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Unternehmens-IT für die Digitalisierung 4.0

by Herbert Weber Johannes Viehmann

Mit dem Praxisbuch bereiten die Autoren Orientierungswissen für die Modernisierung der Informations- und Kommunikations-Infrastrukturen für die Unternehmens-IT der Zukunft auf. Dazu werden die verfügbaren, schon praxisreifen neuen Technologien und deren Nutzung in ihren jeweiligen Anwendungen, aber auch Ergebnisse der Forschung und der Stand der Forschung erläutert sowie Leitfäden zur digitalen Transformation angeboten.

Usability von Produkten und Anleitungen im digitalen Zeitalter: Handbuch für Entwickler, IT-Spezialisten und technische Redakteure

by Gertrud Grünwied

Technische Produkte können nur erfolgreich sein, wenn die Gebrauchstauglichkeit, die Usability, frühzeitig im Entwicklungsprozess geplant und in allen Produktphasen verankert wird. Dies betrifft smarte Geräte, Softwareprodukte, Webanwendungen und Apps genauso wie komplexe und umfangreich dokumentierte Maschinen, Fahrzeuge und Systeme. In ihrem Buch vermittelt Gertrud Grünwied eine ganzheitliche Sicht auf intuitiv bedienbare Produkte und deren Anleitungen. Sie bietet das relevante Know-how zu User-Centered Design und eine Übersicht zur Auswahl von Usability-Methoden. Usability-Maßnahmen beschreibt sie schrittweise von der Planung, der Durchführung und Auswertung bis zur Optimierung von Produkt und Anleitung. Der Praxisteil präsentiert Fallstudien für Anleitungen mit und ohne Produkt sowie für eine Dienste-App im Internet, außerdem eine Betrachtung zu Kosten, Nutzen und Implementierungszeitpunkt von Usability-Methoden. Die dargestellten Usability-Maßnahmen erstrecken sich nicht nur auf das technische Produkt selbst, sondern auch auf die Nutzungssituation und die smarte Benutzerinformation, zum Beispiel das Nachschlagen in der Bedienungsanleitung zur Fehlerbehebung, Dokumentations-Apps zum Kennenlernen von Systemfunktionen oder das Üben und Lernen anhand einer Produktsimulation per Video-Tutorial oder Animation. Damit richtet sich das Buch an alle Mitarbeiter produzierender Unternehmen und ihrer Dienstleister, die an Usability-Aspekten beteiligt sind - Produktmanager, Entwickler, IT-Spezialisten, Designer, Technische Redakteure und Mitarbeiter in Schulung und Service, aber auch an Studierende der Informatik und Ingenieurwissenschaften einschließlich Technischer Redaktion und Kommunikation. Inhalt: Anforderungen an Usability von Produkten und Anleitungen "4.0" - Prozesse und Planung - Nutzer- und Nutzungsforschung - Gestaltung - Evaluation - Anwenden der Methoden und ihre Wirtschaftlichkeit - Fallstudien - Software-Tools und Normen

The Use Case and Smart Grid Architecture Model Approach

by Marion Gottschalk Mathias Uslar Christina Delfs

This book introduces readers to the fundamentals of the IEC 62559 Use Case Methodology, explains how it is related to the Smart Grid Architecture Model (SGAM), and details how a holistic view for both architecture and requirements engineering can be achieved. It describes a standardized and holistic approach to requirements engineering for smart grid projects based on work conducted in the context of the EU M/490 standardization mandate. Over the last years, this method has been established in Europe as the basic building block of requirements engineering in the utilities sector. The authors present a canonical, structured approach that users can apply to the Use Case Methodology and the SGAM, as well as open tools for this purpose. The application in various domains outside the smart grid is also discussed, as it can be used for critical infrastructures or system-of-systems domains like Industrie 4. 0 and Ambient Assisted Living. Accordingly, the book also presents various architecture models for different fields of application, like EMAM, SCIAM, RAMI 4. 0, and MAF.

