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Presents methodologies for modeling, analysis and recognition of shapes of facial surfaces, from fundamental ideas in geometry and shape analysis, to cutting-edge applications This text presents methodologies for analyzing shapes of facial surfaces, develops computational tools for analyzing 3D face data, and illustrates them using state-of-the-art applications. The methodologies chosen are based on efficient representations, metrics, comparisons, and classifications of features that are especially relevant in the context of 3D measurements of human faces. These frameworks have a long-term utility in face analysis, taking into account the anticipated improvements in data collection, data storage, processing speeds, and application scenarios expected as the discipline develops further. Covers a wide range of applications including biometrics, 3D animation, facial surgery, forensics, and video communications. Contains numerous exercises and algorithms. Covers the fundamentals and methodologies of 3D face analysis Includes a section specifically on applications, making the book of interest to both those in research and industry. Brings together information currently available in disparate sources in a much-needed comprehensive textbook. All methods are tested on FRGC or subsets of FRGC datasets, allowing a comparison on a single dataset A companion website hosts updates, information on relevant databases, and demonstrations.
About the Author
Mohamed Daoudi, TELECOM Lille 1, France Professor Daoudi is a member of the computer science department at TELECOM Lille 1, and a member of the IEEE. Prof. Daoudi is an editor of the Journal of Multimedia and has been a guest co-editor of the Annals of Telecommunications for a special issue on Technologies and Tools for 3D Imaging. He co-edited 3D Object Processing: Compression, Indexing and Watermarking published by Wiley in 2008. Anuj Srivastava, Florida State University, USA Professor Srivastava is a member of the department of statistics at Florida State University, and a member of the IEEE and ASA. He has been an associate editor of the Journal of Statistical Planning and Interference, IEEE Transactions on Signal Processing, and IEEE Transactions on Pattern Analysis and Machine Intelligence, which he also edited a special issue of on Shape Modeling. He has published over 30 journal papers and 7 book chapters in edited volumes. Remco Veltkamp, Universiteit Utrecht, The Netherlands Professor Veltkamp is a member of the department of Information and Computing Sciences at Utrecht University, focusing on multimedia applications. He is an editor of Pattern Recognition Journal and the International Journal on Shape Modeling. He has also guest edited several journals including a special issue on Multimedia Algorithmics in Multimedia Tools and Applications, and a special issue on Shape Reasoning and Understanding in Computers & Graphics. Prof. Veltkamp has published 30 journal papers, 13 book chapters in edited volumes, co-edited several conference proceedings and has co-edited State-of-the-art in Content-based Image and Video Retrieval published by Springer in 2001.
Get started printing out 3D objects quickly and inexpensively! 3D printing is no longer just a figment of your imagination. This remarkable technology is coming to the masses with the growing availability of 3D printers. 3D printers create 3-dimensional layered models and they allow users to create prototypes that use multiple materials and colors. This friendly-but-straightforward guide examines each type of 3D printing technology available today and gives artists, entrepreneurs, engineers, and hobbyists insight into the amazing things 3D printing has to offer. You’ll discover methods for the creation of 3D printable objects using software, 3D scanners, and even photographs with the help of this timely For Dummies guide. Includes information on stereolithography, selective sintering, fused deposition, and granular binding techniques Covers the potential for the transformation of production and manufacturing, reuse and recycling, intellectual property design controls, and the commoditization of traditional products from magazines to material goods Walks you through the process of creating a RepRap printer using open-source designs, software, and hardware Addresses the limitations of current 3D printing technologies and provides strategies for improved success 3D Printing For Dummies is the must-have guide to make manufacturing your own dynamic designs a dream come true!
About the Author
Kalani Kirk Hausman has spent more than 20 years as an IT consultant, enterprise architect, auditor, and ISO. He currently conducts research on integrating 3D printed materials into educational curricula at Texas A&M University. Richard Horne (RichRap) has two decades of experience in the electronics industry as an engineer, marketer, and product designer. In his work with the RepRap project, he blogs and shares ideas to make 3D printing easier for everyone to understand.
This book introduces fundamental hardware, software and architectural aspects of microcontroller-based embedded systems in an elementary and integrated manner, providing a strong foundation for the development of expertise in designing such systems. The contents of the book are class tested to ensure the treatment is logical and easy to understand for the fresher.
