This volume introduces machine learning techniques that are particularly effective for modeling multimedia data and common tasks of multimedia content analysis. It demonstrates the application of key machine learning techniques through case studies.
This book, which grew out of the IMIX project funded by the Netherlands Organisation for Scientific Research, explores the development of a computer interface that listens, talks, and can answer medical questions.
Treating haptics as a new medium rather than a sub-domain of robotics or virtual reality, this book covers the fundamental principles, explains the software architecture, and shows the applications of this emerging technology along with its attendant trends.
Advances in computer entertainment have impacted upon our lives. This cutting edge handbook covers recent research and technical trends in the field of digital entertainment and art. The book concludes with future trends and developments within this field.
This highly original book collates, summarizes and puts into perspective material from some of the most prominent teams who pioneered the domain of Augmented Environments (AE). AE is a growing market and the book’s approach is grounded in actual experience.
There are many tools and techniques for specifying and implementing business processes, but gaps still exist between the different disciplines needed to improve business process execution. This book approaches a systemization of the business processing field.
This book provides a blue sky research perspective on entertainment computing. It explores the future of entertainment technologies and provides inspiration for academics, researchers, graduate students, industry thought leaders and industry development labs.