Image Data Analysis in H.Sapiens and C.Elegans
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Andrew Nealen
Andrew Nealen Interactive Media & Games Division Prof. Dr.-Ing. Andrew Nealen USC School of Cinematic Arts 1535 6th Street, Apt 301 3470 McClintock Avenue Santa Monica, CA 90401 Los Angeles, CA 90089 [email protected] [email protected] http://www.nealen.net Professional Game design, artificial intelligence, game programming/technology, computer Interests aided game design, computer graphics, interactive techniques, geometric mod- eling, human perception, computer animation, physically-based modeling Current Associate Professor of Cinematic Arts and Computer Science position(s) USC Cinematic Arts / USC Viterbi Work Associate Professor of Cinematic Arts and Computer Science experience USC Cinematic Arts / USC Viterbi (December 2019 { Today) Associate Professor of Cinematic Arts USC School of Cinematic Arts (May 2019 { November 2019) Visiting Associate Professor of Interactive Media & Games USC School of Cinematic Arts (September 2018 { May 2019) Assistant Professor of Computer Science NYU Tandon School of Engineering (September 2012 { September 2018) Core Team Member Hemisphere Games (September 2007 { Today) Assistant Professor of Computer Science Rutgers University (September 2008 { July 2012) Game Designer/Programmer Area/Code (September 2010 { May 2011) Postdoctoral Researcher and Lecturer Technische Universit¨atBerlin (October 2007 { August 2008) Teaching: game design and programming Research Assistant, Teaching Assistant and PhD Student Technische Universit¨atDarmstadt and Technische Universit¨atBerlin (June 2003 { September 2007) -
Mobile Systems
CS 318 Principles of Operating Systems Fall 2017 Lecture 21: Mobile Systems Ryan Huang 11/30/17 CS 318 – Lecture 21 – Mobile Systems 2 Apply the security update immedidately! CS 318 – Lecture 21 – Mobile Systems Administrivia • Lab 4 deadline one week away • Groups of 2 students receive 2-day extra late hour • Groups of 3 students with 1 318 section student receive 1-day extra late-hour • Please, please don’t cheat • Homework 5 is released 11/30/17 CS 318 – Lecture 21 – Mobile Systems 4 Mobile Devices Become Ubiquitous Worldwide Devices Shipments by Device Type (Millions of Units) 3000 2500 2000 1500 1806.96 1879 1910 1959 1000 500 Google Nexus 6P 209.79 226 196 195 296.13 277 246 232 0 2013 2014 2015 2016 Traditional PCs Ultramobiles (Premium) Ultramobiles (Basic and Utility) Mobile Phones 5 History of Mobile OS (1) • Early “smart” devices are PDAs (touchscreen, Internet) • Symbian, first modern mobile OS - released in 2000 - run in Ericsson R380, the first ‘smartphone’ (mobile phone + PDA) - only support proprietary programs 11/30/17 CS 318 – Lecture 21 – Mobile Systems 6 History of Mobile OS (2) • Many smartphone and mobile OSes followed up - Kyocera 6035 running Palm OS (2001) • 8 MB non-expandable memory - Windows CE (2002) - Blackberry (2002) • was a prominent vendor • known for secure communications - Moto Q (2005) - Nokia N70 (2005) • 2-megapixel camera, bluetooth • 32 MB memory • Symbian OS • Java games 11/30/17 CS 318 – Lecture 21 – Mobile Systems 7 One More Thing… • Introduction of iPhone (2007) - revolutionize the smartphone industry - 4GB flash memory, 128 MB DRAM, multi-touch interface - runs iOS, initially only proprietary apps - App Store opened in 2008, allow third party apps 11/30/17 CS 318 – Lecture 21 – Mobile Systems 8 Android – An Unexpected Rival of iPhone • Android Inc. -
The Computer Games Journal Ltd Registered Company No
ISSN 2052-773X The Computer Games Journal Ltd Registered company no. SC 441838 Registered address: 5 Golf Course Rd, Skelmorlie, North Ayrshire, UK (post code PA17 5BH) journal website: www.computergamesjournal.com journal enquiries: [email protected] The Computer Games Journal Volume 2 Edition 2 Lammas 2013 Reproduction rights owned by The Computer Games Journal Ltd ©2012-14 The Computer Games Journal 2(2) Lammas 2013 Volume 2 Edition 2 Lammas 2013: contents Editorial The need to play and develop video games in order to understand them Phil Carlisle 3 - 4 Papers Physical responses (arousal) to audio in games Raymond Usher, Paul Robertson, Robin Sloan 5 - 13 Technical paper - running a business in The Cloud Sean Reilly, Gordon Dow 14 - 51 Game audio – an investigation into the effect of audio on player immersion Nicola Gallacher 52 - 79 On keeping graduates maximally skilled and visibly so to enter the computer games industry as software developers John Sutherland and Martin Williamson Smith 80 - 102 Audio immersion in games Stephen Gormanley 103 - 123 A quality-driven approach to game physics engine development using the Entity Component Pattern Christopher Reilly , Kevin Chalmers 125 - 149 Reproduction rights owned by The Computer Games Journal Ltd 1 ©2012-14 www.computergamesjournal.com The Computer Games Journal 2(2) Lammas 2013 The Computer Games Journal Editor-in-Chief Dr John N Sutherland BSc, MSc, EdD, CEng, CISE, CISP, MBCS Deputy Editors-in-Chief Dr Tony Maude BSc (Hons), PhD, BD (Hons) Dr Malcolm Sutherland BSc -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page. -
