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The new multimedia standards (for example, MPEG-21) facilitate the seamless integration of multiple modalities into interoperable multimedia frameworks, transforming the way people work and interact with multimedia data. These key technologies and multimedia solutions interact and collaborate with each other in increasingly effective ways, contributing to the multimedia revolution and having a significant impact across a wide spectrum of consumer, business, healthcare, education, and governmental domains. This book aims to provide a complete coverage of the areas outlined and to bring together the researchers from academic and industry as well as practitioners to share ideas, challenges, and solutions relating to the multifaceted aspects of this field.
The 4th FTRA International Conference on Computer Science and its Applications (CSA-12) will be held in Jeju, Korea on November 22~25, 2012. CSA-12 will be the most comprehensive conference focused on the various aspects of advances in computer science and its applications. CSA-12 will provide an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of CSA. In addition, the conference will publish high quality papers which are closely related to the various theories and practical applications in CSA. Furthermore, we expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject. CSA-12 is the next event in a series of highly successful International Conference on Computer Science and its Applications, previously held as CSA-11 (3rd Edition: Jeju, December, 2011), CSA-09 (2nd Edition: Jeju, December, 2009), and CSA-08 (1st Edition: Australia, October, 2008).
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
This book constitutes the thoroughly refereed post-proceedings of the International Conference on Information Networking, ICOIN 2006 held in Sendai, Japan in January 2006. The 98 revised full papers presented were carefully selected and improved during two rounds of reviewing and revision from a total of 468 submissions.
MUSIC 2013 will be the most comprehensive text focused on the various aspects of Mobile, Ubiquitous and Intelligent computing. MUSIC 2013 provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of intelligent technologies in mobile and ubiquitous computing environment. MUSIC 2013 is the next edition of the 3rd International Conference on Mobile, Ubiquitous, and Intelligent Computing (MUSIC-12, Vancouver, Canada, 2012) which was the next event in a series of highly successful International Workshop on Multimedia, Communication and Convergence technologies MCC-11 (Crete, Greece, June 2011), MCC-10 (Cebu, Philippines, August 2010).
The new multimedia standards (for example, MPEG-21) facilitate the seamless integration of multiple modalities into interoperable multimedia frameworks, transforming the way people work and interact with multimedia data. These key technologies and multimedia solutions interact and collaborate with each other in increasingly effective ways, contributing to the multimedia revolution and having a significant impact across a wide spectrum of consumer, business, healthcare, education and governmental domains. This book aims to provide a complete coverage of the areas outlined and to bring together the researchers from academic and industry as well as practitioners to share ideas, challenges and solutions relating to the multifaceted aspects of this field.
This book is the refereed proceedings of the Third International Conference on Ubiquitous Intelligence and Computing, UIC 2006, held in Wuhan, China. The book presents 117 revised full papers together with a keynote paper were carefully reviewed and selected from 382 submissions. The papers are organized in topical sections on smart objects and embedded systems; smart spaces, environments, and platforms; ad-hoc and intelligent networks; sensor networks, and more.
This book presents the combined proceedings of the 7th International Conference on Computer Science and its Applications (CSA-15) and the International Conference on Ubiquitous Information Technologies and Applications (CUTE 2015), both held in Cebu, Philippines, December 15 - 17, 2015. The aim of these two meetings was to promote discussion and interaction among academics, researchers and professionals in the field of computer science covering topics including mobile computing, security and trust management, multimedia systems and devices, networks and communications, databases and data mining, and ubiquitous computing technologies such as ubiquitous communication and networking, ubiquitous software technology, ubiquitous systems and applications, security and privacy. These proceedings reflect the state-of-the-art in the development of computational methods, numerical simulations, error and uncertainty analysis and novel applications of new processing techniques in engineering, science, and other disciplines related to computer science.