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Luminosity | a Re-Imagining of Twilight | by Alicorn
Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it. -
Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ........................................................................................................... -
The Search for the "Manchurian Candidate" the Cia and Mind Control
THE SEARCH FOR THE "MANCHURIAN CANDIDATE" THE CIA AND MIND CONTROL John Marks Allen Lane Allen Lane Penguin Books Ltd 17 Grosvenor Gardens London SW1 OBD First published in the U.S.A. by Times Books, a division of Quadrangle/The New York Times Book Co., Inc., and simultaneously in Canada by Fitzhenry & Whiteside Ltd, 1979 First published in Great Britain by Allen Lane 1979 Copyright <£> John Marks, 1979 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner ISBN 07139 12790 jj Printed in Great Britain by f Thomson Litho Ltd, East Kilbride, Scotland J For Barbara and Daniel AUTHOR'S NOTE This book has grown out of the 16,000 pages of documents that the CIA released to me under the Freedom of Information Act. Without these documents, the best investigative reporting in the world could not have produced a book, and the secrets of CIA mind-control work would have remained buried forever, as the men who knew them had always intended. From the documentary base, I was able to expand my knowledge through interviews and readings in the behavioral sciences. Neverthe- less, the final result is not the whole story of the CIA's attack on the mind. Only a few insiders could have written that, and they choose to remain silent. I have done the best I can to make the book as accurate as possible, but I have been hampered by the refusal of most of the principal characters to be interviewed and by the CIA's destruction in 1973 of many of the key docu- ments. -
Mbk-Game Engine Lecture
Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017 2 person team 3 years ART 300 person team GAME DESIGN 10 years ENGINEERING Final Fantasy 15 PRODUCTION/BUSINESS TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. 1999 Roller Coaster Tycoon written by one guy in x86 assembly language TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. Today, more flexibility in language Typically Object-Oriented Use development tools like Visual Studio or Eclipse TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content Lots of content on tight deadlines. Glitches and crashes are BAD. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations Doom 1993 Levels, dungeons, and rooms were not only for game pacing, but to limit the number of objects to compute and render at a time. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations 2016 graphics Pixar - Piper Final Fantasy 15 Gregory, Jason. Game engine architecture. CRC Press, 2009. Game Engines Tools that fit the pieces together Game Engine GAME ENGINES: HISTORY 1990s First-person shooters: Doom by id Software GAME ENGINES: HISTORY Architecture separates core software from game- specific assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play GAME ENGINES: HISTORY 1990’s Separation of game engine allowed “mods” by replacing assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play Not okay mod. -
Dell, Vmware, NVIDIA Use Tesla Model to Change Personal Computing Forever 3/25/15, 11:29 AM
Print Article : Dell, VMware, NVIDIA Use Tesla Model to Change Personal Computing Forever 3/25/15, 11:29 AM URL : http://www.itbusinessedge.com/blogs/unfiltered-opinion/dell-vmware-nvidia-use-tesla-model-to-change-personal-computing- forever.html Print Article Dell, VMware, NVIDIA Use Tesla Model to Change Personal Computing Forever Strangely, I’m suddenly writing more about thin client computing this year than I did when thin client computing was the poster child of Oracle and Sun’s diabolical plan to take over the desktop, almost two decades ago. Their strategy was flawed, however, because they focused on lowering the cost of PCs rather than where the real opportunity likely resided: increasing performance and productivity for those who needed both and were willing to pay for it. Change is expensive and if you chase people who don’t have money, you’ll likely find, like Oracle and Sun did, that they aren’t thrilled with the idea of paying more up front with the hope of getting some kind of lower operating cost going forward. Worse, users have never been willing to trade performance for IT cost and will Top Trends Driving the complain up a blue streak if forced down that road. Data Center in 2015 Well Dell, VMware and NVIDIA this week launched a very different kind of solution, the first ISV- certified virtual workstation appliance solution. And it is nothing short of amazing. What is fascinating is that they are demonstrating a strategy that is the opposite of what Sun and Oracle envisioned, yet they have companies literally lining up to use it and toss out those old PCs (well, workstations) for something much, much better. -
Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J. -
Appendix a Basic Mathematics for 3D Computer Graphics
Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points. -
Chapter 00. Why Java for Games Programming?
