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Book Technical Bulletin

Download or read book Technical Bulletin written by and published by . This book was released on 1975 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Artificial Intelligence Applications and Innovations

Download or read book Artificial Intelligence Applications and Innovations written by Ilias Maglogiannis and published by Springer Nature. This book was released on 2023-05-31 with total page 606 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set of IFIP-AICT 675 and 676 constitutes the refereed proceedings of the 19th IFIP WG 12.5 International Conference on Artificial Intelligence Applications and Innovations, AIAI 2023, held in León, Spain, during June 14–17, 2023. This event was held in hybrid mode. The 75 regular papers and 17 short papers presented in this two-volume set were carefully reviewed and selected from 185 submissions. The papers cover the following topics: Deep Learning (Reinforcement/Recurrent Gradient Boosting/Adversarial); Agents/Case Based Reasoning/Sentiment Analysis; Biomedical - Image Analysis; CNN - Convolutional Neural Networks YOLO CNN; Cyber Security/Anomaly Detection; Explainable AI/Social Impact of AI; Graph Neural Networks/Constraint Programming; IoT/Fuzzy Modeling/Augmented Reality; LEARNING (Active-AutoEncoders-Federated); Machine Learning; Natural Language; Optimization-Genetic Programming; Robotics; Spiking NN; and Text Mining /Transfer Learning.

Book MIDI

    Book Details:
  • Author : Joseph Rothstein
  • Publisher : A-R Editions, Inc.
  • Release : 1995-01-01
  • ISBN : 0895793091
  • Pages : 290 pages

Download or read book MIDI written by Joseph Rothstein and published by A-R Editions, Inc.. This book was released on 1995-01-01 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nothing provided

Book Blueprints Visual Scripting for Unreal Engine

Download or read book Blueprints Visual Scripting for Unreal Engine written by Marcos Romero and published by Packt Publishing Ltd. This book was released on 2019-08-23 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publisher's note: This edition from 2019 is based on Unreal Engine 4 and does not make use of the most recent Unreal Engine features. A new third edition, updated for Unreal Engine 5 blueprints including new topics, such as implementing procedural generation and creating a product configurator, has now been published. Key FeaturesDesign a fully functional game in UE4 without writing a single line of codeImplement visual scripting to develop gameplay mechanics, UI, visual effects, VR and artificial intelligenceDeploy your game on multiple platforms and share it with the worldBook Description Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You'll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you'll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you'll learn how to build a basic VR game. By the end of this book, you'll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience. What you will learnUnderstand programming concepts in BlueprintsCreate prototypes and iterate new game mechanics rapidlyBuild user interface elements and interactive menusUse advanced Blueprint nodes to manage the complexity of a gameExplore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event GraphGet to grips with object-oriented programming (OOP) concepts and explore the Gameplay FrameworkLearn Virtual Reality development with UE BlueprintWho this book is for This book is for anyone who is interested in developing games or applications with UE4. Although basic knowledge of Windows OS is required, experience in programming or UE4 is not necessary.

Book Electronic Music Machines

    Book Details:
  • Author : Jean-Michel Réveillac
  • Publisher : John Wiley & Sons
  • Release : 2019-04-26
  • ISBN : 111961810X
  • Pages : 389 pages

Download or read book Electronic Music Machines written by Jean-Michel Réveillac and published by John Wiley & Sons. This book was released on 2019-04-26 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since 1960, with the advent of musical electronics, composers and musicians have been using ever more sophisticated machines to create sonic material that presents innovation, color and new styles: electro-acoustic, electro, house, techno, etc. music. The music of Pierre Henry, Kraftwerk, Pink Floyd, Daft Punk and many others has introduced new sounds, improbable rhythms and a unique approach to composition and notation. Electronic machines have become essential: they have built and influenced the music of the most recent decades and set the trend for future productions. This book explores the theory and practice related to the different machines which constitute the universe of musical electronics, omitting synthesizers which are treated in other works. Sequencers, drum machines, samplers, groove machines and vocoders from 1960 to today are studied in their historical, physical and theoretical context. More detailed approaches to the Elektron Octatrack sequencer-sampler and the Korg Electribe 2 groove machine are also included.

