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Video Analytics. Face and Facial Expression Recognition: Third International Workshop, FFER 2018, and Second International Workshop, DLPR 2018, Beijing, China, August 20, 2018, Revised Selected Papers (Lecture Notes in Computer Science #11264)
by Thomas B. Moeslund Kamal Nasrollahi Gang Hua Shuicheng Yan Shiguang Shan Zhaoxiang Zhang Qiang Ji Xiang Bai Yi Fang Yangqing Jia Meina Kan Chunhua Shen Jingdong Wang Gui-Song XiaThis book constitutes the proceedings of the Third Workshop on Face and Facial Expression Recognition from Real World Videos, FFER 2018, and the Second International Workshop on Deep Learning for Pattern Recognition, DLPR 2018, held at the 24th International Conference on Pattern Recognition, ICPR 2018, in Beijing, China, in August 2018. The 7 papers presented in this volume were carefully reviewed and selected from 9 submissions. They deal with topics such as histopathological images, action recognition, scene text detection, speech recognition, object classification, presentation attack detection, and driver drowsiness detection.
Video Art Historicized: Traditions and Negotiations (Studies in Art Historiography)
by Malin Hedlin HaydenVideo art emerged as an art form that from the 1960s and onwards challenged the concept of art - hence, art historical practices. From the perspective of artists, critics, and scholars engaged with this new medium, art was seen as too limiting a notion. Important issues were to re-think art as a means for critical investigations and a demand for visual reconsiderations. Likewise, art history was argued to be in crisis and in need of adapting its theories and methods in order to produce interpretations and thereby establish historical sense for moving images as fine art. Yet, as this book argues, video art history has evolved into a discourse clinging to traditional concepts, ideologies, and narrative structures - manifested in an increasing body of texts. Video Art Historicized provides a novel, insightful and also challenging re-interpretation of this field by examining the discourse and its own premises. It takes a firm conceptual approach to the material, examining the conceptual, theoretical, and methodological implications that are simultaneously contested by both artists and authors, yet intertwined in both the legitimizing and the historicizing processes of video as art. By engaging art history’s most debated concepts (canon, art, and history) this study provides an in-depth investigation of the mechanisms of the historiography of video art. Scrutinizing various narratives on video art, the book emphasizes the profound and widespread hesitations towards, but also the efforts to negotiate, traditional concepts and practices. By focusing on the politics of this discourse, theoretical issues of gender, nationality, and particular themes in video art, Malin Hedlin Hayden contests the presumptions that inform video art and its history.
Video Based Machine Learning for Traffic Intersections
by Sanjay Ranka Ke Chen Anand Rangarajan Tania Banerjee Xiaohui Huang Aotian WuVideo Based Machine Learning for Traffic Intersections describes the development of computer vision and machine learning-based applications for Intelligent Transportation Systems (ITS) and the challenges encountered during their deployment. This book presents several novel approaches, including a two-stream convolutional network architecture for vehicle detection, tracking, and near-miss detection; an unsupervised approach to detect near-misses in fisheye intersection videos using a deep learning model combined with a camera calibration and spline-based mapping method; and algorithms that utilize video analysis and signal timing data to accurately detect and categorize events based on the phase and type of conflict in pedestrian-vehicle and vehicle-vehicle interactions. The book makes use of a real-time trajectory prediction approach, combined with aligned Google Maps information, to estimate vehicle travel time across multiple intersections. Novel visualization software, designed by the authors to serve traffic practitioners, is used to analyze the efficiency and safety of intersections. The software offers two modes: a streaming mode and a historical mode, both of which are useful to traffic engineers who need to quickly analyze trajectories to better understand traffic behavior at an intersection. Overall, this book presents a comprehensive overview of the application of computer vision and machine learning to solve transportation-related problems. Video Based Machine Learning for Traffic Intersections demonstrates how these techniques can be used to improve safety, efficiency, and traffic flow, as well as identify potential conflicts and issues before they occur. The range of novel approaches and techniques presented offers a glimpse of the exciting possibilities that lie ahead for ITS research and development. Key Features: Describes the development and challenges associated with Intelligent Transportation Systems (ITS) Provides novel visualization software designed to serve traffic practitioners in analyzing the efficiency and safety of an intersection Has the potential to proactively identify potential conflict situations and develop an early warning system for real-time vehicle-vehicle and pedestrian-vehicle conflicts
Video Bioinformatics
