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Garder Le Contrôle Sur Sa Navigation Web
Garder le contrôle sur sa navigation web Christophe Villeneuve @hellosct1 @[email protected] 21 Septembre 2018 Qui ??? Christophe Villeneuve .21 Septembre 2018 La navigation… libre .21 Septembre 2018 Depuis l'origine... Question : Que vous faut-il pour aller sur internet ? Réponse : Un navigateur Mosaic Netscape Internet explorer ... .21 Septembre 2018 Aujourd'hui : ● Navigations : desktop VS mobile ● Pistage ● Cloisonnement .21 Septembre 2018 Ordinateur de bureau .21 Septembre 2018 Les (principaux) navigateurs de bureau .21 Septembre 2018 La famille… des plus connus .21 Septembre 2018 GAFAM ? ● Acronyme des géants du Web G → Google A → Apple F → Facebook A → Amazon M → Microsoft ● Développement par des sociétés .21 Septembre 2018 Exemple (R)Tristan Nitot .21 Septembre 2018 Firefox : ● Navigateur moderne ● Logiciel libre, gratuit et populaire ● Développement par la Mozilla Fondation ● Disponible pour tous les OS ● Respecte les standards W3C ● Des milliers d'extensions ● Accès au code source ● Forte communauté de développeurs / contributeur(s) .21 Septembre 2018 Caractéristiques Mozilla fondation ● Prise de décisions stratégiques pour leur navigateur Mozilla ● Mozilla Fondation n'a pas d'actionnaires ● Pas d'intérêts non Web (en-tête) ● Manifesto ● Etc. 2004 2005 2009 2013 2017 .21 Septembre 2018 Manifeste Mozilla (1/) ● Internet fait partie intégrante de la vie moderne → Composant clé dans l’enseignement, la communication, la collaboration,les affaires, le divertissement et la société en général. ● Internet est une ressource publique mondiale → Doit demeurer ouverte et accessible. ● Internet doit enrichir la vie de tout le monde ● La vie privée et la sécurité des personnes sur Internet → Fondamentales et ne doivent pas être facultatives https://www.mozilla.org/fr/about/manifesto/ .21 Septembre 2018 Manifeste Mozilla (2/) ● Chacun doit pouvoir modeler Internet et l’usage qu’il en fait. -
The Web. Webgl, Webvr and Gltf GDC, February 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF GDC, February 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA | President, Khronos | glTF Chair [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Khronos News Here at GDC 2017 • WebGL™ 2.0 Specification Finalized and Shipping - https://www.khronos.org/blog/webgl-2.0-arrives • Developer preview on glTF™ 2.0 - https://www.khronos.org/blog/call-for-feedback-on-gltf-2.0 • Announcing OpenXR™ for Portable Virtual Reality - https://www.khronos.org/blog/the-openxr-working-group-is-here • Call for Participation in the 3D Portability Exploratory Group - A native API for rendering code that can run efficiently over Vulkan, DX12 and Metal khronos.org/3dportability • Adoption Grows for Vulkan®; New Features Released - Details here © Copyright Khronos Group 2017 - Page 2 OpenXR – Portable Virtual Reality © Copyright Khronos Group 2017 - Page 3 OpenXR Details OpenXR Working Group Members Design work has started in December Estimate 12-18 months to release WebVR would use WebGL and OpenXR © Copyright Khronos Group 2017 - Page 4 3D Portability API – Call For Participation ‘WebGL Next’ - Lifts ‘Portability API’ to A Portability Solution JavaScript and WebAssembly needs to address APIs and - Provides foundational graphics shading languages and GPU compute for the Web ‘Portability Solution’ Portability API Spec + Shading Language open source tools API MIR MSL Overlap ‘Portability API’ DX IL Specification Analysis HLSL GLSL Open source compilers/translators for shading and intermediate languages © Copyright Khronos Group 2017 - Page 5 Speakers and Topics for This Session Google WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Three.js Three.js Ricardo Cabello (Mr.doob) Google WebVR Brandon Jones NVIDIA - Neil Trevett glTF Microsoft - Saurabh Bhatia All Q&A © Copyright Khronos Group 2017 - Page 6 WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Google, Inc. -
473335 1 En Bookfrontmatter 1..29