085765096700 Hd Movies / Game / Software / Operating System
085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Harap di isi dan kirim ke [email protected] Isi data : NAMA : ALAMAT : NO HP : HARDISK : TOTAL KESELURUHAN PENGISIAN HARDISK : Untuk pengisian hardisk: 1. Tinggal titipkan hardisk internal/eksternal kerumah saya dari jam 07:00-23:00 WIB untuk alamat akan saya sms.. 2. List pemesanannya di kirim ke email [email protected]/saat pengantar hardisknya jg boleh, bebas pilih yang ada di list.. 3. Pembayaran dilakukan saat penjemputan hardisk.. 4. Terima pengiriman hardisk, bagi yang mengirimkan hardisknya internal dan external harap memperhatikan packingnya.. Untuk pengisian beserta hardisknya: 1. Transfer rekening mandiri, setelah mendapat konfirmasi transfer, pesanan baru di proses.. 2. Hardisk yang telah di order tidak bisa di batalkan.. 3. Pengiriman menggunakan jasa Jne.. 4. No resi pengiriman akan di sms.. Lama pengerjaan 1 - 4 hari tergantung besarnya isian dan antrian tapi saya usahakan secepatnya.. Harga Pengisian Hardisk : Dibawah Hdd320 gb = 50.000 Hdd 500 gb = 70.000 Hdd 1 TB =100.000 Hdd 1,5 TB = 135.000 Hdd 2 TB = 170.000 Yang memakai hdd eksternal usb 2.0 kena biaya tambahan Check ongkos kirim http://www.jne.co.id/ BATAM GAME 085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Movies 0 GB Game Pc 0 GB Software 0 GB EbookS 0 GB Anime dan Concert 0 GB 3D / TV SERIES / HD DOKUMENTER 0 GB TOTAL KESELURUHAN 0 GB 1. -
A History of Linux Gaming
FEATURE A HISTORY OF LINUX GAMING A HISTORY OF LINUX GAMING Liam Dawe peeks into the belly of an unstoppable beast. n the first ever issue of Linux Voice we briefly developer possible, to having major publishers on touched down on the colourful history of Linux board. Let that just sink in for a moment, as two years Igaming. Now we’re here again to give you a better ago we didn’t have anything looking as bright as it is picture of how we went from being an operating now. That’s an insanely short amount of time for such system that was mostly ignored by every major a big turnaround. The dark ages We start our look in the early 90s, before most popular Linux distro even existed. ack in the 90s, people would most likely laugh at you for telling them Byou used Linux on the desktop. It was around this time that Id Software was creating the game Doom, which actually helped push Windows as a gaming platform. Ironically it was Id that threw us our first bone. A man named Dave Taylor ported Doom to Linux the year after the original release, and he only did it because he loved Linux. In the README.Linux file Dave gave his reasons for the port: “I did this ‘cause Linux gives me a woody. It doesn’t generate revenue. Please don’t call or write us with bug reports. They cost us money, and I get sorta ragged on for wasting One of the first big name games to ever grace our platform, Doom has left quite a legacy. -
DO YOU NEED MDM? in the Face of the BYOD Phenomenon, Some Businesses Will Need an All-Encompassing Mobile Device Management Solution
VOICE OF THE I.T. COMMUNITY ITWorldCanada.com Volume 28, Number 3 I MARCH 2012 Bad guys have edge in cyberwar Canada doesn't have the resources to fight cyber crime: Critics PAGE 10 Is a ‘phablet’ right for everyone? We review Samsung's Android-powered Galaxy Note PAGE 22 DO YOU NEED MDM? In the face of the BYOD phenomenon, some businesses will need an all-encompassing mobile device management solution. But not all will PAGE 18 MOBILE WORLD CONGRESS NEWS FROM BARCELONA PAGE 14 PM 40063800 Streamlined provisioning. Introducing Microsoft Of ce 365. Collaborate Easy-to-use permissions. in the cloud with Of ce, Exchange, SharePoint, and Lync videoconferencing. Starting as low Enterprise-grade security. as $11.75 per user per month. Begin your It all works together. free trial now at CompWorld.Of ce365.ca Scan this tag with your smartphone to see Of ce 365 in action. 