Academic literature on the topic 'Electronic digital computers'

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Journal articles on the topic "Electronic digital computers"

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Jones, Stephen. "The First Electronic Digital Computers in Australia." Dearq, no. 27 (July 2020): 130–38. http://dx.doi.org/10.18389/dearq27.2020.10.

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Smith, Jody R. "Digital Image Metamorphosis as a Research Tool for Paleontology." Paleontological Society Special Publications 7 (1994): 341–46. http://dx.doi.org/10.1017/s2475262200009631.

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This is an exciting era to be a scientist, due to the increasing levels of technology available to us; particularly due to the advances that have been made in the field of computer science. Advances in electronic technology have made computer hardware very powerful and affordable, while advances in software design and human/computer interfaces have made computers more natural to use. Computers have been utilized in nearly every field of scientific study, permitting new levels of development in those fields that wouldn't be possible otherwise. Computer graphics are useful visualization tools that help scientists understand complex data, and convey ideas to others.
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Nurmala, Nurmala, Rahmi Amir, and Usman Usman. "Kajian Kejadian CVS (Computer Vision Syndrome) Akibat Keterpaparan Tingkat Radiasi Alat Digital." Journal of Health Educational Science And Technology 5, no. 1 (June 14, 2022): 57–66. http://dx.doi.org/10.25139/htc.v5i1.4513.

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Abstrak : Penggunaan ialati digitali saati inii sangati bermanfaat iuntuk ikebutuhan ihidup isetiap ihari.i penggunaanii alati elektronik ihampir isemuai orange membutuhkannya iserta imenggunakanya.i Namun itidaki semuai darii penggunaannyai sadari akani dampaki darii alati elektronik iterutamai pada igangguani kesehatani matai orange yangi menderita imasalahi pada imata iataui penglihatan ikarenai pekerjaan iyang imenggunakani computer.i Tujuani darii penelitiani inii adalah iuntuk imengetahuii kejadiani kasus iCVSi (Computeri Visioni Syndrome)I akibati keterpaparan itingkati radiasi ialati digitali padai Mahasiswa iFakultas iIlmu iKesehatan Universitas Muhammadiyah Parepare ditinjau dari usia, jenis kelamin, penggunaan kacamata, lamai penggunaan ikomputer,I lamai bekerja idengani komputeri dalami sehari, ilama ibekerjai dengani komputer isecarai terusi menerusi dalam isehari, ilama iistirahati setelahi penggunaan ikomputer, jaraki penglihatan idani keluhan iCVS.i Penelitian iinii menggunakani metode ipenelitiani kuantitatifi dengani pendekatani crossi sectional.i Tekniki pengambilan isampeli yang idigunakani adalahi purposivei sampling iyaitui pemilihani subjek iberdasarkan iatas iciri-ciri iatau isifati tertentui yang iberkaitani dengani karakteristik ipopulasi idiperoleh isampel ipenelitiani sebanyak i45 iresponden. Hasili penelitian, imenunjukkani bahwa iyang imengalamii CVSi sebanyak 29 iorang i(64.4%) dan yang tidak mengalami CVS isebanyak 16 orang i(35.6%). Kata kunci : Usia, Jarak penglihatan, Lama Penggunaan, Penderita CVS Abstrack : The..use.. of.. digital.. tools..today,.. it..is..undeniable. .that..in..everyday.. life..the..use..of. .electronic..devices.. almost..everyone.. needs..and..uses..them… However, not..all..of..its. .users..are..aware..of..the impact of electronic devices, especially on eye health problems. Bausch and Lomb reported that nearly 60 people suffer from eye or vision problems due to work using computers. The purpose of this study was to determine the incidence of CVS (Computer Vision Syndrome) cases due to exposure to digital device radiation levels in students of the Faculty of Health Sciences, University of Muhammadiyah Pare-Pare in terms of age, gender, use of glasses, duration of computer use, length of working with computers in a day, long hours of working with computers continuously in a day, long breaks after using computers, visual acuity and CVS complaints. This study uses a quantitative research method with a cross sectional approach. The sampling technique used was purposive sampling, namely the selection of subjects based on certain characteristics or characteristics related to the characteristics of the population, the research sample was 45 respondents. The results showed that 29 people (64.4%) had CVS and 16 people (35.6%) did not experience CVS. Keywords: Age, Visibility, Length of Use, CVS sufferers
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Ensmenger, Nathan L. "Letting the “Computer Boys” Take Over: Technology and the Politics of Organizational Transformation." International Review of Social History 48, S11 (October 24, 2003): 153–80. http://dx.doi.org/10.1017/s0020859003001305.

