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Showing 1,951 through 1,975 of 53,831 results

Video Text Detection

by Tong Lu Shivakumara Palaiahnakote Chew Lim Tan Wenyin Liu

This 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 Processing in the Cloud

by Rafael Silva Pereira Karin K. Breitman

As 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 over Cognitive Radio Networks

by Shiwen Mao

This 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 Object Tracking: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)

by Ning Xu Weiyao Lin Xiankai Lu Yunchao Wei

This 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 Object Segmentation: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)

by Ning Xu Weiyao Lin Xiankai Lu Yunchao Wei

This 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 Marketing Strategy: Harness the Power of Online Video to Drive Brand Growth

by Jon Mowat

Video 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 For Dummies

by Andreas Goeldi Matt Scott Kevin Daum Bettina Hein

Savvy 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: Create Engaging Video Campaigns to Drive Brand Growth and Sales

by Jon Mowat

In 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 in the Age of Digital Learning

by Jonas Köster

Although 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 Image Detection Systems Installation Performance Criteria

by Daniel T. Gottuk

Video 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.

The Video Games Textbook: History, Business, Technology

by Brian J. Wardyga

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.

The Video Games Textbook: History • Business • Technology

by Brian J. Wardyga

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Video Games in Psychotherapy

by Robert Rice

Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today’s youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.

Video Games Have Always Been Queer (Postmillennial Pop #16)

by Bonnie Ruberg

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Video Games and Well-being: Press Start (Palgrave Studies in Cyberpsychology)

by Rachel Kowert

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Video Games and Social Competence (Routledge Advances in Game Studies)

by Rachel Kowert

Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

Video Games: Battute, Storielle, Memes e Altro Ancora

by Leet Emperor

Alcune divertenti battute per gli amanti dei video games! Il breve testo propone alcune simpatiche battute sul tema video giochi...per farsi due risate!

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques

by Evan Skolnick

UNLOCK YOUR GAME'S NARRATIVE POTENTIAL!With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team&’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today&’s savvy gamers back time and time again.

Video Game Policy: Production, Distribution, and Consumption (Routledge Advances in Game Studies)

by Steven Conway and Jennifer deWinter

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

Video Game Narrative and Criticism: Playing the Story

by Tamer Thabet

The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

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.

Video Game Law: Everything you need to know about Legal and Business Issues in the Game Industry

by S. Gregory Boyd Brian Pyne Sean F. Kane

Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every video game company has the financial resources to retain in-house counsel–which Video Game Law seeks to address by discussing many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne, and Sean F. Kane, the most prominent, sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know in order to better protect their game and grow their company. KEY FEATURES:• Provides a solid understanding of intellectual property (IP) concepts and laws, includingcopyright, trademark, trade secret, and other protections that apply to video games andhow each can be employed to protect a company’s unique and valuable IP• Explores cutting edge legal issues that affect the gaming industry, including gambling,virtual currency, privacy laws, the Digital Millennium Copyright Act, tax incentives, andrelevant piracy laws• Provides an overview of legal and privacy vocabulary and concepts needed to navigateand succeed in an industry that is constantly growing and evolving• Provides illustrative examples and legal concepts from the video game industry in everychapter

The Video Game Industry: Formation, Present State, and Future (Routledge Studies in Innovation, Organizations and Technology)

by Edited by Peter Zackariasson Timothy L. Wilson

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Video Game Designer (Cool Cutting Edge Careers)

by Chris Jozefowicz

Video games are one of today's most popular forms of entertainment. Every day, video game developers draw more and more people into their virtual worlds. If you've got a creative mind and a knack for computers, video game developer might be the job for you. Hear from the pros themselves about what it takes to succeed in this exciting, high-tech career.

Video Game Design: Instructor's Manual

by D. Michael Ploor

NIMAC-sourced textbook

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Showing 1,951 through 1,975 of 53,831 results