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In recent years, falsification and digital modification of video clips, images, as well as textual contents have become widespread and numerous, especially when deepfake technologies are adopted in many sources. Due to adopted deepfake techniques, a lot of content currently cannot be recognized from its original sources. As a result, the field of study previously devoted to general multimedia forensics has been revived. The Handbook of Research on Advanced Practical Approaches to Deepfake Detection and Applications discusses the recent techniques and applications of illustration, generation, and detection of deepfake content in multimedia. It introduces the techniques and gives an overview of deepfake applications, types of deepfakes, the algorithms and applications used in deepfakes, recent challenges and problems, and practical applications to identify, generate, and detect deepfakes. Covering topics such as anomaly detection, intrusion detection, and security enhancement, this major reference work is a comprehensive resource for cyber security specialists, government officials, law enforcement, business leaders, students and faculty of higher education, librarians, researchers, and academicians.
Künstliche Intelligenz und ihre Verheißungen übernehmen das Regiment und erschaffen lebensähnliche Daseinsformen. Der Mensch forciert den Fortschritt - und steht dabei längst an der Schwelle zu seiner eigenen Ersetzbarkeit. Dieser Band dokumentiert die Begegnung mit Avataren, lernenden Menschmaschinen und mit einer sprechenden Maus!Die eingeladenen Künstlerinnen und Künstler, Louisa Clement, Ryan Gander, Timur Si-Qin und Jordan Wolfson, gehören alle einer Generation an, die in einer digitalen Welt aufgewachsen ist. Sie spiegeln in ihren Biografien wie in ihrem Schaffen die zunehmenden Machtsphären virtueller Möglichkeiten. Ihnen gegenübergestellt sind Pablo Picasso, Jackson Pollock, Willem de Kooning, Gerhard Richter, Sigmar Polke und andere: Sie alle haben in ihrer Zeit die klassische Erwartungshaltung an ein Werk der Kunst verändert.
Unleash creativity in your next video editing project using Filmora, with key images printed in color to help you create videos of all genresKey Features:Learn how to create an animated intro from scratchEnhance videos with more than 800 stunning effects, animations, advanced filters, and much moreUse filters, transitions, and titles to make videos funBook Description:Whether you want to create short films, YouTube videos, music videos, or videos for any social event, Filmora is a powerful, innovative, and user-friendly video editing software that you can use for all this and much more!Filmora Efficient Editing is a comprehensive introduction for those who are new to video editing as well as those looking to transition to Filmora. The book starts by helping you develop an understanding of video editing and Filmora's interface and gradually takes you through adding sources and exporting your first project. Next, you'll learn how to make your videos engaging and fun using audio, personalization, the split-screen function, and Chroma keys. You'll understand how to plan as well as create your videos using Filmora from scratch. With simplified concepts, steps, and real-world editing examples, this book covers applications such as YouTube, animated intros, professional marketing videos, and industry-standard tips.By the end of this video editing book, you'll have learned how to use Filmora's powerful tools and functionality to create high-quality and professional videos from scratch.What You Will Learn:Navigate Filmora's interface with easeAdd and manipulate audio using audio tracksCreate high-quality professional videos with advanced features in FilmoraUse split screens and Chroma keys to create movie magicCreate a gaming video and add humor to itUnderstand career prospects in the world of video editingWho this book is for:This book is for novice video editors looking to create YouTube videos or promotional videos for products or events, or someone looking to use Filmora in a professional setup. This book majorly focuses on the Windows OS, however, key bindings for Mac are also provided as Filmora works the same for Android and iOS. To get started with this book, all you need is a computer and the Filmora 11 software.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.
This book examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as the Moomins and Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics that have made their mark on the global animation industry.
This book focuses on key challenges related to conducting research on mediatisation, presenting the most current theoretical, empirical, and methodological challenges and problems, addressing ignored and less frequently discussed topics, critical and controversial themes, and defining niches and directions of development in mediatisation.
Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.Full of real-world examples, this book is an indispensable guide for any practicing VR developer interested in making efficient and effective interfaces.
Difficult Heritage and Immersive Experiences examines the benefits involved in designing and employing immersive technologies to reconstruct difficult pasts at heritage sites around the world.
Different Engines investigates the emergence of technologies in Latin America to create images, sounds, video games, and physical interactions.
Difficult Heritage and Immersive Experiences examines the benefits involved in designing and employing immersive technologies to reconstruct difficult pasts at heritage sites around the world.
Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media.
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures.
This book provides a critical account of the impact of Twitter on journalism, exploring how the news media has adapted to and normalised the use of the platform in the industry.
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.
This is Volume 2 in a sequential series of bi-annual volumes, with each volume comprised of 20-30 chapters written by game audio programmers and sound designers. Basic to advanced knowledge of programming and audio integration techniques is presented.
This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape.
This book examines animated propaganda produced in mainland China in the 1940s to 1970s. The analyses of four puppet films demonstrate how animation and Maoist doctrine became tightly but dynamically entangled.
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