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In the decades following the development of the first electronic digital computers, the computer industry in the United States grew from nothing into an important and expansive sector of the American economy. Whereas in the early 1950s electronic computers were generally regarded as interesting but extravagant scientific curiosities, by 1963 these devices and their associated peripherals formed the basis of a billion-dollar industry. By the beginning of the 1970s, more than 165,000 computers had been installed in the United States alone, and the computer and software industries employed several hundred thousand individuals worldwide.
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Saepulrohman, Asep, and Agus Ismangil. "Data integrity and security of digital signatures on electronic systems using the digital signature algorithm (DSA)." International Journal of Electronics and Communications Systems 1, no. 1 (June 27, 2021): 11–15. http://dx.doi.org/10.24042/ijecs.v1i1.7923.

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The digital signature generation process begins with the creation of a public key and a private key. A public key is generated and published to verify the signature and calculate the hash value of the received document. At present, in the very fast development of information technology, quantum computers have emerged the ability to solve very large and complex amounts of data calculated by qubits, which when compared to quantum computers can work 10 minutes to work on a process that takes 1025 years on a computer. Therefore, the research focuses on how electronic signatures on documents have a reliable security system. The Digital Signature Algorithm (DSA) is a key algorithm used for digital signatures, which uses the Secure Hash Algorithm (SHA-1) to convert messages into message digest and parameters based on the ElGamal signature algorithm. The author also shows an example of digital signature encryption and decryption process by taking any numbers p = 59419 and q = 3301 to prove that the message can be formed and verified its authenticity.
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Charrieras, Damien, and François Mouillot. "Getting Out of the Black Box: analogising the use of computers in electronic music and sound art." Organised Sound 20, no. 2 (July 7, 2015): 191–99. http://dx.doi.org/10.1017/s1355771815000072.

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The process of creating computer-based music is increasingly being conceived in terms of complex chains of mediations involving composer/performer and computer software interactions that prompt us to reconsider notions of materiality within the context of digital cultures. Recent scholarship has offered particularly useful re-evaluations of computer music software in relation to musical instrumentality. In this article, we contend that given the ubiquitous presence of computer units within contemporary musical practices, it is not simply music software that needs to be reframed as musical instruments, but rather the diverse material strata of machines identified as computers that need to be thought of as instruments within music environments. Specifically, we argue that computers, regardless of their technical specifications, are not only ‘black boxes’ or ‘meta-tools’ that serve to control music software, but are also material objects that are increasingly being used in a wide range of musical and sound art practices according to an ‘analog’ rather than ‘digital’ logic. Through a series of examples implicating both soft and hard dimensions of what constitutes computers, we provide a preliminary survey of practices calling for the need to rethink the conceptual divide between analog and digital forms of creativity and aesthetics.
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Imhanyehor, Germaine O. J. "Digital Literacy and Primary Educational System in Benin City, Edo State, Nigeria." Humanities and Social Sciences Latvia 30, no. 1, 2 (December 20, 2022): 52–69. http://dx.doi.org/10.22364/hssl.30.04.

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Despite the enormous potential of ICTs and digital literacy in the educational setup, most primary schools in Benin City are yet to fully implement and take advantage of its numerous benefits to the teaching and learning process. This study therefore examined the possibility of incorporating digital literacy at the primary school level, as well as ascertains the extent to which electronic gadgets are available and accessible and the challenges militating against the implementation of digital literacy in private primary schools in Benin City. The research design adopted for this study is descriptive survey. Using the stratified random sampling technique, a total of 448 primary school teachers responded to the Digital Literacy Questionnaire in Primary School (DLPQS) that was developed by the researcher and used for data collection. The data analysis was done using simple tables of frequency counts and percentages. Findings from the study revealed that whilst 90.2 % of the teachers possessed Personal Computers (PC) and other electronic gadgets and were relatively proficient with the use of said devices, computers and digital gadgets were not readily available and accessible as 52.7 % of the teachers taught in schools that did not currently have a computer lab with 60.7 % not having access to the lab. Where available, 69.4 % of the teachers indicated that most of the computers where outdated and not functional and 79.5 % reported that the number of computers were insufficient. Findings also showed that – lack of/insufficient number of computers, poor internet connectivity and epileptic power supply were the major drawbacks in the use of digital literacy in the primary schools.
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Proctor, D. W. "THE ADJUSTMENT OF AERIAL TRIANGULATION BY ELECTRONIC DIGITAL COMPUTERS." Photogrammetric Record 4, no. 19 (September 28, 2006): 24–33. http://dx.doi.org/10.1111/j.1477-9730.1962.tb00323.x.

