2011 CTTSO Review Book (Pdf)
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
V2a Neurons Pattern Respiratory Muscle Activity in Health and Disease
V2a Neurons Pattern Respiratory Muscle Activity in Health and Disease by Victoria N. Jensen A dissertation submitted to the University of Cincinnati in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Cincinnati College of Medicine Neuroscience Graduate Program December 2019 Committee Chairs Mark Baccei, Ph.D. Steven Crone, Ph.D. i Abstract Respiratory failure is the leading cause of death in in amyotrophic lateral sclerosis (ALS) patients and spinal cord injury patients. Therefore, it is important to identify neural substrates that may be targeted to improve breathing following disease and injury. We show that a class of ipsilaterally projecting, excitatory interneurons located in the brainstem and spinal cord – V2a neurons – play key roles in controlling respiratory muscle activity in health and disease. We used chemogenetic approaches to increase or decrease V2a excitability in healthy mice and following disease or injury. First, we showed that silencing V2a neurons in neonatal mice caused slow and irregular breathing. However, silencing V2a neurons in adult mice did not alter the regularity of respiration and actually increased breathing frequency, suggesting that V2a neurons play different roles in controlling breathing at different stages of development. V2a neurons also pattern respiratory muscle activity. Our lab has previously shown that increasing V2a excitability activates accessory respiratory muscles at rest in healthy mice. Surprisingly, we show that silencing V2a neurons also activated accessory respiratory muscles. These data suggest that two types of V2a neurons exist: Type I V2a neurons activate accessory respiratory muscles at rest whereas Type II V2a neurons prevent their activation when they are not needed. -
Good Game Game Idea Development Knowledge Value Creation Unique
57-я научная конференция аспирантов, магистрантов и студентов БГУИР, 2021 г CUTTING-EDGE GAME CREATION Maglich I.M. Belarusian State University of Informatics and Radioelectronics, Minsk, Republic of Belarus Liakh Y. V. – Lecturer Annotation. The main features of cutting-edge game creation and several examples of such games are given in this thesis. The terms of idea and imagination and the role of them in game development, as well as the main game development tools are explained. Keywords. Game, idea, imagination, graphics, game engine, soundtrack, mechanics. This thesis demonstrates how a combination of unique value characteristics can be used to create games which stand out from the mass. The most important aspect in creating of a cutting-edge game is an idea. In the dictionary term “idea” is referred to as the ability or gift of forming such conscious ideas or mental images, especially for the purposes of artistic or intellectual creation. The initial idea for a game in an individual’s mind is often brought to the organization as a collection of thoughts untouched, not yet contested via idea sharing practices. The resulting evolving idea moves through organizational knowledge boundaries to which individuals contribute by adding value [1]. The market of computer games is really huge now and the competition is only increasing. That’s why you need good imagination to create an exclusive idea. So, what is your imagination? Imagination is the ability of a person to spontaneously create or deliberately construct images, representations, ideas of objects, which in the life experience of the imagining in a holistic form were not previously perceived or cannot be perceived at all through the senses. -
Numerical Technique for Calculation of Radiant Energy Flux to Targets from Flames
iiii«jiiiin«iitfftaw « ^»gJ>^ j rü t 5wr!TKg t‘‘3v>g>!eaBggMglMgW8ro?ftanW This dissertation has been microfilmed exactly as received 66-1874 I SHAHROKHI, Firouz, 1938- NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES. The University of Oklahoma, Ph.D., 1966 Engineering, mechanical University Microfilms, Inc., Ann Arbor, Michigan j THE UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY BY FIROUZ SHAHROKHI Norman, Oklahoma 1965 NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES DISSERTATION COMMITTEE ABSTRACT This is a study to predict total flux at a given surface from a flame which has a specified shape and. dimen sion. The solution to the transport equation for an absorbing and emitting media has been calculated based on a thermody namic equilibrium and non-equilibrium flame. In the thermodynamic equilibrium case, it is assumed that the cir cumstances are such that at each point in the flame a local temperature T is defined and the volume emission coefficient at that point is given in terms of volume absorption coeffi cient by the Kirchhoff's Law. The flame's monochromatic intensity of volume emission in a thermodynamic equilibrium is assumed to be the product of monochromatic volume extinction coefficient and the black body intensity. In the non-equilibrium case, a measured monochromatic intensity of volume emission of a given flame is used as well as the measured monochromatic volume extinction coefficient. -
