Author: Anthony Griffin
Publisher: Xlibris Corporation
ISBN: 1450069622
Category : Fiction
Languages : en
Pages : 144
Book Description
About this book: This book is about a man whose name is Kelly who have been have dreams or nightmares about something that may have happened in his life so he begins to try and find out if any portion of his dreams are true. He starts talking to some of his co-workers to see if they have been having any weird dreams of their own. Kelly find’s out that Sara, his friend has been having strange dreams also and they both start their investigation of who is responsible and how to stop them.
THE MIND CONTROL GAME (COMPUTERS)
Author: Anthony Griffin
Publisher: Xlibris Corporation
ISBN: 1450069622
Category : Fiction
Languages : en
Pages : 144
Book Description
About this book: This book is about a man whose name is Kelly who have been have dreams or nightmares about something that may have happened in his life so he begins to try and find out if any portion of his dreams are true. He starts talking to some of his co-workers to see if they have been having any weird dreams of their own. Kelly find’s out that Sara, his friend has been having strange dreams also and they both start their investigation of who is responsible and how to stop them.
Publisher: Xlibris Corporation
ISBN: 1450069622
Category : Fiction
Languages : en
Pages : 144
Book Description
About this book: This book is about a man whose name is Kelly who have been have dreams or nightmares about something that may have happened in his life so he begins to try and find out if any portion of his dreams are true. He starts talking to some of his co-workers to see if they have been having any weird dreams of their own. Kelly find’s out that Sara, his friend has been having strange dreams also and they both start their investigation of who is responsible and how to stop them.
The Human Brain Book
Author: Rita Carter
Publisher: Penguin
ISBN: 1465431624
Category : Medical
Languages : en
Pages : 266
Book Description
How can one organ generate consciousness, memory, personality, and more? This comprehensive book uses the latest findings from neuroscience to present a jaw-dropping journey into the complexities of the most extraordinary phenomenon ever: the human brain. Ancient Greek Aristotle thought the brain was just a device for cooling the blood. Today, we know that the brain is actually more complex than any computer. Its 100 billion cells are in constant complex interplay to produce language and memory, and generate sights, sounds, emotions, and thoughts. In this indispensable book, view "exploded" artworks and scans that map its intricate workings, and reveal the web of pathways that connect vision and memory so you can instantly recognise your neighbourhood or a friend's face. The Human Brain Book reveals the intricate two-way traffic between the limbic system and the cortex that generates emotions, and it answers myriad questions such as "what is personality?" or "why do we sleep?". With its coverage of more than 50 disorders from strokes to schizophrenia, The Human Brain Book is a fascinating read for anyone interested in science and health, and is an accessible manual for students and healthcare professionals alike.
Publisher: Penguin
ISBN: 1465431624
Category : Medical
Languages : en
Pages : 266
Book Description
How can one organ generate consciousness, memory, personality, and more? This comprehensive book uses the latest findings from neuroscience to present a jaw-dropping journey into the complexities of the most extraordinary phenomenon ever: the human brain. Ancient Greek Aristotle thought the brain was just a device for cooling the blood. Today, we know that the brain is actually more complex than any computer. Its 100 billion cells are in constant complex interplay to produce language and memory, and generate sights, sounds, emotions, and thoughts. In this indispensable book, view "exploded" artworks and scans that map its intricate workings, and reveal the web of pathways that connect vision and memory so you can instantly recognise your neighbourhood or a friend's face. The Human Brain Book reveals the intricate two-way traffic between the limbic system and the cortex that generates emotions, and it answers myriad questions such as "what is personality?" or "why do we sleep?". With its coverage of more than 50 disorders from strokes to schizophrenia, The Human Brain Book is a fascinating read for anyone interested in science and health, and is an accessible manual for students and healthcare professionals alike.
FUNDAMENTALS OF COMPUTERS
Author: V. RAJARAMAN
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120350677
Category : Computers
Languages : en
Pages : 446
Book Description
The sixth edition of the highly acclaimed “Fundamentals of Computers” lucidly presents how a computer system functions. Both hardware and software aspects of computers are covered. The book begins with how numeric and character data are represented in a computer, how various input and output units function, how different types of memory units are organized, and how data is processed by the processor. The interconnection and communication between the I/O units, the memory, and the processor is explained clearly and concisely. Software concepts such as programming languages, operating systems, and communication protocols are discussed. With growing use of wireless to access computer networks, cellular wireless communication systems, WiFi (Wireless high fidelity), and WiMAX have become important. Thus it has now become part of “fundamental knowledge” of computers and has been included. Besides this, use of computers in multimedia processing has become commonplace and hence is discussed. With the increase in speed of networks and consequently the Internet, new computing environments such as peer to peer, grid, and cloud computing have emerged and will change the future of computing. Hence a new chapter on this topic has been included in this edition. This book is an ideal text for undergraduate and postgraduate students of Computer Applications (BCA and MCA), undergraduate students of engineering and computer science who study fundamentals of computers as a core course, and students of management who should all know the basics of computer hardware and software. It is ideally suited for working professionals who want to update their knowledge of fundamentals of computers. Key features • Fully updated retaining the style and all contents of the fifth edition. • In-depth discussion of both wired and wireless computer networks. • Extensive discussion of analog and digital communications. • Advanced topics such as multiprogramming, virtual memory, DMA, RISC, DSP, RFID, Smart Cards, WiGig, GSM, CDMA, novel I/O devices, and multimedia compression (MP3, MPEG) are described from first principles. • A new chapter on Emerging Computing Environments, namely, peer to peer, grid, and cloud computing, has been added for the first time in an entry level book. • Each chapter begins with learning goals and ends with a summary to aid self-study. • Includes an updated glossary of over 340 technical terms used in the book.
