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This book constitutes the refereed proceedings of the 5th International Conference on Image Analysis and Recognition, ICIAR 2008, held in Póvoa do Varzim, Portugal, in June 2008. The 110 revised full papers presented together with 2 invited papers were carefully reviewed and selected from 226 submissions. The papers are organized in topical sections on image restoration and enhancement, image and video segmentation, non-linear image processing, image and video coding and encryption, indexing and retrieval, computer vision, feature extraction and classification, shape representation and matching, object recognition, character recognition, texture and motion analysis, tracking, biomedical image analysis, biometrics, face recognition, and a special session on recent advances in multimodal biometric systems and applications.
This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.
This book constitutes the proceedings of the 5th International Workshop on Human Behavior Understanding, HBU 2014, held in Zurich, Switzerland, in September 2014. The 9 full papers presented in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections named: social signals; face and affect; motion analysis; and multiparty interactions.
The latest advances in Artificial Intelligence and (deep) Machine Learning in particular revealed a major drawback of modern intelligent systems, namely the inability to explain their decisions in a way that humans can easily understand. While eXplainable AI rapidly became an active area of research in response to this need for improved understandability and trustworthiness, the field of Knowledge Representation and Reasoning (KRR) has on the other hand a long-standing tradition in managing information in a symbolic, human-understandable form. This book provides the first comprehensive collection of research contributions on the role of knowledge graphs for eXplainable AI (KG4XAI), and the p...
The two-volume set LNCS 8935 and 8936 constitutes the thoroughly refereed proceedings of the 21st International Conference on Multimedia Modeling, MMM 2015, held in Sydney, Australia, in January 2015. The 49 revised regular papers, 24 poster presentations, were carefully reviewed and selected from 189 submissions. For the three special session, a total of 18 papers were accepted for MMM 2015. The three special sessions are Personal (Big) Data Modeling for Information Access and Retrieval, Social Geo-Media Analytics and Retrieval and Image or video processing, semantic analysis and understanding. In addition, 9 demonstrations and 9 video showcase papers were accepted for MMM 2015. The accepted contributions included in these two volumes represent the state-of-the-art in multimedia modeling research and cover a diverse range of topics including: Image and Video Processing, Multimedia encoding and streaming, applications of multimedia modelling and 3D and augmented reality.
Realizing the growing importance of semantic adaptation and personalization of media, the editors of this book brought together leading researchers and practitioners of the field to discuss the state-of-the-art, and explore emerging exciting developments. This volume comprises extended versions of selected papers presented at the 1st International Workshop on Semantic Media Adaptation and Personalization (SMAP 2006), which took place in Athens in December 2006.
The two-volume set LNCS 10132 and 10133 constitutes the thoroughly refereed proceedings of the 23rd International Conference on Multimedia Modeling, MMM 2017, held in Reykjavik, Iceland, in January 2017. Of the 149 full papers submitted, 36 were selected for oral presentation and 33 for poster presentation; of the 34 special session papers submitted, 24 were selected for oral presentation and 2 for poster presentation; in addition, 5 demonstrations were accepted from 8 submissions, and all 7 submissions to VBS 2017. All papers presented were carefully reviewed and selected from 198 submissions. MMM is a leading international conference for researchers and industry practitioners for sharing new ideas, original research results and practical development experiences from all MMM related areas, broadly falling into three categories: multimedia content analysis; multimedia signal processing and communications; and multimedia applications and services.
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S...
The two-volume set LNCS 9516 and LNCS 9517 constitutes the refereed proceedings of the 22nd International Conference on Multimedia Modeling, MMM 2016, held in Miami, FL, USA, in January 2016. The 32 revised full papers and 52 poster papers presented were carefully reviewed and selected from 117 submissions. In addition 20 papers were accepted for five special sessions out of 38 submissions as well as 7 demonstrations (from 11 submissions) and 9 video showcase papers. The papers are organized in topical sections on video content analysis, social media analysis, object recognition and system, multimedia retrieval and ranking, multimedia representation, machine learning in multimedia, and interaction and mobile. The special sessions are: good practices in multimedia modeling; semantics discovery from multimedia big data; perception, aesthetics, and emotion in multimedia quality modeling; multimodal learning and computing for human activity understanding; and perspectives on multimedia analytics.
The first book of its kind devoted to this topic, this comprehensive text/reference presents state-of-the-art research and reviews current challenges in the application of computer vision to problems in sports. Opening with a detailed introduction to the use of computer vision across the entire life-cycle of a sports event, the text then progresses to examine cutting-edge techniques for tracking the ball, obtaining the whereabouts and pose of the players, and identifying the sport being played from video footage. The work concludes by investigating a selection of systems for the automatic analysis and classification of sports play. The insights provided by this pioneering collection will be of great interest to researchers and practitioners involved in computer vision, sports analysis and media production.