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1

Fröhlich, Torsten, and Marcus Roth. "Integration of Multidimensional Interaction Devices in Real-Time Computer Graphics Applications." Computer Graphics Forum 19, no. 3 (September 2000): 313–20. http://dx.doi.org/10.1111/1467-8659.00423.

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2

Warsito, Ary Budi, and Khalid Al Fikri. "Rekayasa Teknik Merubah Nama Kartu Grafis AMD Radeon Menggunakan Notepad Pada Sistem Operasi Windows 10." Technomedia Journal 2, no. 1 (August 27, 2017): 1–16. http://dx.doi.org/10.33050/tmj.v2i1.311.

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Nama Kartu grafis merupakan bentuk informasi sebuah perangkat komputer maupun perangkat laptop yang sangat penting saat ini, selain fungsinya sangat di sukai hampir disemua kalangan, perangkat komputer yang satu ini tidak bisa jauh dari pasangannya yaitu sebuah prosesor, tidak ada kartu grafis maka prosesor tidak akan menunjukan fungsinya dengan maksimal. Sebut saja salah satu brand kartu grafis terkenal, yaitu AMD (Advanced Micro Device). Namun penamaan kartu grafis yang diberikan AMD lewat driver masih kurang jelas dan akurat, dikarenakan developer yang mengelola divisi driver AMD ini masih malas merubah nama produk kartu grafisnya satu per satu setiap brand, oleh karena itu maka penulis akan membuat Rekayasa teknik merubah nama kartu grafis AMD Radeon Menggunakan Notepad pada sistem operasi windows 10, sehingga dengan ini user atau pengguna kartu grafis AMD Radeon akan bisa lebih memahami secara mendalam mengapa kartu grafis ini namanya tidak sesuai. Kata Kunci: Kartu Grafis, AMD Radeon, Notepad The name of the graphics card is a form of information devices and laptop computers are very important at this time, in addition to its functions very preferred in almost all circles of computer devices, this one could not be further from his partner a processor, no graphics card then the processor will not indicate it functions optimally. Call it one of the brand famous, i.e. graphics card AMD (Advanced Micro Device). But the naming of the given graphics card AMD passing drivers still less clear and accurate, due to the developer who manages the Division drivers AMD is still lazy graphics card product name change one by one each brand, therefore then the author would mak e engineering change name AMD Radeon graphics cardusing Notepad on a windows operating system 10, so with this user or users of the AMD Radeon graphics card will be able to understand more deeply why this graphics card name is not appropriate. Keywords: Graphics Card, AMD Radeon, Notepad
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3

Hoag, Didrik. "Computer Input Devices and the Elderly User Performing a fine Graphics Manipulation Task." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 24 (October 1996): 1257. http://dx.doi.org/10.1177/154193129604002411.

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Osadcha, Kateryna, and Victoriia Baluta. "The influence of modern trends in digital art on the content of training in computer graphics and digital design." Ukrainian Journal of Educational Studies and Information Technology 9, no. 1 (March 31, 2021): 1–12. http://dx.doi.org/10.32919/uesit.2021.01.01.

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The development of digital technologies leads to a variety of pictorial arts. With the advent of computer technology and communication technologies, areas such as computer graphics, computer and digital design, and phenomena such as digital art have emerged. The article analyzes these concepts, which provided an opportunity for further study. Based on the analysis of Internet resources on digital art, the following main trends are identified: virtual art, 3D printing, open source software, art of artificial intelligence, a combination of 2D animation and modern technologies, 3D painting, UX / UI design, game design, concept art and character design. Examples of reflection these tendencies in modern art are given. Given the selected trends, it is shown how they affect the content of training in computer graphics and digital design for students of the educational program "Digital Design" (list of compulsory and optional educational components, the content of educational practice). It is noted that to successfully work with computer graphics, students need to master traditional knowledge of pictorial arts (the concept of composition, color, perspective, proportions, shadows) and the ability to use them to create digital products using computer programs (2D graphic editors and 3D graphics) and digital technology (graphics tablet, personal and personal computer, projection equipment, camera, devices for VR and AR reality, scanner and printer, including 3D scanner and 3D printer).
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Prévoteau, J., S. Chalençon-Piotin, D. Debons, L. Lucas, and Y. Remion. "Multiview Shooting Geometry for Multiscopic Rendering with Controlled Distortion." International Journal of Digital Multimedia Broadcasting 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/975674.