Java Prog. Techniques for Games. Chapter 00. Why Java? Draft #1 (18th July '04) Chapter 00. Why Java for Games Programming? This is where I revisit many discussions (i.e. arguments) about why Java is not a crazy choice for games programming. Possibly this chapter isn't necessary since you're already convinced of Java's qualities. But maybe you're not quite sure. 1. First the Advantages, but briefly... One of my assumptions is that the reader (that's you) already has an introductory knowledge of Java, the sort of stuff gleaned from a semester's course at college. Near the start of that course, you'll have been regaled with Java's many advantages: object orientation, cross-platform support, code reuse, ease of development, tool availability, reliability and stability, good documentation, support from Sun Microsystems, low development costs, the ability to use legacy code (e.g. C, C++), and increased programmer productivity. Rather than explain each of them again, I'll take a different approach. I'll discuss Java's suitability for games programming in terms of the typical misconceptions/complaints wheeled out by people who think that games must be implemented in C, or C++, or assembler, or whatever (so long as its not Java). Here's the list, briefly: • Java is too slow for games programming; • Java has memory leaks; • Java is too high-level; • Java isn't supported on games consoles, so why bother using it; • No one uses Java to write real games; • Sun Microsystems isn't interested in supporting Java gaming. 2. Java is Too Slow for Games Programming They mean that Java is slow compared to C or C++, the dominant languages for games programming at the moment. -
CMSC 425 Game Programming1
CMSC 425 Game Programming1 David M. Mount Department of Computer Science University of Maryland Spring 2015 1Copyright, David M. Mount, 2015, Dept. of Computer Science, University of Maryland, College Park, MD, 20742. These lecture notes were prepared by David Mount for the course CMSC 425, Game Programming, at the University of Maryland. Permission to use, copy, modify, and distribute these notes for educational purposes and without fee is hereby granted, provided that this copyright notice appear in all copies. Lecture Notes 1 CMSC 425 Lecture 1: Introduction to Game Programming Sources: Further information can be found in the first chapter of Introduction to Game Development (2nd edition), ed. S. Rabin, 2009. Computer Game Programming: The famous game design Sid Meier once defined a computer game as \a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal." A somewhat more concrete definition of a computer game, due to Mark Overmars, is \a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal." This course is concerned with the theory, practice, and technologies underlying the development of modern computer games of all varieties. A Brief History: Today's computer games constitute a multi-billion dollar industry. There is an incredible variety of game genres: strategy, sports, shooter, role-playing, racing, adventure, and so on. Some games induce their players to dedicate long hours in pursuit of a distant goal, and others can be picked up and played for just a few minutes. -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game. -
Computoredge 03/21/14: Remote Computing with Google Chrome
March 21, 2014 List of ComputorEdge Sponsors List of ComputorEdge Sponsors San Diego ComputorEdge Sponsors Colocation and Data Center redIT With approaches like smart security, customized colocation and an extensive range of managed services, redIT helps you intelligently leverage IT. Computer Books LOL Computer/Internet Humor Anecdotes and Jokes about Computers, the Internet, Users, and the People Who Work on Them. Windows 7 Secrets E-Books Four-Book Windows 7 E-Book Special at Amazon! Computer Store, Full Service Chips and Memory New Systems Starting At $299 Visit Our Website or Call for Hardware, Software, Systems, or Components Laptop*Desktop*Server IT Service * Upgrades * Service Everyday Low Prices Macintosh Specialists Maximizers Serving San Diego County Since 1988 * Onsite Macintosh Service for Home and Small Office Needs * ACSP: Apple Certified Support Professional ACTC: Apple Certified Technical Coordinator Apple Consultant's Network Repair General Hi-Tech Computers Notebooks, Monitors, Computers and Printers We Buy Memory, CPU Chips, Monitors and Hard Drives Windows 7 Upgrades Phone (858) 560-8547 2 March 21, 2014 Colorado ComputorEdge Sponsors Colorado ComputorEdge Sponsors Computer Books LOL Computer/Internet Humor Anecdotes and Jokes about Computers, the Internet, Users, and the People Who Work on Them Windows 7 Secrets E-Books Four-Book Windows 7 E-Book Special at Amazon! 3 March 21, 2014 ComputorEdge™ Online — 03/21/14 ComputorEdge™ Online — 03/21/14 Click to Visit ComputorEdge™ Online on the Web! Remote Computing with Google Chrome Google Chrome Remote Desktop is an excellent way to access your Windows PCs and Macs from anywhere in the world—and it's free! Magazine Summary List of ComputorEdge Sponsors Digital Dave by Digital Dave Digital Dave answers your tech questions. -
Collation Sounds Boo
In a nutshell……… Synthetic Phonics Teaching: The best way to teach the technical skills of reading (decoding) and spelling (encoding) in the English language is to teach the core code knowledge of The English Alphabetic Code in systematic steps and the three core skills of: 1. READING - sound out and blend (synthesise) the sounds (phonemes) represented by the letters and letter groups (graphemes) all-through-the-printed-word, from left to right (e.g. see ‘tray’, say “/t/ /r/ /ai/”, hear and say “tray”). 2. SPELLING - segment (or split up) the smallest identifiable sounds (phonemes) all-through-the-spoken-word (e.g. hear “tray”, identify /t/ /r/ /ai/) and then pull letter/s from memory to spell the word ‘tray’. 3. WRITING - record the correct shapes of the letters or letter groups (graphemes), from left to right, which represent the phonemes identified from segmenting the spoken word from beginning to end. The English Alphabetic Code: We can identify around 44 phonemes (the smallest identifiable sounds in words) in the English language but there are only 26 letters in The Alphabet to represent the 44+ sounds. Single letters and letters combined into letter groups act as code for the sounds, for example; the grapheme ‘ie’ is pronounced /igh/ as in the word ‘tie’. The English Alphabetic Code is complicated by the fact that it has many ‘spelling alternatives’ and ‘pronunciation alternatives’, for example; the grapheme ‘ie’ can also be pronounced /ee/ as in the word ‘chief’. The Alphabetic Code, therefore, needs to be taught explicitly and systematically for both reading and spelling.