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Book Nonlinear Digital Filtering with Python

Download or read book Nonlinear Digital Filtering with Python written by Ronald K. Pearson and published by CRC Press. This book was released on 2018-09-03 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nonlinear Digital Filtering with Python: An Introduction discusses important structural filter classes including the median filter and a number of its extensions (e.g., weighted and recursive median filters), and Volterra filters based on polynomial nonlinearities. Adopting both structural and behavioral approaches in characterizing and designing nonlinear digital filters, this book: Begins with an expedient introduction to programming in the free, open-source computing environment of Python Uses results from algebra and the theory of functional equations to construct and characterize behaviorally defined nonlinear filter classes Analyzes the impact of a range of useful interconnection strategies on filter behavior, providing Python implementations of the presented filters and interconnection strategies Proposes practical, bottom-up strategies for designing more complex and capable filters from simpler components in a way that preserves the key properties of these components Illustrates the behavioral consequences of allowing recursive (i.e., feedback) interconnections in nonlinear digital filters while highlighting a challenging but promising research frontier Nonlinear Digital Filtering with Python: An Introduction supplies essential knowledge useful for developing and implementing data cleaning filters for dynamic data analysis and time-series modeling.

Book Nonlinear Digital Filtering with Python

Download or read book Nonlinear Digital Filtering with Python written by Ronald Pearson and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nonlinear Digital Filtering with Python: An Introduction discusses important structural filter classes including the median filter and a number of its extensions (e.g., weighted and recursive median filters), and Volterra filters based on polynomial nonlinearities. Adopting both structural and behavioral approaches in characterizing and designing nonlinear digital filters, this book: Begins with an expedient introduction to programming in the free, open-source computing environment of Python Uses results from algebra and the theory of functional equations to construct and characterize behaviorally defined nonlinear filter classes Analyzes the impact of a range of useful interconnection strategies on filter behavior, providing Python implementations of the presented filters and interconnection strategies Proposes practical, bottom-up strategies for designing more complex and capable filters from simpler components in a way that preserves the key properties of these components Illustrates the behavioral consequences of allowing recursive (i.e., feedback) interconnections in nonlinear digital filters while highlighting a challenging but promising research frontier Nonlinear Digital Filtering with Python: An Introduction supplies essential knowledge useful for developing and implementing data cleaning filters for dynamic data analysis and time-series modeling.

Book Nonlinear Filters

Download or read book Nonlinear Filters written by Peyman Setoodeh and published by John Wiley & Sons. This book was released on 2022-03-04 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: NONLINEAR FILTERS Discover the utility of using deep learning and (deep) reinforcement learning in deriving filtering algorithms with this insightful and powerful new resource Nonlinear Filters: Theory and Applications delivers an insightful view on state and parameter estimation by merging ideas from control theory, statistical signal processing, and machine learning. Taking an algorithmic approach, the book covers both classic and machine learning-based filtering algorithms. Readers of Nonlinear Filters will greatly benefit from the wide spectrum of presented topics including stability, robustness, computability, and algorithmic sufficiency. Readers will also enjoy: Organization that allows the book to act as a stand-alone, self-contained reference A thorough exploration of the notion of observability, nonlinear observers, and the theory of optimal nonlinear filtering that bridges the gap between different science and engineering disciplines A profound account of Bayesian filters including Kalman filter and its variants as well as particle filter A rigorous derivation of the smooth variable structure filter as a predictor-corrector estimator formulated based on a stability theorem, used to confine the estimated states within a neighborhood of their true values A concise tutorial on deep learning and reinforcement learning A detailed presentation of the expectation maximization algorithm and its machine learning-based variants, used for joint state and parameter estimation Guidelines for constructing nonparametric Bayesian models from parametric ones Perfect for researchers, professors, and graduate students in engineering, computer science, applied mathematics, and artificial intelligence, Nonlinear Filters: Theory and Applications will also earn a place in the libraries of those studying or practicing in fields involving pandemic diseases, cybersecurity, information fusion, augmented reality, autonomous driving, urban traffic network, navigation and tracking, robotics, power systems, hybrid technologies, and finance.

