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A playful, informal approach to using the Raspberry Pi for mischief!Raspberry Pi for Secret Agents is for all mischievous Raspberry Pi owners who'd like to see their computer transform into a neat spy gadget to be used in a series of practical pranks and projects. No previous skills are required to follow along and if you're completely new to Linux, you'll pick up much of the basics for free.Apart from the Raspberry Pi board itself, a USB microphone and/or a webcam is required for most of the audio/video topics and a WiFi dongle is recommended for the networking examples. A Windows/Mac OS X/Li
Pocket computers. --- Raspberry Pi (Computer) --- Microcomputers. --- Python (Computer program language) --- Microcomputers --- Hand-held computers --- Handheld computers --- Palmtop computers --- Portable computers --- Scripting languages (Computer science) --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers
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Introduction to Computer Data Representation introduces readers to the representation of data within computers. Starting from basic principles of number representation in computers, the book covers the representation of both integer and floating point numbers, and characters or text. It comprehensively explains the main techniques of computer arithmetic and logical manipulation. The book also features chapters covering the less usual topics of basic checksums and 'universal' or variable length representations for integers, with additional coverage of Gray Codes, BCD codes and logarithmic repre
Microcomputers. --- Data transmission systems. --- Data communication systems --- Transmission of data --- Digital communications --- Electronic data processing --- Electronic systems --- Information theory --- Telecommunication systems --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers
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Raspberry Pi Media Center
Raspberry Pi (Computer) --- Application software --- Development of application software --- Microcomputers --- Programming. --- Development. --- Programming --- Development
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Develop practical example projects with detailed explanations; combine the projects in a vast number of ways to create different robot designs, or work through them in sequence to discover the full capability of the BeagleBone Black.This book is for anyone who is curious about using new, low-cost hardware to create robotic projects that have previously been the domain of research labs, major universities or Defence departments. Some programming experience would be useful, but if you know how to use a personal computer, you can use this book to construct far more complex systems than you would
BeagleBone (Computer) --- Microcontrollers. --- Computers on a chip --- Embedded microcontrollers --- MCUs (Microcontrollers) --- Electronic controllers --- Microprocessors --- Beagle Bone (Computer) --- Bone (Computer) --- Microcomputers
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This book follows a step-by-step, tutorial-based approach which will teach you how to develop your own super cluster using Raspberry Pi computers quickly and efficiently.Raspberry Pi Super Cluster is an introductory guide for those interested in experimenting with parallel computing at home. Aimed at Raspberry Pi enthusiasts, this book is a primer for getting your first cluster up and running.Basic knowledge of C or Java would be helpful but no prior knowledge of parallel computing is necessary.
Computer programming. --- Raspberry Pi (Computer) --- Microcomputers --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Programming. --- Programming --- Apache Hadoop. --- Hadoop
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This book constitutes the refereed proceedings of the 6th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2013, held in Oldenburg, Germany, in February/March 2013. The 15 full papers included in this volume were carefully reviewed and selected from 48 submissions; in addition the book contains two keynote talks in full-paper length. The contributions are organized in topical sections named: from computer usage to computational thinking; algorithmic and computational thinking; games; informatics in the context of other disciplines; and competence-based learning and retention of competencies.
Computer science. --- Education --- Computers and civilization. --- Personal computers. --- Science education. --- Computer Science. --- Computers and Education. --- Science Education. --- Computers and Society. --- Personal Computing. --- Learning & Instruction. --- Data processing. --- Science education --- Scientific education --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Informatics --- Computer-assisted instruction --- Information technology --- Data processing --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education. --- Science --- Study and teaching. --- Education—Data processing. --- Learning. --- Instruction. --- Learning process --- Comprehension --- Minicomputers --- Science—Study and teaching. --- Microcomputers. --- Learning, Psychology of. --- Instructional Psychology. --- Learning --- Psychology of learning --- Educational psychology --- Learning ability --- Psychological aspects
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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
Computer science. --- Education. --- Computer Science. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Personal Computing. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Informatics --- Education --- User interfaces (Computer systems). --- Personal computers. --- Data processing. --- Science --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education—Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This book constitutes the refereed post-proceedings of the First International Workshop on Cognitive Agents for Virtual Environments, CAVE 2012, held at AAMAS 2012, in Valencia, Spain, in June 2012. The 10 full papers presented were thoroughly reviewed and selected from 14 submissions. In addition one invited high quality contribution has been included. The papers are organized in the following topical sections: coupling agents and game engines; using games with agents for education; visualization and simulation; and evaluating games with agents.
Intelligent agents (Computer software) --- Virtual reality --- Mechanical Engineering --- Engineering & Applied Sciences --- Computer Science --- Mechanical Engineering - General --- Information Technology --- Artificial Intelligence --- Computer science. --- Artificial intelligence. --- Education --- Personal computers. --- Computer Science. --- Artificial Intelligence (incl. Robotics). --- Personal Computing. --- Computers and Education. --- Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Informatics --- Science --- Education. --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education—Data processing.
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C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
Computer science. --- Multimedia systems. --- Engineering & Applied Sciences --- Computer Science --- Information Technology --- Computer Science (Hardware & Networks) --- Computer programming. --- Programming languages (Electronic computers). --- Multimedia information systems. --- Personal computers. --- Computer Science. --- Programming Techniques. --- Programming Languages, Compilers, Interpreters. --- Personal Computing. --- Multimedia Information Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- C# (Computer program language) --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Computer languages --- Computer program languages --- Computer programming languages --- Machine language --- Electronic data processing --- Languages, Artificial --- Computers --- Electronic computer programming --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Programming
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