Decima Engine: Novità Riguardanti Il Motore Grafico
Decima Engine: novità riguardanti il motore grafico Durante la conferenza intitolata “Decima Engine: Advances in Lighting and AA” avvenuta durante l’annuale manifestazione Siggraph nella città di Los Angeles,Carpentier (Guerrilla Games) e Ishiyama (Kojima Productions) hanno sviscerato alcune novità dietro il motore grafico proprietario chiamato appunto Decima Engine. Inizialmente sviluppato dai Guerrilla Games per la serie Killzone, esteso e migliorato per supportare nuovi giochi tra cuiHorizon: Zero Dawn il motore grafico viene oggi condiviso con lo studio Kojima Production – studio di cui il famosissimo Hideo Kojima, sviluppatore e mente della saga Metal Gear Solid, è a capo – che sta in questo momento sviluppando Death Stranding. Gioco che sarà ovviamente (ed è appunto il motivo della condivisione del motore grafico targato Guerrilla) esclusiva Playstation. La sessione di conferenza ricopre vari punti tra cui due in particolare hanno suscitato l’interesse di tutti i partecipanti e sviluppatori di videogiochi. GGX Spherical Area Light e Height Fog. Senza scendere in complicatissime formule matematiche (di cui la conferenza ovviamente era piena zeppa) il primo tratterebbe, per la prima volta in un motore grafico, un nuovo sistema di riflessione della luce che riuscirebbe rispetto al passato a migliorarne l’efficacia dando risultati più naturali specialmente durante rendering effettuati da certe angolazioni. Per i più tecnici ci sarebbero riusciti aggiungendo micro-facet shaders GGX alle AREA Light di forma sferica. L’Height Fog sarebbe invece il risultato della collaborazione con lo studioKojima Production. Questa nuova tecnologia è una customizzazione avvenuta per una esigenza da parte dello studio per il nuovo titolo Death Stranding. Il Decima Engine possedeva già un flessibile sistema di dispersione particellare e atmosferico ma lo studio chiedeva esplicitamente un sistema atmosferico ottimizzato per il rendering fotorealistico. -
Moves Issue34.Pdf
2 MOVES nr. 34, published August/September 1977 Opening Moves "It seems we've stood and talked like thb before . " Variation versus Innovation One of the most powerful words in advertis- Circulation: 9100 ing is "new" - probably because in Western culture that which is new is almost always Editor/Executive Art Director Redmond A. Simonsen considered automatically better than that Managing Editor Robert J. Ryer which is old or familiar. The impact of the Art Director Manfred F. Milkuhn concept of newness, however, is subject to Contributing Editors modification by context; i.e., the quality of Richard Berg, James F. Dunnigan, Frederick Georgian, newness must be perceived as an improve- Phil Kosnett, Steve List, Mark Saha, Jerrold Thomas ment upon a familiar benefit rather than as a threatening global change wrenching the MOVES Magazine is copyright O 1977, Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All user into unfamiliar pathways, creating that editorial and general mail should beaddressed to SimulationsPublications lnc.,44East 23rd Street, N.Y., N.Y. 10010. of tension (created by too-rapid in- MOVES is published bimonthly. One year subscriptions (six issues) are available for $8.00 (U.S.). Back issues or singlecopiesofthecurrentissueareavailableat$2.50percopy.Pleaseremitbycheckormoneyorder(U.S.fundsonly) trOduction of unknowns) "future- Printing and Binding by American Press, Inc., Gordonsville, Va. shock." ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. wargamers hunger for new games, but Manuscripts must be typewritten, double-spaced, on 8%x 11 white bond, with generous margins. Pleaseinclude your we full name on each MS page, and your name and address on the cover page. -
WOLF 359 "BRAVE NEW WORLD" by Gabriel Urbina Story By: Sarah Shachat & Gabriel Urbina