Advances in Intelligent Systems and Computing Volume 931 Series Editor Janusz Kacprzyk, Systems Research Institute, Polish Academy of Sciences, Warsaw, Poland Advisory Editors Nikhil R. Pal, Indian Statistical Institute, Kolkata, India Rafael Bello Perez, Faculty of Mathematics, Physics and Computing, Universidad Central de Las Villas, Santa Clara, Cuba Emilio S. Corchado, University of Salamanca, Salamanca, Spain Hani Hagras, Electronic Engineering, University of Essex, Colchester, UK László T. Kóczy, Department of Automation, Széchenyi István University, Gyor, Hungary Vladik Kreinovich, Department of Computer Science, University of Texas at El Paso, El Paso, TX, USA Chin-Teng Lin, Department of Electrical Engineering, National Chiao Tung University, Hsinchu, Taiwan Jie Lu, Faculty of Engineering and Information Technology, University of Technology Sydney, Sydney, NSW, Australia Patricia Melin, Graduate Program of Computer Science, Tijuana Institute of Technology, Tijuana, Mexico Nadia Nedjah, Department of Electronics Engineering, University of Rio de Janeiro, Rio de Janeiro, Brazil Ngoc Thanh Nguyen, Faculty of Computer Science and Management, Wrocław University of Technology, Wrocław, Poland Jun Wang, Department of Mechanical and Automation Engineering, The Chinese University of Hong Kong, Shatin, Hong Kong The series “Advances in Intelligent Systems and Computing” contains publications on theory, applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually all disciplines such as engineering, natural -
2018 Webist Lnbip (20)
Client-Side Cornucopia: Comparing the Built-In Application Architecture Models in the Web Browser Antero Taivalsaari1, Tommi Mikkonen2, Cesare Pautasso3, and Kari Syst¨a4, 1Nokia Bell Labs, Tampere, Finland 2University of Helsinki, Helsinki, Finland 3University of Lugano, Lugano, Swizerland 4Tampere University, Tampere, Finland [email protected], [email protected], [email protected], [email protected] Abstract. The programming capabilities of the Web can be viewed as an afterthought, designed originally by non-programmers for relatively simple scripting tasks. This has resulted in cornucopia of partially over- lapping options for building applications. Depending on one's viewpoint, a generic standards-compatible web browser supports three, four or five built-in application rendering and programming models. In this paper, we give an overview and comparison of these built-in client-side web ap- plication architectures in light of the established software engineering principles. We also reflect on our earlier work in this area, and provide an expanded discussion of the current situation. In conclusion, while the dominance of the base HTML/CSS/JS technologies cannot be ignored, we expect Web Components and WebGL to gain more popularity as the world moves towards increasingly complex web applications, including systems supporting virtual and augmented reality. Keywords|Web programming, single page web applications, web com- ponents, web application architectures, rendering engines, web rendering, web browser 1 Introduction The World Wide Web has become such an integral part of our lives that it is often forgotten that the Web has existed only about thirty years. The original design sketches related to the World Wide Web date back to the late 1980s. -
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SV Webgl/Webvr GDC 2019 Meetup
SV WebGL/WebVR GDC 2019 Meetup The Khronos Group WebGL Update from Browser Implementers ● Demos ● WebGL 2.0 Update ● WebGL 2.0 Compute ● Key extensions being developed ○ KHR_parallel_shader_compile ○ WEBGL_multi_draw and WEBGL_multi_draw_instanced ○ WEBGL_video_texture ● WebGL in multithreaded WebAssembly ● Acknowledgments ● Speaker List Demos Filament Wolfenstein Babylon.js Three.js Ray-Traced with WebGL 1.0 WebGL 2.0 Update ● WebGL working group is focusing on conformance - getting all implementations to pass the top-of-tree conformance test suites ○ James Darpinian, Google; Jeff Gilbert, Mozilla; Lin Sun, Intel ● Many corner cases of the OpenGL and OpenGL ES specs have been uncovered and resolved since last snapshot ● Will lead to improved portability of applications ● Also resolving bug reports from customers and turning these into conformance tests where applicable and possible ● Please keep these coming! WebGL 2.0 Compute ● Single largest recent WebGL advancement is support for compute shaders ● Developed by Intel’s Web Graphics team in Shanghai ○ Jiajia/Jiawei/Xinghua/Jie/Jiajie/Yunfei/Yizhou/Yunchao ● Adds OpenGL ES 3.1 compute shaders to WebGL ● Draft specification is online ● Available in current Chromium builds on Windows and Linux Trying WebGL 2.0 Compute ● Use Chrome Canary on Windows or Dev Channel on Linux ● On Windows: ○ --use-cmd-decoder=passthrough --enable-webgl2-compute-context ○ Optionally: --use-angle=gl ● On Linux: ○ --use-cmd-decoder=passthrough --enable-webgl2-compute-context --use-gl=angle ● First ComputeBoids -
Context Sensitive Netbooks INF5261
