Fundamentals of MultimediaSpringer Science & Business Media, 9 Nis 2014 - 727 sayfa Multimedia is a ubiquitous part of the technological environment in which we work and think, touching upon almost all aspects of computer science and engineering. This comprehensive textbook introduces the Fundamentals of Multimedia in an accessible manner, addressing real issues commonly faced in the workplace. Suitable for both advanced undergraduate and graduate students, the essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Topics and features: presents a brief history and overview of the key concepts in multimedia, including important data representations and color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing, and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website. This classroom-tested textbook is ideal for higher-level undergraduate and graduate courses on multimedia systems. Practitioners in industry interested in current multimedia technologies will also find the book to be a useful reference. |
Kitabın içinden
... Devices . . . . . . . . . . . . . . . . . . . . . . . . . 5.4.6 Disparity Manipulation in 3D Content Creation . . . 5.5 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . References ...
... devices, the present is already exciting—multimedia is part of some of the most interesting projects underway in computer science, with the keynote beinginteractivity. The convergence going on in this field is in fact a convergence of ...
... device such as smartphones, laptops, or tablets, which function as GPS-aware mobile game consoles. For example, a game in which players reinforce and link friendly “portals,” and attack enemy ones that are played on GPS-enabled devices ...
... devices, multimedia education, including computer supported collaborative learning and design, and applications of virtual environments. Multimedia research touches almost every branch of computer science. For example, data mining is an ...
... device that was able to record and reproduce sound. It originally recorded sound onto a tinfoil sheet phonograph cylinder [3]. Figure 1.2 shows an example of an Edison's phonograph (Edison GEM, 1905; image from author's own collection) ...
İçindekiler
1 | |
3 | |
25 | |
57 | |
4 Color in Image and Video | 81 |
5 Fundamental Concepts in Video | 115 |
6 Basics of Digital Audio | 139 |
Part IIMultimedia Data Compression | 182 |
H264 and H265 | 395 |
13 Basic Audio Compression Techniques | 435 |
14 MPEG Audio Compression | 457 |
Part IIIMultimedia Communications and Networking | 483 |
15 Network Services and Protocols 13pt for Multimedia Communications | 485 |
16 Internet Multimedia Content
Distribution | 530 |
17 Multimedia Over Wireless and Mobile
Networks | 573 |
Part IVMultimedia Information Sharing and Retrieval | 614 |
7 Lossless Compression Algorithms | 185 |
8 Lossy Compression Algorithms | 225 |
9 Image Compression Standards | 281 |
10 Basic Video Compression Techniques | 317 |
MPEG1 2 4 and 7 | 340 |
18 Social Media Sharing | 615 |
19 Cloud Computing for Multimedia Services | 645 |
20 ContentBased Retrieval in Digital Libraries | 675 |
Index | 715 |