Shulph Ink
Multimedia Computing Systems and Virtual Reality
Multimedia Computing Systems and Virtual Reality
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- More about Multimedia Computing Systems and Virtual Reality
This book focuses on the future of multimedia systems using big data, IoT, and cloud technologies. It discusses recent advancements in multimedia systems, human-machine interface design, graphics modeling, rendering/animation, image/graphics techniques/systems, and visualization. It also covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology, and multimedia uses. The book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modeling, and animation of the real world.
Format: Hardback
Length: 281 pages
Publication date: 06 April 2022
Publisher: Taylor & Francis Ltd
Multimedia is the most common way to capture events and activities in today's world, but it has limitations when it comes to storing and retrieving data effectively. Three-dimensional continuous PC animation is the best medium to simulate these occasions and activities. This book focuses on the latest trends and innovations in multimedia systems using big data, IoT, and cloud technologies. The authors present recent advancements in multimedia systems related to various application areas such as healthcare services and agriculture-related industries. They also discuss human-machine interface design, graphics modeling, rendering/animation, image/graphics techniques/systems, and visualization. The authors then explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology, and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality, as well as professionals working in object design and visualization, transformation, modeling, and animation of the real world.
The use of multimedia has become increasingly prevalent in today's world, with most events and activities being captured through photos, videos, and other forms of multimedia content. While this content provides a rich source of information, it also has limitations when it comes to storing and retrieving data effectively. One solution to this problem is the use of three-dimensional continuous PC animation, which can simulate events and activities with greater realism and detail than traditional multimedia methods.
In this book, the authors focus on the latest trends and innovations in multimedia systems using big data, IoT, and cloud technologies. They present recent advancements in multimedia systems related to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modeling, rendering/animation, image/graphics techniques/systems, and visualization. They then explore multimedia content adaptation for interoperable delivery, which is essential for ensuring that multimedia content can be accessed and consumed by different devices and platforms.
Furthermore, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology, and multimedia uses. Cultural heritage is an important aspect of our society, and multimedia can play a significant role in preserving and promoting it. The book discusses how multimedia can be used to document and preserve cultural heritage, as well as how it can be used to educate and engage audiences about different cultures and traditions.
Philosophical/ethical/societal/international issues are also important considerations when it comes to the use of multimedia. The book discusses how multimedia can be used to address these issues, such as how it can be used to promote social justice, raise awareness about environmental issues, and promote cultural understanding.
Standards-related virtual technology is another important aspect of the book, as it discusses how multimedia can be used to create virtual environments that can be accessed by people with disabilities or who are located in remote areas. Virtual technology can also be used to create immersive experiences that can enhance learning and training.
Finally, the book covers multimedia uses in various industries, such as entertainment, education, healthcare, and advertising. Multimedia can be used to create engaging and interactive content that can capture the attention of audiences and promote products and services.
In conclusion, this book provides a comprehensive overview of the latest trends and innovations in multimedia systems using big data, IoT, and cloud technologies. It offers a state-of-the-art approach to multimedia and virtual reality, and provides valuable insights into how multimedia can be used to address cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology, and multimedia uses. The book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality, as well as professionals working in object design and visualization, transformation, modeling, and animation of the real world.
Weight: 582g
Dimension: 163 x 240 x 25 (mm)
ISBN-13: 9781032048239
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