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120350677
Category : Computers
Languages : en
Pages : 446
Book Description
The sixth edition of the highly acclaimed “Fundamentals of Computers” lucidly presents how a computer system functions. Both hardware and software aspects of computers are covered. The book begins with how numeric and character data are represented in a computer, how various input and output units function, how different types of memory units are organized, and how data is processed by the processor. The interconnection and communication between the I/O units, the memory, and the processor is explained clearly and concisely. Software concepts such as programming languages, operating systems, and communication protocols are discussed. With growing use of wireless to access computer networks, cellular wireless communication systems, WiFi (Wireless high fidelity), and WiMAX have become important. Thus it has now become part of “fundamental knowledge” of computers and has been included. Besides this, use of computers in multimedia processing has become commonplace and hence is discussed. With the increase in speed of networks and consequently the Internet, new computing environments such as peer to peer, grid, and cloud computing have emerged and will change the future of computing. Hence a new chapter on this topic has been included in this edition. This book is an ideal text for undergraduate and postgraduate students of Computer Applications (BCA and MCA), undergraduate students of engineering and computer science who study fundamentals of computers as a core course, and students of management who should all know the basics of computer hardware and software. It is ideally suited for working professionals who want to update their knowledge of fundamentals of computers. Key features • Fully updated retaining the style and all contents of the fifth edition. • In-depth discussion of both wired and wireless computer networks. • Extensive discussion of analog and digital communications. • Advanced topics such as multiprogramming, virtual memory, DMA, RISC, DSP, RFID, Smart Cards, WiGig, GSM, CDMA, novel I/O devices, and multimedia compression (MP3, MPEG) are described from first principles. • A new chapter on Emerging Computing Environments, namely, peer to peer, grid, and cloud computing, has been added for the first time in an entry level book. • Each chapter begins with learning goals and ends with a summary to aid self-study. • Includes an updated glossary of over 340 technical terms used in the book.
Remote Brain Targeting
Author: Renee Pittman
Publisher: Mother's Love Publishing and Enterprises
ISBN:
Category : Science
Languages : en
Pages : 490
Book Description
The objective today is to isolate targets through technological harassment, remote viewing, electronic surveillance, and also focus on using everyone around them subliminally influenced. The target is depicted to the community as incompetent, disloyal, troublesome, mentally unbalanced, or ill, to mobilized community stalking efforts. This permits an expertly crafted promotion and denial that highly advanced mind invasive technology exists. The whistleblower / targeted individual, targeted for various reasons, is then heinously, maliciously, secretively, abused by electromagnetic systems difficult to prove because it is unseen to the human eye or detectable as extremely low frequency (ELF) radio and microwaves waves. The objective is to push the target over the edge to suicide, hurting self or others, entrapped, jail, or be institutionalized. Others watch and become frightened preventing them from speaking out against these extreme, immoral, and unethical injustices in the form of covert terrorism with many players and denial of Human Rights. Remote Neural Monitoring testing has also thrived within the Association of Psychiatry historically. The electromagnetic assaults, physical, psychological, and verbal, continue until the target is left discredited, exhausted, and in poor health, financially crippled, or his or her life is in ruins or worse. And, it is legal! Remote Brain Targeting confirms Pittman's credibility in this five-book series which details her personal experiences and others, detailing how the "slow kill" effect is being used today, as a form of physical coercion, electromagnetically. All five books in the "Mind Control Technology" book series are a must-read and a wake-up call to an older generation familiar with and knowledgeable of some of these programs, specifically MK-ULTRA, mind control testing officially in the 50s, 60s, and 70's, and Pittman's renewed hope to stir the consciousness of a new generation through awareness of what is factually happening today to many. Today the technology has erupted into an electromagnetic invasion that is unparalleled in this day and time and heinously capable of delivery through many methods and from a considerable distance. This technology is no joke! "A MUST-READ! "Knowledge is Power / Awareness is Key! TRUTH a powerful weapon!
