Academic literature on the topic 'TV (Computer file)'

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Journal articles on the topic "TV (Computer file)"

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Ma, Youwen, and Yi Wan. "Data Analysis Method of Intelligent Analysis Platform for Big Data of Film and Television." Complexity 2021 (April 16, 2021): 1–10. http://dx.doi.org/10.1155/2021/9947832.

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Based on cloud computing and statistics theory, this paper proposes a reasonable analysis method for big data of film and television. The method selects Hadoop open source cloud platform as the basis, combines the MapReduce distributed programming model and HDFS distributed file storage system and other key cloud computing technologies. In order to cope with different data processing needs of film and television industry, association analysis, cluster analysis, factor analysis, and K-mean + association analysis algorithm training model were applied to model, process, and analyze the full data of film and TV series. According to the film type, producer, production region, investment, box office, audience rating, network score, audience group, and other factors, the film and television data in recent years are analyzed and studied. Based on the study of the impact of each attribute of film and television drama on film box office and TV audience rating, it is committed to the prediction of film and television industry and constantly verifies and improves the algorithm model.
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Vásquez-Ramírez, Raquel, Maritza Bustos-Lopez, Giner Alor-Hernández, Cuauhtémoc Sanchez-Ramírez, and Jorge García-Alcaraz. "AthenaCloud: A cloud-based platform for multi-device educational software generation." Computer Science and Information Systems 13, no. 3 (2016): 957–81. http://dx.doi.org/10.2298/csis160807037v.

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Nowadays, information technologies play an important role in education. In education, mobile and TV applications can be considered a support tool in the teaching - learning process, however, relevant and appropriate mobile and TV applications are not always available; teachers can only judge applications by reviews or anecdotes instead of testing them. These reasons lead to the needs and benefits for creating one?s own mobile application for teaching and learning. In this work, we present a cloud-based platform for multi-device educational software generation (smartphones, tablets, Web, Android-based TV boxes, and smart TV devices) called AthenaCloud. It is important to mention that an open cloud-based platform allows teachers to create their own multi-device software by using a personal computer with Internet access. The goal of this platform is to provide a software tool to help educators upload their electronic contents - or use existing contents in an open repository - and package them in the desired setup file for one of the supported devices and operating systems.
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Armanto, Armanto. "Implementasi Jaringan Tunnel Berbasis Eoip (Ethernet Over Ip ) Dengan Mikrotik Router Rb 2011 Il-Rm Di Silampari Tv Lubuklinggau." Jurnal Ilmiah Betrik 8, no. 01 (March 30, 2017): 42–52. http://dx.doi.org/10.36050/betrik.v8i01.65.

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Designing an Eoip-Based Tunnel Network (Ethernet Over Ip) With Mikrotik Router Rb 2011 Il-Rm In Silampari Tv Lubuklinggau, compiled by armanto, Currently in Silampari Tv has two buildings in the suburbs That has two offices in different places with the distance Far enough, the first office in one studio is precisely located in Watervang and the two studios are in Sumber Agung Kota Lubuklinggau. In studio one is a production kitchen that processes video to run. Not connected to each other, so between studio one and setudio two can not do file sharing, VOIP, and the need for information exchange in other networks. Therefore I will create a computer network that can overcome the problems that have been complained by the Silampari TV by using MikroTik as its main tool and provide a solution that is quite economical and reliable for this problem, one of them with Tunnel. In this research used some tools like 6 unit pc which is used for client, swich as data communication media between utp cable, TP-Link Wireless Router fruit as hotspot and data distribution media from mikrotik one to mikrotik two, and two mikrotik rb 11 for Internet data and tunnel settings, Inteernet that supports this research is that can from one of the providers in the hole linggau namely B-NET
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Malluhi, Qutaibah, Vinh Duc Tran, and Viet Cuong Trinh. "Decentralized Broadcast Encryption Schemes with Constant Size Ciphertext and Fast Decryption." Symmetry 12, no. 6 (June 6, 2020): 969. http://dx.doi.org/10.3390/sym12060969.