Book Digital Filter Design using Python for Power Engineering Applications

Download or read book Digital Filter Design using Python for Power Engineering Applications written by Shivkumar Venkatraman Iyer and published by Springer Nature. This book was released on 2020-11-30 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an in-depth description on how to design digital filters. The presentation is geared for practicing engineers, using open source computational tools, while incorporating fundamental signal processing theory. The author includes theory as-needed, with an emphasis on translating to practical application. The book describes tools in detail that can be used for filter design, along with the steps needed to automate the entire process. Breaks down signal processing theory into simple, understandable language for practicing engineers; Provides readers with a highly-practical introduction to digital filter design; Uses open source computational tools, while incorporating fundamental signal processing theory; Describes examples of digital systems in engineering and a description of how they are implemented in practice; Includes case studies where filter design is described in depth from inception to final implementation.

Book Exploratory Data Analysis Using R

Download or read book Exploratory Data Analysis Using R written by Ronald K. Pearson and published by CRC Press. This book was released on 2018-05-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploratory Data Analysis Using R provides a classroom-tested introduction to exploratory data analysis (EDA) and introduces the range of "interesting" – good, bad, and ugly – features that can be found in data, and why it is important to find them. It also introduces the mechanics of using R to explore and explain data. The book begins with a detailed overview of data, exploratory analysis, and R, as well as graphics in R. It then explores working with external data, linear regression models, and crafting data stories. The second part of the book focuses on developing R programs, including good programming practices and examples, working with text data, and general predictive models. The book ends with a chapter on "keeping it all together" that includes managing the R installation, managing files, documenting, and an introduction to reproducible computing. The book is designed for both advanced undergraduate, entry-level graduate students, and working professionals with little to no prior exposure to data analysis, modeling, statistics, or programming. it keeps the treatment relatively non-mathematical, even though data analysis is an inherently mathematical subject. Exercises are included at the end of most chapters, and an instructor's solution manual is available. About the Author: Ronald K. Pearson holds the position of Senior Data Scientist with GeoVera, a property insurance company in Fairfield, California, and he has previously held similar positions in a variety of application areas, including software development, drug safety data analysis, and the analysis of industrial process data. He holds a PhD in Electrical Engineering and Computer Science from the Massachusetts Institute of Technology and has published conference and journal papers on topics ranging from nonlinear dynamic model structure selection to the problems of disguised missing data in predictive modeling. Dr. Pearson has authored or co-authored books including Exploring Data in Engineering, the Sciences, and Medicine (Oxford University Press, 2011) and Nonlinear Digital Filtering with Python. He is also the developer of the DataCamp course on base R graphics and is an author of the datarobot and GoodmanKruskal R packages available from CRAN (the Comprehensive R Archive Network).

Book Mining Imperfect Data

Download or read book Mining Imperfect Data written by Ronald K. Pearson and published by SIAM. This book was released on 2020-09-10 with total page 581 pages. Available in PDF, EPUB and Kindle. Book excerpt: It has been estimated that as much as 80% of the total effort in a typical data analysis project is taken up with data preparation, including reconciling and merging data from different sources, identifying and interpreting various data anomalies, and selecting and implementing appropriate treatment strategies for the anomalies that are found. This book focuses on the identification and treatment of data anomalies, including examples that highlight different types of anomalies, their potential consequences if left undetected and untreated, and options for dealing with them. As both data sources and free, open-source data analysis software environments proliferate, more people and organizations are motivated to extract useful insights and information from data of many different kinds (e.g., numerical, categorical, and text). The book emphasizes the range of open-source tools available for identifying and treating data anomalies, mostly in R but also with several examples in Python. Mining Imperfect Data: With Examples in R and Python, Second Edition presents a unified coverage of 10 different types of data anomalies (outliers, missing data, inliers, metadata errors, misalignment errors, thin levels in categorical variables, noninformative variables, duplicated records, coarsening of numerical data, and target leakage). It includes an in-depth treatment of time-series outliers and simple nonlinear digital filtering strategies for dealing with them, and it provides a detailed introduction to several useful mathematical characteristics of important data characterizations that do not appear to be widely known among practitioners, such as functional equations and key inequalities. While this book is primarily for data scientists, researchers in a variety of fields—namely statistics, machine learning, physics, engineering, medicine, social sciences, economics, and business—will also find it useful.