“A First Course in Machine Learning by Simon Rogers and Mark Girolami is the best introductory book for ML currently available. It combines rigor and precision with accessibility, starts from a detailed explanation of the basic foundations of Bayesian analysis in the simplest of settings, and goes all the way to the frontiers of the subject such as infinite mixture models, GPs, and MCMC.” -Devdatt Dubhashi, Professor, Department of Computer Science and Engineering, Chalmers University, Sweden “This textbook manages to be easier to read than other comparable books in the subject while retaining all the rigorous treatment needed. The new chapters put it at the forefront of the field by covering topics that have become mainstream in machine learning over the last decade.” -Daniel Barbara, George Mason University, Fairfax, Virginia, USA “The new edition of A First Course in Machine Learning by Rogers and Girolami is an excellent introduction to the use of statistical methods in machine learning. The book introduces concepts such as mathematical modeling, inference, and prediction, providing ‘just in time’ the essential background on linear algebra, calculus, and probability theory that the reader needs to understand these concepts.” -Daniel Ortiz-Arroyo, Associate Professor, Aalborg University Esbjerg, Denmark “I was impressed by how closely the material aligns with the needs of an introductory course on machine learning, which is its greatest strength…Overall, this is a pragmatic and helpful book, which is well-aligned to the needs of an introductory course and one that I will be looking at for my own students in coming months.” -David Clifton, University of Oxford, UK “The first edition of this book was already an excellent introductory text on machine learning for an advanced undergraduate or taught masters level course, or indeed for anybody who wants to learn about an interesting and important field of computer science. The additional chapters of advanced material on Gaussian process, MCMC and mixture modeling provide an ideal basis for practical projects, without disturbing the very clear and readable exposition of the basics contained in the first part of the book.” -Gavin Cawley, Senior Lecturer, School of Computing Sciences, University of East Anglia, UK “This book could be used for junior/senior undergraduate students or first-year graduate students, as well as individuals who want to explore the field of machine learning…The book introduces not only the concepts but the underlying ideas on algorithm implementation from a critical thinking perspective.” -Guangzhi Qu, Oakland University, Rochester, Michigan, USA
A Gentle Introduction to Effective Computing in Quantitative Research: What Every Research Assistant Should Know
This book offers a practical guide to the computational methods at the heart of most modern quantitative research. It will be essential reading for research assistants needing hands-on experience; students entering PhD programs in business, economics, and other social or natural sciences; and those seeking quantitative jobs in industry. No background in computer science is assumed; a learner need only have a computer with access to the Internet. Using the example as its principal pedagogical device, the book offers tried-and-true prototypes that illustrate many important computational tasks required in quantitative research. The best way to use the book is to read it at the computer keyboard and learn by doing. The book begins by introducing basic skills: how to use the operating system, how to organize data, and how to complete simple programming tasks. For its demonstrations, the book uses a UNIX-based operating system and a set of free software tools: the scripting language Python for programming tasks; the database management system SQLite; and the freely available R for statistical computing and graphics. The book goes on to describe particular tasks: analyzing data, implementing commonly used numerical and simulation methods, and creating extensions to Python to reduce cycle time. Finally, the book describes the use of LaTeX, a document markup language and preparation system.
About the Author
After initial appointments at the University of British Columbia and the University of Western Ontario, Harry J. Paarsch held the position of Professor of Economics and Robert Jensen Research Fellow in the Henry B. Tippie College of Business at the University of Iowa and subsequently Chair in Economics at the University of Melbourne. From 2011 to 2014, he worked as an applied economist and data scientist for Amazon.com. Konstantin Golyaev is an applied economist and data scientist who lives and works in Seattle.
A Gift of Fire: Social, Legal, and Ethical Issues for Computing Technology, 4e is ideal for courses in Computer Ethics and Computers and Society. It is also a useful reference for computer science professionals or anyone interested in learning more about computing technology and its overarching impact.
Sara Baase explores the social, legal, philosophical, ethical, political, constitutional, and economic implications of computing and the controversies they raise. With a computer scientist’s perspective, and with historical context for many issues, she covers the issues students will face both as members of a technological society and as professionals in computer-related fields. A primary goal is to develop computer professionals who understand the implications of what they create and how it fits into society at large.
A Guide to the National Initiative for Cybersecurity Education (NICE) Cybersecurity Workforce Framework (2.0)
A Guide to the National Initiative for Cybersecurity Education (NICE) Cybersecurity Workforce Framework (2.0) presents a comprehensive discussion of the tasks, knowledge, skill, and ability (KSA) requirements of the NICE Cybersecurity Workforce Framework 2.0. It discusses in detail the relationship between the NICE framework and the NIST’s cybersecurity framework (CSF), showing how the NICE model specifies what the particular specialty areas of the workforce should be doing in order to ensure that the CSF’s identification, protection, defense, response, or recovery functions are being carried out properly. The authors construct a detailed picture of the proper organization and conduct of a strategic infrastructure security operation, describing how these two frameworks provide an explicit definition of the field of cybersecurity. The book is unique in that it is based on well-accepted standard recommendations rather than presumed expertise. It is the first book to align with and explain the requirements of a national-level initiative to standardize the study of information security. Moreover, it contains knowledge elements that represent the first fully validated and authoritative body of knowledge (BOK) in cybersecurity. The book is divided into two parts: The first part is comprised of three chapters that give you a comprehensive understanding of the structure and intent of the NICE model, its various elements, and their detailed contents. The second part contains seven chapters that introduce you to each knowledge area individually. Together, these parts help you build a comprehensive understanding of how to organize and execute a cybersecurity workforce definition using standard best practice.