by Bir Bhanu Prue TalbotThe advances of live cell video imaging and high-throughput technologies for functional and chemical genomics provide unprecedented opportunities to understand how biological processes work in subcellular and multicellular systems. The interdisciplinary research field of Video Bioinformatics is defined by Bir Bhanu as the automated processing, analysis, understanding, data mining, visualization, query-based retrieval/storage of biological spatiotemporal events/data and knowledge extracted from dynamic images and microscopic videos. Video bioinformatics attempts to provide a deeper understanding of continuous and dynamic life processes. Genome sequences alone lack spatial and temporal information, and video imaging of specific molecules and their spatiotemporal interactions, using a range of imaging methods, are essential to understand how genomes create cells, how cells constitute organisms, and how errant cells cause disease. The book examines interdisciplinary research issues and challenges with examples that deal with organismal dynamics, intercellular and tissue dynamics, intracellular dynamics, protein movement, cell signaling and software and databases for video bioinformatics. Topics and Features * Covers a set of biological problems, their significance, live-imaging experiments, theory and computational methods, quantifiable experimental results and discussion of results. * Provides automated methods for analyzing mild traumatic brain injury over time, identifying injury dynamics after neonatal hypoxia-ischemia and visualizing cortical tissue changes during seizure activity as examples of organismal dynamics * Describes techniques for quantifying the dynamics of human embryonic stem cells with examples of cell detection/segmentation, spreading and other dynamic behaviors which are important for characterizing stem cell health * Examines and quantifies dynamic processes in plant and fungal systems such as cell trafficking, growth of pollen tubes in model systems such as Neurospora Crassa and Arabidopsis * Discusses the dynamics of intracellular molecules for DNA repair and the regulation of cofilin transport using video analysis * Discusses software, system and database aspects of video bioinformatics by providing examples of 5D cell tracking by FARSIGHT open source toolkit, a survey on available databases and software, biological processes for non-verbal communications and identification and retrieval of moth images This unique text will be of great interest to researchers and graduate students of Electrical Engineering, Computer Science, Bioengineering, Cell Biology, Toxicology, Genetics, Genomics, Bioinformatics, Computer Vision and Pattern Recognition, Medical Image Analysis, and Cell Molecular and Developmental Biology. The large number of example applications will also appeal to application scientists and engineers. Dr. Bir Bhanu is Distinguished Professor of Electrical & C omputer Engineering, Interim Chair of the Department of Bioengineering, Cooperative Professor of Computer Science & Engineering, and Mechanical Engineering and the Director of the Center for Research in Intelligent Systems, at the University of California, Riverside, California, USA. Dr. Prue Talbot is Professor of Cell Biology & Neuroscience and Director of the Stem Cell Center and Core at the University of California Riverside, California, USA.
Video Cataloguing: Structure Parsing and Content Extraction
by Chi Harold Liu Guangyu GaoVideo Cataloguing explains how to efficiently perform video structure analysis as well as extract the basic semantic contents for video summarization, which is essential for handling large-scale video data. It addresses the issues of video cataloguing, including video structure parsing and basic semantic word extraction, particularly for movie and teleplay videos. The book provides a fundamental understanding of video structure parsing and introduces some of the most popular features in video analysis. It introduces and analyzes the most popular shot boundary detection methods and presents research on movie scene detection.
Video Communications: The Whole Picture
by David Gibson James WilcoxCase studies document how, in businesses all across this country, people are communicating via videoconferences with broadcast quality reception. The authors detail how the proliferation of IP networks has driven quality improvements and cost savings in
Video Editing Made Easy with DaVinci Resolve 18: Create quick video content for your business, the web, or social media
by Lance Phillips Stefania MarangoniBoost your audience on social media by leveraging DaVinci Resolve 18 and share impressive micro-content with the guidance of a certified Blackmagic Design training partnerPurchase of the print or Kindle book includes a free PDF eBookKey FeaturesEnhance your content with creative editing, VFX composition, color grading, and sound editing techniquesLearn techniques to generate quick video content to engage and increase your audienceDiscover the latest features and hacks of DaVinci Resolve 18 to realize your creative ideasBook DescriptionMicro content dominates social media marketing, but subpar editing and low-quality videos can shrink your audience. Elevate your social media game with DaVinci Resolve - the world's most trusted name in color grading that has been used to grade Hollywood films, TV shows, and commercials. Version 18 enables you to edit, compose VFX, mix sound, and deliver videos for different platforms, including social media and the web.You'll learn the basics of using DaVinci Resolve 18 to create video content, by first gaining an overview of creating a complete short video for social media distribution directly from within the “Cut” page. You'll discover advanced editing, VFX composition, color grading, and sound editing techniques to enhance your content and fix common video content issues that occur while using consumer cameras or mobile phones.By the end of this book, you'll be well-equipped to use DaVinci Resolve to edit, fix, finish, and publish short-form video content directly to social media sites such as YouTube, Twitter, and Vimeo.What you will learnExplore how to edit, add effects, and post to social media using the new Cut pageDeliver video projects swiftly to a variety of social media formats using the Cut pageFix problems with videos, such as stabilizing footage and syncing audioEnhance the quality of your videos through color correction and other visual effects techniquesDiscover how to use the Neural Engine AI in the Studio Version of DaVinci Resolve to speed up your workAdd subtitles and dubbed audio to help your videos reach a wider audienceWho this book is forThis book is for beginner content makers looking for quick techniques to improve their skills and work. It's also useful for experienced content makers who want to begin using DaVinci Resolve for its advanced features. The book acts as a practical training manual for social media marketers, influencers, short film makers, small business owners creating their own content, vloggers, and film/media studies students at schools, colleges, or universities.