Book Introduction to VHDL

    Book Details:
  • Author : R.D. Hunter
  • Publisher : Springer Science & Business Media
  • Release : 1996
  • ISBN : 9780412731303
  • Pages : 500 pages

Download or read book Introduction to VHDL written by R.D. Hunter and published by Springer Science & Business Media. This book was released on 1996 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covers all aspects of the VHDL language

Book

    Book Details:
  • Author :
  • Publisher : Delene Kvasnicka
  • Release :
  • ISBN :
  • Pages : 75 pages

Download or read book written by and published by Delene Kvasnicka. This book was released on with total page 75 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Writing Real Programs in DCL

Download or read book Writing Real Programs in DCL written by Paul C. Anagnostopoulos and published by Digital Press. This book was released on 1999 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Newly revised and updated, this second edition will help OpenVMS programmers make an intelligent choice between DCL and more conventional programming languages. In addition, it offers a programming language to computers users who are not conversant with conventional languages.

Book Knowledge and Systems Engineering

Download or read book Knowledge and Systems Engineering written by Van Nam Huynh and published by Springer Science & Business Media. This book was released on 2013-10-01 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Knowledge and Systems Engineering (KSE) has experienced rapid development and inspired many applications in the world of information technology during the last decade. The KSE conference aims at providing an open international forum for presentation, discussion and exchange of the latest advances and challenges in research of the field. These proceedings contain papers presented at the Fifth International Conference on Knowledge and Systems Engineering (KSE 2013), which was held in Hanoi, Vietnam, during 17–19 October, 2013. Besides the main track of contributed papers, which are compiled into the first volume, the conference also featured several special sessions focusing on specific topics of interest as well as included one workshop, of which the papers form the second volume of these proceedings. The book gathers a total of 68 papers describing recent advances and development on various topics including knowledge discovery and data mining, natural language processing, expert systems, intelligent decision making, computational biology, computational modeling, optimization algorithms, and industrial applications.

Book Elevating Game Experiences with Unreal Engine 5

Download or read book Elevating Game Experiences with Unreal Engine 5 written by Gonçalo Marques and published by Packt Publishing Ltd. This book was released on 2022-09-23 with total page 760 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get hands-on with game development tools and techniques in this illustrated guide to build a game project using the latest version of Unreal Engine and C++, two of the most widely used tools in the game industry Key Features Kickstart your career or develop a new hobby by learning game development with Unreal Engine 5 and C++ Learn techniques to prototype and develop your own ideas with key images printed in color Reinforce your skills with project-based learning by building a series of games from scratch Book DescriptionImmerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.What you will learn Create a fully functional third-person character and enemies Implement navigation with keyboard, mouse, and gamepad Program logic and game mechanics with collision and particle effects Explore AI for games with Blackboards and behavior trees Build character animations with animation blueprints and montages Polish your game with stunning visual and sound effects Explore the fundamentals of game UI using a heads-up display Discover how to implement multiplayer in your games Who this book is for This book is for game developers looking to get started with using Unreal Engine 5 for their game development projects. Anyone who has used Unreal Engine before and wants to consolidate, improve, and apply their skills will find this book useful. To better grasp the concepts explained in this book, prior knowledge of C++ basics such as variables, functions, classes, polymorphism, and pointers is required. For full compatibility with the IDE used in this book, a Windows system is recommended

Book Panda3D 1 6 Game Engine Beginner s Guide

Download or read book Panda3D 1 6 Game Engine Beginner s Guide written by David Brian Mathews and published by Packt Publishing Ltd. This book was released on 2011-02-09 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your own computer game with this 3D rendering and game development framework.

Book PC Mag

    Book Details:
  • Author :
  • Publisher :
  • Release : 1992-10-27
  • ISBN :
  • Pages : 544 pages

Download or read book PC Mag written by and published by . This book was released on 1992-10-27 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Issues in Neuroscience Research and Application  2011 Edition