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Jia, Yu, and Zhen Li. "Auxiliary System for Contract Signing Based on Electronic Signature Technology." Wireless Communications and Mobile Computing 2022 (September 22, 2022): 1–6. http://dx.doi.org/10.1155/2022/1221162.

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With the rapid development of the Internet, a large part of people’s work and life has been transferred to the computer. Now, the processes of file transfer and data storage in people’s work are all completed by computers. In the process of working with computers, how to ensure the legality, traceability, antitampering, and uniqueness of documents is an important part of the development of computers. In order to ensure the security in the process of electronic contract authentication, this study has carried out a detailed analysis and design of electronic signature technology. In this study, PKI technology and USB Key technology are combined, which effectively prevents the tampering of electronic signatures and electronic seals in electronic contracts. This study uses PKI technology to strengthen the application and distribution of electronic seals and achieve the purpose of copyright protection of digital media. The improved electronic signature technology in this study can improve the security of signing electronic contracts at work and make users’ electronic signatures indestructible and noncopyable.
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Soares Barbosa, Vânia, Vera Lima, Rejane Silva, Willy Silva, Ana Carolina Soares, and Aline De Sousa. "Digital literature: finding new ways to motivate students to read Brazilian literature electronic books." EuroCALL Review 20, no. 1 (March 22, 2012): 141. http://dx.doi.org/10.4995/eurocall.2012.16208.

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This quantitative and qualitative study is aimed to diagnose and promote the use of new technologies in teaching literature reading in Public (State) Schools, assessing materials accessibility and computer skills. The research consisted of three distinct steps: 1. A survey to detect teachers’ and students’ computer skills, their use of computers and accessibility; 2. Search and list websites where users can either read or download Brazilian literature books; 3. Workshops on where and how to access these books. This research is also intended to reflect upon electronic books and their impact on reading.
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Dissertations / Theses on the topic "Electronic digital computers"

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Khayeat, Ali. "Copy-move forgery detection in digital images." Thesis, Cardiff University, 2017. http://orca.cf.ac.uk/107043/.

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The ready availability of image-editing software makes it important to ensure the authenticity of images. This thesis concerns the detection and localization of cloning, or Copy-Move Forgery (CMF), which is the most common type of image tampering, in which part(s) of the image are copied and pasted back somewhere else in the same image. Post-processing can be used to produce more realistic doctored images and thus can increase the difficulty of detecting forgery. This thesis presents three novel methods for CMF detection, using feature extraction, surface fitting and segmentation. The Dense Scale Invariant Feature Transform (DSIFT) has been improved by using a different method to estimate the canonical orientation of each circular block. The Fitting Function Rotation Invariant Descriptor (FFRID) has been developed by using the least squares method to fit the parameters of a quadratic function on each block curvatures. In the segmentation approach, three different methods were tested: the SLIC superpixels, the Bag of Words Image and the Rolling Guidance filter with the multi-thresholding method. We also developed the Segment Gradient Orientation Histogram (SGOH) to describe the gradient of irregularly shaped blocks (segments). The experimental results illustrate that our proposed algorithms can detect forgery in images containing copy-move objects with different types of transformation (translation, rotation, scaling, distortion and combined transformation). Moreover, the proposed methods are robust to post-processing (i.e. blurring, brightness change, colour reduction, JPEG compression, variations in contrast and added noise) and can detect multiple duplicated objects. In addition, we developed a new method to estimate the similarity threshold for each image by optimizing a cost function based probability distribution. This method can detect CMF better than using a fixed threshold for all the test images, because our proposed method reduces the false positive and the time required to estimate one threshold for different images in the dataset. Finally, we used the hysteresis to decrease the number of false matches and produce the best possible result.
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Grove, Duncan A. "Performance modelling of message-passing parallel programs." Title page, contents and abstract only, 2003. http://web4.library.adelaide.edu.au/theses/09PH/09phg8832.pdf.

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This dissertation describes a new performance modelling system, called the Performance Evaluating Virtual Parallel Machine (PEVPM). It uses a novel bottom-up approach, where submodels of individual computation and communication events are dynamically constructed from data-dependencies, current contention levels and the performance distributions of low-level operations, which define performance variability in the face of contention.
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Fernandez, Sepulveda Antonio. "Evaluation of digital identity using Windows CardSpace." Thesis, Edinburgh Napier University, 2008. http://researchrepository.napier.ac.uk/output/4032/.