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Broadcast encryption ( BE ) allows a sender to encrypt a message to an arbitrary target set of legitimate users and to prevent non-legitimate users from recovering the broadcast information. BE has numerous practical applications such as satellite geolocation systems, file sharing systems, pay-TV systems, e-Health, social networks, cloud storage systems, etc. This paper presents two new decentralized BE schemes. Decentralization means that there is no single authority responsible for generating secret cryptographic keys for system users. Therefore, the scheme eliminates the concern of having a single point of failure as the central authority could be attacked, become malicious, or become unavailable. Recent attacks have shown that the centralized approach could lead to system malfunctioning or to leaking sensitive information. Another achievement of the proposed BE schemes is their performance characteristics that make them suitable for environments with light-weight clients, such as in Internet-of-Things (IoT) applications. The proposed approach improves the performance over existing decentralized BE schemes by simultaneously achieving constant size ciphertext, constant size secret key and fast decryption.
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Silva, Angélica Baptista, and Annibal Coelho de Amorim. "A Brazilian educational experiment: teleradiology on web TV." Journal of Telemedicine and Telecare 15, no. 7 (October 2009): 373–76. http://dx.doi.org/10.1258/jtt.2009.090204.

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Since 2004, educational videoconferences have been held in Brazil for paediatric radiologists in training. The RUTE network has been used, a high-speed national research and education network. Twelve videoconferences were recorded by the Health Channel and transformed into TV programmes, both for conventional broadcast and for access via the Internet. Between October 2007 and December 2009 the Health Channel website registered 2378 hits. Our experience suggests that for successful recording of multipoint videoconferences, four areas are important: (1) a pre-planned script is required, for both physicians and film-makers; (2) particular care is necessary when editing the audiovisual material; (3) the audio and video equipment requires careful adjustment to preserve clinical discussions and the quality of radiology images; (4) to produce a product suitable for both TV sets and computer devices, the master tape needs to be encoded in low resolution digital video formats for Internet media (wmv and rm format for streaming, and compressed zip files for downloading) and MPEG format for DVDs.
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Völkl, E., L. F. Allard, T. A. Dodson, and T. A. Nolan. "Computer control of Transmission Electron Microscopes possibilities, concepts and present limitations." Proceedings, annual meeting, Electron Microscopy Society of America 53 (August 13, 1995): 22–23. http://dx.doi.org/10.1017/s0424820100136489.

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The electron microscope laboratory at the High Temperature Materials Laboratory in Oak Ridge National Laboratory runs essentially film free. This is possible due to the use of TV-rate and slow-scan CCD cameras together with fast desktop computers connected through Ethernet to network servers for image storage and a variety of hard copy output devices. In our experience, the functionality of a film-free laboratory goes beyond the simple replacement of film material with some other storage media. For example, the tim and effort to produce a final hardcopy image has been reduced effectively from several hours to several minutes. At the same time, data accuracy has increased due to the high linearity of the CCD cameras and data safety is improved due to automated nightly backups.The present all-digital setup of our TEMs has already changed the routines on how an TEM is run. Two si uations occur regularly: 1) one microscopist moves back and forth between the TEM and the computer and 2) two microscopists run the computer and/or TEM as a team. Unfortunately, the tasks of recording an image and running the microscope are still very much separated.
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Yu, Anni. "Discussion of the Artistic Aesthetic Transformation between Film and Literature from the Perspective of Adaptation." Journal of Language Teaching and Research 11, no. 6 (November 1, 2020): 1005. http://dx.doi.org/10.17507/jltr.1106.19.

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Literature relies on text reading to realize its artistic value. With the continuous replacement of communication means, literal reading may become a kind of classical or aristocratic sentiment. More and more people meet the needs of reading by means of image. Therefore, TV series or computer network related to it have become the most popular way, while film has become a very unique artistic way between literature and TV series. Since Chinese films have made some achievements in literary adaptation, this paper attempts to explore and discuss the essence of the artistic subject of the transformation of film and literature.
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Hendro W, Nur Cahyo. "PENGEMBANGAN MANAJEMEN PENYIARAN WALISONGO TV." Islamic Communication Journal 2, no. 1 (January 12, 2018): 1. http://dx.doi.org/10.21580/icj.2017.2.1.2097.