Publisher: Mother's Love Publishing and Enterprises
ISBN:
Category : Science
Languages : en
Pages : 490
Book Description
The objective today is to isolate targets through technological harassment, remote viewing, electronic surveillance, and also focus on using everyone around them subliminally influenced. The target is depicted to the community as incompetent, disloyal, troublesome, mentally unbalanced, or ill, to mobilized community stalking efforts. This permits an expertly crafted promotion and denial that highly advanced mind invasive technology exists. The whistleblower / targeted individual, targeted for various reasons, is then heinously, maliciously, secretively, abused by electromagnetic systems difficult to prove because it is unseen to the human eye or detectable as extremely low frequency (ELF) radio and microwaves waves. The objective is to push the target over the edge to suicide, hurting self or others, entrapped, jail, or be institutionalized. Others watch and become frightened preventing them from speaking out against these extreme, immoral, and unethical injustices in the form of covert terrorism with many players and denial of Human Rights. Remote Neural Monitoring testing has also thrived within the Association of Psychiatry historically. The electromagnetic assaults, physical, psychological, and verbal, continue until the target is left discredited, exhausted, and in poor health, financially crippled, or his or her life is in ruins or worse. And, it is legal! Remote Brain Targeting confirms Pittman's credibility in this five-book series which details her personal experiences and others, detailing how the "slow kill" effect is being used today, as a form of physical coercion, electromagnetically. All five books in the "Mind Control Technology" book series are a must-read and a wake-up call to an older generation familiar with and knowledgeable of some of these programs, specifically MK-ULTRA, mind control testing officially in the 50s, 60s, and 70's, and Pittman's renewed hope to stir the consciousness of a new generation through awareness of what is factually happening today to many. Today the technology has erupted into an electromagnetic invasion that is unparalleled in this day and time and heinously capable of delivery through many methods and from a considerable distance. This technology is no joke! "A MUST-READ! "Knowledge is Power / Awareness is Key! TRUTH a powerful weapon!
Conference Proceedings of The Philosophy of Computer Games 2008
Author: Stephan Günzel
Publisher: Universitätsverlag Potsdam
ISBN: 3940793493
Category : Computer games
Languages : en
Pages : 344
Book Description
This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.
Publisher: Universitätsverlag Potsdam
ISBN: 3940793493
Category : Computer games
Languages : en
Pages : 344
Book Description
This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.
Video Games and the Mind
Author: Bernard Perron
Publisher: McFarland
ISBN: 0786499095
Category : Games & Activities
Languages : en
Pages : 225
Book Description
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
Publisher: McFarland
ISBN: 0786499095
Category : Games & Activities
Languages : en
Pages : 225
Book Description
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
Design, User Experience, and Usability: User Experience Design Practice
Author: Aaron Marcus
Publisher: Springer
ISBN: 3319076388
Category : Computers
Languages : en
Pages : 501
Book Description
The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience, and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 45 papers included in this volume are organized in topical sections on DUXU in the enterprise, design for diverse target users, emotional and persuasion design, user experience case studies.
Publisher: Springer
ISBN: 3319076388
Category : Computers
Languages : en
Pages : 501
Book Description
The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience, and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 45 papers included in this volume are organized in topical sections on DUXU in the enterprise, design for diverse target users, emotional and persuasion design, user experience case studies.
Artificial Intelligence
Author: Lu Fang
Publisher: Springer Nature
ISBN: 3031205030
Category : Computers
Languages : en
Pages : 639
Book Description
This three-volume set LNCS 13604-13606 constitutes revised selected papers presented at the Second CAAI International Conference on Artificial Intelligence, held in Beijing, China, in August 2022. CICAI is a summit forum in the field of artificial intelligence and the 2022 forum was hosted by Chinese Association for Artificial Intelligence (CAAI). The 164 papers were thoroughly reviewed and selected from 521 submissions. CICAI aims to establish a global platform for international academic exchange, promote advanced research in AI and its affiliated disciplines such as machine learning, computer vision, natural language, processing, and data mining, amongst others.
Publisher: Springer Nature
ISBN: 3031205030
Category : Computers
Languages : en
Pages : 639
Book Description
This three-volume set LNCS 13604-13606 constitutes revised selected papers presented at the Second CAAI International Conference on Artificial Intelligence, held in Beijing, China, in August 2022. CICAI is a summit forum in the field of artificial intelligence and the 2022 forum was hosted by Chinese Association for Artificial Intelligence (CAAI). The 164 papers were thoroughly reviewed and selected from 521 submissions. CICAI aims to establish a global platform for international academic exchange, promote advanced research in AI and its affiliated disciplines such as machine learning, computer vision, natural language, processing, and data mining, amongst others.
Critical Gaming: Interactive History and Virtual Heritage
Author: Erik Champion
Publisher: Routledge
ISBN: 1317157397
Category : Language Arts & Disciplines
Languages : en
Pages : 232
Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
Publisher: Routledge
ISBN: 1317157397
Category : Language Arts & Disciplines
Languages : en
Pages : 232
Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
Handbook of Computer Game Studies
Author: Joost Raessens
Publisher: MIT Press
ISBN: 0262516586
Category : Computers
Languages : en
Pages : 471
Book Description
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
Publisher: MIT Press
ISBN: 0262516586
Category : Computers
Languages : en
Pages : 471
Book Description
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.