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The Internet was initially created for academic purposes, and due to its success, it has been extended to commercial environments such as e-commerce, banking, and email. As a result, Internet crime has also increased. This can take many forms, such as: personal data theft; impersonation of identity; and network intrusions. Systems of authentication such as username and password are often insecure and difficult to handle when the user has access to a multitude of services, as they have to remember many different authentications. Also, other more secure systems, such as security certificates and biometrics can be difficult to use for many users. This is further compounded by the fact that the user does not often have control over their personal information, as these are stored on external systems (such as on a service provider's site). The aim of this thesis is to present a review and a prototype of Federated Identity Management system, which puts the control of the user's identity information to the user. In this system the user has the control over their identity information and can decide if they want to provide specific information to external systems. As well, the user can manage their identity information easily with Information Cards. These Information Cards contain a number of claims that represent the user's personal information, and the user can use these for a number of different services. As well, the Federated Identity Management system, it introduces the concept of the Identity Provider, which can handle the user's identity information and which issues a token to the service provider. As well, the Identity Provider verifies that the user's credentials are valid. The prototype has been developed using a number of different technologies such as .NET Framework 3.0, CardSpace, C#, ASP.NET, and so on. In order to obtain a clear result from this model of authentication, the work has created a website prototype that provides user authentication by means of Information Cards, and another, for evaluation purposes, using a username and password. This evaluation includes a timing test (which checks the time for the authentication process), a functionality test, and also quantitative and qualitative evaluation. For this, there are 13 different users and the results obtained show that the use of Information Cards seems to improve the user experience in the authentication process, and increase the security level against the use of username and password authentication. This thesis concludes that the Federated Identity Management model provides a strong solution to the problem of user authentication, and could protect the privacy rights of the user and returns the control of the user's identity information to the user.
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Ghahroodi, Massoud. "Variation and reliability in digital CMOS circuit design." Thesis, University of Southampton, 2014. https://eprints.soton.ac.uk/365136/.

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The silicon chip industry continues to provide devices with feature sizes at Ultra-Deep-Sub-Micron (UDSM) dimensions. This results in higher device density and lower power and cost per function. While this trend is positive, there are a number of negative side effects, including the increased device parameter variation, increased sensitivity to soft errors, and lower device yields. The lifetime of next- generation devices is also decreasing due to lower reliability margins and shorter product lifetimes. This thesis presents an investigation into the challenges of UDSM CMOS circuit design, with a review of the research conducted in this field. This investigation has led to the development of a methodology to determine the timing vulnerability factors of UDSM CMOS that leads to a more realistic definition of the Window of Vulnerability (WOV) for Soft-Error-Rate (SER) computation. We present an implementation of a Radiation-Hardened 32-bit Pipe-lined Processor as well as two novel radiation hardening techniques at Gate-level. We present a Single Event-Upset (SEU) tolerant Flip-Flop design with 38% less power overhead and 25% less area overhead at 65nm technology, compared to the conventional Triple Modular Redundancy (TMR) technique for Flip-Flop design. We also propose an approach for in-field repair (IFR) by trading area for reliability. In the case of permanent faults, spare logic blocks will replace the faulty blocks on the fly. The simulation results show that by tolerating approximately 70% area overhead and less than 18% power overhead, the reliability is increased by a factor of x10 to x100 for various component failure rates.
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Lima, Antonio. "Digital traces of human mobility and interaction : models and applications." Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6833/.

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In the last decade digital devices and services have permeated many aspects of everyday life. They generate massive amounts of data that provide insightful information about how people move across geographic areas and how they interact with others. By analysing this detailed information, it is possible to investigate aspects of human mobility and interaction. Therefore, the thesis of this dissertation is that the analysis of mobility and interaction traces generated by digital devices and services, at different timescales and spatial granularity, can be used to gain a better understanding of human behaviour, build new applications and improve existing services. In order to substantiate this statement I develop analytical models and applications supported by three sources of mobility and interaction data: online social networks, mobile phone networks and GPS traces. First, I present three applications related to data gathered from online social networks, namely the analysis of a global rumour spreading in Twitter, the definition of spatial dissemination measures in a social graph and the analysis of collaboration between developers in GitHub. Then I describe two applications of the analysis of country-wide data of cellular phone networks: the modelling of epidemic containment strategies, with the goal of assessing their efficacy in curbing infectious diseases; the definition of a mobility-based measure of individual risk, which can be used to identify who needs targeted treatment. Finally, I present two applications based on GPS traces: the estimation of trajectories from spatially-coarse temporally-sparse location traces and the analysis of routing behaviour in urban settings.
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Betts, Thomas. "An investigation of the digital sublime in video game production." Thesis, University of Huddersfield, 2014. http://eprints.hud.ac.uk/id/eprint/25020/.