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A fundamental element of stereoscopic and/or autostereoscopic image production is the geometrical analysis of the shooting and viewing conditions in order to obtain a qualitative 3D perception experience. This paper firstly compares the perceived depth with the shot scene depth from the viewing and shooting geometries for a couple of shooting and rendering devices. This yields a depth distortion model whose parameters are expressed from the geometrical characteristics of shooting and rendering devices. Secondly, these expressions are inverted in order to design convenient shooting layouts yielding chosen distortions on specific rendering devices. Thirdly, this design scheme provides three shooting technologies (3D computer graphics software, photo rail, and camera box system) producing qualitative 3D content for various kinds of scenes (real or virtual, still or animated), complying with any prechosen distortion when rendered on any specific multiscopic technology or device formerly specified.
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STEVENSON, ROGER, JAMES G. PHILLIPS, and TOM J. TRIGGS. "MOUSE AND DISPLAY TABLETS AS CURSOR CONTROL DEVICES." International Journal of Pattern Recognition and Artificial Intelligence 18, no. 07 (November 2004): 1221–32. http://dx.doi.org/10.1142/s0218001404003733.

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Given the proliferation of touch-sensitive screen technologies, the factors contributing to efficiency of cursor control device were examined to better inform choice and design of Graphical User Interfaces. Fitts' law can be used to describe the relative efficiency of these cursor control devices. Experiment One required 18 participants to move a cursor between targets depicted upon a WACOM PL400 display graphics tablet, over various amplitudes, using a computer mouse or stylus, examining the speed and accuracy of cursor placement. The touch sensitive screen allowed faster acquisition of targets than the mouse. Since the mouse has a higher control/display ratio (gain) than the touch sensitive screen, Experiment Two addressed manipulation of the gain settings on computer mouse performance. Low gain offered some accuracy benefits. Possible posture problems associated with the touch sensitive screen were explored in Experiment Three. Screen orientation had little effect upon cursor positioning performance, suggesting the benefits of the touch sensitive screen can be transferred to user-friendly postures.
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7

Pulli, K., T. Aarnio, K. Roimela, and J. Vaarala. "Designing Graphics Programming Interfaces for Mobile Devices." IEEE Computer Graphics and Applications 25, no. 6 (November 2005): 66–75. http://dx.doi.org/10.1109/mcg.2005.129.

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Lima, Alex S. C., and Edson A. C. Junior. "Experimental Approach of the Asymptotic Computational Complexity of Shaders for Mobile Devices with OpenGL ES." Journal on Interactive Systems 8, no. 1 (September 14, 2017): 1. http://dx.doi.org/10.5753/jis.2017.673.

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The usage of mobile devices and increasingly realistic graphics is emerging, but the graphics performance is still a critical factor in games. There’s more hardware restriction on mobile devices than on a computer. Thus, this paper proposes an experimental approximation of the asymptotic computational complexity of miscellaneous vertex and fragment shaders for Android and iOS platforms. The asymptotic complexities of the shaders will be analyzed based on number of instructions per second and rendering time metrics, depending on the number of polygons rendered. By means of the adjusted curves is also possible to compare the performance of the devices used in this work, which are the Nexus 4, HTC One, iPhone 5s and iPad Air. Besides, an automatic tool – that plots the data and uses the method of least squares to adjust the values obtained – will be presented, being able to estimate which curve has better approximation to the sampled data.
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Hernández, Rubén Jesús García, Antonio Rodríguez Benítez, Juan Manuel García González, Milán Magdics, Philippe Bekaert, and Mateu Sbert. "Implementation of an Immersive Videogame." International Journal of Creative Interfaces and Computer Graphics 6, no. 1 (January 2015): 1–20. http://dx.doi.org/10.4018/ijcicg.2015010101.

