Encyclopedia of Information Science and Technology, Third Edition

Encyclopedia of Information Science and Technology, Third Edition

Author: Khosrow-Pour, Mehdi

Publisher: IGI Global

Published: 2014-07-31

Total Pages: 7972

ISBN-13: 1466658894

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"This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.


Handbook of Multimedia for Digital Entertainment and Arts

Handbook of Multimedia for Digital Entertainment and Arts

Author: Borko Furht

Publisher: Springer Science & Business Media

Published: 2010-03-10

Total Pages: 764

ISBN-13: 0387890246

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The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.


Networked Graphics

Networked Graphics

Author: Anthony Steed

Publisher: Elsevier

Published: 2009-10-30

Total Pages: 535

ISBN-13: 0080922236

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Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. - Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources - The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments - Case studies describing real-world systems show how requirements and constraints can be managed


Video and Multimedia Transmissions over Cellular Networks

Video and Multimedia Transmissions over Cellular Networks

Author: Markus Rupp

Publisher: John Wiley & Sons

Published: 2009-06-17

Total Pages: 424

ISBN-13: 9780470747766

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This excellent reference provides detailed analysis and optimization aspects of live 3G mobile communication networks Video and Multimedia Transmissions over Cellular Networks describes the state-of-the-art in the transmission of multimedia over cellular networks, evaluates the performance of the running system based on the measurements and monitoring of live networks, and finally presents concepts and methods for improving of the quality in such systems. Key Features: Addresses the transmission of different media over cellular networks, with a focus on evolving UMTS transmission systems Provides in-depth coverage of UMTS network architecture, and an overview of 3GPP video services Describes the characteristics of the link layer errors in the UMTS Terrestrial radio Access Network (UTRAN), obtained by extensive measurements in live UMTS networks Covers video encoding and decoding, introducing H.264/AVC video codec, as well as addressing various novel concepts for increased error resilience Discusses the real-time capable algorithms that are suitable for implementation in power and size limited terminals Presents the methods for monitoring quality, as well as analyzing and modelling traffic evolution in the cellular mobile network This book provides a valuable reference for researchers and students working in the field of multimedia transmission over wireless networks. Industry experts and professionals working within the field will also find this book of interest.


Handbook of Digital Games

Handbook of Digital Games

Author: Marios C. Angelides

Publisher: John Wiley & Sons

Published: 2014-02-19

Total Pages: 611

ISBN-13: 1118796276

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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.


Proceedings of the Future Technologies Conference (FTC) 2020, Volume 2

Proceedings of the Future Technologies Conference (FTC) 2020, Volume 2

Author: Kohei Arai

Publisher: Springer Nature

Published: 2020-10-31

Total Pages: 1015

ISBN-13: 3030630897

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This book provides the state-of-the-art intelligent methods and techniques for solving real-world problems along with a vision of the future research. The fifth 2020 Future Technologies Conference was organized virtually and received a total of 590 submissions from academic pioneering researchers, scientists, industrial engineers, and students from all over the world. The submitted papers covered a wide range of important topics including but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their applications to the real world. After a double-blind peer review process, 210 submissions (including 6 poster papers) have been selected to be included in these proceedings. One of the meaningful and valuable dimensions of this conference is the way it brings together a large group of technology geniuses in one venue to not only present breakthrough research in future technologies, but also to promote discussions and debate of relevant issues, challenges, opportunities and research findings. The authors hope that readers find the book interesting, exciting and inspiring.


Algorithmic and Architectural Gaming Design: Implementation and Development

Algorithmic and Architectural Gaming Design: Implementation and Development

Author: Kumar, Ashok

Publisher: IGI Global

Published: 2012-05-31

Total Pages: 477

ISBN-13: 1466616350

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Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.