Book Innovations in Computational Intelligence

Download or read book Innovations in Computational Intelligence written by Brajendra Panda and published by Springer. This book was released on 2017-11-02 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The present book includes a set of selected best papers from the 3rd International Conference on Recent Developments in Science, Engineering and Technology (REDSET 2016), held in Gurgaon, India, from 21 to 22 October 2016. The conference focused on the experimental, theoretical and application aspects of innovations in computational intelligence and provided a platform for the academicians and scientists. This book provides an insight into ongoing research and future directions in this novel, continuously evolving field. Many decades have been devoted to creating and refining methods and tools for computational intelligence such as Artificial Neural Networks, Evolutionary Computation, Fuzzy Logic, Computational Swarm Intelligence and Artificial Immune Systems. However, their applications have not yet been broadly disseminated. Computational intelligence can be used to provide solutions to many real-life problems, which could be translated into binary languages, allowing computers to process them. These problems, which involve various fields such as robotics, bioinformatics, computational biology, gene expression, cancer classification, protein function prediction, etc., could potentially be solved using computational intelligence techniques.

Book Proceedings of the Future Technologies Conference  FTC  2020  Volume 1

Download or read book Proceedings of the Future Technologies Conference FTC 2020 Volume 1 written by Kohei Arai and published by Springer Nature. This book was released on 2020-10-30 with total page 971 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state-of-the-art intelligent methods and techniques for solving real-world problems along with a vision of the future research. The fifth 2020 Future Technologies Conference was organized virtually and received a total of 590 submissions from academic pioneering researchers, scientists, industrial engineers, and students from all over the world. The submitted papers covered a wide range of important topics including but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their applications to the real world. After a double-blind peer review process, 210 submissions (including 6 poster papers) have been selected to be included in these proceedings. One of the meaningful and valuable dimensions of this conference is the way it brings together a large group of technology geniuses in one venue to not only present breakthrough research in future technologies, but also to promote discussions and debate of relevant issues, challenges, opportunities and research findings. The authors hope that readers find the book interesting, exciting and inspiring