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Legends of Girona is a serious game which can be used to teach local history to students in the province of Girona in Spain. The game is a graphic adventure taking place in both present-day and medieval Girona. The authors describe in this paper the design of the game, including aspects related to artificial intelligence, advanced computer graphics, exergaming, mobile platforms and immersive devices. A collection of different devices is supported, including input devices such as head trackers and output devices such as cylindrical and spherical domes, immersapods, and 3D helmets. The authors provide an overview of all the stages required for the configuration of immersive devices (calibration procedure, adaptation and rendering). They also present some directions of future work.
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Frohlich, B., J. Hochstrate, A. Kulik, and A. Huckauf. "On 3D input devices." IEEE Computer Graphics and Applications 26, no. 2 (March 2006): 15–19. http://dx.doi.org/10.1109/mcg.2006.45.

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11

Lane, C. D., Joan Walton, and E. H. Shortliffe. "Graphical Access to Medical Expert Systems: II. Design of an Interface for Physicians." Methods of Information in Medicine 25, no. 03 (July 1986): 143–50. http://dx.doi.org/10.1055/s-0038-1635464.

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SummaryThe ONCOCIN Interviewer program provides a graphical interface between physicians and an expert system that is designed to assist with therapy selection for patients receiving experimental cancer therapy. A principal goal has been to increase acceptance of advanced computer tools in a clinical setting. The interface has been developed for high-performance Lisp workstations and is tailored to the existing paper forms and practices of the outpatient clinic. To be flexible, the program makes use of a document formatting language to control a raster graphics display of medical forms, traditional paper versions of which have been used to track patient progress. The program utilizes a mouse input device coupled with a software-defined data entry approach that may be customized to the specific environment. The work described suggests ways in which high density graphics interfaces, with pointing devices rather than an emphasis on keyboards, may make decision support tools more useful to physicians and more acceptable to them.
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DU, LIU-GE, KANG LI, FAN-MIN KONG, and YUAN HU. "PARALLEL 3D FINITE-DIFFERENCE TIME-DOMAIN METHOD ON MULTI-GPU SYSTEMS." International Journal of Modern Physics C 22, no. 02 (February 2011): 107–21. http://dx.doi.org/10.1142/s012918311101618x.

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Finite-difference time-domain (FDTD) is a popular but computational intensive method to solve Maxwell's equations for electrical and optical devices simulation. This paper presents implementations of three-dimensional FDTD with convolutional perfect match layer (CPML) absorbing boundary conditions on graphics processing unit (GPU). Electromagnetic fields in Yee cells are calculated in parallel millions of threads arranged as a grid of blocks with compute unified device architecture (CUDA) programming model and considerable speedup factors are obtained versus sequential CPU code. We extend the parallel algorithm to multiple GPUs in order to solve electrically large structures. Asynchronous memory copy scheme is used in data exchange procedure to improve the computation efficiency. We successfully use this technique to simulate pointwise source radiation and validate the result by comparison to high precision computation, which shows favorable agreements. With four commodity GTX295 graphics cards on a single personal computer, more than 4000 million Yee cells can be updated in one second, which is hundreds of times faster than traditional CPU computation.
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Усатая, Татьяна, Tat'yana Usataya, Любовь Дерябина, Lyubov' Deryabina, Елена Решетникова, and Elena Reshetnikova. "Modern Approaches to Products Design in the Process of Students Teaching in Computer Graphics." Geometry & Graphics 7, no. 1 (April 8, 2019): 74–82. http://dx.doi.org/10.12737/article_5c91fd2bde0ff7.07282102.

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Using the computer graphics tools in the design allows improve the design quality and speed, as well as provide the qualitative front end engineering design. In this paper the problem related to improvement of quality in engineering training for students of technical high educational institutions, that today is considered as one of the main tasks for the system of higher professional education. A method proposed by authors allows solve this problem in the frame of students training in disciplines of graphic cycle, and directed to introducing the computer technologies in the teaching process of students. This method provides the development of students’ professional skills in the area of products and electronic devices design, and in the front end engineering design. In such a case, design is regarded from the standpoint of project-process approach. Project-process approach is a combination of interrelated projects implemented in the frame of process. A process is considered as a group of projects aimed at achievement of a planned result – a design object model. Design objects models in the area of mechanical engineering, electronics and electric power engineering, are presented as drawings, schemes and 3D models. That is why the emphasis is upon models and drawings building by means of CAD software (Autodesk AutoCAD, Autodesk Inventor, Kompas-Grafik, Kompas 3D). A high level of students’ competences can be achieved by modernization the educational content so that from their first teaching year the students could see the relation of learned graphical disciplines with their future professional occupation and prospects of production development and project activities. State-oftheart software for devices design provides for students an opportunity to extent their possibilities in the learning of graphical disciplines’ courses. The project-process approach is necessary for identifying and studying the relationship between the design as a process and the reformative human activity in general.
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Alan Frank, Jared, and Vikram Kapila. "Using Mobile Devices for Mixed-Reality Interactionswith Educational Laboratory Test-Beds." Mechanical Engineering 138, no. 06 (June 1, 2016): S2—S6. http://dx.doi.org/10.1115/1.2016-jun-4.

