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Video Basics
by Herbert ZettlReflecting the latest from real-world practice, VIDEO BASICS, 8th Edition, by Emmy award-winning producer, director, and innovator Herbert Zettl delivers the most authoritative, current, and technically accurate guide to video production available. Concise yet thorough, the text moves you quickly from video concepts and processes to production tools and techniques, and -- ultimately -- the production environment (studio and field, indoors and out) and its effects. A more conceptual framework helps you progress from the idea (what to create) to the image (how to create) on video. In addition, the accompanying MindTap digital experience helps you ensure your course success with a range of interactive study tools.
Video Basics
by Herbert ZettlHerbert Zettl draws on his expertise and field experience to bring you the sixth edition of VIDEO BASICS, the handiest and most authoritative, current, and technically accurate student guide to video production available. Meeting the need for a briefer book, this text distills comprehensive video instruction so that it can be covered in a single semester. The book moves students from video concepts and processes to production tools and techniques and, finally, to the production environment (studio and field, inside and outside) and its effects. A more conceptual framework leads students from the idea (what to create) to the image (how to create) on video. Contrary to the previous editions of VIDEO BASICS, which reflected the transition from analog to digital technology, VIDEO BASICS, 6th Edition, acknowledges that digital video is a firmly established medium. References to analog are made only to help explain the digital process or the analog equipment that is still in use.
Video Basics 7
by Herbert ZettlHerbert Zettl draws on his expertise and field experience to bring you the seventh edition of VIDEO BASICS, the handiest and most authoritative, current, and technically accurate student guide to video production available. Meeting the need for a briefer book, this text distills comprehensive video instruction so that it can be covered in a single semester. The book moves students from video concepts and processes to production tools and techniques and, finally, to the production environment (studio and field, inside and outside) and its effects. A more conceptual framework leads students from the idea (what to create) to the image (how to create) on video.
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 Coding for Wireless Communication Systems (Signal Processing and Communications)
by King N. Ngan Chi W. Yap Keng T. Tan"Explains the transmission of image and video information over wireless channels. Describes MPEG-4, the latest video coding standard. Discusses error resilient combined source channel image and video coders, and multiple access spread spectrum and future generation wireless video communication systems."
Video Communications: The Whole Picture
by James Wilcox David GibsonCase 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 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 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.
The Video Games Textbook: History, Business, Technology
by Brian J. WardygaThe 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.
Video Ideas
by DKImagine and create awesome videos and animations to share with friends and family, and on YouTube, using phones, webcams, cameras, or camcorders.Inspirational and fun, this engaging book explores the video-making process from script to screen, with techniques to try out and practical tips to produce exciting projects at home. Discover how to get the best angles, lighting, and sound quality, and add special effects when recording using phone, webcam, camera, or camcorder. Turn footage into a finished product by adding visual effects with editing software, and find out how to format, upload, and create a trailer for the masterpiece. Whether you want to record special occasions, zany pets, action-packed sports events, a music video, or a stop-motion animation, Video Ideas has everything you need!The book's content supports the STEAM (Science, Technology, Engineering, Art, Math) approach to cross-curricular learning.
Video Image Detection Systems Installation Performance Criteria
by Daniel T. GottukVideo 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.