Book DIGITAL VIDEO PROCESSING PROJECTS USING PYTHON AND TKINTER

Download or read book DIGITAL VIDEO PROCESSING PROJECTS USING PYTHON AND TKINTER written by Vivian Siahaan and published by BALIGE PUBLISHING. This book was released on 2024-03-23 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first project is a video player application with an additional feature to compute and display the MD5 hash of each frame in a video. The user interface is built using Tkinter, a Python GUI toolkit, providing buttons for opening a video file, playing, pausing, and stopping the video playback. Upon opening a video file, the application displays metadata such as filename, duration, resolution, FPS, and codec information in a table. The video can be navigated using a slider to seek to a specific time point. When the video is played, the application iterates through each frame, extracts it from the video clip, calculates its MD5 hash, and displays the frame along with its histogram and MD5 hash. The histogram represents the pixel intensity distribution of each color channel (red, green, blue) in the frame. The computed MD5 hash for each frame is displayed in a label below the video frame. Additionally, the frame hash along with its index is saved to a text file for further analysis or verification purposes. The class encapsulates the functionality of the application, providing methods for opening a video file, playing and controlling video playback, updating metadata, computing frame histogram, plotting histogram, calculating MD5 hash for each frame, and saving frame hashes to a file. The main function initializes the Tkinter root window, instantiates the class, and starts the Tkinter event loop to handle user interactions and update the GUI accordingly. The second project is a video player application with additional features for frame extraction and visualization of RGB histograms for each frame. Developed using Tkinter, a Python GUI toolkit, the application provides functionalities such as opening a video file, playing, pausing, and stopping video playback. The user interface includes buttons for controlling video playback, a combobox for selecting zoom scale, an entry for specifying a time point to jump to, and buttons for frame extraction and opening another instance of the application. Upon opening a video file, the application loads it using the imageio library and displays the frames in a canvas. Users can play, pause, and stop the video using dedicated buttons. The zoom scale can be adjusted, and the video can be navigated using scrollbar or time entry. Additionally, users can extract a specific frame by entering its frame number, which opens a new window displaying the extracted frame along with its RGB histograms and MD5 hash value. The class encapsulates the application's functionalities, including methods for opening a video file, playing/pausing/stopping video, updating zoom scale, displaying frames, handling mouse events for dragging and scrolling, jumping to a specified time, and extracting frames. The main function initializes the Tkinter root window and starts the application's event loop to handle user interactions and update the GUI accordingly. Users can also open multiple instances of the application simultaneously to work with different video files concurrently. The third project is a GUI application built with Tkinter for calculating hash values of video frames and displaying them in a listbox. The interface consists of different frames for video display and hash values, along with buttons for controlling video playback, calculating hashes, saving hash values to a file, and opening a new instance of the application. Users can open a video file using the "Open Video" button, after which they can play, pause, or stop the video using corresponding buttons. Upon opening a video file, the application reads frames from the video capture and displays them in the designated frame. Users can interact with the video using playback buttons to control the video's flow. Hash values for each frame are calculated using various hashing algorithms such as MD5, SHA-1, SHA-256, and others. These hash values are then displayed in the listbox, allowing users to view the hash values corresponding to each algorithm. Additionally, users can save the calculated hash values to a text file by clicking the "Save Hashes" button, providing a convenient way to store and analyze the hash data. Lastly, users can open multiple instances of the application simultaneously by clicking the "Open New Instance" button, facilitating concurrent processing of different video files. The fourth project is a GUI application developed using Tkinter for analyzing video frames through frame hashing and histogram visualization. The interface presents a canvas for displaying the video frames along with control buttons for video playback, frame extraction, and zoom control. Users can open a video file using the "Open Video" button, and the application provides functionality to play, pause, and stop the video playback. Additionally, users can jump to specific time points within the video using the time entry field and "Jump to Time" button. Upon extracting a frame, the application opens a new window displaying the selected frame along with its histogram and multiple hash values calculated using various algorithms such as MD5, SHA-1, SHA-256, and others. The histogram visualization presents the distribution of pixel values across the RGB channels, aiding in the analysis of color composition within the frame. The hash values are displayed in a listbox within the frame extraction window, providing users with comprehensive information about the frame's content and characteristics. Furthermore, users can open multiple instances of the application simultaneously, enabling concurrent analysis of different video files. The fifth project implements a video player application with edge detection capabilities using various algorithms. The application is designed using the Tkinter library for the graphical user interface (GUI). Upon execution, the user is presented with a window containing control buttons and panels for displaying the video and extracted frames. The main functionalities of the application include opening a video file, playing, pausing, and stopping the video playback. Additionally, users can jump to a specific time in the video, extract frames, and open another instance of the video player application. The video playback is displayed on a canvas, allowing for zooming in and out using a combobox to adjust the scale. One of the key features of this application is the ability to perform edge detection on frames extracted from the video. When a frame is extracted, the application displays the original frame alongside its edge detection result using various algorithms such as Canny, Sobel, Prewitt, Laplacian, Scharr, Roberts, FreiChen, Kirsch, Robinson, Gaussian, or no edge detection. Histogram plots for each RGB channel of the frame are also displayed, along with hash values computed using different hashing algorithms for integrity verification. The edge detection result and histogram plots are updated dynamically based on the selected edge detection algorithm. Overall, this application provides a convenient platform for visualizing video content and performing edge detection analysis on individual frames, making it useful for tasks such as video processing, computer vision, and image analysis. The sixth project is a Python application built using the Tkinter library for creating a graphical user interface (GUI) to play videos and apply various filtering techniques to individual frames. The application allows users to open video files in common formats such as MP4, AVI, and MKV. Once a video is opened, users can play, pause, stop, and jump to specific times within the video. The GUI consists of two main panels: one for displaying the video and another for control buttons. The video panel contains a canvas where the frames of the video are displayed. Users can zoom in or out on the video frames using a combobox, and they can also scroll horizontally through the video using a scrollbar. Control buttons such as play/pause, stop, extract frame, and open another video player are provided in the control panel. When a frame is extracted, the application opens a new window displaying the extracted frame along with options to apply various filtering methods. These methods include Gaussian blur, mean blur, median blur, bilateral filtering, non-local means denoising, anisotropic diffusion, total variation denoising, Wiener filter, adaptive thresholding, and wavelet transform. Users can select a filtering method from a dropdown menu, and the filtered result along with the histogram and hash values of the frame are displayed in real-time. The application also provides functionality to open another instance of the video player, allowing users to work with multiple videos simultaneously. Overall, this project provides a user-friendly interface for playing videos and applying filtering techniques to individual frames, making it useful for tasks such as video processing, analysis, and editing.