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This paper explores a novel human–machine interaction (HMI) paradigm that utilizes the sensing, storage, computation, and communication (SSCC) power capabilities of mobile devices to provide intuitive interactions with dynamic systems. The HMI paradigm addresses the fundamental challenges by integrating computer vision, 3D virtual graphics, and touchscreen sensing to develop mobile apps that provide interactive augmented reality (AR) visualizations. While prior approaches used laboratory-grade hardware, e.g., personal computer (PC), vision system, etc., for streaming video to remote users, the approach exploits the inherent mobility of mobile devices to provide users with mixed-reality (MR) environments in which the laboratory test-bed and augmented visualizations coexist and interact in real-time to promote immersive learning experiences that don’t yet exist in engineering laboratories. By pointing the rear-facing cameras of the mobile devices at the system from an arbitrary perspective, computer vision techniques retrieve physical measurements to render interactive AR content or perform feedback control. Future work is expected to examine the potential of our approach in teaching fundamentals of dynamic systems, automatic control, robotics, etc. through inquiry-based activities with students.
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Boroumand, Amirali, Saugata Ghose, Youngsok Kim, Rachata Ausavarungnirun, Eric Shiu, Rahul Thakur, Daehyun Kim, et al. "Google Workloads for Consumer Devices." ACM SIGPLAN Notices 53, no. 2 (November 30, 2018): 316–31. http://dx.doi.org/10.1145/3296957.3173177.

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Franke, Loraine, and Daniel Haehn. "Modern Scientific Visualizations on the Web." Informatics 7, no. 4 (September 24, 2020): 37. http://dx.doi.org/10.3390/informatics7040037.

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Modern scientific visualization is web-based and uses emerging technology such as WebGL (Web Graphics Library) and WebGPU for three-dimensional computer graphics and WebXR for augmented and virtual reality devices. These technologies, paired with the accessibility of websites, potentially offer a user experience beyond traditional standalone visualization systems. We review the state-of-the-art of web-based scientific visualization and present an overview of existing methods categorized by application domain. As part of this analysis, we introduce the Scientific Visualization Future Readiness Score (SciVis FRS) to rank visualizations for a technology-driven disruptive tomorrow. We then summarize challenges, current state of the publication trend, future directions, and opportunities for this exciting research field.
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17

Paley, W. Bradford. "Designing special-purpose input devices." ACM SIGGRAPH Computer Graphics 32, no. 4 (November 1998): 55–59. http://dx.doi.org/10.1145/307710.307729.

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18

Schreglmann, Sinan, and Zekeriya Kazanci. "A Lesson Plan Development Study for Higher Education Based on Needs Assessment “Graphics and Animation in Education” Course." International Education Studies 11, no. 7 (June 28, 2018): 155. http://dx.doi.org/10.5539/ies.v11n7p155.

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The aim of this study is to develop a lesson plan for the “Graphics and Animation in Education” course lectured in the department of Computer Education and Instructional Technology (CEIT). For this purpose, a “Needs Analysis Form for Graphics and Animation in Education Course” that includes open ended questions is produced by the program specialist and the researchers. The needs analysis form was applied to 10 instructors who have taught this course in the faculty of education. In the light of the findings derived from the needs analysis; the purpose of graphics and animation in education course was determined as: “creating e-materials which specifically comprise interactive features in order to use at various levels of education and providing students the skills to adapt these materials to be used in mobile devices”. The basic strategy to use for this course is stated as “Expository” and during the course demonstration and question-and-answer methods are used. As a result, a lesson plan was developed for a unit of the graphics and animation in education course.
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Layaida, O., and D. Hagimont. "Adaptive video streaming for embedded devices." IEE Proceedings - Software 152, no. 5 (2005): 238. http://dx.doi.org/10.1049/ip-sen:20045034.