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<p><em>Tele</em><em>v</em><em>i</em><em>s</em><em>i</em><em>on is the media most widely consumed by the people of the world and especially Indonesia, with conditions like this the influence of television to be very large on the mindset and patterns of public attitudes. Faculty of Da'wah and Communications UIN Walisongo as an institution that is responsible for the success of Islamic propagation in Indonesia is very appropriate to use television as one of his da'wah media. The management of broadcast television is classified into modern management because all activities in preparing and producing broadcast can not be separated from computer technology. computers have an enormous influence in speeding up a product, with collaboration between software will create new innovation results in broadcast television. The programs that will be presented must be well managed, by conducting scheduling time management of the expected broadcast programs that will be served can be anticipated as early as possible. The production process of television broadcasting must be done before the program is aired. Through the process of film editing in which there is a payload of information a television program can be produced. TV broadcasting program is integrated with Walisongo TV broadcast management information system software.</em></p><p>------------------------------------------------------------------------------------</p><p>Televisi adalah media yang paling luas dikonsumsi oleh masyarakat dunia dan khususnya Indonesia, dengan kondisi seperti ini pengaruh televisi menjadi sangat besar terhadap pola pikir maupun pola sikap masyarakat. Fakultas Dakwah dan Komunikasi UIN Walisongo sebagai sebuah institusi yang ikut bertanggung jawab atas berhasilnya dakwah Islam di Indonesia sangatlah tepat untuk menggunakan televisi sebagai salah satu media dakwahnya. Managemen siaran televisi digolongkan kedalam manajemen modern karena semua aktivitas dalam mempersiapkan dan memproduksi siaran tidak bisa lepas dari teknologi komputer. komputer mempunyai pengaruh yang sangat besar dalam mempercepat menghasilkan sebuah produk, dengan kolaborasi antar software akan tercipta hasil inovasi baru dalam siaran televisi. Program-program yang akan disajikan harus dikelola dengan baik, dengan melakukan managemen penjadwalan waktu siaran diharapkan program-program yang akan ditayangkan dapat diantisipasi sedini mungkin. Proses produksi siaran televisi harus dikerjakan sebelum program tersebut ditayangkan. Melalui proses editing film yang didalamnya terdapat muatan informasi sebuah program tayangan televisi dapat dihasilkan. Program siaran televisi tersebut diintegrasikan dengan software sistem informasi manajemen siaran Walisongo TV.</p>
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Völki, E., L. F. Allard, T. A. Dodson, and T. A. Nolan. "Computer Control of Transmission Electron Microscopes: Possibilities, Concepts and Present Limitations." Microscopy Today 4, no. 2 (March 1996): 24–25. http://dx.doi.org/10.1017/s1551929500067559.

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The electron microscope laboratory at the High Temperature Materials Laboratory in Oak Ridge National Laboratory runs essentially film free. This is possible due to the use of TV-rate and slow-scan CCD cameras together with fast desktop computers connected through Ethernet to network servers for image storage; and a variety of hard copy output devices. In our experience, the functionality of a film-free laboratory goes beyond the simple replacement of film material with some other storage media. For example, the time and effort to produce a final hardcopy image has been reduced effectively from several hours to several minutes. At the same time, data accuracy has increased due to the high linearity of the CCD cameras and data safety is improved due to automated nightly backups.
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Prince, Stephen. ": How Did They Do It? Computer Illusion in Film and TV . Christopher W. Baker." Film Quarterly 49, no. 1 (October 1995): 61–62. http://dx.doi.org/10.1525/fq.1995.49.1.04a00220.

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Books on the topic "TV (Computer file)"

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Todd, Kelsey, ed. Flash MX design for TV and video. Indianapolis, IN: Wiley Pub., 2003.

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Adobe Flash animation: Creative storytelling for the Web and TV. Sudbury, MA: Jones & Bartlett Learning, 2011.

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Baker, Christopher W. Computer illusion in film & TV. Indianapolis, Ind: Alpha Books, 1994.

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Cyberbullies, cyberactivists, cyberpredators: Film, TV, and Internet stereotypes. Santa Barbara, California: Praeger, 2016.

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The place of play: Toys and digital cultures. Amsterdam: Amsterdam University Press, 2009.

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Lauwaert, Maaike. The place of play: Toys and digital cultures. Amsterdam: Amsterdam University Press, 2009.

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Kelsey, Todd, and Janet Galore. Flash MX Design for TV and Video. Wiley, 2002.

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The Inside Story of Interactive TV and Microsoft Webtv for Windows. Morgan Kaufmann Publishers, 1999.

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Dippel, Anne. Interferences and Events: On Epistemic Shifts in Physics through Computer Simulations. meson press, 2017.

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Creating 3D Effects for Film, TV, and Games. Course Technology PTR, 2004.

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Book chapters on the topic "TV (Computer file)"

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Keats, Jonathon. "Lifehacker." In Virtual Words. Oxford University Press, 2010. http://dx.doi.org/10.1093/oso/9780195398540.003.0025.