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This research project examines how video games can be programmed to generate the sense of the digital sublime. The digital sublime is a term proposed by this research to describe experiences where the combination of code and art produces games that appear boundless and autonomous. The definition of this term is arrived at by building on various texts and literature such as the work of Kant, Deleuze and Wark and on video games such as Proteus, Minecraft and Love. The research is based on the investigative practice of my work as an artist-programmer and demonstrates how games can be produced to encourage digitally sublime scenarios. In the three games developed for this thesis I employ computer code as an artistic medium, to generate games that explore permutational complexity and present experiences that walk the margins between confusion and control. The structure of this thesis begins with a reading of the Kantian sublime, which I introduce as the foundation for my definition of the digital sublime. I then combine this reading with elements of contemporary philosophy and computational theory to establish a definition applicable to the medium of digital games. This definition is used to guide my art practice in the development of three games that examine different aspects of the digital sublime such as autonomy, abstraction, complexity and permutation. The production of these games is at the core of my research methodology and their development and analysis is used to produce contributions in the following areas. 1. New models for artist-led game design. This includes methods that re-contextualise existing aesthetic forms such as futurism, synaesthesia and romantic landscape through game design and coding. It also presents techniques that merge visuals and mechanics into a format developed for artistic and philosophical enquiry. 2. The development of new procedural and generative techniques in the programming of video games. This includes the implementation of a realtime marching cubes algorithm that generates fractal noise filtered terrain. It also includes a versatile three-dimensional space packing architectural construction algorithm. 3. A new reading of the digital sublime. This reading draws from the Kantian sublime and the writings of Deleuze, Wark and De Landa in order to present an understanding of the digital sublime specific to the domain of art practice within video games. These contributions are evidenced in the writing of this thesis and in the construction of the associated portfolio of games.
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Thakar, Aniruddha. "Visualization feedback from informal specifications." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-03242009-040810/.

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Lee, Sae Hun. "A unified approach to optimal multiprocessor implementations from non-parallel algorithm specifications." Diss., Georgia Institute of Technology, 1986. http://hdl.handle.net/1853/16745.

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Song, Chunlin. "A robust region-adaptive digital image watermarking system." Thesis, Liverpool John Moores University, 2012. http://researchonline.ljmu.ac.uk/6122/.

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Digital image watermarking techniques have drawn the attention of researchers and practitioners as a means of protecting copyright in digital images. The technique involves a subset of information-hiding technologies, which work by embedding information into a host image without perceptually altering the appearance of the host image. Despite progress in digital image watermarking technology, the main objectives of the majority of research in this area remain improvements in the imperceptibility and robustness of the watermark to attacks. Watermark attacks are often deliberately applied to a watermarked image in order to remove or destroy any watermark signals in the host data. The purpose of the attack is. aimed at disabling the copyright protection system offered by watermarking technology. Our research in the area of watermark attacks found a number of different types, which can be classified into a number of categories including removal attacks, geometry attacks, cryptographic attacks and protocol attacks. Our research also found that both pixel domain and transform domain watermarking techniques share similar levels of sensitivity to these attacks. The experiment conducted to analyse the effects of different attacks on watermarked data provided us with the conclusion that each attack affects the high and low frequency part of the watermarked image spectrum differently. Furthermore, the findings also showed that the effects of an attack can be alleviated by using a watermark image with a similar frequency spectrum to that of the host image. The results of this experiment led us to a hypothesis that would be proven by applying a watermark embedding technique which takes into account all of the above phenomena. We call this technique 'region-adaptive watermarking'. Region-adaptive watermarking is a novel embedding technique where the watermark data is embedded in different regions of the host image. The embedding algorithms use discrete wavelet transforms and a combination of discrete wavelet transforms and singular value decomposition, respectively. This technique is derived from the earlier hypothesis that the robustness of a watermarking process can be improved by using watermark data in the frequency spectrum that are not too dissimilar to that of the host data. To facilitate this, the technique utilises dual watermarking technologies and embeds parts of the watermark images into selected regions of the host image. Our experiment shows that our technique improves the robustness of the watermark data to image processing and geometric attacks, thus validating the earlier hypothesis. In addition to improving the robustness of the watermark to attacks, we can also show a novel use for the region-adaptive watermarking technique as a means of detecting whether certain types of attack have occurred. This is a unique feature of our watermarking algorithm, which separates it from other state-of-the-art techniques. The watermark detection process uses coefficients derived from the region-adaptive watermarking algorithm in a linear classifier. The experiment conducted to validate this feature shows that, on average, 94.5% of all watermark attacks can be correctly detected and identified.
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Greenwood, Rob. "Semantic analysis for system level design automation." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-10062009-020216/.