14842_MSA062_Security_ComputerWorld_8.125x10.875.indd 1 2/24/12 10:05 AM AGENDA OPINIONS AND COMMENTARY platform research and develop- fields. Now, the sources of data oretical example of the patterns A big ment for the company. aren’t so structured: we’re deal- that data mining can unlock, It’s a given that technology ing with documents, images, and factually, it wasn’t true. It’s changes everything, but that’s and media files, often without an item of small relevance, but data particularly true in the big data the appropriate meta data; for the fact that it lodged the analytics field. The ability to geo-location data that may or beer-and-diapers model of data ‘aha’ process the analytics of billions may not be associated with a mining in my head for the ensu- of lines of data in memory, inno- transaction; social media feeds ing 15 years. -
Andrew Nealen
Andrew Nealen Interactive Media & Games Division Prof. Dr.-Ing. Andrew Nealen USC School of Cinematic Arts [email protected] 3470 McClintock Avenue http://www.nealen.net Los Angeles, CA 90089 [email protected] Professional Game design, artificial intelligence, computer graphics, game programming, Interests computer aided game design, interactive techniques, geometric modeling, hu- man perception, computer animation, physically-based modeling Current Associate Professor of Cinematic Arts & Computer Science position(s) USC Cinematic Arts / USC Viterbi School of Engineering Work Associate Professor of Cinematic Arts and Computer Science experience USC Cinematic Arts / USC Viterbi (December 2019 { Today) Associate Professor of Cinematic Arts USC School of Cinematic Arts (May 2019 { November 2019) Visiting Associate Professor of Interactive Media & Games USC School of Cinematic Arts (September 2018 { May 2019) Research Professor NYU Tandon School of Engineering (September 2018 { Today) Assistant Professor of Computer Science NYU Tandon School of Engineering (September 2012 { September 2018) Core Team Member Hemisphere Games (September 2007 { Today) Assistant Professor of Computer Science Rutgers University (September 2008 { July 2012) Game Designer/Programmer Area/Code (September 2010 { May 2011) Postdoctoral Researcher and Lecturer Technische Universit¨atBerlin (October 2007 { August 2008) Teaching: game design and programming Research Assistant, Teaching Assistant and PhD Student Technische Universit¨atDarmstadt and Technische Universit¨atBerlin -
UNIVERSITY of PIRAEUS DEPARTMENT of DIGITAL SYSTEMS POSTGRADUATE PROGRAMME Economic Management and Digital Systems Security
UNIVERSITY OF PIRAEUS DEPARTMENT OF DIGITAL SYSTEMS POSTGRADUATE PROGRAMME Economic Management and Digital Systems Security Smartphone Forensics & Data Acquisition DISSERTATION Pachigiannis Panagiotis MTE1219 2015 Contents Contents……… ....................................................................................................................................... 2 Acknowledgement ................................................................................................................................... 7 Abstract……. ........................................................................................................................................... 8 1) Introduction........................................................................................................................................... 9 1.1) Context ........................................................................................................................................... 9 1.2) Aim & Objective .......................................................................................................................... 10 1.3) Background .................................................................................................................................. 11 1.4) Structure of Thesis ....................................................................................................................... 11 2) Mobile Devices .................................................................................................................................. -
The Developer's Guide to Azure