About the Author
Daniel P Shoemaker, PhD, is principal investigator and senior research scientist at the University of Detroit Mercy’s Center for Cyber Security and Intelligence Studies. Dan has served 30 years as a professor at UDM with 25 of those years as department chair. He served as a co-chair for both the Workforce Training and Education and the Software and Supply Chain Assurance Initiatives for the Department of Homeland Security, and was a subject matter expert for the NICE Cybersecurity Workforce Framework 2.0. Dan has coauthored six books in the field of cybersecurity and has authored more than one hundred journal publications. Dan earned his PhD from the University of Michigan. Anne Kohnke, PhD, is an assistant professor of IT at Lawrence Technological University and teaches courses in both the information technology and organization development/change management disciplines at the bachelor through doctorate levels. Anne started as an adjunct professor in 2002 and joined the faculty full time in 2011. Her IT career started in the mid-1980s on a help desk, and over the years, Anne developed technical proficiency as a database administrator, network administrator, systems analyst, and technical project manager. After a decade, Anne was promoted to management and worked as an IT director, vice president of IT and chief information security officer (CISO). Anne earned her PhD from Benedictine University. Ken Sigler is a faculty member of the Computer Information Systems (CIS) program at the Auburn Hills campus of Oakland Community College in Michigan. His primary research is in the areas of software management, software assurance, and cloud computing. He developed the college’s CIS program option entitled “Information Technologies for Homeland Security.” Until 2007, Ken served as the liaison for the college to the International Cybersecurity Education Coalition (ICSEC), of which he is one of three founding members. Ken is a member of IEEE, the Distributed Management Task Force (DMTF), and the Association for Information Systems (AIS).
Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. * Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more * Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets * Book also includes marketing checklist ‘cheat sheets’, dos and don’ts and additional resources.
About the Author
Joel Dreskin has developed expertise with marketing, strategy development and campaign executions for high profile, enthusiast and indie brands over the past 20 years-including Star Wars, Back to the Future, Wallace & Gromit, Monkey Island, Sam & Max, original IP, and more. In addition to Joel’s experience with game tie-in launches for the Star Wars prequel films during his years with the LucasArts division of Lucasfilm, he drove brand, channel and marketing program development for Telltale Games from the company’s second through seventh years and digital media software initiatives with Macromedia (now Adobe). Joel has recently created and run focused showcase events for indie developers: Indie Press Day and Good Game Club; and has also been contributing to the Media Indie Exchange press/industry mixer events.
We may imagine the digital cloud as placeless, mute, ethereal, and unmediated. Yet the reality of the cloud is embodied in thousands of massive data centers, any one of which can use as much electricity as a midsized town. Even all these data centers are only one small part of the cloud. Behind that cloud-shaped icon on our screens is a whole universe of technologies and cultural norms, all working to keep us from noticing their existence. In this book, Tung-Hui Hu examines the gap between the real and the virtual in our understanding of the cloud. Hu shows that the cloud grew out of such older networks as railroad tracks, sewer lines, and television circuits. He describes key moments in the prehistory of the cloud, from the game “Spacewar” as exemplar of time-sharing computers to Cold War bunkers that were later reused as data centers. Countering the popular perception of a new “cloudlike” political power that is dispersed and immaterial, Hu argues that the cloud grafts digital technologies onto older ways of exerting power over a population. But because we invest the cloud with cultural fantasies about security and participation, we fail to recognize its militarized origins and ideology. Moving between the materiality of the technology itself and its cultural rhetoric, Hu’s account offers a set of new tools for rethinking the contemporary digital environment.
About the Author
Tung-Hui Hu, a former network engineer, is Assistant Professor of English at the University of Michigan and the recipient of a 2015 NEA literature fellowship.
Software plays a critical role in today’s global information economy. It runs the computers, networks, and devices that enable countless products and services. Software varies in size from vast enterprise and communications systems like the enormous enterprise resource planning system from SAP to the tiny app Angry Birds. This book offers a profile of the software industry and the companies in the industry. It describes the primary products and services produced; reviews its history; explains how the industry is structured; discusses its economics and competitive environment; and examines important trends and issues including globalization, workforce, regulation, and the emergence of new software business models. Software runs the computers and networks that support the flow of information in the global economy, and this book provides a real look at the intricacies of this industry.