Book Digital Signal Processing  DSP  with Python Programming

Download or read book Digital Signal Processing DSP with Python Programming written by Maurice Charbit and published by John Wiley & Sons. This book was released on 2017-02-13 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: The parameter estimation and hypothesis testing are the basic tools in statistical inference. These techniques occur in many applications of data processing., and methods of Monte Carlo have become an essential tool to assess performance. For pedagogical purposes the book includes several computational problems and exercices. To prevent students from getting stuck on exercises, detailed corrections are provided.

Book HCI International 2022 Posters

Download or read book HCI International 2022 Posters written by Constantine Stephanidis and published by Springer Nature. This book was released on 2022-06-21 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set CCIS 1580, CCIS 1581, CCIS 1582, and CCIS 1583 contains the extended abstracts of the posters presented during the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually in June - July 2022. The total of 1276 papers and 275 posters included in the 40 HCII 2021 proceedings volumes was carefully reviewed and selected from 5583 submissions. The posters presented in these four volumes are organized in topical sections as follows: Part I: user experience design and evaluation; visual design and visualization; data, information and knowledge; interacting with AI; universal access, accessibility and design for aging. Part II: multimodal and natural interaction; perception, cognition, emotion and psychophysiological monitoring; human motion modelling and monitoring; IoT and intelligent living environments. Part III: learning technologies; HCI, cultural heritage and art; eGovernment and eBusiness; digital commerce and the customer experience; social media and the metaverse. Part IV: virtual and augmented reality; autonomous vehicles and urban mobility; product and robot design; HCI and wellbeing; HCI and cybersecurity.