UNIVERSITY OF OSLO Department of Informatics Context sensitive netbooks INF5261 Adriana Alexandri, Morten Frellumstad, Brendan Johan Lee Spring 2009 Contents 1 Introduction 3 2 Netbooks 4 2.1 History, emerging trends and the future . .4 2.2 Android to refocus netbooks? . .5 2.3 Are netbooks going away? . .6 3 Context awareness 7 3.1 Mobility . .9 3.2 Device proximity . 10 3.3 Dual use . 10 4 Ethics 11 4.1 Our issues . 13 4.2 Possible solutions . 15 4.3 The mind . 16 4.4 Conclusion . 16 5 Survey 16 5.1 Methods . 16 5.2 Results . 17 5.3 Conclusions . 18 6 Creating a context aware framework 18 6.1 Software of interest . 18 6.1.1 Mobiola Headset for Skype . 18 6.1.2 JoikuSpot . 18 6.1.3 Blueproximity and pyacceleremoter . 19 6.1.4 Anyremote, Psiloc Wireless Presenter, Salling clicker and Bluetooth remote . 19 6.2 How could we build a context aware system at UiO? . 20 6.3 Our suggested framework . 22 7 Conclusion 23 7.1 Future work . 24 7.1.1 An experiment at Blindern . 25 References 26 A Descriptive Statistics 30 B Descriptive Statistics: U1; U2; U3; U4; U5; U6; U7; U8 30 1 C Descriptive Statistics: S1; S2; S3; S4; S5; S6; S7; S8; ... 31 D Subset bring to UiO often Descriptive Statistics: U1; U2; U3; U4; U5; U6; U7; U8 32 E Existing and non-existing services 34 E.1 Non existing service (to our knowledge) . 34 E.2 Existing services . 34 2 1 Introduction Netbook is a collective term, most likely coined by Psion in 1999[1], repre- senting relatively inexpensive small notebooks designed for wireless commu- nication and Internet access. -
Wang Lin.Pdf 791KB Dec 05 2013 05:23:33 PM
University of Florida Department of Electrical and Computer Engineering EEL 4665/5666 Intelligent Machines Design Laboratory Written Report Student Name: Lin Wang Robot Name: Sh ake Shake Shake E-Mail: [email protected] Instructors: Dr. A. Antonio Arroyo Dr. Eric M. Schwartz TAs: Ryan Chilton Josh Weaver Table of Contents Abstract .......................................................................................................................... 4 Executive Summary ....................................................................................................... 4 Introduction .................................................................................................................... 5 Integrated system ........................................................................................................... 6 Mobile platform ............................................................................................................. 8 Actuation ........................................................................................................................ 9 Sensors ........................................................................................................................... 9 Behaviors ..................................................................................................................... 11 Experimental layout and results ................................................................................... 12 Conclusion .................................................................................................................. -
Exploring the Uncanny Valley Effect in Virtual Reality for Social Phobia
EXPLORING THE UNCANNY VALLEY EFFECT EXPLORING IN VIRTUAL REALITY THE UNCANNY VALLEY EFFECT FOR SOCIAL PHOBIA IN VIRTUAL REALITY FOR GLOSSOPHOBIA DIGITAL AND INTERACTION DESIGN MASTER DEGREE RESEARCH THESIS 1 EXPLORING THE UNCANNY VALLEY EFFECT IN VIRTUAL REALITY FOR SOCIAL PHOBIA AUTHOR Milena Stefanova, 913150 SUPERVISOR Prof. Margherita Pillan CO-SUPERVISOR Prof. Alberto Gallace 2020 ”NOTHING IN LIFE IS TO BE FEARED, IT IS ONLY TO BE UNDERSTOOD. NOW IS THE TIME TO UNDERSTAND MORE, SO THAT WE MAY FEAR LESS.” -MARIE CURIE EXPLORING THE UNCANNY VALLEY EFFECT IN VIRTUAL REALITY FOR SOCIAL PHOBIA THANK YOU To PROF. PILLAN, for not only supervising this thesis work, but for helping me understand better how to combine and balance in me being a software engineer and a designer at the same time. Already in the first semester she told me “When logic meets design, that’s a jackpot.“ This became like a mantra for me, reminding why I wanted to learn about design in first place. To PROF. GALLACE, for his advice on this thesis. I have learned a lot, which shaped the direction of my research topic. To ALL MY PROFESSORS during these two years. As Albert Einstein says, “Student is not a container you have to fill but a torch you have to light up.“ I came to Politecnico di Milano inspired to learn new things. I am leaving with knowledge and even more inspired to learn more. 6 To my partner, RICCARDO, for the support in the full meaning of the word. To my parents, MARGARITA and PLAMEN, for feeding my striving for improvement. -
Adaptivity of 3D Web Content in Web-Based Virtual Museums a Quality of Service and Quality of Experience Perspective