WOLF 359 "BRAVE NEW WORLD" by Gabriel Urbina Story by: Sarah Shachat & Gabriel Urbina Writer's Note: This episode takes place starting on Day 1220 of the Hephaestus Mission. FADE IN: On HERA. Speaking directly to us. HERA So here's a story. Once upon a time, there lived a broken little girl. She was born with clouded eyes, and a weak heart, not destined to beat through an entire lifetime. But instead of being wretched or afraid, the little girl decided to be clever. She got very, very good at fixing things. First she fixed toys, and clocks, and old machines that no one thought would ever run again. Then, she fixed bigger things. She fixed the cold and drafty orphanage where she grew up; when she went to school, she fixed equations to make them more useful; everything around her, she made better... and sharper... and stronger. She had no friends, of course, except for the ones she made. The little girl had a talent for making dolls - beautiful, wonderful mechanical dolls - and she thought they were better friends than anyone in the world. They could be whatever she wanted them to be - and as real as she wanted them to be - and they never left her behind... and they never talked back... and they were never afraid of her. Except when she wanted them to be. But if there was one thing the girl never felt like she could fix, it was herself. Until... one day a strange thing happened. The broken girl met an old man - older than anyone she had ever met, but still tricky and clever, almost as clever as the girl. -
Fine Games 2020 Annual Clearance
12/5/2020 11:10:05AM Fine Games' 2020 Annual Clearance Catalog Page 1 of 52 Great Games at Really GREAT Prices ! www.FineGames.com/eoy_clear.htm Fine Games, 2078 Madrona St., North Bend, OR 97459-2143 USA email: [email protected] 541-756-4711 10am-9pm PST Fine Games' 2020 Annual Clearance Catalog is Big, Really BIG!. The largest sale we have ever offered. Initially, it includes a wide-ranging assortment of 672 games, magazines & gaming accessories -- nearly a third of the games we stock. Most are new & undamaged games or mags we simply have a few too many of; many are new games that suffered some minor damage at the hands of UPS. Many are too difficult to sell in the limited time before we begin to retire. Together, these sale items offer a thousand opportunities for great Xmas gifts for yourself or a significant other, some fun reading about game products from your past & others you might not know of. All at especially attractive prices. The Deal is this: We list 672 1056 items here with a special, clearance price good only during this sale, once each year. Choose as many or as few games as you wish. Contact us by phone (at 541-756-4711) or email ([email protected]) to place your order by 11/30/2020, and deliver payment to us promptly thereafter. In as little as 2 days later, your goodies will arrive in your awaiting hands. All bought at especially attractive Clearance Sale prices. Just act fast as these are offered first-come, first served, and are generally available in quantities of one, each (or sometimes 2 or 3). -
Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data
Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data S. de Koning* Breda University of Applied Sciences, Monseigneur Hopmansstraat 2, 4817 JS Breda, the Netherlands Abstract The application of audio to a nonlinear context causes several issues in the game audio design workflow. Mainly, industry standard software is not optimised for creating nonlinear audio, and a disconnect exists between the game’s timeline and the audio timeline or grid. Standard middleware solutions improve the audio development workflow, but also cause new issues, such as requiring users to switch back and forth between different software before being able to test a sound in its context. This research applied procedural riser audio effects to a walking simulator horror game to explore an alternative to game audio development. The research investigated which are the essential parameters of the riser, and how they can be implemented in Unreal Engine based on the game’s state and events. Interviews have been done with game audio designers, programmers, and leads/directors. The interviewees were shown a prototype, developed for this research, that allows the user to design a riser, control how it should adapt, and implement it in Unreal Engine. Analysis of the interviews indicates that modulating the volume and pitch of the riser over multiple layers are the most essential parameters. These parameters can best be modulated based on the player’s current position, the elapsed time, and the amount of action over time. Furthermore, the data indicates that the approach put forward in the research is a viable and relevant solution to the stated issues and worth further investigation. -
Models of War 17701830