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Hachet, Martin, Joachim Pouderoux, and Pascal Guitton. "3D Elastic Control for Mobile Devices." IEEE Computer Graphics and Applications 28, no. 4 (July 2008): 58–62. http://dx.doi.org/10.1109/mcg.2008.64.

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Kumar, Sanjeev, and Kai Li. "Dynamic memory management for programmable devices." ACM SIGPLAN Notices 38, no. 2 supplement (February 15, 2003): 139–49. http://dx.doi.org/10.1145/773039.512447.

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Ren, Gang, Peng Wu, and David Padua. "Optimizing data permutations for SIMD devices." ACM SIGPLAN Notices 41, no. 6 (June 11, 2006): 118–31. http://dx.doi.org/10.1145/1133255.1133996.

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Huang, Jingshu, Brian Bue, Avin Pattath, David S. Ebert, and Krystal M. Thomas. "Interactive Illustrative Rendering on Mobile Devices." IEEE Computer Graphics and Applications 27, no. 3 (May 2007): 48–56. http://dx.doi.org/10.1109/mcg.2007.63.

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Frigola, Manel, Manuel Vinagre, Alicia Casals, Josep Amat, Fernando Santana, and Carlos Torrens. "Robotics as a Support Tool for Experimental Optimisation of Surgical Strategies in Orthopaedic Surgery." Applied Bionics and Biomechanics 7, no. 3 (2010): 231–39. http://dx.doi.org/10.1155/2010/436038.

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Robotics has shown its potential not only in assisting the surgeon during an intervention but also as a tool for training and for surgical procedure's evaluation. Thus, robotics can constitute an extension of simulators that are based on the high capabilities of computer graphics. In addition, haptics has taken a first step in increasing the performance of current virtual reality systems based uniquely on computer simulation and their corresponding interface devices. As a further step in the field of training and learning in surgery, this work describes a robotic experimental workstation composed of robots and specific measuring devices, together with their corresponding control and monitoring strategies for orthopaedic surgery. Through a case study, humerus arthroplasty, experimental evaluation shows the possibilities of having a test bed available for repetitive and quantifiable trials, which make a reliable scientific comparison between different surgical strategies possible.
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Di Noia, Tommaso, Eugenio Di Sciascio, Francesco Maria Donini, Marina Mongiello, and Francesco Nocera. "Formal model for user‐centred adaptive mobile devices." IET Software 11, no. 4 (August 2017): 156–64. http://dx.doi.org/10.1049/iet-sen.2016.0169.

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Kawabe, K., M. Matsuya, H. Arima, H. Fuktida, H. Tajima, Y. Nagatsuka, M. Saito, C. H. Nielsen, and S. Nakagawa. "Development of a new intelligent EPMA with advanced basic performance." Proceedings, annual meeting, Electron Microscopy Society of America 49 (August 1991): 360–61. http://dx.doi.org/10.1017/s0424820100086106.

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A new electron probe mieroanalyzer (EPMA), the JXA-8800, has been developed with improved basic capabilities such as the specimen stage, wavelength dispersive x-ray spectrometers (WDS), and imaging functions. It can be operated easily like automated office equipment and is expandable owing to the use of the latest microelectronics and computer technology.The block diagram of the JXA-8800 is shown in Fig. 1. The control devices for the stage, WDSs, and electron optical system (EOS) are all made intelligent as they are each provided with a built-in microcomputer. Each device is connected to a system controller that manages TARGET, by a high-speed network. The system controller is connected to a host computer by GPIB. A 32-bit engineering workstation (EWS) is used as the host computer and UNIX is used as OS. By utilizing the high-speed graphics function of EWS, the operation of the EPMA can be freely carried out from the graphic display on the EWS color monitor, with the mouse or keyboard.
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Kindratenko, V. "Calibration of electromagnetic tracking devices." Virtual Reality 4, no. 2 (June 1999): 139–50. http://dx.doi.org/10.1007/bf01408592.

