Time-of-Flight Cameras and Microsoft KinectTM closely examines the technology and general characteristics of time-of-flight range cameras, and outlines the best methods for maximizing the data captured by these devices. This book also analyzes the calibration issues that some end-users may face when using these type of cameras for research, and suggests methods for improving the real-time 3D reconstruction of dynamic and static scenes. Time-of-Flight Cameras and Microsoft KinectTM is intended for researchers and advanced-level students as a reference guide for time-of-flight cameras. Practitioners working in a related field will also find the book valuable.
This book provides a comprehensive overview of the key technologies and applications related to new cameras that have brought 3D data acquisition to the mass market. It covers both the theoretical principles behind the acquisition devices and the practical implementation aspects of the computer vision algorithms needed for the various applications. Real data examples are used in order to show the performances of the various algorithms. The performance and limitations of the depth camera technology are explored, along with an extensive review of the most effective methods for addressing challenges in common applications. Applications covered in specific detail include scene segmentation, 3D scene reconstruction, human pose estimation and tracking and gesture recognition. This book offers students, practitioners and researchers the tools necessary to explore the potential uses of depth data in light of the expanding number of devices available for sale. It explores the impact of these devices on the rapidly growing field of depth-based computer vision.
Time-of-Flight Cameras and Microsoft KinectTM closely examines the technology and general characteristics of time-of-flight range cameras, and outlines the best methods for maximizing the data captured by these devices. This book also analyzes the calibration issues that some end-users may face when using these type of cameras for research, and suggests methods for improving the real-time 3D reconstruction of dynamic and static scenes. Time-of-Flight Cameras and Microsoft KinectTM is intended for researchers and advanced-level students as a reference guide for time-of-flight cameras. Practitioners working in a related field will also find the book valuable.
The Identity of the Local Communities of Eastern Anatolia, South Caucasus and Periphery During the Late Bronze and Early Iron Age. A Reassessment of the Material Culture and the Socio-Economic Landscape
The Identity of the Local Communities of Eastern Anatolia, South Caucasus and Periphery During the Late Bronze and Early Iron Age. A Reassessment of the Material Culture and the Socio-Economic Landscape
This study analyses the social and symbolic value of the material culture, in particular the pottery production and the architecture, and the social structure of the local communities of a broad area encompassing Eastern Anatolia, the South Caucasus and North-western Iran during the last phase of the Late Bronze Age and the Early Iron Age. This broad area is known from the Assyrian texts as ‘Nairi lands’. The second part of the study, furnishes a reassessment of pottery production characteristics and theories, as well as of the socio-economic structure and issues, tied to the sedentary and mobile local communities of the Nairi lands. The study brings into focus the characteristics, the extension and the distribution of Grooved pottery, along with other pottery typologies, by providing an accompanying online catalogue with detailed descriptions and high-resolution images of the pots and sherds obtained from public and private institutions in Turkey and Armenia. Moreover, the socio-political organisation and subsistence economy issues are addressed in order to advance a possible reconstruction of the social structure of the Nairi lands communities. Particular attention is devoted to the pastoral nomad component and the role played within the Nairi phenomenon. The study includes a very large corpus of text images and high-resolution color images of the pottery of the area under examination, gathered by the author in order to offer a reliable tool and compendium.
Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.
Thank you for visiting our website. Would you like to provide feedback on how we could improve your experience?
This site does not use any third party cookies with one exception — it uses cookies from Google to deliver its services and to analyze traffic.Learn More.