User Experience Mapping

by Peter W. Szabo

Understand your users, gain strategic insights, and make your product development more efficient with user experience mapping About This Book • Detailed guidance on the major types of User Experience Maps. • Learn to gain strategic insights and improve communication with stakeholders . • Get an idea on creating wireflows, mental model maps, ecosystem maps and solution maps Who This Book Is For This book is for Product Manager, Service Managers and Designers who are keen on learning the user experience mapping techniques. What You Will Learn • Create and understand all common user experience map types. • Use lab or remote user research to create maps and understand users better. • Design behavioral change and represent it visually. • Create 4D user experience maps, the “ultimate UX deliverable”. • Capture many levels of interaction in a holistic view. • Use experience mapping in an agile team, and learn how maps help in communicating within the team and with stakeholders. • Become more user focused and help your organisation become user-centric. In Detail Do you want to create better products and innovative solutions? User Experience Maps will help you understand users, gain strategic insights and improve communication with stakeholders. Maps can also champion user-centricity within the organisation. Two advanced mapping techniques will be revealed for the first time in print, the behavioural change map and the 4D UX map. You will also explore user story maps, task models and journey maps. You will create wireflows, mental model maps, ecosystem maps and solution maps. In this book, the author will show you how to use insights from real users to create and improve your maps and your product. The book describes each major User Experience map type in detail. Starting with simple techniques based on sticky notes moving to more complex map types. In each chapter, you will solve a real-world problem with a map. The book contains detailed, beginner level tutorials on creating maps using different software products, including Adobe Illustrator, Balsamiq Mockups, Axure RP or Microsoft Word. Even if you don't have access to any of those, each map type can also be drawn with pen and paper. Beyond creating maps, the book will also showcase communication techniques and workshop ideas. Although the book is not intended to be a comprehensive guide to modern user experience or product management, its novel ideas can help you create better solutions. You will also learn about the Kaizen-UX management framework, developed by the author, now used by many agencies and in-house UX teams in Europe and beyond. Buying this map will give you hundreds of hours worth of user experience knowledge, from one of the world's leading UX consultants. It will change your users' world for the better. If you are still not convinced, we have hidden some cat drawings in it, just in case. Style and approach An easy to understand guide, filled with real world use cases on how to plan, prioritize and visualize your project on customer experience

User Interface Design of Digital Textbooks

by Elena Aurel Railean

This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.

Uses of Technology in Upper Secondary Mathematics Education

by Stephen Hegedus Colette Laborde Corey Brady Sara Dalton Hans-Stefan Siller Michal Tabach Jana Trgalova Luis Moreno-Armella

This survey addresses the use of technology in upper secondary mathematics education from four points of view: theoretical analysis of epistemological and cognitive aspects of activity in new technology mediated learning environments, the changes brought by technology in the interactions between environment, students and teachers, the interrelations between mathematical activities and technology, skills and competencies that must be developed in teacher education. Research shows that the use of some technologies may deeply change the solving processes and contribute to impact the learning processes. The questions are which technologies to choose for which purposes, and how to integrate them, so as to maximize all students' agency. In particular the role of the teacher in classrooms and the content of teacher education programs are critical for taking full advantage of technology in teaching practice.

Using MIS

by David Kroenke Randall J. Boyle

Using MIS Tenth Edition

Using SVG with CSS3 and HTML5: Vector Graphics for Web Design

by Dudley Storey Kurt Cagle Amelia Bellamy-Royds

Using Scalable Vector Graphics (SVG) for illustrations only scratches the surface of this format’s potential on the web. With this practical guide, you’ll learn how to use SVG not only for illustrations but also as graphical documents that you can integrate into complex HTML5 web pages, and style with custom CSS. Web developers will discover ways to adapt designs by adding data based graphics, dynamic styles, interaction, or animation.Divided into five parts, this book includes:SVG on the web: Understand how SVG works with HTML, CSS, and JavaScript to define graphicsDrawing with markup: Learn the vector language of x and y coordinates that let SVG create basic and custom shapesPutting graphics in their place: Use the coordinate system to draw SVG shapes and text at different scales and positionsArtistic touches: Explore how color is used, how strokes are created and manipulated, and how graphical effects like filters, clipping, and masking are appliedSVG as an application: Make your graphic more accessible to humans and computers, and learn how to make it interactive or animated

UX Design for Mobile

by Pablo Perea Pau Giner

This book is for designers, developers and product managers interested in creating successful apps. Readers will be provided with a process to produce, test and improve designs based on best practices.

