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Books > Computing & IT > Computer hardware & operating systems > Personal computers > General
Das kompakte Lehrbuch fuhrt leicht verstandlich in Aufbau und
Funktionsweise von modernen PC-Systemen ein und stellt deren
Komponenten vor. Neben den gebrauchlichsten Prozessoren werden
Aufbau und Funktionsweise von Hauptplatinen (Mainboards),
Hauptspeichermodulen, Massenspeichermedien, Peripheriegeraten sowie
Ein-/Ausgabekarten fur Audio und Graphik vorgestellt. Wegen der
wachsenden Bedeutung des Mobile Computing wird auch in die Technik
dieser Gerate eingefuhrt. Der Band erganzt die Lehrbucher
Technische Informatik 1 und 2.
Over the last decade, there has been a growing interest in human
behavior analysis, motivated by societal needs such as security,
natural interfaces, affective computing, and assisted living.
However, the accurate and non-invasive detection and recognition of
human behavior remain major challenges and the focus of many
research efforts. Traditionally, in order to identify human
behavior, it is first necessary to continuously collect the
readings of physical sensing devices (e.g., camera, GPS, and RFID),
which can be worn on human bodies, attached to objects, or deployed
in the environment. Afterwards, using recognition algorithms or
classification models, the behavior types can be identified so as
to facilitate advanced applications. Although such traditional
approaches deliver satisfactory performance and are still widely
used, most of them are intrusive and require specific sensing
devices, raising issues such as privacy and deployment costs. In
this book, we will present our latest findings on non-invasive
sensing and understanding of human behavior. Specifically, this
book differs from existing literature in the following senses.
Firstly, we focus on approaches that are based on non-invasive
sensing technologies, including both sensor-based and device-free
variants. Secondly, while most existing studies examine individual
behaviors, we will systematically elaborate on how to understand
human behaviors of various granularities, including not only
individual-level but also group-level and community-level
behaviors. Lastly, we will discuss the most important scientific
problems and open issues involved in human behavior analysis.
Mastering ARM hardware architecture opens a world of programming
for nearly all phones and tablets including the iPhone/iPad and
most Android phones. It's also the heart of many single board
computers like the Raspberry Pi. Gain the skills required to dive
into the fundamentals of the ARM hardware architecture with this
book and start your own projects while you develop a working
knowledge of assembly language for the ARM 64-bit processor. You'll
review assembly language programming for the ARM Processor in
64-bit mode and write programs for a number of single board
computers, including the Nvidia Jetson Nano and the Raspberry Pi
(running 64-bit Linux). The book also discusses how to target
assembly language programs for Apple iPhones and iPads along with
64-Bit ARM based Android phones and tablets. It covers all the
tools you require, the basics of the ARM hardware architecture, all
the groups of ARM 64-Bit Assembly instructions, and how data is
stored in the computer's memory. In addition, interface apps to
hardware such as the Raspberry Pi's GPIO ports. The book covers
code optimization, as well as how to inter-operate with C and
Python code. Readers will develop enough background to use the
official ARM reference documentation for their own projects. With
Programming with 64-Bit ARM Assembly Language as your guide you'll
study how to read, reverse engineer and hack machine code, then be
able to apply these new skills to study code examples and take
control of both your ARM devices' hardware and software. What
You'll Learn Make operating system calls from assembly language and
include other software libraries in your projects Interface apps to
hardware devices such as the Raspberry Pi GPIO ports Reverse
engineer and hack code Use the official ARM reference documentation
for your own projects Who This Book Is For Software developers who
have already learned to program in a higher-level language like
Python, Java, C#, or even C and now wish to learn Assembly
programming.
This book offers a selection of the best papers presented at the
13th International Symposium on Location Based Services (LBS 2016),
which was held in Vienna (Austria) from November 14 to 16, 2016. It
provides an overview of recent research in the field, including the
latest advances in outdoor/indoor positioning, smart environment,
spatial modeling, personalization and context awareness,
cartographic communication, novel user interfaces, crowd sourcing,
social media, big data analysis, usability and privacy.
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Entertainment Computing - ICEC 2018
- 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17-20, 2018, Proceedings
(Paperback, 1st ed. 2018)
Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi
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R1,599
Discovery Miles 15 990
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 17th
International Conference on Entertainment Computing, ICEC 2018,
held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan,
Poland, in September 2018. The 15 full papers, 13 short papers, and
23 poster, demostration, and workshop papers presented were
carefully reviewed and selected from 65 submissions. They cover a
large range of topics in the following thematic areas: digital
games and interactive entertainment; design, human-computer
interaction, and analysis of entertainment systems; interactive
art, performance and cultural computing; entertainment devices,
platforms and systems; theoratical foundations and ethical issues;
entertainment for purpose and persuasion; computational
methodologies for entertainment; and media studies, communication,
business, and information systems.
This textbook provides an introduction to the fundamentals of
serious games, which differ considerably from computer games that
are meant for pure entertainment. Undergraduate and graduate
students from various disciplines who want to learn about serious
games are one target group of this book. Prospective developers of
serious games are another, as they can use the book for self-study
in order to learn about the distinctive features of serious game
design and development. And ultimately, the book also addresses
prospective users of serious game technologies by providing them
with a solid basis for judging the advantages and limitations of
serious games in different application areas such as game-based
learning, training and simulation or games for health. To cater to
this heterogeneous readership and wide range of interests, every
effort was made to make the book flexible to use. All readers are
expected to study Chapter 1, as it provides the necessary basics
and terminology that will be used in all subsequent chapters. The
eleven chapters that follow cover the creation of serious games
(design, authoring processes and tools, content production), the
runtime context of serious games (game engines, adaptation
mechanisms, game balancing, game mastering, multi-player serious
games), the effects of serious games and their evaluation (player
experience, assessment techniques, performance indicators), and
serious games in practice (economic aspects, cost-benefit analysis,
serious game distribution). To familiarize the readers with best
practice in this field, the final chapter presents more than 30
selected examples of serious games illustrating their
characteristics and showcasing their practical use. Lecturers can
select chapters in a sequence that is most suitable for their
specific course or seminar. The book includes specific suggestions
for courses such as "Introduction to Serious Games", "Entertainment
Technology", "Serious Game Design", "Game-based Learning", and
"Applications of Serious Games".
Jump right into the pro-level guts of the Raspberry Pi with
complete schematics and detailed hardware explanations as your
guide. You'll tinker with runlevels, reporting voltages and
temperatures, and work on a variety of project examples that you
can tune for your own project ideas.. This book is fully updated
for the latest Pi boards with three chapters dedicated to GPIO to
help you master key aspects of the Raspberry Pi. You'll work with
Linux driver information and explore the different Raspberry Pi
models, including the Pi Zero, Pi Zero W, Pi 2, Pi3 B and Pi3 B+.
You'll also review a variety of project examples that you can tune
for your own project ideas. Other topics covered include the 1-Wire
driver interface, how to configure a serial Linux console, and
cross-compile code, including the Linux kernel. You'll find
yourself turning to Advanced Raspberry Pi over and over again for
both inspiration and reference. Whether you're an electronics
professional, an entrepreneurial maker, or just looking for more
detailed information on the Raspberry Pi, this is exactly the book
for you. What You'll Learn Master I2C and SPI communications from
Raspbian Linux in C Program USB peripherals, such as a 5-inch LCD
panel with touch control and the Pi camera Study GPIO hardware, the
sysfs driver interface and direct access from C programs Use and
program the UART serial device. Who This Book Is For Advanced
Raspberry Pi users who have experience doing basic projects and
want to take their projects further.
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