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Langerman, David, and Alan George. "Real-time, High-resolution Depth Upsampling on Embedded Accelerators." ACM Transactions on Embedded Computing Systems 20, no. 3 (April 2021): 1–22. http://dx.doi.org/10.1145/3436878.

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High-resolution, low-latency apps in computer vision are ubiquitous in today’s world of mixed-reality devices. These innovations provide a platform that can leverage the improving technology of depth sensors and embedded accelerators to enable higher-resolution, lower-latency processing for 3D scenes using depth-upsampling algorithms. This research demonstrates that filter-based upsampling algorithms are feasible for mixed-reality apps using low-power hardware accelerators. The authors parallelized and evaluated a depth-upsampling algorithm on two different devices: a reconfigurable-logic FPGA embedded within a low-power SoC; and a fixed-logic embedded graphics processing unit. We demonstrate that both accelerators can meet the real-time requirements of 11 ms latency for mixed-reality apps. 1
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Zhou, Yinzuo, Luming Zhang, Chao Zhang, Ping Li, and Xuelong Li. "Perceptually Aware Image Retargeting for Mobile Devices." IEEE Transactions on Image Processing 27, no. 5 (May 2018): 2301–13. http://dx.doi.org/10.1109/tip.2017.2779272.

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Saputra, H., G. Chen, R. Brooks, N. Vijaykrishnan, M. Kandemir, and M. J. Irwin. "Code protection for resource-constrained embedded devices." ACM SIGPLAN Notices 39, no. 7 (July 11, 2004): 240–48. http://dx.doi.org/10.1145/998300.997198.

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Riebler, Heinrich, Gavin Vaz, Tobias Kenter, and Christian Plessl. "Automated code acceleration targeting heterogeneous openCL devices." ACM SIGPLAN Notices 53, no. 1 (February 10, 2018): 417–18. http://dx.doi.org/10.1145/3200691.3178534.

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Lugli, Paolo, Fabio Compagnone, Aldo Di Carlo, and Andrea Reale. "Simulation of Optoelectronic Devices." VLSI Design 13, no. 1-4 (January 1, 2001): 23–36. http://dx.doi.org/10.1155/2001/19585.

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In the spirit of reviewing various approaches to the modeling and simulation of optoelectronic devices, we discuss two specific examples, related respectively to Semiconductor Optical Amplifiers and to Quantum Cascade Lasers. In the former case, a tight-binding analysis is performed aimed at the optimization of the polarization independence of the device. Further, a rate-equation model is set up to describe the dynamics of gain recovery after optical pumping. A Monte Carlo simulation of a superlattice quantum cascade laser is then presented which provides an insight into the microscopic processes controlling the performance of this device.
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Iannaccone, G., M. Macucci, and B. Pellegrini. "Modeling of Shot Noise in Resonant Tunneling Structures." VLSI Design 8, no. 1-4 (January 1, 1998): 449–53. http://dx.doi.org/10.1155/1998/27313.

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In this paper, we present insights into the transport properties and the geometrical structure of resonant tunneling devices that can be obtained by the study of their noise properties. We stress the importance of including noise behavior among the objectives of device simulations. The reason is twofold: on one hand, as the number of carriers involved in device operation decreases, fluctuations become more relevant; on the other hand, in devices whose functionality is based on quantum effects, noise properties strongly depend on the details of device geometry.
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Achour, Sara, Rahul Sarpeshkar, and Martin C. Rinard. "Configuration synthesis for programmable analog devices with Arco." ACM SIGPLAN Notices 51, no. 6 (August 2016): 177–93. http://dx.doi.org/10.1145/2980983.2908116.

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WANG, JEN-YA, and JR-SHIAN CHEN. "A DATA PARTITION METHOD FOR MEMS-BASED STORAGE DEVICES IN A DISTRIBUTED COMPUTING ENVIRONMENT." International Journal of Software Engineering and Knowledge Engineering 23, no. 01 (February 2013): 101–15. http://dx.doi.org/10.1142/s021819401340007x.