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Books on the topic "Electronic digital computers"

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Silverman, Gordon. Computers and computer languages. New York: McGraw-Hill, 1988.

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Silverman, Gordon. Computers and computer languages. Maidenhead: McGraw-Hill, 1988.

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David, Turkiew, ed. Computers and Computer Languages. New York: McGraw-Hill, 1987.

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Godwin, Damachi Ukandi, ed. Computers and computer applications in developing countries. Houndmills, Hampshire: Macmillan Press, 1987.

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1942-, Damachi Ukandi G., Souder H. Ray, and Damachi Nicholas A, eds. Computers and computer applications in developing countries. London: Macmillan, 1987.

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Jenkins, Lawrence. Digital computer principles. New York: Wiley, 1987.

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Cayford, Joel. Computer media: Living and working with computers. London: Comedia, 1987.

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Malvino, Albert Paul. Digital computer electronics. 3rd ed. Lake Forest, Ill: Glencoe, 1992.

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Steele, Bob. Computers and communication. London: Blackie, 1985.

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Fuori, William M. Computers andinformation processing. 2nd ed. London: Prentice Hall International, 1989.

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Book chapters on the topic "Electronic digital computers"

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Tooley, Mike. "Computers." In Aircraft Digital Electronic and Computer Systems, 95–115. 3rd ed. London: Routledge, 2022. http://dx.doi.org/10.1201/9781003215516-6.

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Bergles, Arthur E., and Avram Bar-Cohen. "Immersion Cooling of Digital Computers." In Cooling of Electronic Systems, 539–621. Dordrecht: Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-011-1090-7_23.

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Bishop, Graham. "A Digital to Analogue Converter." In Program and Electronic Projects for the BBC, Electron and Spectrum Computers, 124–26. London: Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-07759-5_11.

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Bishop, Graham. "An Analogue to Digital Converter." In Program and Electronic Projects for the BBC, Electron and Spectrum Computers, 127–40. London: Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-07759-5_12.

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de Araujo, Marcelo Henrique, and Nicolau Reinhard. "Substituting Computers for Mobile Phones? An Analysis of the Effect of Device Divide on Digital Skills in Brazil." In Electronic Participation, 142–54. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27397-2_12.

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Berger, Arthur Asa. "Computers: Everyone’s a Writer." In Gizmos or: The Electronic Imperative: How Digital Devices have Transformed American Character and Culture, 58–64. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_6.

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Berger, Arthur Asa. "Tablet Computers: Everyone’s a God." In Gizmos or: The Electronic Imperative: How Digital Devices have Transformed American Character and Culture, 49–57. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_5.

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Lang, Susan, and Craig Baehr. "Hypertext, Hyperlinks, and the World Wide Web." In Digital Writing Technologies in Higher Education, 51–61. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-36033-6_4.

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AbstractHypertext, defined at the most essential level as “linked text,” and the hyperlink (shortened to simply “link”) serves as the foundation of much writing in digitally native spaces, impacting print-based writing. The World Wide Web has stood for nearly three decades as the primary implementation space for hypertextual writing. The characteristics of hyperlinking, intertextuality, multi-pathed organization, hypermedia, content forms, and collaborative authoring practices have come to replace print-based writing conventions as the dominant features of electronic-based ones. Research has been conducted on hypertext and the World Wide Web since their inception by computer scientists and writing specialists, among others, to better understand technological needs, writing pedagogies and practices, as writers work from an increasingly diverse input base—from computers to tablets to mobile devices.
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Anson, Chris M. "Digital Student Peer Review Programs." In Digital Writing Technologies in Higher Education, 203–14. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-36033-6_13.