Video Game Art Reader: Volume 4
by Tiffany FunkIn computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games. Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.
Video Game Art Reader: Volume 5: The Game Art Curators Kit
by Tiffany FunkMany ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called “traditional” video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation.
Video Game Design For Dummies
by Alexia MandevilleLearn what it takes to design a video game, as a hobby or as a career! Video Game Design For Dummies teaches you what it takes to design games from concept to completion. You'll learn the theory behind great gaming experiences, and you'll discover tools you can use to bring your game ideas to life. An experienced video game developer teaches you the basics of game design and how to motivate and engage players. Choose the right game engines and design tools for any project and get step-by-step advice on testing and debugging the games you've made. Thinking of pursuing game design as a career path and want to know where to start? This Dummies guide has your back. With this easy-to-understand book, you can dip your toes into the world of video game design and see where it takes you. And if you end up wanting to release your game to the masses, you'll find everything you need to know, right here. Learn the step-by-step process video game designers use to create great games Design characters, worlds, and storylines that will keep players engaged Pick a game engine that's right for you and plan out your game development process Playtest your video game, then publish it and market it on social media This book is a practical guide for beginners who want to start designing games and want to know exactly where to begin. Design a game from concept to completion, with Video Game Design for Dummies.
Video Game Designer (Cool Cutting Edge Careers)
by Chris JozefowiczVideo 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 Law: Everything you need to know about Legal and Business Issues in the Game Industry
by S. Gregory Boyd Brian Pyne Sean F. KaneVideo 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
Video Game Marketing: A student textbook
by Peter Zackariasson Mikolaj DymekThe 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 Narrative and Criticism: Playing the Story
by Tamer ThabetThe 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 Policy: Production, Distribution, and Consumption (Routledge Advances in Game Studies)
by Steven Conway and Jennifer deWinterThis 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 Storytelling: What Every Developer Needs to Know about Narrative Techniques
by Evan SkolnickUNLOCK 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 Games Are Good For You! (Video Game Revolution)
by Daniel MauleónIn the past video games have gotten a bad rep for having a negative effect on players. But many studies have proven the opposite! From improved hand-eye coordination and better eyesight to increased socializing and fitness, discover the many ways video games are good for you.
Video Games Have Always Been Queer (Postmillennial Pop #16)
by Bo RubergArgues for the queer potential of video gamesWhile 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 Save the World (Video Game Revolution)
by Heather E. SchwartzTo save the world, one must play video games. Sounds ridiculous, right? But in reality many people are looking to video games to tackle many of the world's problems. Take a closer look at the ways in which video games can help save the world.
Video Games and Social Competence (Routledge Advances in Game Studies)
by Rachel KowertDespite 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 and Well-being: Press Start (Palgrave Studies in Cyberpsychology)
by Rachel KowertThis 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 in Psychotherapy
by Robert RiceVideo 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, Crime, and Control: Getting Played (Routledge Studies in Crime, Culture and Media)
by Kevin F. Steinmetz Jonathan A. GrubbDiscussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest.Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.
Video Games: Battute, Storielle, Memes e Altro Ancora
by Leet EmperorAlcune divertenti battute per gli amanti dei video games! Il breve testo propone alcune simpatiche battute sul tema video giochi...per farsi due risate!