The Moving Image in Contemporary Art

Author: Gabrielle Jennings,Kate Mondloch

Publisher: Univ of California Press

ISBN: 0520282477

Category: Art

Page: 304

View: 504

Offering historical and theoretical positions from a variety of art historians, artists, curators, and writers, this groundbreaking collection is the first substantive sourcebook on abstraction in moving-image media. With a particular focus on art since 2000, Abstract Video addresses a longer history of experimentation in video, net art, installation, new media, expanded cinema, visual music, and experimental film. Editor Gabrielle Jennings—a video artist herself—reveals as never before how works of abstract video are not merely, as the renowned curator Kirk Varnedoe once put it, “pictures of nothing,” but rather amorphous, ungovernable spaces that encourage contemplation and innovation. In explorations of the work of celebrated artists such as Jeremy Blake, Mona Hatoum, Pierre Huyghe, Ryoji Ikeda, Takeshi Murata, Diana Thater, and Jennifer West, alongside emerging artists, this volume presents fresh and vigorous perspectives on a burgeoning and ever-changing arena of contemporary art.
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Author: Bir Bhanu,Chinya V. Ravishankar,Amit K. Roy-Chowdhury,Hamid Aghajan,Demetri Terzopoulos

Publisher: Springer Science & Business Media

ISBN: 9780857291271

Category: Computers

Page: 485

View: 4378

Large-scale video networks are of increasing importance in a wide range of applications. However, the development of automated techniques for aggregating and interpreting information from multiple video streams in real-life scenarios is a challenging area of research. Collecting the work of leading researchers from a broad range of disciplines, this timely text/reference offers an in-depth survey of the state of the art in distributed camera networks. The book addresses a broad spectrum of critical issues in this highly interdisciplinary field: current challenges and future directions; video processing and video understanding; simulation, graphics, cognition and video networks; wireless video sensor networks, communications and control; embedded cameras and real-time video analysis; applications of distributed video networks; and educational opportunities and curriculum-development. Topics and features: presents an overview of research in areas of motion analysis, invariants, multiple cameras for detection, object tracking and recognition, and activities in video networks; provides real-world applications of distributed video networks, including force protection, wide area activities, port security, and recognition in night-time environments; describes the challenges in graphics and simulation, covering virtual vision, network security, human activities, cognitive architecture, and displays; examines issues of multimedia networks, registration, control of cameras (in simulations and real networks), localization and bounds on tracking; discusses system aspects of video networks, with chapters on providing testbed environments, data collection on activities, new integrated sensors for airborne sensors, face recognition, and building sentient spaces; investigates educational opportunities and curriculum development from the perspective of computer science and electrical engineering. This unique text will be of great interest to researchers and graduate students of computer vision and pattern recognition, computer graphics and simulation, image processing and embedded systems, and communications, networks and controls. The large number of example applications will also appeal to application engineers.
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Author: Mark J.P. Wolf,Bernard Perron

Publisher: Routledge

ISBN: 1135205191

Category: Social Science

Page: 368

View: 4120

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
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AVS China, H.264/MPEG-4 PART 10, HEVC, VP6, DIRAC and VC-1

Author: K. R. Rao,Do Nyeon Kim,Jae Jeong Hwang

Publisher: Springer Science & Business Media

ISBN: 9400767420

Category: Science

Page: 499

View: 3168

The 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.
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Third IEEE Pacific Rim Conference on Multimedia, Hsinchu, Taiwan, December 16-18, 2002 : proceedings

Author: Yung-Chang Chen,Long-Wen Chang,Chiou-Ting Hsu

Publisher: Springer Science & Business Media

ISBN: 3540002626

Category: Computers

Page: 1255

View: 9037

This book constitutes the refereed proceedings of the Third IEEE Pacific Rim Conference on Multimedia, PCM 2002, held in Hsinchu, Taiwan in December 2002. The 154 revised full papers presented were carefully reviewed and selected from 224 submissions. The papers are organized in topical sections on mobile multimedia, digitial watermarking and data hiding, motion analysis, mulitmedia retrieval techniques, image processing, mulitmedia security, image coding, mulitmedia learning, audio signal processing, wireless multimedia streaming, multimedia systems in the Internet, distance education and multimedia, Internet security, computer graphics and virtual reality, object tracking, face analysis, and MPEG-4.
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Joint IAPR International Workshops, SSPR 2006 and SPR 2006, Hong Kong, China, August 17-19, 2006, Proceedings

Author: Dit-Yan Yeung

Publisher: Springer Science & Business Media

ISBN: 3540372369

Category: Computers

Page: 939

View: 6222

This is the proceedings of the 11th International Workshop on Structural and Syntactic Pattern Recognition, SSPR 2006 and the 6th International Workshop on Statistical Techniques in Pattern Recognition, SPR 2006, held in Hong Kong, August 2006 alongside the Conference on Pattern Recognition, ICPR 2006. 38 revised full papers and 61 revised poster papers are included, together with 4 invited papers covering image analysis, character recognition, bayesian networks, graph-based methods and more.
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Third International Conference, CIVR 2004, Dublin, Ireland, July 21-23, 2004, Proceedings