UX for the Web

by Marli Ritter Cara Winterbottom

Learn how UX and design thinking can make your site stand out from the rest of the internet. About This Book • Learn everything you need to know about UX for your Web Design. • Design B2B, B2C websites that stand out from the competitors with this guide • Enhance your business by improving customer accessibility and retention. Who This Book Is For If you're a designer, developer, or just someone who has the desire to create websites that are not only beautiful to look at but also easy to use and fully accessible to everyone, including people with special needs, UX for the Web will provide you with the basic building blocks to achieve just that. What You Will Learn • Discover the fundamentals of UX and the User-Centered Design (UCD) Process. • Learn how UX can enhance your brand and increase user retention • Learn how to create the golden thread between your product and the user • Use reliable UX methodologies to research and analyze data to create an effective UX strategy • Bring your UX strategy to life with wireframes and prototypes • Set measurable metrics and conduct user tests to improve digital products • Incorporate the Web Content Accessibility Guidelines (WCAG) to create accessible digital products In Detail If you want to create web apps that are not only beautiful to look at, but also easy to use and fully accessible to everyone, including people with special needs, this book will provide you with the basic building blocks to achieve just that. The book starts with the basics of UX, the relationship between Human-Centered Design (HCD), Human-Computer Interaction (HCI), and the User-Centered Design (UCD) Process; it gradually takes you through the best practices to create a web app that stands out from your competitors. You'll also learn how to create an emotional connection with the user to increase user interaction and client retention by different means of communication channels. We'll guide you through the steps in developing an effective UX strategy through user research and persona creation and how to bring that UX strategy to life with beautiful, yet functional designs that cater for complex features with micro interactions. Practical UX methodologies such as creating a solid Information Architecture (IA), wireframes, and prototypes will be discussed in detail. We'll also show you how to test your designs with representative users, and ensure that they are usable on different devices, browsers and assistive technologies. Lastly, we'll focus on making your web app fully accessible from a development and design perspective by taking you through the Web Content Accessibility Guidelines (WCAG). Style and Approach This is an easy-to-understand step-by-step guide with full of examples to that will help you in creating good UX for your web applications.

Valley of the Gods: A Silicon Valley Story

by Alexandra Wolfe

In a riveting, hilarious account, reporter Alexandra Wolfe exposes a world that is not flat but bubbling—the men and women of Silicon Valley, whose hubris and ambition are changing the world.Each year, young people from around the world go to Silicon Valley to hatch an idea, start a company, strike it rich, and become powerful and famous. In The Valley of the Gods, Wolfe follows three of these upstarts who have “stopped out” of college and real life to live and work in Silicon Valley in the hopes of becoming the next Mark Zuckerberg or Elon Musk. No one has yet documented the battle for the brightest kids, kids whose goals are no less than making billions of dollars—and the fight they wage in turn to make it there. They embody an American cultural transformation: A move away from the East Coast hierarchy of Ivy Leagues and country clubs toward the startup life and a new social order. Meet the billionaires who go to training clubs for thirty-minute “body slams” designed to fit in with the start-up schedule; attend parties where people devour peanut butter-and-jelly sushi rolls; and date and seduce in a romantic culture in which thick glasses, baggy jeans, and a t-shirt is the costume of any sex symbol (and where a jacket and tie symbolize mediocrity). Through Wolfe’s eyes, we discover how they date and marry, how they dress and live, how they plot and dream, and how they have created a business world and an economic order that has made us all devotees of them. A blistering, brilliant, and hysterical examination of this new ruling class, The Valley of the Gods presents tomorrow’s strange new normal where the only outward signs of tech success are laptops and ideas.

Value in a Digital World

by José Esteves Francisco J. López Lubián

An in-depth examination of the concept of value in a digital world, an analysis of a range of digital business models and a framework for assessing the value of digital businesses. Assessing the value of traditional business was easy. There are hard, well tested metrics and tangible, measurable assets you can literally kick the tyres of. But how do you measure the value of something that consists of little more than bits of information, brand awareness and a compelling idea? In the winner takes all digital world how do you know if this idea is one that will attract billions of dedicated users or a few thousand fleeting trialists? And, most importantly, how do you assess whether any given business model is robust enough to make billions or flawed in a way that will lose millions? Lopez Lubian and Esteves look at what economic value means in a digital world, and argue for a shift from traditional value metrics to digital value metrics. Through high profile case studies they examine the process of valuation in the digital world – examining the challenges of making objective judgments from subjective information and how to assess the value of data. Next they analyse in depth a number of different digital business models from the perspective of delivering value to investors, stakeholders and society at large. Finally they present a framework model for assessing value in digital business.

Vehicle Simulation: Perceptual Fidelity in the Design of Virtual Environments

by Alfred T. Lee

This book covers the problem of fidelity in the design of virtual environments with specific reference to the design of vehicle simulators. The default design goal has been on the physical replication of a given real-world environment and, in the case of vehicles, the specific appearance and function of vehicle components. This book discusses that perceptual, rather than physical, fidelity of a virtual environment, should be the design goal and the principal purpose is to produce human behavior. This book provides the rationale and design guidance to maximize perceptual fidelity in the development of virtual environments, and therefore maximize the costeffectiveness as well.

