الصفحة 2
الصفحة 2
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Soft real-time systems : Predictability vs. efficiency

Hard real-time systems are very predictable, but not sufficiently flexible to adapt to dynamic situations. They are built under pessimistic assumptions to cope with worst-case scenarios, so they often waste resources. Soft real-time systems are built to reduce resource consumption, tolerate overloads and adapt to system changes. They are also more suited to novel applications of real-time technology, such as multimedia systems, monitoring apparatuses, telecommunication networks, mobile robotics, virtual reality, and interactive computer games. This unique monograph provides concrete methods for building flexible, predictable soft real-time systems, in order to optimize resources and reduce costs. It is an invaluable reference for developers, as well as researchers and students in Computer Science.

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Sensors : Advancements in Modeling, Design Issues, Fabrication and Practical Applications

Sensors are the most important component in any system and engineers in any field need to understand the fundamentals of how these components work, how to select them properly and how to integrate them into an overall system. This book has outlined the fundamentals, analytical concepts, modelling and design issues, technical details and practical applications of different types of sensors, electromagnetic, capacitive, ultrasonic, vision, Terahertz, displacement, fibre-optic and so on. The book addresses the identification, modeling, selection, operation and integration of a wide variety of sensors,demonstrates the concepts of different sensors technology through simulation, design and real implementations,discusses the design and fabrication of high performance modern sensors technology,presents a selection of cutting-edge applications.

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Research in Interactive Design ; Vol.2

In thi book you will find in-depth details related to: reduced modelling techniques: a new approach to extended and adaptive behavioural simulation development, embedded mechatronic instruments: a new approach multi-sensorial simulation implementation, interactive decision making in innovation: a new socio-technical analysis and process. In this book,both researchers and industrialists will discover the most recent interactive design techniques, and are certain to walk away with new understanding of important concepts.

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Research in Interactive Design ; Proceedings of Virtual Concept 2005

This book provides an accurate overview of the recent research or industrial application in interactive design. The different arguments, taken from the international conference Virtual Concept 2005, will provide the reader with some advanced solutions concerning new methods and tools. n this book, whether a researcher or an industrialist, the reader will find the most recent interactive design techniques and is sure to extract some significant concepts.

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Recent advances in memetic algorithms

"Recent Advances in Memetic Algorithms" presents a rich state-of-the-art gallery of works on Memetic algorithms. Recent Advances in Memetic Algorithms is the first book that focuses on this technology as the central topical matter.

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Reality Check : How Immersive Technologies Can Transform Your Business

Discover THE next big competitive advantage in business: learn how augmented and virtual reality can put your business ahead. Reality Check dispels the common misconceptions of AR and VR, such as them being too expensive or not easily scalable, and details how business leaders can integrate them into their business to deliver more efficient, impactful and cost-effective business solutions. Reality Check makes cutting-edge technology accessible and grounds them into the everyday workings of normal businesses.

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Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.

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Product Engineering : Tools and Methods Based on Virtual Reality

This book contains an edited version of the lectures and selected contributions presented during the Advanced Summer Institute on "Product Engineering: Tools and Methods based on Virtual Reality" held at Chania (Greece), 30th May-6th June 2007. The Advanced Summer Institute (ASI) was devoted to the Product Engineering field, with particular attention being given to the aspects related to Virtual Reality (VR) technologies, and their use and added value in engineering.

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Pharma technology

Historically the technology was a driving force behind many medical and pharmacological achievements worldwide therefore the card was determined in this project to perform it in collaboration in between two faculties ( faculty of pharmacy and Information technology faculty ), in order to combine the gained experience in both fields at least in Arab international university. The goal of the project is how to use such combination in two major inventions in order to help the pharmacologist from the beginning of his academic life in our faculty.

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Pharma technology

Embedding technology in the pharmacy can unlock the abilities of pharmacists and technicians to help care for patients, improving their job satisfaction and health outcomes for the patient. With technology, pharmacists and technicians can—and should—be full members of the patient’s care team, one of embedding technology in pharmacy examples are embedding VR into the academic medical education process, and digitalizing patient’s information into a health card. Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.

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People and Computers XVIII - Design for Life ; Proceedings of HCI 2004

We selected 23 full papers out of 63 submitted, which covered our interaction with computer systems in a variety of types of life situation — including games, tourism and certain types of work — and also covered a variety of stages in our lives, from the young to the elderly. These papers were complemented by others that described more traditional aspects of research in the field of human-computer interaction. In putting together the programme we followed a three-stage process. First each paper was reviewed by at least three reviewers. Then a member of the committee conducted a meta-review. Finally, all sets of reviews were considered by the technical chairs who assembled a programme that was submitted to, and approved by, the full committee. This process was greatly assisted by the use of the Precision Conference Solutions web-based submission system.