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AbstractStudent peer review of drafts in progress was a staple of writing instruction for decades before computers: students exchange and discussed typed or handwritten drafts in small groups of three or four. With the advent of digital connectivity, students could circulate electronic versions of their texts, then read and annotate drafts online. Simultaneously, digital peer review systems were developed that not only facilitated student response but included learning analytics as well as features such as repositories of comments to prompt student response, badges, sticky notes, and feedback mechanisms that evaluated the quality of the response; anonymous response also became possible (see Lu & Bol, 2007). After a brief historical introduction, this chapter focuses primarily on digital peer review systems and peer review systems built into LMSs such as Canvas. The chapter describes the nature and range of digital peer review systems and includes a summary of research on their effectiveness.
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Seiffertt, John. "The Digital Electronic Computer." In Digital Logic for Computing, 1–9. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56839-3_1.

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Conference papers on the topic "Electronic digital computers"

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Huang, Alan. "Systems view of optical digital computers." In OSA Annual Meeting. Washington, D.C.: Optica Publishing Group, 1986. http://dx.doi.org/10.1364/oam.1986.we1.

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Initial efforts at building an optical digital computer involved trying to make exact optical equivalents of electronic gates and memories. The optical gates were either noncascadable or two-port devices. The optical memories were slow, expensive, awkward, and failed to use the high bandwidth, parallel communications capabilities of optics.
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Jordan, Harry F. "Digital Optical Computing with Fibers and Directional Couplers." In Optical Computing. Washington, D.C.: Optica Publishing Group, 1989. http://dx.doi.org/10.1364/optcomp.1989.wa1.

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The goal of the Digital Optical Computing program of the Center for Optoelectronic Computing Systems is to design and demonstrate a prototype of a stored program optical computer using the knowledge base developed in connection with electronic digital computers. The target architecture is to be all-optical. This means that components with only optical inputs and outputs (except perhaps for power) are the basis of the architecture. The devices making up these components may have significant electronic parts which mediate the optical switching. From the architectural point of view, however, these components are treated as "black boxes" and could be replaced with any optical switching devices yielding the same functionality. The emphasis is thus on optical architecture, which we take to mean the architecture of a machine in which all information is carried between logic elements by optical signals, and in which the role of electronics interior to switching elements is minimized to the extent which is realizable.
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Yatagai, Toyohiko. "Architectures of Optical Cellular Logic Computers." In Optical Computing. Washington, D.C.: Optica Publishing Group, 1985. http://dx.doi.org/10.1364/optcomp.1985.tua3.

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Recently optical computing techniques have been developed, and the feasibility of optical computers is discussed. We will describe optical implementations of cellular logic computers (CLCs) which are used for the digital electronic computation of two-dimensional logical neighborhood functions. Perhaps the most obvious application of such an optical computer is in pattern recognition as it pertains to image data processing.
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Castello, Eduardo Magdaleno, Manuel Rodriguez Valido, Alejandro Ayala Alfonso, and Jonas Philipp Luke. "Teaching methodology of digital electronic systems subject in the new degree of computers." In 2012 Tecnolog as Aplicadas a la Ense anza de la Electr nica (Technologies Applied to Electronics Teaching) (TAEE). IEEE, 2012. http://dx.doi.org/10.1109/taee.2012.6235450.

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Morse, Ken, and Arturo A. Rodriguez. "Trends in hardware acceleration for digital video on personal computers." In IS&T/SPIE 1994 International Symposium on Electronic Imaging: Science and Technology, edited by Arturo A. Rodriguez, Mon-Song Chen, and Jacek Maitan. SPIE, 1994. http://dx.doi.org/10.1117/12.171710.

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Heuring, Vincent P., and Valentin N. Morozov. "Synchronizing and Controlling Fast Digital Optical Processors." In Optical Computing. Washington, D.C.: Optica Publishing Group, 1993. http://dx.doi.org/10.1364/optcomp.1993.owe.15.