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At the Massachusetts Institute of Technology in the 1950s, some of the brightest students seldom attended classes. Instead they loitered around the Tech Model Railroad Club. The most brilliant were tapped to join the Signals and Power Committee, which rigged ever more elaborate systems of programmable track switches using nothing more sophisticated than telephone relays. Taking pride in their ad hoc wiring, which ignored all conventions of electrical engineering, they referred to themselves as hackers. Nothing was impossible for them; nothing was off limits. When MIT acquired its first computer in 1956, they infiltrated the control room, where they coerced the electronics to do tricks unintended by the manufacturer, using sine and cosine routines to code the first digital computer game. As computers became more common, so did hacking. To program home computers in the 1970s no longer required the imaginative genius of the MIT Signals and Power Committee, and by the 1980s self-professed hackers ranged from professional software developers to adolescent cyberpunks. The latter proved considerably more interesting to the public, riveted by their ability to torment corporations and governments from their bedrooms. “A hacker—computer jargon for an electronic eavesdropper who by-passes computer security systems—yesterday penetrated a confidential British Telecom message system being demonstrated live on BBC-TV,” reported the Daily Telegraph in a typical news story of 1983, the year that War Games hit the big screen. Old-school Signals and Power hackers fought valiantly against this linguistic turn, insisting that the young punks were crackers rather than hackers, but the media ignored the distinction, leading most new-school professionals to head off confusion by blandly presenting themselves as computer scientists or software engineers or information technology specialists. Aside from the occasional insider reference—ITs who troubleshoot security systems were sometimes known as “white-hat” hackers— the criminal connotation seemed permanent. Then in 2004 a Silicon Valley technology writer named Danny O’Brien gave a forty-five-minute lecture at the O’Reilly Emerging Technology Conference titled “Life Hacks: Tech Secrets of Overprolific Alpha Geeks.” Within a year technophiles worldwide, from computer scientists to iPhone addicts, were striving to become hackers again.
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Copeland, Jack, and Dani Prinz. "Computer chess—the first moments." In The Turing Guide. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198747826.003.0041.

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The electronic computer has profoundly changed chess. This chapter describes the birth of computer chess, from the very first discussions of computational chess at Bletchley Park during the war to the first chess moves ever calculated by an electronic computer. We cover a number of historic chess programs—including Turing’s own ‘Turochamp’—and recapture some of the atmosphere of those early days of computer chess. Albert Square, Manchester, 2012. The time was coming up to 9 o’clock on a grim summer morning, two days after what would have been Turing’s 100th birthday. Litter from the Olympic torch ceremony still scattered the ground. There were unusual numbers of chess enthusiasts and computer scientists in the square, hurrying past the awkwardly posturing statue of William Gladstone and up the steps at the entrance to Manchester Town Hall. Inside, they filed past more statues—chemist John Dalton, physicist James Joule—and took their seats in the crowded gothic-revival great hall. News of Turing’s centenary celebrations had reached over forty countries: fans in other time zones clicked to join the audience, watching their screens and waiting for the big event to start. Shortly after 9, a flawlessly groomed Garry Kasparov took the stage. Born in the Soviet Union in 1963, Kasparov (Fig. 31.1) became world chess champion at the age of only 22. He has gone down in history as the first reigning champion to be beaten by a computer. In a New York TV studio on the thirty-ninth floor of a Seventh Avenue skyscraper, IBM’s chess computer DeepBlue crushed Kasparov in 1997 (see Ch. 27). Fifteen years later he had come to Manchester to honour Turing, the first pioneer of computer chess. Seeming a bit nervous at first—until his natural ebullience reasserted itself—Kasparov haltingly told the crowd: ‘Apart from personal love of the game, Turing did serious work with chess as a model of mechanical thinking and machine intelligence’. Yet Turing, he said, ‘was a fairly terrible chess player’.
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Passarelli, Brasilina, and Alan César Belo Angeluci. "Interactive Generation Brazil Research." In Rethinking the Conceptual Base for New Practical Applications in Information Value and Quality, 284–303. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4562-2.ch013.

