June 1985 Broadcast Management Engineering
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Vector Synthesis: a Media Archaeological Investigation Into Sound-Modulated Light
VECTOR SYNTHESIS: A MEDIA ARCHAEOLOGICAL INVESTIGATION INTO SOUND-MODULATED LIGHT Submitted for the qualification Master of Arts in Sound in New Media, Department of Media, Aalto University, Helsinki FI April, 2019 Supervisor: Antti Ikonen Advisor: Marco Donnarumma DEREK HOLZER [BLANK PAGE] Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Derek Holzer Title of thesis Vector Synthesis: a Media-Archaeological Investigation into Sound-Modulated Light Department Department of Media Degree programme Sound in New Media Year 2019 Number of pages 121 Language English Abstract Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. This text explores the military and techno-scientific legacies at the birth of modern computing, and charts attempts by artists of the subsequent two decades to decouple these tools from their destructive origins. Using this history as a basis, the author then describes a media archaeological, real time performance system using audio synthesis and vector graphics display techniques to investigate direct, synesthetic relationships between sound and image. Key to this system, realized in the Pure Data programming environment, is a didactic, open source approach which encourages reuse and modification by other artists within the experimental audiovisual arts community. Keywords media art, media-archaeology, audiovisual performance, open source code, cathode- ray tubes, obsolete technology, synesthesia, vector graphics, audio synthesis, video art [BLANK PAGE] O22 ABSTRACT Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. -
Rewriting History
Reconstructing WARRIOR: Vectorbeams, Natural Magick & Business Intrigue Thomas H. Rousse Abstract Warrior, a two-player fighting game released by Vectorbeam/Cinematronics in 1979, represents an early pinnacle of integration between analog and digital displays in the history of arcade gaming and a terminal point for vector monitor technology. This article examines the business intrigue around Warrior, its adaptation of the “Pepper’s Ghost” optical illusion, its use of vectorbeam technology, and several attempts at the game’s reincarnation. Keywords Arcade machine, Tim Skelly, Lawrence Rosenthal, Cinematronics, Vectorbeam, platform studies ***** _____________________________________________________________ Kinephanos, ISSN 1916-985X Cultural History of Video Games Special Issue, June 2015, www.kinephanos.ca Reconstructing WARRIOR: Vectorbeams, Natural Magick & Business Intrigue Introduction "WARRIOR" is a two player vector generated video game designed to give the player realistic sword fighting action. The three dimensional effects brought about by the playfield and the high video resolution of the VECTORBEAM(TM) monitor are only part of this. The feeling of realism is also brought about by the energy hum in the audio circuit and the spectacular artwork by renowned fantasy artist Frank Brunner. —Warrior Operation and Maintenance Manual Figure 1 - Knight 2 in the upper left corner of the screen during attract mode. (1979), p. 3 Screen capture of video taken by the author. In the late summer of 1979, workers put the finishing touches on Warrior arcade cabinets at the Vectorbeam manufacturing plant in Union City, California. In the depths of Midwestern winter in Ann Arbor, MI, the last Warrior cabinet open to the public rumbled loudly in the basement of Pinball Pete's in January 2013, across from Star Wars: Racer Arcade (LucasArts, 2000) and right next to Robotron: 2084 (Vid Kidz, 1982). -
Parallelization of Myers Fast Bit-Vector Algorithm Using GPGPU
Diploma Thesis Parallelization of Myers Fast Bit-Vector Algorithm using GPGPU Generic implementations of Myers Bit-Vector algorithm for approximate string matchings and parallelization using NVidia® CUDA̻̻ in SeqAn Author: Lars Langner Publication Date: Friday, 01. April 2011 Academic Advisors: Prof. Dr. Knut Reinert M. Sc. David Weese Abstract : Applying the currently fastest known algorithm for computing edit distances, the Myers algorithm and variations from Hyyrö, on the graphic card to parallelize and schedule a large number of computations, finding text occurences with k or fewer differences, and making use of the fast GPU cores. Implementing for users an extendable interface as an enhachment of SeqAn ʹ a powerfull, rich sequence analysis librarys ʹ to enable GPGPU and execute Myers on GPU. The technology behind is described with its programming APIs, the implementations, and empirical test are shown what benefits can be achieved. 