MATLAB for GUI development and covers the following areas in detail: . Handle Graphics(R) programming and low-level GUIs . High-level GUI development using GUIDE . The structure of GUIs including event processing, callbacks, timers, and real-time animation of plots / data . Advanced GUI architectures including multiple figure GUIs and image mapped interface controls Instructional examples and exercises are provided throughout each chapter that offers a hands-on approach to learning MATLAB GUI development. The M-file code for each example and exercise solution is available for download on the web to help you quickly learn how to develop your own GUIs About The Author Scott T. Smith received his MSEE degree from SUNY at Buffalo in the fields of image sensor applications and image processing. He currently works for Micron Technology Inc. in California as an Imaging Engineer and has 10 years of experience working with MATLAB and developing GUI applications. Previous work experience includes 3 years at the David Sarnoff Research Center (Former RCA Research Labs) in Princeton, NJ as an Associate Member of the Technical Staff in the Advanced Imaging Group as well 3 years as an R&D engineer for an X-ray/scientific imaging company. He is a member of SPIE and IEEE and is an author or co-author of several papers and patents in the field of imaging.