Vehicular Cyber Physical Systems

by Danda B. Rawat Chandra Bajracharya

This book provides probabilistic, deterministic and geolocation-aware approaches for adaptive connectivity, robust security and privacy-aware communications for vehicular cyber physical systems (CPS). It presents mathematical models and numerical results obtained from experiments and simulations, and a trade-off between connectivity, security and privacy for vehicular communications. Connectivity between vehicles is crucial for vehicular CPS. Intelligent vehicular CPS provides not only road safety and traffic efficiency by exchanging information among vehicles, but also offers infotainment services to passengers using a variety of wireless technologies to forward the traffic/trajectory information with Vehicle-to-Vehicle (V2V), vehicular ad hoc network (VANET), and Vehicle-to-Roadside-to-Vehicle (V2R2V) communications. The book covers how to ensure that the message received from other vehicles is secure and trustworthy, rather than malicious. Further, it reveals how to make sure that the privacy of participants is not revealed while validating the received message. Researchers and professionals working with vehicular networks, smart systems, cyber physical systems, and mobile privacy will find this book valuable.

Vehicular Social Networks

by Anna Maria Vegni; Valeria Loscrí; Athanasios V. Vasilakos

The book provides a comprehensive guide to vehicular social networks. The book focuses on a new class of mobile ad hoc networks that exploits social aspects applied to vehicular environments. Selected topics are related to social networking techniques, social-based routing techniques applied to vehicular networks, data dissemination in VSNs, architectures for VSNs, and novel trends and challenges in VSNs. It provides significant technical and practical insights in different aspects from a basic background on social networking, the inter-related technologies and applications to vehicular ad-hoc networks, the technical challenges, implementation and future trends.

Video Game Marketing: A student textbook

by Peter Zackariasson Mikolaj Dymek

The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time

by Matt Barton

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

The Virtual Mind: Designing the Logic to Approximate Human Thinking (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)

by Niklas Hageback

The Virtual Mind: Designing the Logic to Approximate Human Thinking, through an in-depth and multidisciplinary review, outlines and defines the underpinnings for modelling human thinking through approximating the mind. Whilst there are plenty of efforts underway trying to mimic the brain, its complexities have so far proven insurmountable. But replicating the abstract notion of the mind provides a viable and quicker route. Broadly, the mind consists of a conscious and an unconscious part with separate logic schemes and these absorbs reality in diverging chunks, with the former truncated through narratives and norms and the latter able to amass broader perceptions of reality. These are held together and controlled through a governing mechanism. With the replication and establishment of the mind’s mechanistic rules and dynamic constants, tested through a big data approach from public media, it allows for standardization and machine generated human thinking, a Virtual Mind.A virtual mind is able to cover a wide array of applications, in particular forecasting of human behavior and decision-making. In essence, the whole socioeconomic spectra can be captured, including politics, financial markets and consumer patterns. Another area of potential application would be to augment various game software and of course, it would be applicable for the man-machine connect.The book guides the reader on how to develop and produce a machine generated virtual mind in a step-by-step manner. It is a must for anyone with an interest in artificial intelligence, the design and construction of the next generation of computer logic and it provides an enhanced understanding of mankind’s greatest mystery, the workings of the mind. Niklas Hageback has extensive experience of risk modelling and financial analytics working at tier-one financial institutions and consulting firms, such as Deutsche Bank, KPMG, and Goldman Sachs, where he held regional executive risk management and oversight roles in both Europe and Asia.

Virtual Reality and Augmented Reality: 14th EuroVR International Conference, EuroVR 2017, Laval, France, December 12–14, 2017, Proceedings (Lecture Notes in Computer Science #10700)

by Jernej Barbic, Mirabelle D'Cruz, Marc Erich Latoschik, Mel Slater and Patrick Bourdot

This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017.The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

The Virtual Weapon and International Order

by Lucas Kello

An urgently needed examination of the current cyber revolution that draws on case studies to develop conceptual frameworks for understanding its effects on international order The cyber revolution is the revolution of our time. The rapid expansion of cyberspace brings both promise and peril. It promotes new modes of political interaction, but it also disrupts interstate dealings and empowers non-state actors who may instigate diplomatic and military crises. Despite significant experience with cyber phenomena, the conceptual apparatus to analyze, understand, and address their effects on international order remains primitive. Here, Lucas Kello adapts and applies international relations theory to create new ways of thinking about cyber strategy. Kello draws on a broad range of case studies, including the Estonian crisis, the Olympic Games operation against Iran, and the cyber attack against Sony Pictures. Synthesizing qualitative data from government documents, forensic reports of major incidents and interviews with senior officials from around the globe, this important work establishes new conceptual benchmarks to help security experts adapt strategy and policy to the unprecedented challenges of our times.

