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  1. Handbook of Multimedia for Digital Entertainment and Arts
    Autor*in: Furht, Borivoje
    Erschienen: 2009
    Verlag:  Springer, Dordrecht [u.a.]

    The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital... mehr

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    The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media

     

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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780387890241
    Weitere Identifier:
    RVK Klassifikation: ST 325 ; AP 18000
    Schriftenreihe: Array
    Schlagworte: Computer science; Computer Communication Networks; Database management; Information storage and retrieval systems; Multimedia systems; Computer vision; Computer Science; Multimedia systems; Computer Communication Networks; Database management; Information storage and retrieval systems; Computer science; Computer vision; Interactive multimedia; Digital media; Multimedia systems; Home entertainment systems; Entertainment computing; Art and telecommunication
    Weitere Schlagworte: Interactive multimedia; Digital media; Multimedia systems; Array; Entertainment computing; Art and telecommunication
    Umfang: Online-Ressource (XVI, 769p. 300 illus., 150 illus. in color, digital)
    Bemerkung(en):

    Description based upon print version of record

    Handbook of Multimediafor Digital Entertainmentand Arts; Furht-online; Handbook of Multimedia for Digital Entertainment and Arts; Part I DIGITAL ENTERTAINMENT TECHNOLOGIES; 1 Personalized Movie Recommendation; Introduction; Background Theory; Recommender Systems; Collaborative Filtering; Data Collection -- Input Space; Neighbors Similarity Measurement; Neighbors Selection; Recommendations Generation; Content-based Filtering; Other Approaches; Comparing Recommendation Approaches; Hybrids; MoRe System Overview; Recommendation Algorithms; Pure Collaborative Filtering

    Pure Content-Based FilteringHybrid Recommendation Methods; Experimental Evaluation; Conclusions and Future Research; 2 Cross-category Recommendation for Multimedia Content; Introduction; Technological Overview; Overview; Multimedia Content Recommendation; Basic Technologies Involving CF; Basic Technologies Involving CBF; Key Elements of a Content Recommendation System Using CBF; Content Profiling; Manual Tagging; Automatic Tagging; 1) Automatic Tagging from Textual Information; 2) Automatic Tagging from Visual Information; 3) Automatic Tagging from Audio Information; Context Learning

    User Preference LearningMatching; 1) VSM; 2) NB Classifier; 3) Other Approaches; Typical Cases of Multimedia Content Recommendation System; 1) Content-meta-based Search; 2) Context-aware Search; 3) User-preference-based Search; Cross-category Recommendation; Key Points of a Cross-category Recommendation; Category Common Metadata; Separate User Preference Generation for Each Category; Embodiment of Recommendation Engine: Voyager Engine (VE); Overview; Explanation of Component; Key Methods to Realize Cross-category Recommendation; AME; ICF; RCF; Example of Practical Applications

    Multimedia Content Recommendationbranco; SensMe; Cross-category Recommendation; VAIO Giga Pocket Digital; TV Kingdom Service; Difficulties; Summary and Future Prospects; 3 Semantic-Based Framework for Integration and Personalization of Television Related Media; Introduction; Related Work; Application Scenario; TV-Anytime; TV-Anytime Phase I; TV-Anytime Phase II; Semantically Enriched Content Model; Personalized Home Media Center; Design of Personalized Home Media Center; User Modeling; Context; Events; Cold Start; Import of known user profiles; Classification of users in groups

    Personalized Content SearchPersonalized Presentations; Implementation; SenSee Server; iFanzy; Conclusions; 4 Personalization on a Peer-to-Peer Television System; Introduction; Related Work; Recommendation; Distributed Recommendation; Learning User Interest; System Design; User Profiling from Zapping Behavior; BuddyCast Profile Exchange; Recommendation by Relevance Models; Item-based Generation Model; User-based Generation Model; Statistical Ranking Mechanisms; Personalized User Interfaces; Experiments and Results; Data Set; Observations of the Data Set; Learning the User Interest Threshold

    Convergence Behavior of BuddyCast

  2. Handbook of Multimedia for Digital Entertainment and Arts
    Beteiligt: Furht, Borko (Herausgeber)
    Erschienen: 2009
    Verlag:  Springer US, New York, NY ; Springer International Publishing AG, Cham

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