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This paper aims to minimize power consumption and sustain customer satisfaction for a datacenter. In some distributed computing environments, especially in a cloud computing environment, the most concerned issue for a datacenter designer is power consumption instead of its speed. This is because the storage devices always consume much electricity. To save power, we can assign to each device proper workload and turn off some spare devices. Therefore, partitioning data and allocating them among the storage devices becomes the first priority. However, due to some complex constraints, the data partition problem is very time-consuming or even NP-hard. Therefore, we propose a gradient-based method to deal with the problem. The novelty of the proposed method lies in that the discretized combinatorial problem is solved by a calculus-based technique. Experimental results show that significant energy is saved by shutting down as many uncalled-for devices as possible. The results also suggest that other similar optimization problems can be solved by the linearly-convergent method.
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Kuklinski, Hugo Pardo, Joel Brandt, and Juan Pablo Puerta. "Mobile Web 2.0. Theoretical-technical framework and developing trends." International Journal of Interactive Mobile Technologies (iJIM) 2, no. 4 (August 4, 2008): 54. http://dx.doi.org/10.3991/ijim.v2i4.535.

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More recently, synergy between novel technology and new usage patterns has enabled the convergence of mobile devices and Web 2.0 applications. This synthesis is embodied in a new conceptual and profitable space called mobile Web 2.0, where an always on empowered web consumer, is sought after by manufacturers, operators, business developers and media actors. In this article, we will mainly focus on mobile Web 2.0 as defined above. This piece of research delineates an original theoretical and technical framework that helps introduce the reader to the mobile Web 2.0 phenomenon. For this, the central aspects in the evolution of mobile phone usage towards Internet-based collaborative applications will be emphasized. In addition to it, the difficulties and limitations faced by the industry, the seven principles of Web 2.0 for mobile devices, and product, content and GUI aspects of this incipient market will be analyzed. A computer graphics have been included as a summary of this piece of research.
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Buono, Paolo, Fabio Cassano, Alessandra Legretto, and Antonio Piccinno. "EUDroid: a formal language specifying the behaviour of IoT devices." IET Software 12, no. 5 (October 2018): 425–29. http://dx.doi.org/10.1049/iet-sen.2017.0347.

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38

Bellam and, S., and S. K. Gupta. "An Efficient Geometric Algorithm For Extracting Structural Elements to Facilitate Automated MEMS Extraction." Journal of Computing and Information Science in Engineering 3, no. 2 (June 1, 2003): 155–65. http://dx.doi.org/10.1115/1.1576429.

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Micro-electro-mechanical systems (MEMS) are very small devices that contain both mechanical and electrical elements with sizes in the order of microns. Design cycle time is an important consideration in the development and introduction of MEMS devices in the market. To develop extraction tools for MEMS designs, we need geometric algorithms to analyze the spatial layout of the mechanical portion of the MEMS device and extract a net-list of mechanical components. Such extracted net-list of mechanical components can be combined with the electronic component net-list to provide the complete device schematic. A key step in the extraction of mechanical elements is classification of various portions of the layout into structural elements. Because MEMS designs consist of a large number of elements, computational efficiency of the underlying extraction algorithm is very important for it to work on complex devices. This paper describes an efficient geometric algorithm for extracting structural elements from spatial layout of MEMS designs.
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Bernardes, S., M. Madden, A. Knight, N. Neel, N. Morgan, K. Cameron, and J. Knox. "A MULTI-COMPONENT SYSTEM FOR DATA ACQUISITION AND VISUALIZATION IN THE GEOSCIENCES BASED ON UAVS, AUGMENTED AND VIRTUAL REALITY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4 (September 19, 2018): 45–49. http://dx.doi.org/10.5194/isprs-archives-xlii-4-45-2018.

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<p><strong>Abstract.</strong> In this age of computer gaming, portable device video and high definition entertainment, students are exposed to sophisticated graphics and virtual reality every day. As a result, students arrive at universities with a high level of expectation and experience in visualization and 3D graphics. Traditional materials for education and outreach rely predominantly on two-dimensional displays of maps, photographs, data graphs/histograms and conceptual diagrams. Advances in geospatial technologies, including unmanned aerial systems and virtual/ augmented reality devices can be used to enhance and innovate instructional materials in classrooms from pre-K to graduate degree programs. This work reports on these technologies and the integration of the 3D Immersion and Geovisualization (3DIG) system at the Center for Geospatial Research at the University of Georgia, USA. We present system components, lessons learned during design and implementation of the system, and the incorporation of 3DIG into teaching, learning and research. Data flow is used as a multi-component system integrator and shows how interconnected and complementary technologies can provide hands-on and immersive experiential learning to students in the geosciences. System evaluation shows increased student interest/engagement and indicates that 3DIG facilitates the understanding of complex concepts.</p>
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Grubin, H. L., and R. C. Buggeln. "Wigner Function Methods in Modeling of Switching in Resonant Tunneling Devices." VLSI Design 13, no. 1-4 (January 1, 2001): 221–27. http://dx.doi.org/10.1155/2001/37412.