Virtualization and Private Cloud with VMware Cloud Suite

by Lee Chao

To help readers understand virtualization and cloud computing, this book is designed to cover the theories and concepts enough to understand the cutting-edge technology. Meanwhile, in this book, the reader can gain hands-on skills on VMware Cloud Suite to create a private cloud. With the academic support from VMware, readers can use the VMware supported software to create various virtualized IT infrastructures sophisticated enough for various sized enterprises. Then, the virtualized IT infrastructure can be made available to an enterprise through the private cloud services.

Visual Attributes

by Devi Parikh Christoph Lampert Rogerio Schmidt Feris

This unique text/reference provides a detailed overview of the latest advances in machine learning and computer vision related to visual attributes, highlighting how this emerging field intersects with other disciplines, such as computational linguistics and human-machine interaction. Topics and features: presents attribute-based methods for zero-shot classification, learning using privileged information, and methods for multi-task attribute learning; describes the concept of relative attributes, and examines the effectiveness of modeling relative attributes in image search applications; reviews state-of-the-art methods for estimation of human attributes, and describes their use in a range of different applications; discusses attempts to build a vocabulary of visual attributes; explores the connections between visual attributes and natural language; provides contributions from an international selection of world-renowned scientists, covering both theoretical aspects and practical applications.

The Visual Divide between Islam and the West

by Hatem N. Akil

This book considers the ways in which Muslims view the way they are being viewed, not viewed, or incorrectly viewed, by the West. The book underscores a certain "will-to-visibility" whereby Muslims/ Arabs wish just to be "seen" and to be marked as fellow human beings. The author relates the failure to achieve this visibility to a state of desperation that inextricably and symmetrically ties visibility to violence. When Syrian and Palestinian refugees recently started refusing to be photographed, they clearly ushered the eventual but inevitable collapse of the image and its final futility. The photograph has been completely emptied of its last remaining possibility of signification. The book attempts to engage with questions about the ways in which images are perceived within cross cultural contexts. Why and how do people from different cultural backgrounds view the same image in opposing ways; why do cartoon, photographs, and videos become both the cause and target of bloody political violence - as witnessed recently by the deadly attacks against Charlie Hebdo in France and in the swift military response by the US, Jordan, France, and others to videotaped violence by ISIS.

Visual Pattern Discovery and Recognition

by Hongxing Wang Chaoqun Weng Junsong Yuan

This book presents a systematic study of visual pattern discovery, from unsupervised to semi-supervised manner approaches, and from dealing with a single feature to multiple types of features. Furthermore, it discusses the potential applications of discovering visual patterns for visual data analytics, including visual search, object and scene recognition. It is intended as a reference book for advanced undergraduates or postgraduate students who are interested in visual data analytics, enabling them to quickly access the research world and acquire a systematic methodology rather than a few isolated techniques to analyze visual data with large variations. It is also inspiring for researchers working in computer vision and pattern recognition fields. Basic knowledge of linear algebra, computer vision and pattern recognition would be helpful to readers.

Visual Tracking in Conventional Minimally Invasive Surgery

by Shahram Payandeh

Visual Tracking in Conventional Minimally Invasive Surgery introduces the various tools and methodologies that can be used to enhance a conventional surgical setup with some degree of automation. The main focus of this book is on methods for tracking surgical tools and how they can be used to assist the surgeon during the surgical operation. Various notions associated with surgeon–computer interfaces and image-guided navigation are explored, with a range of experimental results. The book starts with some basic motivations for minimally invasive surgery and states the various distinctions between robotic and non-robotic (conventional) versions of this procedure. Common components of this type of operation are presented with a review of the literature addressing the automation aspects of such a setup. Examples of tracking results are shown for both motion and gesture recognition of surgical tools, which can be used as part of the surgeon–computer interface. In the case of marker-less tracking, where no special visual markers can be added to the surgical tools, the tracking results are divided into two types of methodology, depending on the nature and the estimate of the visual noise. Details of the tracking methods are presented using standard Kalman filters and particle filters. The last part of the book provides approaches for tracking a region on the surgical scene defined by the surgeon. Examples of how these tracking approaches can be used as part of image-guided navigation are demonstrated. This book is designed for control engineers interested in visual tracking, computer vision researchers and system designers involved with surgical automation, as well as surgeons, biomedical engineers, and robotic researchers.

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