Download or read book Issues in Neuroscience Research and Application 2011 Edition written by and published by ScholarlyEditions. This book was released on 2012-01-09 with total page 5055 pages. Available in PDF, EPUB and Kindle. Book excerpt: Issues in Neuroscience Research and Application: 2011 Edition is a ScholarlyEditions™ eBook that delivers timely, authoritative, and comprehensive information about Neuroscience Research and Application. The editors have built Issues in Neuroscience Research and Application: 2011 Edition on the vast information databases of ScholarlyNews.™ You can expect the information about Neuroscience Research and Application in this eBook to be deeper than what you can access anywhere else, as well as consistently reliable, authoritative, informed, and relevant. The content of Issues in Neuroscience Research and Application: 2011 Edition has been produced by the world’s leading scientists, engineers, analysts, research institutions, and companies. All of the content is from peer-reviewed sources, and all of it is written, assembled, and edited by the editors at ScholarlyEditions™ and available exclusively from us. You now have a source you can cite with authority, confidence, and credibility. More information is available at http://www.ScholarlyEditions.com/.

Book Composing Interactive Music

Download or read book Composing Interactive Music written by Todd Winkler and published by MIT Press. This book was released on 2001-01-26 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interactive music refers to a composition or improvisation in which software interprets live performances to produce music generated or modified by computers. In Composing Interactive Music, Todd Winkler presents both the technical and aesthetic possibilities of this increasingly popular area of computer music. His own numerous compositions have been the laboratory for the research and development that resulted in this book. The author's examples use a graphical programming language called Max. Each example in the text is accompanied by a picture of how it appears on the computer screen. The same examples are included as software on the accompanying CD-ROM, playable on a Macintosh computer with a MIDI keyboard. Although the book is aimed at those interested in writing music and software using Max, the casual reader can learn the basic concepts of interactive composition by just reading the text, without running any software. The book concludes with a discussion of recent multimedia work incorporating projected images and video playback with sound for concert performances and art installations.

Book Software Design and Development  Concepts  Methodologies  Tools  and Applications

Download or read book Software Design and Development Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2013-07-31 with total page 2225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Innovative tools and techniques for the development and design of software systems are essential to the problem solving and planning of software solutions. Software Design and Development: Concepts, Methodologies, Tools, and Applications brings together the best practices of theory and implementation in the development of software systems. This reference source is essential for researchers, engineers, practitioners, and scholars seeking the latest knowledge on the techniques, applications, and methodologies for the design and development of software systems.

Book Game Development Projects with Unreal Engine

Download or read book Game Development Projects with Unreal Engine written by Hammad Fozi and published by Packt Publishing Ltd. This book was released on 2020-11-27 with total page 823 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn the tools and techniques of game design using a project-based approach with Unreal Engine 4 and C++ Key FeaturesKickstart your career or dive into a new hobby by exploring game design with UE4 and C++Learn the techniques needed to prototype and develop your own ideasReinforce your skills with project-based learning by building a series of games from scratchBook Description Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life. What you will learnCreate a fully-functional third-person character and enemiesBuild navigation with keyboard, mouse, gamepad, and touch controlsProgram logic and game mechanics with collision and particle effectsExplore AI for games with Blackboards and Behavior TreesBuild character animations with Animation Blueprints and MontagesTest your game for mobile devices using mobile previewAdd polish to your game with visual and sound effectsMaster the fundamentals of game UI design using a heads-up displayWho this book is for This book is suitable for anyone who wants to get started using UE4 for game development. It will also be useful for anyone who has used Unreal Engine before and wants to consolidate, improve and apply their skills. To grasp the concepts explained in this book better, you must have prior knowledge of the basics of C++ and understand variables, functions, classes, polymorphism, and pointers. For full compatibility with the IDE used in this book, a Windows system is recommended.

Book Introduction to Nonlinear Finite Element Analysis

Download or read book Introduction to Nonlinear Finite Element Analysis written by Nam-Ho Kim and published by Springer Science & Business Media. This book was released on 2014-11-21 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the key concepts of nonlinear finite element analysis procedures. The book explains the fundamental theories of the field and provides instructions on how to apply the concepts to solving practical engineering problems. Instead of covering many nonlinear problems, the book focuses on three representative problems: nonlinear elasticity, elastoplasticity, and contact problems. The book is written independent of any particular software, but tutorials and examples using four commercial programs are included as appendices: ANSYS, NASTRAN, ABAQUS, and MATLAB. In particular, the MATLAB program includes all source codes so that students can develop their own material models, or different algorithms. Please visit the author's website for supplemental material, including PowerPoint presentations and MATLAB codes, at http://www2.mae.ufl.edu/nkim/INFEM/