Author: Peter Enser,Yiannis Kompatsiaris,Noel E. O'Connor,Alan Smeaton,Arnold W.M. Smeulders

Publisher: Springer Science & Business Media

ISBN: 3540225390

Category: Computers

Page: 686

View: 9644

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Author: A. Hanjalic

Publisher: Springer Science & Business Media

ISBN: 1402081146

Category: Computers

Page: 193

View: 4846

Content-Based Analysis Of Digital Video focuses on fundamental issues underlying the development of content access mechanisms for digital video. It treats topics that are critical to successfully automating the video content extraction and retrieval processes, and includes coverage of: - Video parsing, - Video content indexing and representation, - Affective video content analysis. In this well illustrated book the author integrates related information currently scattered throughout the literature and combines it with new ideas into a unified theoretical approach to video content analysis. The material also suggests ideas for future research. Systems developers, researchers and students working in the area of content-based analysis and retrieval of video and multimedia in general will find this book invaluable.
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Author: HongJiang Zhang,Philippe Aigrain,Dragutin Petkovic

Publisher: Springer Science & Business Media

ISBN: 0585317860

Category: Computers

Page: 84

View: 4564

Representation and Retrieval of Video Data in Multimedia Systems brings together in one place important contributions and up-to-date research results in this important area. Representation and Retrieval of Video Data in Multimedia Systems serves as an excellent reference, providing insight into some of the most important research issues in the field.
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5th Internatinoal Conference, CIVR 2006, Tempe, AZ, USA, July 13-15, 2006, Proceedings

Author: Hari Sundaram

Publisher: Springer Science & Business Media

ISBN: 3540360182

Category: Computers

Page: 547

View: 9702

This volume contains the proceeding of the 5th International Conference on - age and Video Retrieval (CIVR), July 13–15, 2006, Arizona State University, Tempe, AZ, USA: http://www. civr2006. org. Image and video retrieval cont- ues to be one of the most exciting and fast-growing research areas in the ?eld of multimedia technology. However, opportunities for exchanging ideas between researchers and users of image and video retrieval systems are still limited. The InternationalConferenceonImageandVideo Retrieval(CIVR)hastakenonthe mission of bringing together these communities to allow researchers and prac- tioners around the world to share points of view on image and video retrieval. A uniquefeatureoftheconferenceistheemphasisonparticipationfrompractiti- ers. The objective is to illuminate critical issues and energize both communities for the continuing exploration of novel directions for image and video retrieval. We receivedover 90 submissions for the conference. Eachpaper wascarefully reviewed by three members of the program committee, and then checked by one of the program chairs and/or general chairs. The program committee consisted of more than 40 experts in image and video retrieval from Europe, Asia and North America, and we drew upon approximately 300 high-quality reviews to ensure a thorough and fair review process. The paper submission and review process was fully electronic, using the EDAS system. The quality of the submitted papers was very high, forcing the committee members to make some di?cult decisions. Due to time and space constraints, we could only accept 18 oral papers and 30 poster papers.
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First Pacific Rim Symposium, PSIVT 2006, Hsinchu, Taiwan, December 10-13, 2006, Proceedings

Author: Long-Wen Chang,Wen-Nung Lie

Publisher: Springer Science & Business Media

ISBN: 354068297X

Category: Computers

Page: 1347

View: 2468

This book constitutes the refereed proceedings of the First Pacific Rim Symposium on Image and Video Technology, PSIVT 2006, held in Hsinchu, Taiwan in December 2006. The 76 revised full papers and 58 revised poster papers cover a wide range of topics, including all aspects of video and multimedia, both technical and artistic perspectives and both theoretical and practical issues.
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Second International Conference, Iciar 2005, Toronto, Canada, September 28-30, 2005, Proceedings

Author: Mohamed Kamel,Aurélio Campilho

Publisher: Springer Science & Business Media

ISBN: 3540290699

Category: Computers

Page: 1279

View: 2726

This book constitutes the refereed proceedings of the Second International Conference on Image Analysis and Recognition, ICIAR 2005, held in Toronto, Canada, in September 2005. The 153 revised full papers presented together with 2 invited papers were carefully reviewed and selected from 295 submissions. The papers are organized in topical sections on image segmentation, image and video processing and analysis, image and video coding, shape and matching, image description and recognition, image retrieval and indexing, 3D imaging, morphology, colour analysis, texture analysis, motion analysis, tracking, biomedical applications, face recognition and biometrics, image secret sharing, single-sensor imaging, and real-time imaging.
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Author: Chris Meigh-Andrews