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Issues associated with modeling of quantum devices within the framework of the transient Wigner equation are addressed. Of particular importance is the structure of the Wigner function, hysteresis, and device switching time, whose value is determined by the large signal device properties.
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Kawsher A., Roxy, and Sanjukta Bhanja. "Non-Boolean Computing with Spintronic Devices." Foundations and Trends® in Electronic Design Automation 12, no. 1 (2018): 1–123. http://dx.doi.org/10.1561/1000000046.

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Ferry, D. K., and J. R. Barker. "Open Problems in Quantum Simulation in Ultra-Submicron Devices." VLSI Design 8, no. 1-4 (January 1, 1998): 165–72. http://dx.doi.org/10.1155/1998/20250.

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Quantum transport is becoming more significant as device size shrinks. For example, as device sizes are scaled below 0.1 μm, the number of impurities becomes quite small, so that they are no longer homogeneously distributed throughout the device volume and the carriers are localized into quantum boxes, in that self-energy corrections produced by locally high carrier densities will lead to quantum dot formation. This leads to the need to discuss transport through an array of such quantum structures. Here, we discuss several issues which must be considered in treating the transport through such devices.
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Zhang, Jixian, Lei Luo, and Fan Jiang. "Rendering Optimization to Rich Media Scenes on Mobile Devices." Journal of Computer-Aided Design & Computer Graphics 22, no. 8 (September 6, 2010): 1272–78. http://dx.doi.org/10.3724/sp.j.1089.2010.10967.

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Lamberti, Fabrizio, and Andrea Sanna. "Extensible GUIs for Remote Application Control on Mobile Devices." IEEE Computer Graphics and Applications 28, no. 4 (July 2008): 50–57. http://dx.doi.org/10.1109/mcg.2008.70.

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45

Shaylor, Nik, Douglas N. Simon, and William R. Bush. "A java virtual machine architecture for very small devices." ACM SIGPLAN Notices 38, no. 7 (July 11, 2003): 34–41. http://dx.doi.org/10.1145/780731.780738.

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Aslam, Faisal, Ghufran Baig, Mubashir Adnan Qureshi, Zartash Afzal Uzmi, Luminous Fennell, Peter Thiemann, Christian Schindelhauer, and Elmar Haussmann. "Rethinking Java call stack design for tiny embedded devices." ACM SIGPLAN Notices 47, no. 5 (May 18, 2012): 1–10. http://dx.doi.org/10.1145/2345141.2248420.

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Griffin, Paul, Witawas Srisa-an, and J. Morris Chang. "An energy efficient garbage collector for java embedded devices." ACM SIGPLAN Notices 40, no. 7 (July 12, 2005): 230–38. http://dx.doi.org/10.1145/1070891.1065943.

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Kim, Soo Jeong, Kyung Jun Gil, HyungSeok Kim, Sang Boem Lim, and Jee-in Kim. "Adaptive interactions in shared virtual environments for heterogeneous devices." Computer Animation and Virtual Worlds 21, no. 5 (September 29, 2010): 531–43. http://dx.doi.org/10.1002/cav.338.

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Yamaguchi, Kazunori, Naota Inamoto, and Tosiyasu L. Kunii. "A Data Flow Language for Controlling Multiple Interactive Devices." IEEE Computer Graphics and Applications 5, no. 3 (March 1985): 48–60. http://dx.doi.org/10.1109/mcg.1985.276342.

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Colin, Alexei, Emily Ruppel, and Brandon Lucia. "A Reconfigurable Energy Storage Architecture for Energy-harvesting Devices." ACM SIGPLAN Notices 53, no. 2 (November 30, 2018): 767–81. http://dx.doi.org/10.1145/3296957.3173210.

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