ADAPTIVITY OF 3D WEB CONTENT IN WEB-BASED VIRTUAL MUSEUMS A QUALITY OF SERVICE AND QUALITY OF EXPERIENCE PERSPECTIVE Hussein Bakri A Thesis Submitted for the Degree of PhD at the University of St Andrews 2019 Full metadata for this item is available in St Andrews Research Repository at: http://research-repository.st-andrews.ac.uk/ Please use this identifier to cite or link to this item: http://hdl.handle.net/10023/18453 This item is protected by original copyright Adaptivity of 3D Web Content in Web-Based Virtual Museums A Quality of Service and Quality of Experience Perspective Hussein Bakri This thesis is submitted in partial fulfilment for the degree of Doctor of Philosophy (PhD) at the University of St Andrews December 2018 Abstract The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections’ information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. -
Interaction with Webvr 360° Video Player: Comparing Three Interaction Paradigms
This is the accepted manuscript of the article, which has been published in Rosenberg E. et al. (eds) 2017 IEEE Virtual Reality (VR). IEEE. ISBN: 978-1-5090-6647-6. ISSN: 2375-5334. https://doi.org/10.1109/VR.2017.7892285 Interaction with WebVR 360° Video Player: Comparing Three Interaction Paradigms Toni Pakkanen*¹ Jaakko Hakulinen¹ Tero Jokela² Ismo Rakkolainen¹ Jari Kangas¹ Petri Piippo² Roope Raisamo¹ Marja Salmimaa² ¹ School of Information Sciences, University of Tampere, Finland ² Nokia Technologies, Nokia Corporation, Finland ABSTRACT [9]. As we used a Leap Motion sensor, which has a smaller Immersive 360° video needs new ways of interaction. We compared recognition area, we used similar movement based clockwise and three different interaction methods to find out which one of them is counterclockwise rotation gestures for rewind/fast forward instead. the most applicable for controlling 360° video playback. The Since pointing is perceived as a difficult action to do with gestures compared methods were: remote control, pointing with head [7], we chose static pose gestures instead. orientation, and hand gestures. A WebVR-based 360° video player In our approach, we used one-handed gestures, which had was built for the experiment. stationary hand postures, with small hand movements to initiate actions. The chosen gestures are commonly used and similar to the Keywords: Immersive 360° video, interaction methods, gestures. gestures users have been reported to suggest for similar tasks. The remote control and head pointing user interfaces included in the Index Terms: H.5.1 [Information Interfaces and Presentation]: study are currently the industry de-facto standard interaction Multimedia Information Systems — Artificial, augmented, and methods for 360° video playback. -
TALLER DE NUEVAS NARRATIVAS AUDIOVISUALES VR: RODAJE EN VIDEO 360 Y Su Programación En WEBVR Para La VIRTUAL REALITY / EXTENDED REALITY
Taller de formación: Nuevas narrativas audiovisuales VR TALLER DE NUEVAS NARRATIVAS AUDIOVISUALES VR: RODAJE EN VIDEO 360 y su Programación en WEBVR para la VIRTUAL REALITY / EXTENDED REALITY Este taller está subvencionado en un 85% por la Agencia Canaria de Investigación, Innovación y Sociedad de la Información, de la Consejería de Economía, Industria, Comercio y Conocimiento, cofinanciado en un 85% por el Fondo Europeo de Desarrollo Regional (FEDER)." Taller de formación: Nuevas narrativas audiovisuales VR INTRO El uso del vídeo en 360 empieza a popularizarse en el mundo de la publicidad, en el mundo del periodismo, y cómo no, en el mundo de la industria del entretenimiento. Si queremos pasar de ser meros espectadores a ser quienes rueden la materia prima de la realidad virtual, hemos de conocer los entresijos de este nuevo lenguaje narrativo, al tiempo que sus aspectos técnicos a la hora de rodar y procesar esas imágenes. Hablamos de un nuevo medio audiovisual y de un arte que va más allá de la creación cinematográfica tradicional, la animación, o los videojuegos, que ha roto de una vez por todas las reglas del juego, y donde el espectador, ya no se comporta como tal, porque es trasladado directamente al interior de una historia y se convierte en parte activa de la misma. PÚBLICO OBJETIVO El taller está ideado para 20 alumnos. Va dirigido a profesionales del audiovisual y a estudiantes de secundaria. El rango oscilará entre los 16 y los 60. Aunque realmente, no hay límite de edad. Se requerirá conocimientos previos de realización y edición. Taller de formación: Nuevas narrativas audiovisuales VR LUGAR DE CELEBRACIÓN El taller se impartirá en la isla de La Palma, durante la celebración del XIV Festivalito – Festival de las Estrellas de La Palma.