About the Author
Sandra A. Slaughter has a PhD from the University of Minnesota and is the Alton M. Costley Chair and Professor of Information Technology Management in the Ernest Scheller Jr. College of Business at the Georgia Institute of Technology. Before joining the college’s faculty in 2007, she was a member of the information technology faculty in the David A. Tepper School of Business at Carnegie Mellon University. Prior to her academic career, Slaughter worked in the software industry with Hewlett-Packard, the Allen-Bradley division of Rockwell International, and Square D Corporation. She has published more than 100 articles in research journals, conference proceedings, and edited books; her work has won awards; and her research has been supported by more than $2 million in grants.
About the Author
Bjarne Stroustrup (www.stroustrup.com) is the designer and original implementer of C , as well as the author of Programming: Principles and Practice Using C (Addison-Wesley, 2009), The C Programming Language (Addison-Wesley, 1985, 1991, 1997, 2000, 2013), and many popular and academic publications. Dr. Stroustrup is a University Distinguished Professor at Texas A&M University and the holder of the College of Engineering Chair in Computer Science. He is a member of the U.S. National Academy of Engineering, an IEEE Fellow, and an ACM fellow. His research interests include distributed systems, design, programming techniques, software development tools, and programming languages. He is actively involved in the ISO standardization of C .
This is Custom Publication, personalized by your lecturers as a learning resource to support your studies. It contain Pearson content from our world-renowned textbook authors and includes chapters handpicked and customized for your course.
Those creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Fireworks choose Adobe Fireworks CS6 Classroom in a Book from the Adobe Creative Team. The 14 project-based lessons in this book show readers step-by-step the key techniques for working in Fireworks.
Readers will learn what they need to know to design and mock up Web pages or interfaces for rich Internet applications or tablet apps. In addition readers will learn how to demo a design for a client in real time, export the design as an interactive PDF, and export vector design elements as CSS3-only markup for use in websites. This edition, fully revised for CS6, covers CSS extraction using the CSS Properties panel, jQuery Mobile skinning, and sprite creation. It also includes instruction on working with the Styles panel and several new enhancements to the Properties panel, including the new color selection and gradient editing features. The companion DVD includes lesson files so readers can work along with the book.
“The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students.” —Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training
Classroom in a Book®, the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does—an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
Adobe Photoshop Elements 14 Classroom in a Book is the most thorough and comprehensive way for you to master all the new features in Adobe’s top-rated consumer-targeted photo-editing software. Each chapter in this step-by-step, project-based guide contains a project that builds on your growing knowledge of the program, while end-of-chapter review questions reinforce each lesson. You will learn the basics of editing your images with Photoshop Elements and learn how to best use the program’s many new features. In this new version of the book you will receive complete coverage of all the new and enhanced features in Photoshop Elements 14. Learn how the new Import In Bulk command lets you browse the images on your hard disk, and then add the contents of multiple folders in disparate locations to a single batch import. Discover workflow improvements that make it easier than ever to sort and search your catalog, with pre-stacked faces in the People view and new, easy-to-browse UnPinned photos and Suggested events tabs in the Places and Events views. Explore a revamped Guided edit interface-the new home for the Photomerge tools-where you’ll experience a new guided Photomerge Panorama workflow, follow simple steps to resize a photo at the appropriate resolution for print or web, and learn how to add motion to a static image with the fun new Speed Effect. You’ll try the new Smart Looks in Quick edit mode, learn how to make your pictures crisper and clearer with the Shake Reduction and Haze Removal tools, and how to make finer selections than ever before with an enhanced Refine Selection Brush that can even handle hair, fur, and feathers. Check out the ad in the back of the book for details on becoming an Adobe Creative Cloud Photography plan member for up to your first year!
About the Author
John Evans (Thailand) has over 25 years’ experience in digital graphics, initially as a graphic designer and digital illustrator, and then as a multimedia author, user interface designer, and technical writer. He is the author of several editions of Peachpit’s Adobe Photoshop Elements Classroom in a Book and Adobe Photoshop Lightroom Classroom in a Book, and he resides in Thailand. Katrin Straub (Brussels, Belgium) is an artist, designer, and author who holds degrees from the FH Augsburg, ISIA Urbino, and The New School University in New York. She has authored many books, among them Adobe Creative Suite Idea Kit, Adobe Soundbooth CS3 Classroom in a Book and several versions of Adobe Photoshop Elements Classroom in a Book, Adobe Premiere Elements Classroom in a Book, and Adobe Photoshop Lightroom Classroom in a Book. She resides in Brussels, Belgium.
About the Author
AdWords expert Brad Geddes is an Internet marketing consultant and the first and only Advanced AdWords Seminar leader that Google selected to conduct seminars for top businesses. He has advised companies such as Amazon, Red Lobster, Encyclopedia Britannica, and other Fortune 500 companies.