Video in the Age of Digital Learning
by Jonas KösterAlthough 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 Object Segmentation: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)
by Ning Xu Weiyao Lin Xiankai Lu Yunchao WeiThis 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 Object Tracking: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)
by Ning Xu Weiyao Lin Xiankai Lu Yunchao WeiThis 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 Research in the Learning Sciences
by Ricki Goldman Roy Pea Brigid Barron Sharon J. DennyVideo Research in the Learning Sciences is a comprehensive exploration of key theoretical, methodological, and technological advances concerning uses of digital video-as-data in the learning sciences as a way of knowing about learning, teaching, and educational processes. The aim of the contributors, a community of scholars using video in their own work, is to help usher in video scholarship and supportive technologies, and to mentor video scholars, so that video research will meet its maximum potential to contribute to the growing knowledge base about teaching and learning. This volume contributes deeply to both to the science of learning through in-depth video studies of human interaction in learning environments—whether classrooms or other contexts—and to the uses of video for creating descriptive, explanatory, or expository accounts of learning and teaching. It is designed around four themes—each with a cornerstone chapter that introduces and synthesizes the cluster of chapters related to it: Theoretical frameworks for video research; Video research on peer, family, and informal learning; Video research on classroom and teacher learning; and Video collaboratories and technological futures. Video Research in the Learning Sciences is intended for researchers, university faculty, teacher educators, and graduate students in education, and for anyone interested in how knowledge is expanded using video-based technologies for inquiries about learning and teaching. Visit the Web site affiliated with this book: www.videoresearch.org
Video Revolutions: On the History of a Medium
by Michael Z. NewmanSince the days of early television, video has been an indispensable part of culture, society, and moving-image media industries. Over the decades, it has been an avant-garde artistic medium, a high-tech consumer gadget, a format for watching movies at home, a force for democracy, and the ultimate, ubiquitous means of documenting reality. In the twenty-first century, video is the name we give all kinds of moving images. We know it as an adaptable medium that bridges analog and digital, amateur and professional, broadcasting and recording, television and cinema, art and commercial culture, and old media and new digital networks. In this history, Michael Z. Newman casts video as a medium of shifting value and legitimacy in relation to other media and technologies, particularly film and television. Video has been imagined as more or less authentic or artistic than movies or television, as more or less democratic and participatory, as more or less capable of capturing the real. Techno-utopian rhetoric has repeatedly represented video as a revolutionary medium, promising to solve the problems of the past and the present—often the very problems associated with television and the society shaped by it—and to deliver a better future. Video has also been seen more negatively, particularly as a threat to movies and their culture. This study considers video as an object of these hopes and fears and builds an approach to thinking about the concept of the medium in terms of cultural status.
Video, Speech, and Audio Signal Processing and Associated Standards (The Digital Signal Processing Handbook, Second Edition)
by Vijay MadisettiNow available in a three-volume set, this updated and expanded edition of the bestselling The Digital Signal Processing Handbook continues to provide the engineering community with authoritative coverage of the fundamental and specialized aspects of information-bearing signals in digital form. Encompassing essential background material, technical details, standards, and software, the second edition reflects cutting-edge information on signal processing algorithms and protocols related to speech, audio, multimedia, and video processing technology associated with standards ranging from WiMax to MP3 audio, low-power/high-performance DSPs, color image processing, and chips on video. Drawing on the experience of leading engineers, researchers, and scholars, the three-volume set contains 29 new chapters that address multimedia and Internet technologies, tomography, radar systems, architecture, standards, and future applications in speech, acoustics, video, radar, and telecommunications.This volume, Video, Speech, and Audio Signal Processing and Associated Standards, provides thorough coverage of the basic foundations of speech, audio, image, and video processing and associated applications to broadcast, storage, search and retrieval, and communications.
Video Surveillance and Social Control in a Comparative Perspective (Routledge Studies in Science, Technology and Society #19)
by Fredrika Björklund Ola SvenoniusThis edited collection reports the results of a comparative study of video surveillance/CCTV in Germany, Poland, and Sweden. It investigates how video surveillance as technologically mediated social control is affected by national characteristics, with a specific concern for recent political history. The book is motivated by asking what makes video surveillance "tick" in three very different cultural settings, two of which (Poland and Sweden) are virtually unexplored in the literature on surveillance. The selection of countries is motivated by an interest in societies with recent experiences of authoritarianism, and how they respond to the global trend towards intensified technical means of control. With thorough empirical studies, the book constitutes an important contribution to security studies, surveillance studies, and post-communist area studies.