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People and Computers XIX - The Bigger Picture ; Proceedings of HCI 2005

Contains the full papers presented at HCI 2005, the 19th Annual Conference of the British HCI Group, a specialist group of the BCS. The conference has become the premiere annual conference on human-computer interaction in Europe, attracting a global audience. People and Computers XIX includes leading edge discussions outlining the latest research results and novel systems from the foremost research and development groups and laboratories throughout the world. The papers presented in this volume include contributions from leading figures in both the research and business sectors.

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Multimedia computing systems and virtual reality

Presents recent advancements in multimedia systems as they relate to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization. They then go on to explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modelling and animation of the real world.

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Multimedia Cartography

The various sections of this book cover the theoretical backgrounds, applications and future developments of Multimedia Cartography. This second edition of Multimedia Cartography includes updated applications areas that are Internet-focussed. Since the release of Edition 1 in 1999 the focus of the delivery of Multimedia Cartography applications now includes the World Wide Web and mobile services, as well as discrete media. New chapters in the book reflect this. As well, the book includes additional chapters on 3D applications and Virtual Reality applications.

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Methods in consumer research ; Vol 2 : Alternative approaches and special applications

Brings together world leading experts in global consumer research who provide a fully comprehensive state-of-the-art coverage of emerging methodologies and their innovative application. The book puts consumer research in-context with coverage of immersive techniques and virtual reality, While also looking at health-related Issues in consumer science, Including sections on food intake and satiation. Other sections delve into physiological measurements within the context of consumer research and how to design studies for specific populations.

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Mathematics for Computer Graphics

In thirteen chapters you will rediscover - and hopefully discover for the first time a new way of understanding - the mathematical techniques required to solve problems and design computer programs for computer graphic applications. Each chapter explores a specific mathematical topic and takes you forward into more advanced areas until you are able to understand 3D curves and surface patches, and solve problems using vectors.

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Introduction to Computer Graphics : Using Java 2D and 3D

This book introduces the most important basic concepts of computer graphics, coupling the technical background and theory with practical examples and applications throughout. Its user-friendly approach enables the reader to gain understanding through the theory at work, via the many example programs provided. With only elementary knowledge of the programming language Java, the reader will be able to create their own images and animations immediately, using Java 2D and/or Java 3D.

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Interactive Curve Modeling : With Applications to Computer Graphics, Vision and Image Processing

Interactive curve modeling techniques and their applications are extremely useful in a number of academic and industrial settings, and specifically play a significant role in multidisciplinary problem solving, such as in font design, designing objects, CAD/CAM, medical operations, scientific data visualization, virtual reality, character recognition, and object recognition, etc. Various problems such as iris, fingerprint, and signature recognition, can also be intelligently solved and automated using curve techniques.

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Intelligent Paradigms for Assistive and Preventive Healthcare

Intelligent paradigms play a tremendous role in the field of Assistive and Preventive Healthcare (APH). This book presents some of the latest research in the field of APH by most prestigious researchers. The contributions include: Ubiquitous computing in APH Multimedia medical informatics in APH Virtual reality in APH Digital Talking books Electronic Locomotion Aids for the Blind Multimedia Communication System for the Blind Information Technology for Deaf People Gait Training System for Computer-Aided Rehabilitation

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Intelligent Media Technology for Communicative Intelligence ; 2nd International Workshop, IMTCI 2004, Warsaw, Poland, September 13-14, 2004. Revised Selected Papers

The 2nd Workshop on Intelligent Media Technology for Communicative Intelligence commemorating the 10th anniversary of the Polish-Japanese Institute of Information Technology in Warsaw aimed to explore the current research topics in the ?eld of int- ligent media technologies for communicative intelligence. Communicative intelligence represents a new challenge towards building a sup- intelligence on the ubiquitous global network by accumulating a huge amount of - man andknowledgeresources.The term "communicativeintelligence"re?ects the view that communication is at the very core of intelligence and its creation. Communication permits novel ideas to emerge from intimate interactions by multiple agents, ranging from collaboration to competition. The recent advance of information and commu- cation technologies has established an information infrastructure that allows humans and artifacts to communicate with each other beyond space and time. It enables us to advance a step further to realize a communicative intelligence with many fruitful applications. Intelligentmediatechnologiesattempttocaptureandaugmentpeople’scommuni- tive activities by embedding computers into the environment to enhance interactions in an unobtrusive manner. The introduction of embodied conversational agents that might mediate conversations among people in a social context is the next step in the p- cess. The scope of intelligent media technologies includes design and development of intelligent supports for content production, distribution, and utilization, since rich c- tent is crucial for communication in many applications. The promising applications of intelligence media technologies include e-learning, knowledge management systems, e-democracy, and other communication-intensivesubject domains.

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