Listing 1 - 5 of 5 |
Sort by
|
Choose an application
Managing time and events is central in various fields from IT, circuits and software embedded in objects of all kinds to musical creation, including the simulation of physical phenomena. This subject is however little treated by traditional data processing. This lesson presents models of time and events associated with new programming languages. It deals with the notions of thickness of the instant, of hierarchical and multiform time created by the repetition of events, and of the real time / continuous time relationship.
Electrical & Computer Engineering --- Engineering & Applied Sciences --- Electrical Engineering --- systèmes embarqués --- programmation informatique --- sciences numériques --- langages informatiques --- langage de programmation --- informatique --- temps --- synchronisation
Choose an application
Structured Computer Organization, specifically written for undergraduate students, is a best-selling guide that provides an accessible introduction to computer hardware and architecture. This text will also serve as a useful resource for all computer professionals and engineers who need an overview or introduction to computer architecture. This book takes a modern structured, layered approach to understanding computer systems. It's highly accessible - and it's been thoroughly updated to reflect today's most critical new technologies and the latest developments in computer organization and architecture. Tanenbaum's renowned writing style and painstaking research make this one of the most accessible and accurate books available, maintaining the author's popular method of presenting a computer as a series of layers, each one built upon the ones below it, and understandable as a separate entity.
Computer organization. --- Computer architecture. --- Computer programming. --- computerarchitectuur --- Computer organization --- Organization, Computer --- Computer architecture --- Computer programming --- programmeren --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Architecture, Computer --- Programming --- OS (operating system) --- Computer architecture. Operating systems --- Computerarchitectuur --- Ordinateurs --- Programmation (Informatique) --- Conception et construction --- Architecture
Choose an application
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media.
Computer graphics. --- Computer software --- Computers and civilization. --- Mass media --- Social media. --- Social media --- Computers and civilization --- Computer graphics --- Engineering & Applied Sciences --- Computer Science --- Social aspects. --- Technological innovations. --- Social aspects --- Technological innovations --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Civilization and computers --- User-generated media --- Software, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Civilization --- Communication --- User-generated content --- Computer systems --- Digital techniques --- Informatique appliquée --- Théorie de la communication --- Théorie de l'information --- Internet --- Programmation informatique --- Logiciel --- Media studies --- Technology: general issues --- Philosophy: aesthetics
Choose an application
싰ܓ䒨Ąlogiciels ont remplacé un large éventail de technologies physiques, mécaniques et électroniques utilisées avant le 21e siècle pour créer, stocker, distribuer et interagir avec des artefacts culturels. Il est devenu notre interface avec le monde, avec les autres, avec notre mémoire et notre imagination - un langage universel à travers lequel le monde parle et un moteur universel sur lequel le monde court. Ce que l'électricité et le moteur à combustion étaient au début du XXe siècle, le logiciel est au début du 21e siècle. Proposant le premier compte-rendu théorique et historique de logiciels pour la création de médias et ses effets sur la pratique et le concept même de «média», l'auteur de The Language of New Media (2001) développe sa propre théorie -changement de champ. Quelles étaient les idées et les motivations des personnes qui, dans les années 1960 et 1970, ont créé des concepts et des techniques pratiques qui sous-tendent les logiciels médiatiques contemporains tels que Photoshop, Illustrator, Maya, Final Cut et After Effects? Comment leurs interfaces et leurs outils façonnent-ils l'esthétique visuelle des médias et du design contemporains? Qu'advient-il de l'idée d'un «support» après que des outils précédemment spécifiques à un média aient été simulés et étendus dans un logiciel? Est-il encore utile de parler de différents médiums? Lev Manovich répond à ces questions et soutient ses arguments théoriques en analysant en détail des applications multimédias clés telles que Photoshop et After Effects, des services Web populaires tels que Google Earth, ainsi que des projets d’animation graphique, d’environnement interactif, de conception graphique et d’architecture. Software Takes Command est un must pour tous les concepteurs et artistes médiatiques et universitaires concernés par les médias contemporains.
Computer. Automation --- Mass communications --- Computer software --- Social media. --- Computers and civilization. --- Mass media --- Computer graphics. --- Logiciels --- Médias sociaux --- Ordinateurs et civilisation --- Médias --- Infographie --- Social aspects --- Technological innovations. --- Aspect social --- Innovations --- media --- mediatheorie --- nieuwe media --- computers --- software --- cultuurfilosofie --- designtheorie --- technologie --- informatica --- communicatie --- 791.5 --- 130.2 --- 766.01 --- Social aspects. --- Médias sociaux --- Médias --- Communication --- Informatique appliquée --- Théorie de la communication --- Théorie de l'information --- Internet --- Programmation informatique --- Logiciel --- Computer graphics --- Computers and civilization --- Social media --- User-generated media --- User-generated content --- Software, Computer --- Computer systems --- Civilization and computers --- Civilization --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Technological innovations --- Digital techniques --- Computer software - Social aspects --- Mass media - Technological innovations
Choose an application
This book follows an example-driven, simplified, and practical approach to using OpenCL for general purpose GPU programming.If you are a beginner in parallel programming and would like to quickly accelerate your algorithms using OpenCL, this book is perfect for you! You will find the diverse topics and case studies in this book interesting and informative. You will only require a good knowledge of C programming for this book, and an understanding of parallel implementations will be useful, but not necessary.
OpenCL (Computer program language) --- Parallel programming (Computer science) --- Programming by example (Computer science) --- Open CL (Computer program language) --- Open Computing Language (Computer program language) --- Programming languages (Electronic computers) --- Demonstration, Programming by (Computer science) --- Demonstrational programming (Computer science) --- Examples, Programming by (Computer science) --- Inductive program synthesis (Computer science) --- Inductive synthesis (Computer science) --- Input/output examples, Programming by (Computer science) --- PBD (Programming by demonstration) --- PBE (Programming by example) --- Program synthesis, Inductive (Computer science) --- Programming by demonstration (Computer science) --- Programming by examples (Computer science) --- Programming by input/output examples (Computer science) --- Programming by teaching (Computer science) --- Programming, Demonstrational (Computer science) --- Teaching, Programming by (Computer science) --- Machine learning --- Computer programming --- Parallel processing (Electronic computers) --- Paraelle programming (Computer science) --- OpenCL (Langage de programmation) --- Programmation (Informatique)
Listing 1 - 5 of 5 |
Sort by
|