Video Surveillance for Sensor Platforms
by Mayssaa Najjar Milad Ghantous Magdy BayoumiThis book introduces resource aware image decomposition, registration, fusion, object detection and tracking algorithms along with their applications in security, monitoring and integration in 3rd Generation Surveillance Systems. All algorithms are evaluated through experimental and simulation results and a parallel and pipelined efficient architecture for implementing the algorithms is described.
Videogames
by James NewmanIn the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
The Vienna LTE-Advanced Simulators
by Markus Rupp Stefan Schwarz Martin TaranetzThis book introducesthe Vienna Simulator Suite for 3rd-Generation Partnership Project(3GPP)-compatible Long Term Evolution-Advanced (LTE-A) simulators and presentsapplications to demonstrate their uses for describing, designing, and optimizingwireless cellular LTE-A networks. Part One addresses LTEand LTE-A link level techniques. As there has been high demand for the downlink(DL) simulator, it constitutes the central focus of the majority of thechapters. This part of the book reports on relevant highlights, includingsingle-user (SU), multi-user (MU) and single-input-single-output (SISO) as wellas multiple-input-multiple-output (MIMO) transmissions. Furthermore, itsummarizes the optimal pilot pattern for high-speed communications as well asdifferent synchronization issues. One chapter is devoted to experiments thatshow how the link level simulator can provide input to a testbed. This sectionalso uses measurements to present and validate fundamental results onorthogonal frequency division multiplexing (OFDM) transmissions that are notlimited to LTE-A. One chapter exclusively deals with the newest tool, theuplink (UL) link level simulator, and presents cutting-edge results. In turn, Part Twofocuses on system-level simulations. From early on, system-level simulations havebeen in high demand, as people are naturally seeking answers when scenarioswith numerous base stations and hundreds of users are investigated. This partnot only explains how mathematical abstraction can be employed to speed upsimulations by several hundred times without sacrificing precision, but alsoillustrates new theories on how to abstract large urban heterogeneous networkswith indoor small cells. It also reports on advanced applications such as trainand car transmissions to demonstrate the tools' capabilities.
The Vietnam War (Great Battles for Boys)
by Joe Giorello Sibella GiorelloFrom first-person accounts to front-line battlefield action reports, boys will learn about the Vietnam War, including the politics that sent American soldiers into this deadly and disastrous conflict. <p><p> Written in an engaging style and with dozens of historical photos, Great Battles for Boys captivates even the most reluctant readers. Boys learn about the military strategies, tactics, and weapons that won (or lost) the most significant battles of world history. <p><p> Boys also learn about the difference between democracy and Communism, and how that difference helped fuel the United States’ entry into another country's civil war.
The View From Serendip
by Arthur C. ClarkeThis book includes many articles on the personal universe of Arthur C. Clarke, including life at home on his island paradise, in ancient times called Serendip, then Ceylon, now Sri Lanka, his continuing involmement with space travel from the earliest days as a member of the British interplanetary Society to his coverage of the Apollo moon shots for CBS television, to the world of 2001 ... or what's in store for us in the nest 20 years, and more
A View from the Wings: 60 Years in British Aviation
by Colin CruddasMany books have been produced which detail the lives and thoughts of famous individuals. A View from the Wings is unique, recalling a wartime boyhood in which aircraft flying constantly overhead played a large part. This experience led to a lifetime career in the aviation industry both in the UK and overseas such as the US and South Africa. Mixed with events of a more personal nature often coated with whimsical humour, the author has evocatively captured the rise and demise of Britain’s aircraft industry in the post-war period. In setting out to be non-technical, A View from the Wings will appeal to those whose memories embrace the sound barrier-breaking years and the leap of faith and technology that saw Concorde defeat the Americans in the race to produce a practical supersonic airliner. All too often political procurement and technical failures have made for dramatic headlines and these too are subjected to much critical comments. Think of the critically acclaimed Empire of the Clouds (Faber and Faber, 2010), but instead of a boyhood observer, the author was an active part of the British aviation industry in its former prime and eventual implosion.