Publisher: A&C Black

ISBN: 0857851896

Category: Art

Page: 408

View: 9350

A History of Video Art is a revised and expanded edition of the 2006 original, which extends the scope of the first edition, incorporating a wider range of artists and works from across the globe and explores and examines developments in the genre of artists' video from the mid 1990s up to the present day. In addition, the new edition expands and updates the discussion of theoretical concepts and ideas which underpin contemporary artists' video. Tracking the changing forms of video art in relation to the revolution in electronic and digital imaging that has taken place during the last 50 years, A History of Video Art orients video art in the wider art historical context, with particular reference to the shift from the structuralism of the late 1960s and early 1970s to the post-modernist concerns of the 1980s and early 1990s. The new edition also explores the implications of the internationalisation of artists' video in the period leading up to the new millennium and its concerns and preoccupations including post-colonialism, the post-medium condition and the impact and influence of the internet.
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Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 031337936X

Category: Social Science

Page: 763

View: 3170

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries
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Efficient Algorithms and Architectures

Author: Indrajit Chakrabarti,Kota Naga Srinivasarao Batta,Sumit Kumar Chatterjee

Publisher: Springer

ISBN: 331914376X

Category: Computers

Page: 157

View: 5924

The need of video compression in the modern age of visual communication cannot be over-emphasized. This monograph will provide useful information to the postgraduate students and researchers who wish to work in the domain of VLSI design for video processing applications. In this book, one can find an in-depth discussion of several motion estimation algorithms and their VLSI implementation as conceived and developed by the authors. It records an account of research done involving fast three step search, successive elimination, one-bit transformation and its effective combination with diamond search and dynamic pixel truncation techniques. Two appendices provide a number of instances of proof of concept through Matlab and Verilog program segments. In this aspect, the book can be considered as first of its kind. The architectures have been developed with an eye to their applicability in everyday low-power handheld appliances including video camcorders and smartphones.
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Author: Andrew Senior

Publisher: Springer Science & Business Media

ISBN: 1848823010

Category: Computers

Page: 208

View: 6137

Protecting Privacy in Video Surveillance offers the state of the art from leading researchers and experts in the field. This broad ranging volume discusses the topic from various technical points of view and also examines surveillance from a societal perspective. A comprehensive introduction carefully guides the reader through the collection of cutting-edge research and current thinking. The technical elements of the field feature topics from MERL blind vision, stealth vision and privacy by de-identifying face images, to using mobile communications to assert privacy from video surveillance, and using wearable computing devices for data collection in surveillance environments. Surveillance and society is approached with discussions of security versus privacy, the rise of surveillance, and focusing on social control. This rich array of the current research in the field will be an invaluable reference for researchers, as well as graduate students.
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Author: Arnold W. M. Smeulders,Ramesh Jain

Publisher: World Scientific

ISBN: 9789810233273

Category: Computers

Page: 317

View: 6387

The World Wide Web and the Internet are signs things will be very different in the future. And what is so striking about this computer-age future is that it comes incredibly fast and is incredibly overwhelming. Anyone who has surfed the Web has exclaimed at one point or another that there is so much information available, so much to search and so much to keep up with. Where Lycos and Alta Vista are already accepted tools for textual information, image databases and multimedia search engines are the natural answers in the quest for pictorial information. This book provides a state-of-the-art description of that field. It contains the proceedings of a valuable workshop in Amsterdam, where people gathered to discuss the progress in the field. The topics cover computational methods of searching for pictures, the powerful pictorial clues in the recognition of objects, storage and indexing of objects in a database, and, ways to access the requested pictorial information.
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Author: N.A

Publisher: Academic Press

ISBN: 0128017058

Category: Psychology

Page: 332

View: 2109

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes
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Aesthetics and Cultural Context

Author: Carol Vernallis

Publisher: Columbia University Press

ISBN: 9780231117982

Category: Music

Page: 341

View: 2204

Here at last is a study that treats music video as a distinct multimedia artistic genre, different from film, television, and indeed from songs themselves. Carol Vernallis describes how musical, visual and verbal codes work together in music video and reveals modes of representing race, class, gender, and sexuality that characterize the music video form.
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From Theory to Applications

Author: Christian Peter,Russell Beale

Publisher: Springer Science & Business Media

ISBN: 3540850988

Category: Computers

Page: 241

View: 1008

Affect and emotion play an important role in our everyday lives: They are present whatever we do, wherever we are, and wherever we go, without us being aware of them for much of the time. When it comes to interaction, be it with humans, technology, or humans via technology, we suddenly become more aware of emotion, either by seeing the other’s emotional expression, or by not getting an emotional response while anticipating one. Given this, it seems only sensible to explore affect and emotion in human-computer interaction, to investigate the underlying principles, to study the role they play, to develop methods to quantify them, and to finally build applications that make use of them. This is the research field for which, over ten years ago, Rosalind Picard coined the phrase "affective computing". The present book provides an account of the latest work on a variety of aspects related to affect and emotion in human-technology interaction. It covers theoretical issues, user experience and design aspects as well as sensing issues, and reports on a number of affective applications that have been developed in recent years.
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