AFIPS '68 (Fall, Part I): Proceedings of the December 9-11, 1968, Fall Joint Computer Conference

AFIPS '68 (Fall, Part I): Proceedings of the December 9-11, 1968, Fall Joint Computer Conference PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages :

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AFIPS '68 (Fall, Part I): Proceedings of the December 9-11, 1968, Fall Joint Computer Conference

AFIPS '68 (Fall, Part I): Proceedings of the December 9-11, 1968, Fall Joint Computer Conference PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages :

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AFIPS '68

AFIPS '68 PDF Author:
Publisher:
ISBN:
Category : Computers
Languages : en
Pages :

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Proceedings of the December 9-11, 1968, Fall Joint Computer Conference

Proceedings of the December 9-11, 1968, Fall Joint Computer Conference PDF Author:
Publisher:
ISBN:
Category : Computer science
Languages : en
Pages : 607

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Hearings

Hearings PDF Author: United States. Congress. House. Committee on Science and Astronautics
Publisher:
ISBN:
Category :
Languages : en
Pages : 1200

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Hearings, Reports and Prints of the House Committee on Science and Astronautics

Hearings, Reports and Prints of the House Committee on Science and Astronautics PDF Author: United States. Congress. House. Committee on Science and Astronautics
Publisher:
ISBN:
Category : Astronautics
Languages : en
Pages : 1654

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UNIX Operating System

UNIX Operating System PDF Author: Yukun Liu
Publisher: Springer Science & Business Media
ISBN: 3642204325
Category : Computers
Languages : en
Pages : 382

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Book Description
"UNIX Operating System: The Development Tutorial via UNIX Kernel Services" introduces the hierarchical structure, principles, applications, kernel, shells, development, and management of the UNIX operation systems multi-dimensionally and systematically. It clarifies the natural bond between physical UNIX implementation and general operating system and software engineering theories, and presents self-explanatory illustrations for readers to visualize and understand the obscure relationships and intangible processes in UNIX operating system. This book is intended for engineers and researchers in the field of applicable computing and engineering modeling. Yukun Liu is an Associate Professor at the Department of Computer Science and Technology, Hebei University of Science and Technology, China; Professor Yong Yue is Director of the Institute for Research of Applicable Computing and Head of the Department of Computer Science and Technology, University of Bedfordshire, UK; Professor Liwei Guo is Dean of the College of Information Science and Engineering, Hebei University of Science and Technology, China.

Computer Graphics

Computer Graphics PDF Author: John F. Hughes
Publisher: Pearson Education
ISBN: 0321399528
Category : Computers
Languages : en
Pages : 1266

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Book Description
Computer Graphics: Principles and Practice, Third Edition,remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, program­ming problems, and hands-on projects. This revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.

Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms

Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms PDF Author: Ikuta, Shigeru
Publisher: IGI Global
ISBN: 1799814025
Category : Education
Languages : en
Pages : 448

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Book Description
As technology continues to play a pivotal role in society, education is a field that has become heavily influenced by these advancements. New learning methods are rapidly emerging and being implemented into classrooms across the world using software that is low cost and easy to handle. These tools are crucial in creating skillful learning techniques in classrooms, yet there is a lack of information and research on the subject. The Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms is an essential reference source that discusses newly developed but easy-to-handle and less costly software and tools and their implementation in real 21st-century classrooms worldwide. The book also helps and supports teachers to conduct gifted and talented school activities in K-12 classrooms. Featuring research on topics such as educational philosophy and skillful learning techniques, this book is ideally designed for software developers, educators, researchers, psychologists, instructional designers, curriculum developers, principals, academicians, and students seeking coverage on the emerging role that newly developed software plays in early education.

TouchIT

TouchIT PDF Author: Alan Dix
Publisher: Oxford University Press
ISBN: 0198718586
Category : Computers
Languages : en
Pages : 595

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Book Description
TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation.

Driving in Virtual Reality

Driving in Virtual Reality PDF Author: Björn Blissing
Publisher: Linköping University Electronic Press
ISBN: 9179298176
Category : Electronic books
Languages : en
Pages : 58

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Book Description
In the last decades, there has been a substantial increase in the development of complex active safety systems for automotive vehicles. These systems need to be tested for verification and validation to ensure that the system intervenes in the correct situations using the correct measures. There are multiple methods available to perform such testing. Software-in-the-loop and hardware-in-the-loop testing offer effective driverless testing. Other methods increase the fidelity by including human drivers, such as driving simulators and experiments performed at test tracks. This thesis examines vehicle-in-the-loop testing, an innovative method where the driver of a real vehicle wears a head-mounted display that displays virtual targets. This method combines the benefits of driving simulators with the benefits of using a real vehicle on a test track. Driving simulators offer repeatability, safety, and the possibility of complex interactions between actors. In contrast, the real vehicle provides the correct vehicle dynamics and motion feedback. There is a need to know how the technology behind the method might influence the results from vehicle-in-the-loop testing. Two techniques for vehicle-in-the-loop systems are studied. The first involves video-see through head-mounted displays, where the focus of the research is on the effects of visual latency on driving behavior. The results show that lateral driving behavior changes with added latency, but longitudinal behavior appears unaffected. The second system uses an opaque head-mounted display in an entirely virtual world. The research shows that this solution changes speed perception and results in a significant degradation in performance of tasks dependent on visual acuity. This research presents results that are relevant to consider when developing vehicle-in-the-loop platforms. The results are also applicable when choosing scenarios for this test method. Dagens fordon innehåller fler och fler säkerhetssystem. Vissa av dessa system ger varningar i potentiellt kritiska trafiksituationer. Det finns också mer komplexa system som tillfälligt kan ta kontroll över fordonet för att förhindra en olycka eller åtminstone mildra effekterna. Komplexiteten hos dessa system innebär att man måste genomföra omfattande tester. Både för att se att systemen reagerar vid rätt tidpunkt, men också för att se att valet av åtgärd är korrekt. Det finns många olika sätt att testa dessa system. Man börjar vanligtvis med simuleringar av programvara och hårdvara. Därefter kan systemet introduceras i ett fordon för att se vilka effekter systemet har när det interagerar med en riktig förare. Att utföra tester med förare ställer dock höga säkerhetskrav, och det är ofta svårt att samordna komplexa trafiksituationer på en testbana. Traditionellt har körsimulatorer varit ett naturligt alternativ eftersom de kan utföra komplexa scenarier i en säker miljö. Denna avhandling undersöker en testmetod där man utrustar föraren med en virtual reality-display. Genom att presentera omvärlden med hjälp av virtual reality, så kan man genomföra scenarion som tidigare varit omöjliga på en testbana. Det kan dock finnas inbyggda begränsningar i virtual reality tekniken som kan påverka körbeteendet. Det är därför viktigt att hitta och kvantifiera dessa effekter för att kunna lita på resultaten från testmetoden. Att känna till dessa effekter på körbeteendet dessutom kan hjälpa till att avgöra vilka typer av scenarier som är lämpade för denna testmetod. Det är också viktig information för att avgöra var man bör fokusera den tekniska utvecklingen av testutrustningen.