History of European Ideas ISSN: 0191-6599 (Print) 1873-541X (Online) Journal homepage: http://www.tandfonline.com/loi/rhei20 Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity Paul Schuurman To cite this article: Paul Schuurman (2017): Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity, History of European Ideas, DOI: 10.1080/01916599.2017.1366928 To link to this article: http://dx.doi.org/10.1080/01916599.2017.1366928 © 2017 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group Published online: 07 Sep 2017. Submit your article to this journal Article views: 60 View related articles View Crossmark data Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=rhei20 Download by: [Erasmus University] Date: 29 September 2017, At: 02:24 HISTORY OF EUROPEAN IDEAS, 2017 https://doi.org/10.1080/01916599.2017.1366928 Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity Paul Schuurman Faculty of Philosophy, Erasmus University Rotterdam, Rotterdam, Netherlands ABSTRACT KEYWORDS The first sophisticated wargames (military board games) were developed History of ideas 1770–1830; between 1770 and 1830 and are models of military conflict. Designers of wargames; models and these early games experimented fruitfully with different concepts that simulations; Napoleonic wars; were formulated in interaction with the external dynamics of the military philosophy of war systems that they tried to represent and the internal dynamics of the design process itself. -
Mayhem: Warring Nations
MAYHEM: WARRING NATIONS MAN TO MAN COMBAT DURING THE NAPOLEONIC WARS 2 Hour Wargames “What’s with the free games?” We’re giving away six free games to anyone that wants them. All are available for you to download in PDF form. “Okay, but why?” The six games that we’re giving away are all “old school” games from Two Hour Wargames. Each one is a stand-alone game that will give you a glimpse into how the Two Hour Wargames game mechanics work. Especially the unique Reaction System. Each game has been updated and replaced in the lineup by a newer version that can handle more figures and has more detail. But each of these games is good in their own right and will still give you plenty of enjoyment. “What’s the catch?” No catch. We just want to provide gamers with a free sample of what Two Hour Wargames is about and these six games cover a wide variety of periods. “What about figures? Do we have to use yours?” Heck no. In fact, with all rules from Two Hour Wargames you can use any figures that you want. Even those cool ones from that other set of rules that ended up in your closet. Just dig them out and put them to use. “Well what if I like them and want to check out more Two Hour Wargames?” Simple. Just download one or more games and give it a try. Join the THW Yahoo Group by following the link and ask questions. Once you feel comfortable check out the THW site and see if anything is interesting. -
Decimation of Triangle Meshes
Decimation of Triangle Meshes William J. Schroeder Jonathan A. Zarge William E. Lorensen General Electric Company Schenectady, NY 1.0 INTRODUCTION process and its implementation. Results from two differ- ent geometric modeling applications illustrate the The polygon remains a popular graphics primitive for strengths of the algorithm. computer graphics application. Besides having a simple representation, computer rendering of polygons is widely 2.0 THE DECIMATION ALGORITHM supported by commercial graphics hardware and software. However, because the polygon is linear, often thousands The goal of the decimation algorithm is to reduce the or millions of primitives are required to capture the details total number of triangles in a triangle mesh, preserving of complex geometry. Models of this size are generally the original topology and a good approximation to the not practical since rendering speeds and memory require- original geometry. ments are proportional to the number of polygons. Conse- quently applications that generate large polygonal meshes 2.1 OVERVIEW often use domain-specific knowledge to reduce model size. There remain algorithms, however, where domain- The decimation algorithm is simple. Multiple passes are specific reduction techniques are not generally available made over all vertices in the mesh. During a pass, each or appropriate. vertex is a candidate for removal and, if it meets the spec- One algorithm that generates many polygons is march- ified decimation criteria, the vertex and all triangles that ing cubes. Marching cubes is a brute force surface con- use the vertex are deleted. The resulting hole in the mesh struction algorithm that extracts isodensity surfaces from is patched by forming a local triangulation. -
Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and Optix
Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX Edited by Adam Marrs, Peter Shirley, and Ingo Wald Section Editors Per Christensen David Hart Thomas Müller Jacob Munkberg Angelo Pesce Josef Spjut Michael Vance Cem Yuksel Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX Edited by Section Editors Adam Marrs Per Christensen Angelo Pesce Peter Shirley David Hart Josef Spjut Ingo Wald Thomas Müller Michael Vance Jacob Munkberg Cem Yuksel ISBN-13 (pbk): 978-1-4842-7184-1 ISBN-13 (electronic): 978-1-4842-7185-8 https://doi.org/10.1007/978-1-4842-7185-8 Copyright © 2021 by NVIDIA Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the beneft of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identifed as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.