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The contemporary hybridism has led new generations to a connected-based society in which relations among individuals are even more mediated by the arising Information and Communication Technologies (ICT). Some aspects of these mediations need to be deeply understood since new and different usages, habits, and practices with media are being observed among those born since the nineties – the digital natives. Aiming to investigate this context, a study was carried out to better understand how children and teenagers interact with four screens: computers, TV, games, and mobile phones. From a quantitative methodological approach, data was collected using a survey applied in Brazilian schools. A theoretical framework on digital literacy concepts was used as base for two-layer of data analysis on these four media, and the results were organized in five topics that show the main outcomes. They can be the basis of further educational policies grounded in real diagnosis.
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Heim, Michael. "Interactive Design : Tunnel or Spiral." In Virtual Realism. Oxford University Press, 1998. http://dx.doi.org/10.1093/oso/9780195104264.003.0009.

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Interactivity pounds at the doors of all broadcast media. Newspapers publish daily reports about cyberspace, then invite readers to subscribe to their online news services. Television programs encourage on-air feedback via email. Movies and popular television shows maintain viewer newsgroups and offer World Wide Web sites with click-on audio and video. As the era of one-way messages fades, the tone of unilateral broadcasting sinks to the trashy low-end of media culture. Quality switches from the TV remote controls to the computer console. Programming ceases to be unilateral when interactivity arrives. Digital switching is, of course, under the hood of interactivity. The computer establishes a reciprocal relationship between sender and receiver, viewer and producer. Because computers handle high-speed transmission to-and-fro, the separating line between sender and receiver, viewer and producer, begins to blur. The digital switch converts text, sounds, and video to transmissible bits. And bits produce incoherent fragments that are hardly distinguishable from cultural noise. The blast of information shatters what remains of cultural coherence in the wobbling worlds of print and film distribution. The digital era splatters attention spans till the shared sensibility dribbles into fragmentary, disintegrative de-construction. Interactivity signals a process of reconstruction. The digital Humpty-Dumpty needs mending. Reconstruction is a process of designing wholes, virtual worlds, that are both received and actively assembled —full, rich experiential places fit for human habitation. From the bits of the digital era arises the holism of virtual design. Virtual design means building worlds from digital fragments, engineering usable software environments from disparate information sources. Worlds are not simply re-packaged fragments. Nor do virtual worlds re-present the primary physical world. What emerges are new functional wholes, habitats that emulate the engagement of real worlds. Software engineering and software architecture support these virtual worlds, but artists with traditional skills must play a pivotal role in their construction. Virtual architecture must go well beyond wire-frame models set in clean Cartesian coordinates. Polygons in Renaissance perspective are only the first steps of interactive design. Worlds require mood-tuned scenarios that draw on traditional artistic insights.
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Wurster, Charles F. "EDF, Barely an Organization, Getting Its Act Together." In DDT Wars. Oxford University Press, 2015. http://dx.doi.org/10.1093/oso/9780190219413.003.0010.

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The late 1960s and early 1970s was a world of increasing political unrest on many fronts. In January 1969, Richard Nixon replaced Lyndon Johnson as president. Public support for the war in Vietnam was diminishing and there were widespread antiwar demonstrations. Environmental awareness and concerns were rapidly increasing. Air and water pollution were increasingly severe. A huge oil spill dumped 100,000 barrels of crude oil onto the beaches of Santa Barbara, California. The Cuyahoga River in Ohio caught fire. Students buried automobiles on college campuses. Lake Erie could no longer support fish. The great whales were being killed in record numbers. People were apprehensive about pesticides. The Bald Eagle, national symbol, was disappearing. The first Earth Day was launched in 1970. Responding to this public outcry, the National Environmental Policy Act passed Congress almost unanimously and became law on January 1, 1970; the Clean Air Act became law in 1970, the Clean Water Act in 1972, and the Endangered Species Act in 1973; and the Federal Insecticide, Fungicide and Rodenticide Act was rewritten in 1972. Rachel Carson’s Silent Spring had appeared in 1962 and generated a sizable public reaction, but pesticide policies had changed very little by 1970. This was the milieu in which EDF sought to pursue its goals of a national ban on DDT and the development of environmental law. Reaching those goals would require a much more substantial organization than EDF was in 1969; at that time it was little more than a board of trustees with plenty of ideas but no staff, no office, and almost no money. Most of those trustees were going about their normal lives with EDF concerns more like a hobby than a profession. Their dedication was strong and very real, but a strategic game plan was barely in sight. There were additional impediments when compared with today’s world. Forty-five years ago communications barely resembled what we have now. Most television sets were black-and-white with small screens and large bulky bodies, although color TV was arriving slowly. There were no computers or cell phones.
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Barfield, Woodrow, and David Zeltzer. "Presence and Performance Within Virtual Environments." In Virtual Environments and Advanced Interface Design. Oxford University Press, 1995. http://dx.doi.org/10.1093/oso/9780195075557.003.0023.