E-book Series The Developer’s Guide to Azure Published May 2019 May The Developer’s 2 2019 Guide to Azure 03 / 40 / 82 / Introduction Chapter 3: Securing Chapter 6: Where your application and how to deploy We’re here to help your Azure services How can Azure help secure 05 / your app? How can Azure deploy your Encryption services? Chapter 1: Getting Azure Security Center Infrastructure as Code started with Azure Logging and monitoring Azure Blueprints Containers in Azure What can Azure do for you? Azure Stack Where to host your 51 / Where to deploy, application and when? Chapter 4: Adding Azure App Service Features Azure Functions intelligence to Azure Logic Apps your application 89 / Azure Batch Containers How can Azure integrate AI Chapter 7: Share your What to use, and when? into your app? code, track work, and ship Making your application Azure Search software more performant Cognitive Services Azure Front Door Azure Bot Service How can Azure help you plan Azure Content Delivery Azure Machine Learning smarter, collaborate better, and ship Network Studio your apps faster? Azure Redis Cache Developer tooling for AI Azure Boards AI and mixed reality Azure Repos Using events and messages in Azure Pipelines 22 / your application Azure Test Plans Azure Artifacts Chapter 2: Connecting your app with data 72 / 98 / What can Azure do for Chapter 5: Connect your your data? business with IoT Chapter 8: Azure in Action Where to store your data Azure Cosmos DB How can Azure connect, secure, Walk-through: Azure portal Azure SQL Database manage, monitor, -
PDA Phone Choices
OK. You’ve finally broken down and gotten a cell phone with a color screen, camera and a ring that plays 1814 Overture. Your teen age child no longer sneers when you pull it out of your purse or pocket. You delude yourself into thinking that you have finally arrived. Well, get a grip, you technological slug, your phone is nothing. Nada. Zip, etc. A phone that won’t surf the internet, allow you to read books, have all of your Outlook contacts, tasks and calendar handy, and pull up web sites and your emails, with attachments, is pretty weak. And even though you finally managed to get a PDA that will do these things, you now have to worry about carrying and losing both. Enter smart phones. Actually they have been here for some time, but they have gotten smaller, better looking, have greater battery power, and will do lots of stuff. Better yet, the price points have moved considerably. Depending upon the wireless carrier, the prices of some of these phone/pda combinations are less than $300. When I last wrote about the Kyocera 6035 a couple of years ago, the price was $600. I was able to snatch a used one for $200, and have had no problems. But I have had complaints. My phone will pull my office email, but not the attachments. Since our work product usually resides in an attachment, this has occasionally created problems. And finding contacts with one hand, given my large office database, can sometimes be a challenge. But these problems have not been insurmountable, and the benefits have far outweighed the hassle factor. -
2 Androidoverview.Pdf
CS371m - Mobile Computing Android Overview and Android Development Environment What is Android? • A software stack for mobile devices that includes – An operating system – Middleware – Key Applications • Uses Linux to provide core system services – Security – Memory management – Process management – Power management – Hardware drivers http://developer.android.com/guide/basics/what-is-android.html Android Versioning • On the order of 25 versions in 8 years. • Slowing down, current pace is one large, major release a year – will this slow down more? • Android releases have a code name, version number, and API level • Most recent: – Nougat, Version 7.1, API level 25 • https://en.wikipedia.org/wiki/Android_version_history A Short History Of Android • 2001 Palm Kyocera 6035, combing PDA and phone – PDA = personal data assistant, PalmPilot • 2003 - Blackberry smartphone released • 2005 – Google acquires startup Android Inc. to start Android platform. – Work on Dalvik VM begins • 2007 – Open Handset Alliance announced – Early look at SDK – June, iPhone released • 2008 – Google sponsors 1st Android Developer Challenge – T-Mobile G1 announced, released fall – SDK 1.0 released – Android released open source (Apache License) – Android Dev Phone 1 released Pro Android by Hashimi & Komatineni (2009) Short History cont. • 2009 – SDK 1.5 (Cupcake) after Alpha and Beta • New soft keyboard with “autocomplete” feature – SDK 1.6 (Donut) • Support Wide VGA – SDK 2.0/2.0.1/2.1 (Eclair) • Revamped UI, browser • 2010 – Nexus One released to the public – SDK 2.2 (Froyo) • Flash support, tethering – SDK 2.3 (Gingerbread) • UI update, system-wide copy-paste https://en.wikipedia.org/wiki/Android_version_history Short History cont. • 2011 – SDK 3.0 (Honeycomb) for tablets only • New UI for tablets, support multi-core processors, fragments – SDK 3.1 and 3.2 • Hardware support and UI improvements – SDK 4.0 (Ice Cream Sandwich) • For Q4, combination of Gingerbread and Honeycomb 7 Short History cont.