Book Ultimate Python Libraries for Data Analysis and Visualization

Download or read book Ultimate Python Libraries for Data Analysis and Visualization written by Abhinaba Banerjee and published by Orange Education Pvt Ltd. This book was released on 2024-04-04 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: Test your Data Analysis skills to its fullest using Python and other no-code tools KEY FEATURES ● Comprehensive coverage of Python libraries such as Pandas, NumPy, Matplotlib, Seaborn, Julius AI for data acquisition, preparation, analysis, and visualization ● Real-world projects and practical applications for hands-on learning ● In-depth exploration of low-code and no-code tools for enhanced productivity DESCRIPTION Ultimate Data Analysis and Visualization with Python is your comprehensive guide to mastering the intricacies of data analysis and visualization using Python. This book serves as your roadmap to unlocking the full potential of Python for extracting insights from data using Pandas, NumPy, Matplotlib, Seaborn, and Julius AI. Starting with the fundamentals of data acquisition, you'll learn essential techniques for gathering and preparing data for analysis. From there, you’ll dive into exploratory data analysis, uncovering patterns and relationships hidden within your datasets. Through step-by-step tutorials, you'll gain proficiency in statistical analysis, time series forecasting, and signal processing, equipping you with the tools to extract actionable insights from any dataset. What sets this book apart is its emphasis on real-world applications. With a series of hands-on projects, you’ll apply your newfound skills to analyze diverse datasets spanning industries such as finance, healthcare, e-commerce, and more. By the end of the book, you'll have the confidence and expertise to tackle any data analysis challenge with Python. To aid your journey, the book includes a handy Python cheat sheet in the appendix, serving as a quick reference guide for common functions and syntax. WHAT WILL YOU LEARN ● Acquire data from various sources using Python, including web scraping, APIs, and databases. ● Clean and prepare datasets for analysis, handling missing values, outliers, and inconsistencies. ● Conduct exploratory data analysis to uncover patterns, trends, and relationships within your data. ● Perform statistical analysis using Python libraries such as NumPy and Pandas, including hypothesis testing and regression analysis. ● Master time series analysis techniques for forecasting future trends and making data-driven decisions. ● Apply signal processing methods to analyze and interpret signals in data, such as audio, image, and sensor data. ● Engage in real-world projects across diverse industries, from finance to healthcare, to reinforce your skills and experience. ● Utilize Python for in-depth analysis of real-world datasets, gaining practical experience and insights. ● Refer to the Python cheat sheet in the appendix for quick access to common functions and syntax, aiding your learning and development. WHO IS THIS BOOK FOR? This book is ideal for beginners, professionals, or students aiming to enhance their careers through hands-on experience in data acquisition, preparation, analysis, time series, and signal processing. Prerequisite knowledge includes basic Python and introductory statistics. Whether starting fresh or seeking to refresh skills, this comprehensive guide helps readers upskill effectively. TABLE OF CONTENTS 1. Introduction to Data Analysis and Data Visualization using Python 2. Data Acquisition 3. Data Cleaning and Preparation 4. Exploratory Data Analysis 5. Statistical Analysis 6. Time Series Analysis and Forecasting 7. Signal Processing 8. Analyzing Real-World Data Sets using Python APPENDIX A Python Cheat Sheet Index

Book Geophysical Data Analysis and Inverse Theory with MATLAB   and Python

Download or read book Geophysical Data Analysis and Inverse Theory with MATLAB and Python written by William Menke and published by Elsevier. This book was released on 2024-02-22 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Geophysical Data Analysis and Inverse Theory with MATLAB or Python, Fifth Edition is a revised and expanded introduction to inverse theory and tomography as it is practiced by geophysicists. The book demonstrates the methods needed to analyze a broad spectrum of geophysical datasets, with special attention given to those methods that generate images of the earth. Data analysis can be a mathematically complex activity, but the treatment in this volume is carefully designed to emphasize those mathematical techniques that readers will find the most familiar and to systematically introduce less-familiar ones. A series of "crib sheets" offer step-by-step summaries of methods presented. Utilizing problems and case studies, along with MATLAB and Python computer code and summaries of methods, the book provides professional geophysicists, students, data scientists and engineers in geophysics with the tools necessary to understand and apply mathematical techniques and inverse theory. Includes material on probability, including Bayesian influence, probability density function, and metropolis algorithm Offers detailed discussions of the application of inverse theory to seismological, gravitational, and tectonic studies Provides numerous examples, color figures, and end-of-chapter problems to help readers explore and further understand the presented ideas Includes both MATLAB and Python examples and problem sets

Book Nonlinear Image Processing

Download or read book Nonlinear Image Processing written by Sanjit Mitra and published by Academic Press. This book was released on 2001 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: This state-of-the-art book deals with the most important aspects of non-linear imaging challenges. The need for engineering and mathematical methods is essential for defining non-linear effects involved in such areas as computer vision, optical imaging, computer pattern recognition, and industrial automation challenges.