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This paper discusses techniques for synchronizing and controlling fast digital optical and optoelectronic processors. When optical processors require significant amounts of control for proper operation, designers have traditionally resorted to electronic host computers. Such approaches are often inadequate because of high host computer cost, or the need for speed that an electronic host computer cannot deliver. We discuss how to design controllers in the optical or optoelectronic domain. Since data and control pulses must arrive in synchronization at all interaction points, system timing and resynchronization are discussed as the major problems to be solved in designing such systems. We present solutions to the problems of timing and resynchronizing high speed optical processors in the context of two system timing paradigms: the gate and strobe paradigm and the more recent time-of-flight paradigm. Gate and strobe designs are synchronized by gating the data pulses from storage element to storage element. Time of flight systems can be synchronized by pulse reshaping: resynchronization of the weakening pulse by retiming its leading and trailing edges and by clock gating: gating a fresh copy of the master clock signal to replace a weakening signal pulse.
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Saito, Minoru, Toru Takeda, and Kiyoshi Itao. "90-mm Optical Disk Subsystem Using High-Speed Digital Control Techniques." In Optical Data Storage. Washington, D.C.: Optica Publishing Group, 1989. http://dx.doi.org/10.1364/ods.1989.tha2.

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There is a demand for small optical mass storage devices for personal computers. Although a 130-mm rewritable optical disk subsystem has already been developed with large capacity and high-speed access1, a 90-mm rewritable optical disk subsystem would suit personal computers, electronic mail, and electronic publishing.
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Kilisky, Stephen. "The Merging of Computers and Video: Using Ethernet and SCSI for Digital Video I/O." In SMPTE Advanced Television and Electronic Imaging Conference. IEEE, 1994. http://dx.doi.org/10.5594/m00856.

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Banciu, Doina, Ionut Petre, and Mihail Dumitrache. "Electronic system for assessing and analysing digital competences in the context of Knowledge Society." In 2019 11th International Conference on Electronics, Computers and Artificial Intelligence (ECAI). IEEE, 2019. http://dx.doi.org/10.1109/ecai46879.2019.9042151.

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Dong, Ziyan, and Li Xu. "Product Design to Effectively Alleviate Emotional Exhaustion Caused by Long Hours of Digital Interactive Work." In 10th International Conference on Human Interaction and Emerging Technologies (IHIET 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004017.

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With the rapid development of the Internet, more and more people must use electronic devices such as computers to do their work digitally and interactively. We have observed that employees who work with computers for long periods of time may be resistant to electronic devices. In previous studies, the specific sources of this resistance and the factors influencing it have not been clearly identified. The purpose of this article is to study the emotional exhaustion caused by prolonged digital interactive office work, analyze the antecedent space leading to this emotional exhaustion, reveal the psychological mechanism of the fatigue process, and further explore product design research that effectively alleviates the emotional exhaustion caused by computer office work in the Internet era.Methods: The design investigates the non-experimental, cross-sectional correlation. We administered an online questionnaire to participants. Participants had to be people who use computer offices for long periods. The questionnaire contained questions related to emotional states (depression, anxiety, etc.) and certain concomitant behavioral manifestations (overexertion, avoidance, excessive rest, etc.). At the same time, the intensity of the participants' perceived fatigue was statistically assessed with the help of the Fatigue Scale. In the data analysis, we adjusted for individual characteristics, work nature, and work environment in order to explore the antecedent space of emotional exhaustion.Conclusion: The analysis of the data obtained from the questionnaire showed that there was a positive correlation between the time users spent working on computers and emotional exhaustion. Most participants had emotional exhaustion accompanied by physical fatigue. In addition, in the subgroup analysis, we found that emotional exhaustion caused by long hours of computer work was influenced by factors such as work environment atmosphere and complexity of work content. This study helps us to find the direction of product design research to alleviate emotional exhaustion. Employees who work with computers for long hours need adequate rest time and. If necessary, a certain degree of psychological intervention. Based on the above results, the research and design are closely integrated with the psychological and physiological needs of the computer office group. The design principles for products to alleviate emotional exhaustion are summarized in order to design products that can improve the quality of life of people who use digital interactive work for long periods. At the same time, the relevant product design can somehow guide people's behavioral activities and work styles in specific scenarios, meet the needs and services of the business, explore its potential market advantages, and better enhance the quality of people's office environment in the future.
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Reports on the topic "Electronic digital computers"

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Harris, Melissa, and Alexia Pretari. Going Digital – Computer-Assisted Telephone Interviewing (CATI): Lessons learned from a pilot study. Oxfam GB, May 2021. http://dx.doi.org/10.21201/2021.7581.

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In this sixth instalment of the Going Digital Series, we share our experiences of using computer-assisted telephone interviewing (CATI) software, which was researched and piloted following the outbreak of COVID-19 and the subsequent need for improved remote data collection practices. CATI is a survey technique in which interviews are conducted via a phone call, using an electronic device to follow a survey script and enter the information collected. This paper looks at the experience of piloting the technique in phone interviews with women in Kirkuk Governorate, Iraq.
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