1 Introduction ϭ Table of contents 1 Introduction ................................................................................ 4 2 Myers Fast Bit-Vector Algorithm .................................................. 5 2.1 Historical development of Myers Algorithm .............................................. 6 2.2 Details of Myers Algorithm ........................................................................ 9 2.2.1 Preprocessing the pattern .................................................................................................... 10 2.2.2 Computing the edit distance ............................................................................................... -
Magyar M‹Vészek És a Számítógép
Böröcz András Gábor Áron Galántai György Heged‹s Ágnes Hungarian Artists and the Computer the and Artists Hungarian Kiss Llászló || Hannawati P. Ráden Révész László László Sugár János Waliczky Tamás Magyar m‹vészek és a számítógép Hungarian Artists and the Computer Magyar m‹vészek és a számítógép számítógép a és m‹vészek Magyar Reconstruction of an Exhibition rekonstrukciója kiállítás Egy Szépm‹vészeti Múzeum – Magyar Nemzeti Galéria – Vasarely Múzeum Museum of Fine Arts – Hungarian National Gallery – Vasarely Museum Budapest, 2016 Budapest, Magyar m‹vészek és a számítógép Hungarian Artists and the Computer Egy kiállítás rekonstrukciója kiállítás Egy Reconstruction of an Exhibition rekonstrukciója kiállítás Egy MAGYAR M‡VÉSZEK ÉS A SZÁMÍTÓGÉP Egy kiállítás rekonstrukciója HUNGARIAN ARTISTS AND THE COMPUTER Reconstruction of an Exhibition KIÁLLÍTÁS / EXHIBITION –––––––––––––––––––––––– Magyar Nemzeti Galéria, Budapest, 2016. június 23. – augusztus 21. Hungarian National Gallery, Budapest, 23 June – 21 August 2016 –––––––––––––––––––––––– Kurátor Curator: OROSZ Márton Kiállításszervezés Exhibition manager: MAJOR Virág Gazdasági feladatok Financial tasks: CSER Enik¤, PINTÉRNÉ BÁNÓCZI Ágnes Szállítás, biztosítás, jogi koordináció / Transport, insurance and legal support: BORBÉLY Boglárka, GALAMBOS Henriett, PAPP Dóra Regisztrár Registration: Gáspár Annamária A falszövegek szerkesztése Walltexts: BORUS Judit, KARDOS Eszter, RUTTKAY Helga Angol fordítás English translation: SARKADY-HART Krisztina Reprodukciós jogok Reproduction rights: -
Computer Graphics, C Version (2Nd Ed.)
Bibliography AKELEY,K. AND T. JERMOLUK (1988). ''High-Performance BARKANS,A. C. (1990)."High-speed, High-Quality, An- Polygon Rendering", in proceedings of SIGGRAPH '88, tialiwd Vector Generation", in proceedings of SIG- Computer Graphics, 22(4), pp. 239-246. GUAPH '90, Computer Graphics, 24(4), pp. 319-326. AKELEY,K. (1993). "RealityEngine Graphics", in proceed- BARNSLEY,M. F., A. JACQUIN,F. MALASSENT,ET AL. (1988). ings of SIGGRAPH '93, Computer Graphics Proceedings. "Harnessing Chaos for Image Synthesis", in proceed- pp. 109-116. ings of SIGCRAPH '88, Computer Graphics, 22(4), pp. 131-140. AMANATIDES,J (1984). "Ray Tracing with Cones", in pro. ceedings of SIGGRAPH '84, Computer Graphics, 18(3). BARNSLEY,M. (1993). Fractals Everywhere, Second Edition, pp. 129-135. Academic Press, hc., San Diego, CA. AMBURN,P., E. GRANTAND T. WHITED (1986). "Managing BARR,A. H. (1981). "Superquadrics and Angle-Preserving Geometric Complexity with Enhanced Procedural Mod- Transformations", IEEE Computer Graphics and Applica- els", in pnxeedings of SIGGRAPH '86, Computer Graph- tions, 1(1), pp. 11-23. ICS, 20(4), pp. 189-196. BARR,A. H. (1986). "Ray Tracing Deformed Surfaces", in ANJYO,K., F USAMIAND T. KURIHARA(1992). "A Simple proceedings of SIGCRAPH '86, Computer Graphics, Method for Extracting the Natural Beauty of Hair", in 20(4), pp. 287-296. proceedings of SIGGRAPH '92, Computer Graphics, BARSKY,B. A. AND J. C. BEA~(1983). "Local Control of Bias 26(2), pp. 111-120 and Tension in Beta-Splinrs", ACM Transactions on APPLE COMPUTER,INC. (19850. lnsrde Macintosh, Volume 1, Graphics, 2(2). pp. 109-134. Addison-Wesley, Reading, MA. -
Maybe It Was the Recent Atari 2600 Milestone Anniversary That Fueled Nostalgia for the Golden Days of Computer and Console Gaming
Retro Gaming Hacks By Chris Kohler ............................................... Publisher: O'Reilly Pub Date: October 2005 ISBN: 0-596-00917-8 Pages: 502 Table of Contents | Index Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before.