Book Nonlinear Filters for Image Processing

Download or read book Nonlinear Filters for Image Processing written by Edward R. Dougherty and published by SPIE Press. This book was released on 1999-06-25 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This text covers key mathematical principles and algorithms for nonlinear filters used in image processing. Readers will gain an in-depth understanding of the underlying mathematical and filter design methodologies needed to construct and use nonlinear filters in a variety of applications. The 11 chapters explore topics of contemporary interest as well as fundamentals drawn from nonlinear filtering's historical roots in mathematical morphology and digital signal processing. This book examines various filter options and the types of applications for which they are best suited. The presentation is rigorous, yet accessible to engineers with a solid background in mathematics."

Book Nonlinear Image Processing II

Download or read book Nonlinear Image Processing II written by Edward R. Dougherty and published by . This book was released on 1991 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book From Zero To Hero   NET PROGRAMMING FOR STUDENTS

Download or read book From Zero To Hero NET PROGRAMMING FOR STUDENTS written by Vivian Siahaan and published by BALIGE PUBLISHING. This book was released on 2020-12-09 with total page 1089 pages. Available in PDF, EPUB and Kindle. Book excerpt: Book 1: VISUAL BASIC .NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will get to know the properties and events of each control in a Windows Visual Basic application. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In Tutorial 1.1, you will build a dual-mode stopwatch. The stopwatch can be started and stopped whenever desired. Two time traces: the running time when the stopwatch is active (running time) and the total time since the first stopwatch was activated. Two label controls are used to display the time (two more labels to display title information). Two button controls are used to start/stop and reset the application, one more button to exit the application. The timer control is used to periodically (every second) update the displayed time. In Tutorial 1.2, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factor you want to use. This project has three timing options. In Tutorial 1.3, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. In Tutorial 1.4, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. In chapter two, you will learn the basic concepts of classes and objects. Next, it will demonstrate how to define class and type of enumeration, which shows how both are used in the application. In Tutorial 2.1, you will create a two-level application that uses a form to pass input user to the People class. The form class is the level of representation and the People class is the middle level. You will add controls to the form so people can enter ID, last name, and their height. When the user clicks the Save button, the code will assign input values ​​to the People class properties. Finally, you will display the People object on a label. Figure below shows the form after the user clicks the Save button. In Tutorial 2.2, you will add a parameterized constructor to the People class. The application will ask the user to enter values, which will then be passed to the People constructor. Then, the application will display the values ​​stored on the People object. In Tutorial 2.3, you will create an application that utilizes enumeration type. The user will choose one type of account that is listed in a ListBox control and what he chooses is then displayed in a Label control. In Tutorial 2.4, you will create a simple Bank application. This application has one class, BankAcc, and a startup form. In Tutorial 2.5, you will improve the simple Bank application, by implementing the following two properties in the BankAcc class: TotalDeposit- Total money saved in current account; TotalWithdraw- Total funds that have been withdrawn from current account. In Tutorial 2.6, you will create an application to calculate the time needed for a particular aircraft to reach takeoff speed. You will also calculate how long the runway will be required. For each type of aircraft, you are given (1) the name of the aircraft, (2) the required take-off speed (feet/sec), and (3) how fast the plane accelerates (feet/sec2). In Tutorial 2.7, you will provide a number of programming training for those who want to improve their programming skills. Your task here is to write an object-oriented application so that training manager can display and edit the training services offered. There are several training categories: (1) Application Development, (2) Database, (3) Networking, and (4) System Administration. The training itself consists of: (1) title, (2) training days, (3) category, and (4) cost. Create a class named Training that contains this information, along with its properties and a ToString() method. In chapter three, several tutorials will be presented to build more complex projects. You will build them gradually and step by step. In Tutorial 3.1, you will build Catching Ball game. The bird flew and dropped ball from the sky. User is challenged to position man under the fallen ball to catch it. In Tutorial 3.2, you will build Smart Tic Tac Toe game. