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Books in Media technology

21-30 of 64 results in All results

Networked Graphics

  • 1st Edition
  • October 30, 2009
  • Anthony Steed + 1 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 7 4 4 2 3 - 4
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 2 2 2 3 - 2
Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.

Disaster Communications in a Changing Media World

  • 1st Edition
  • October 29, 2008
  • George Haddow + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 8 7 7 8 4 - 6
Communications is key to the success of disaster mitigation, preparedness, response and recovery. Accurate information disseminated to the general public, to elected officials and community leaders, and to the media reduces risk, saves lives and property, and speeds recovery. The ability to communicate is no longer an afterthought or a luxury; timely communication is now as important as logistics or the pre-deployment of materials. Planning and controlling the flow of information before, during and after a disaster will define your organization's credibility, trustworthiness, authority, and effectiveness.The emergence of new media like the internet, e-mail, blogs, text messaging, cell phone photos, and the increasing role played by "first informers"-- witnesses who now have the ability to transmit information immediately from the event--are redefining the roles of government and media.The government's historical role as gatekeeper is now an anachronism. Traditional media's role as the sole conduit of reliable and officially-sanctioned information has been eclipsed by the advent of new media. The tools and rules of communications are evolving and disaster communications must evolve to capitalize on these changes and exploit the opportunities they provide. Bloggers have the potential either to add to the chaos during a crisis, or to help convey accurate data and report on local conditions. Disaster communications must incorporate a way to manage their impact and if possible use them for the common good.Finally, even though the means to the end are evolving, the goals, the values, and the underlying principles of effective disaster communication-- the need for transparency, increased accessibility, trustworthiness and reliability, and to create partnerships with the media--have not changed and need to be embraced along with the practical ability to convey information effectively.

Audio Engineering: Know It All

  • 1st Edition
  • Volume 1
  • September 29, 2008
  • Douglas Self + 8 more
  • English
  • Paperback
    9 7 8 - 1 - 8 5 6 1 7 - 5 2 6 - 5
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 4 9 6 4 - 2
The Newnes Know It All Series takes the best of what our authors have written to create hard-working desk references that will be an engineer's first port of call for key information, design techniques and rules of thumb. Guaranteed not to gather dust on a shelf! Audio engineers need to master a wide area of topics in order to excel. The Audio Engineering Know It All covers every angle, including digital signal processing, power supply design, microphone and loudspeaker technology as well as audio compression.

Science and the Media

  • 1st Edition
  • September 23, 2008
  • Peter J. Snyder + 2 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 2 0 2 9 - 0
Of great utility for every scientist faced with publicizing their discoveries via the media, this book addresses questions of responsibility for the balance and accuracy of scientific reporting, and attempts to be a guide for the scientist in their quest to inform the general public about their research in honest, truthful, and still interesting ways. Case studies by leading scholars in the fields of bioethics (pharmaceutical research (Declan Doogan, Senior VP Pfizer), medical journal editing (Jerome Kassirer, former editor of NEJM), science journalism, philosophy of science, history of medicine (John Warner, chair history of medicine Yale), public health (Ruth Katz, Dean public health, George Washington University), and philosophy of religion (Reverend Wesley Carr, former Dean of Westminster) illustrate positions and points of view and offer unique perspectives on the complex dance between science and the media.

The Brave New World of Publishing

  • 1st Edition
  • August 30, 2008
  • Manfred Breede
  • English
  • eBook
    9 7 8 - 1 - 7 8 0 6 3 - 2 1 8 - 6
This books is aimed at publishers, librarians, printers, communications professionals and anyone who has an interest in the past, present and future of the book. It chronicles the early beginnings of printing technology and book publishing in the context of the book as a major cultural agent. The book discusses the print medium in light of challenges from non-paper communications technologies and how the book publishing industry can face these challenges in order to remain an important player in the extant multi-media market place by exploiting the technical and creative possibilities afforded by newer digital printing technologies.

Digital Video and DSP: Instant Access

  • 1st Edition
  • August 26, 2008
  • Keith Jack
  • English
  • Paperback
    9 7 8 - 0 - 7 5 0 6 - 8 9 7 5 - 5
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 6 0 1 2 - 0
Digital video is everywhere! The engineers creating HDTV, mp3 players, and smart phones and their components are in need of essential information at a moment's notice. The Instant Access Series provides all the critical content that a digital video engineer needs in his or her daily work. This book provides an introduction to video as well as succinct overviews of analog and digital interfaces along with signal processing. This book is filled with images, figures, tables, and easy to find tips and tricks for the engineer that needs material fast to complete projects to deadline.

In Silico

  • 1st Edition
  • July 1, 2008
  • Jason Sharpe + 2 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 8 7 9 2 5 - 3
In Silico introduces Maya programming into one of the most fascinating application areas of 3D graphics: biological visualization. In five building-block tutorials, this book prepares animators to work with visualization problems in cell biology. The book assumes no deep knowledge of cell biology or 3D graphics programming. An accompanying DVD-ROM includes code derived from the tutorials, the working Maya computer files, and sample animated movies.

Microscope Image Processing

  • 1st Edition
  • April 11, 2008
  • Qiang Wu + 2 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 7 2 5 7 8 - 3
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 5 8 5 4 - 7
Digital image processing, an integral part of microscopy, is increasingly important to the fields of medicine and scientific research. This book provides a unique one-stop reference on the theory, technique, and applications of this technology. Written by leading experts in the field, this book presents a unique practical perspective of state-of-the-art microscope image processing and the development of specialized algorithms. It contains in-depth analysis of methods coupled with the results of specific real-world experiments. Microscope Image Processing covers image digitization and display, object measurement and classification, autofocusing, and structured illumination. Key Features: Detailed descriptions of many leading-edge methods and algorithms In-depth analysis of the method and experimental results, taken from real-life examples Emphasis on computational and algorithmic aspects of microscope image processing Advanced material on geometric, morphological, and wavelet image processing, fluorescence, three-dimensional and time-lapse microscopy, microscope image enhancement, MultiSpectral imaging, and image data management This book is of interest to all scientists, engineers, clinicians, post-graduate fellows, and graduate students working in the fields of biology, medicine, chemistry, pharmacology, and other related fields. Anyone who uses microscopes in their work and needs to understand the methodologies and capabilities of the latest digital image processing techniques will find this book invaluable.

Visual Thinking for Design

  • 1st Edition
  • April 4, 2008
  • Colin Ware
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 7 0 8 9 6 - 0
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 5 8 4 1 - 7
Visual Thinking brings the science of perception to the art of design. Designers increasingly need to present information in ways that aid their audience’s thinking process. Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In this book, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition – extensions of the viewer’s brain in much the same way that a hammer is an extension of the user’s hand. The book includes hundreds of examples, many in the form of integrated text and full-color diagrams. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them.

Mobile 3D Graphics

  • 1st Edition
  • November 19, 2007
  • Kari Pulli + 4 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 7 3 7 2 7 - 4
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 5 5 9 1 - 1
Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile“This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject.” - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM LtdThe exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats.