Download Free The Texture Of Internet Book in PDF and EPUB Free Download. You can read online The Texture Of Internet and write the review.

Computers and the Internet gave rise to the emergence of computer-mediated communication (CMC). The Influence of Computers, the Internet and Computer-Mediated Communication on Everyday English focuses on the use of English in connection with computers and the Internet and on its influences on everyday English by analysing the dispersal of new meanings of words, neologisms, features of CMC and new metaphors. The intention is to show the computer- and Internet-related impact on the English language from several perspectives and to take several ways into consideration in which the Internet and CMC are changing language use and to evaluate this influence -- at least as far as this is possible.
This book analyzes how new technologies transformed life and thought between two periods, 1880-1920 and 1980-2020, with a focus on temporal experiences of past, present, future and the spatial experiences of form, distance, and direction. The signature contrast is between experiences of time and space transformed by the telephone in the earlier period and the Internet in the later period along with other sharp contrasts: the sinking of the Lusitania in 1915 and the attack on the World Trade Center on 9/11, World War I and the Gulf Wars, gravity bombs and smart bombs, the pandemics of 1918 and 2020, assembly lines and flexible production, Farmer’s Almanacs and computer-based weather predictions, cash transactions and one-click ordering, decolonization and globalization, internationalism and planetarity. The book also makes three interpretive arguments: the Epistemological Argument covers how greater knowledge introduced uncertainties; the Ethical Argument tracks how new technologies prompted ethical judgments about their value; and the Re-hierarchizing Argument tracks the erosion of spatial hierarchies most notably in religion, society, and politics with the increasing progress of secularization, social mobility, and democratization. Time and Space in the Internet Age is a thought-provoking study for academics and general readers interested in the history of technology and science.
This book examines a new trend affecting cartography and geographic information science. Presenting the work of over 30 authors from 16 different countries, the book provides an overview of current research in the new area of Internet Cartography. Chapters deal with the growth of this form of map distribution, uses in education, privacy issues, and technical aspects from the point of view of the map provider - including Internet protocols such as XML and SVG. Many see the Internet as a revolution for cartography. Previously tied to the medium of paper and expensive large-format color print technology, maps had a limited distribution and use. The Internet made it possible to not only distribute maps to a much larger audience but also to incorporate interaction and animation in the display. Maps have also become timelier with some maps of traffic and weather being updated every few minutes. In addition, it is now possible to access maps from servers throughout the world. Finally, the Internet has made historic maps available for viewing to the public that were previously only available in map libraries with limited access. * Provides comprehensive coverage of maps and the internet * Delivers a global perspective * Combines theoretical and practical aspects
A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch. Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book.
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, with instructions for both PC/Windows and Macintosh Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
This book constitutes the refereed proceedings of the Third International Conference on Internet of Vehicles, IOV 2016, held in Nadi, Fiji, in December 2016. The 22 full papers presented were carefully reviewed and selected from 55 submissions. IOV 2016 is intended to play an important role for researchers and industry practitioners to exchange information regarding advancements in the state of art and practice of IOV architectures, protocols, services, and applications, as well as to identify emerging research topics and define the future directions of IOV.
This book gathers selected papers from Artificial Intelligence and Industrial Applications (A2IA’2020), the first installment of an annual international conference organized by ENSAM-Meknes at Moulay Ismail University, Morocco. The 29 papers presented here were carefully reviewed and selected from 141 submissions by an international scientific committee. They address various aspects of artificial intelligence such as digital twin, multiagent systems, deep learning, image processing and analysis, control, prediction, modeling, optimization and design, as well as AI applications in industry, health, energy, agriculture, and education. The book is intended for AI experts, offering them a valuable overview and global outlook for the future, and highlights a wealth of innovative ideas and recent, important advances in AI applications, both of a foundational and practical nature. It will also appeal to non-experts who are curious about this timely and important subject.
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com Puts computer graphics theory into practice by developing an interactive video game Enables students to experiment with the concepts in a practical setting Uses WebGL for code examples Requires knowledge of general programming and basic notions of HTML and JavaScript Provides the software and other materials on the book’s website Software development does not require installation of IDEs or libraries, only a text editor.