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for human. In Tutorial 3.3, you will build a Matching Images game. Ten pairs of images hidden on the game board. The object of the game is to find image pairs. In Two Players mode, players will get turns in turn. In One Player mode, there are two options to choose from: Playing Alone or Against Computer. When Play Alone option is selected, the player will play alone without an opponent. If Against Computer option is selected, then the level of computer intelligence is given with several levels according to the level of difficulty of the game. In Tutorial 3.4, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. In chapter four, tutorials will be presented to build two advanced projects. You will build them gradually and step by step. In Tutorial 4.1, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. In Tutorial 4.2, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. Book 1: VISUAL C#.NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# applications. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In chapter two, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. You will use 12 labels, a large control panel, and three control buttons on the form. In the control panel, a smaller panel with two group box controls and a button control are placed. In the first group box, you will use 2 radio buttons; in the second box group, place 4 radio buttons. Next, two timer controls are added to the project. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty. In chapter three, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. The panel control on the left side of the form contains the delivery grid. On the upper right are group boxes with two label controls to display the time or hour and sale results. The computer monitor (in a picture box) displays order and delivery status using a list box and label control. Another group box contains a roasting oven when the roasted ducks are displayed using eight picture box controls. Two button controls on the group box control the operation of the oven. Group boxes under the oven show how many ducks are ready to be delivered and how many are in the delivery scooter (a button control is to load the roasted duck into the scooter). The two button controls beneath are used to start/pause the game and to stop the game or exit the game. In the area under the form there are several timers for controlling a number of aspects in the program. The delivery grid consists of 400 label controls on 20 rows (marked with numbers) and 20 columns (marked with letters). Here, you will learn how to place controls on a form (or panel in this case) using code (when the program runs, not when designing the form). This mechanism can save time designing the form. In chapter four, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. You build the form in two stages, the first stage creates two option group boxes, and then the second stage uses both those group boxes as landing controls. Two control panels are placed on the left side of the form: one panel for drawing and another panel for the edge. On the right side of the form, place the two group control boxes. In the first group box, five radio buttons and a check box are added. In the second group box, two radio buttons are placed. In the below section of the form, three buttons are added. Finally, one timer control is added. Then in the form, a group box is added overlap panel. Then, 11 label controls are added to the group box. After that, a progress bar is added. Under the bar, two control panels are added, one high panel and one short panel. In the second (short) panel control, two small label controls are added. Underneath, three button controls are placed. Under these three buttons, a label control is added. For each label control, set the AutoSize property to False to be resized and set (temporarily) the BorderStyle property to FixedSingle so that you can see the edges to facilitate the layout process. In this chapter, you will build Jumper game. In this game, you will move the jumper across the busy road, avoid the tiger, and cross the river with the changing current to get to house safely. You will place four label controls on the top part of the form (set the AutoSize property to False so that it can be resized and the BorderStyle property temporarily becomes FixedSingle so you can see the edges). Then, you use five panel controls below the labels. These panels will be a place for image graphics. Each panel has a width of 16 jumpers or 640 pixels, because one jumper will be given a width of 40 pixels. The first panel will be the jumper house, which will be given a height of 80 pixels. The next panel will become a river, with a height of 120 pixels. The next panel will be a place for tiger, 40 pixels high. Under the snake panel, there is a road panel. This panel will contain three boat lanes. Each boat has a height of 40 pixels, but you will give it a height of 140 pixels (not 120 pixels) to make room for lane markers. The fifth panel is the place where the jumper will begin its journey or leap. This panel will be given a height of 40 pixels. Add the last control panel below the form with three button controls. Then, finally, add four timer controls. Adjust the size of the form so that the panel controls can occupy according to the width of the form. BOOK 3: VISUAL C# .NET : A Step By Step, Project-Based Guide to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values ​​from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values ​​that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.