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Recent developments in display technology, specifically head-mounted displays slaved to the user’s head position, techniques to spatialize sound, and computer-generated tactile and kinesthetic feedback allow humans to experience impressive visual, auditory, and tactile simulations of virtual environments. However, while technological advancements in the equipment to produce virtual environments have been quite impressive, what is currently lacking is a conceptual and analytical framework in which to guide research in this developing area. What is also lacking is a set of metrics which can be used to measure performance within virtual environments and to quantify the level of presence experienced by participants of virtual worlds. Given the importance of achieving presence in virtual environments, it is interesting to note that we currently have no theory of presence, let alone a theory of virtual presence (feeling like you are present in the environment generated by the computer) or telepresence (feeling like you are actually “there” at the remote site of operation). This in spite of the fact that students of literature, the graphic arts, the theater arts, film, and TV have long been concerned with the observer’s sense of presence. In fact, one might ask, what do the new technological interfaces in the virtual environment domain add, and how do they affect this sense, beyond the ways in which our imaginations (mental models) have been stimulated by authors and artists for centuries? Not only is it necessary to develop a theory of presence for virtual environments, it is also necessary to develop a basic research program to investigate the relationship between presence and performance using virtual environments. To develop a basic research program focusing on presence, several important questions need to be addressed. The first question to pose is, how do we measure the level of presence experienced by an operator within a virtual environment? We need to develop an operational, reliable, useful, and robust measure of presence in order to evaluate various techniques used to produce virtual environments. Second, we need to determine when, and under what conditions, presence can be a benefit or a detriment to performance.
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Conference papers on the topic "TV (Computer file)"

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Liu, Xingyan, Chunfang Li, Aimoerfu, and Dianzhao Wu. "Film and TV Actors Recommendation Based on SALSA Algorithm." In 2018 IEEE/ACIS 17th International Conference on Computer and Information Science (ICIS). IEEE, 2018. http://dx.doi.org/10.1109/icis.2018.8466377.

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Kaixi Li and Yingyun Yang. "Fire detection algorithm based on CLG-TV optical flow model." In 2016 2nd IEEE International Conference on Computer and Communications (ICCC). IEEE, 2016. http://dx.doi.org/10.1109/compcomm.2016.7924930.

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Thomas, Theda, and Alesha Allen. "Gender Differences in Students’ Perceptions of Information Technology as a Career." In InSITE 2006: Informing Science + IT Education Conference. Informing Science Institute, 2006. http://dx.doi.org/10.28945/3035.

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This paper reports on an investigation into first year students’ perceptions of IT as a career. There are many stereotypes of the typical IT professional. These stereotypes are often depicted in the media and affect students’ perceptions of the career and whether they should study IT or not. An exploratory study into male and female first year students’ perceptions of the IT professional is presented. The participants included students studying the Bachelor of Business and Bachelor of Information Systems degrees at ACU National in Melbourne, Australia. The study investigated the differences and similarities between the perceptions of males and females as well as where they came by those perceptions. The study found that the majority of students had chosen to drop IT as a subject at school by Year 10 of their schooling. Males and females differ in their reasons for giving up IT, with females listing computer illiteracy and dislike of being called a nerd as their main reasons and males listing boredom, teachers not being encouraging and little creativity as their main reasons for stopping. The students were then asked questions relating to the IT industry. A t-test showed that females were significantly more negative about the industry in their answers to three of the questions, namely “Is it ‘uncool’ to be interested in computers?” “Does the IT industry offer good job prospects?” and “Are people working in the IT industry ‘nerds/computer geeks’?” The survey then went on to look at the technical versus non-technical issue in perceptions of an IT career. The majority of the participants believed that an IT job consists mainly of technical work and working at a computer. This was true for all the students across both genders. The majority of students did not know any females in the IT industry and could not name any female role models from real life or from TV or film. Some of the role models that they did mention were cartoon characters.
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Hu, Yang, and Gaurav Ameta. "Life Cycle Assessment and Eco-Design of a Wireless TV/VCR Remote." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12484.

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The focus of this paper is to present life-cycle assessment (LCA) of a TV/VCR remote, including alkaline batteries, and to compare the environmental impacts with a redesigned remote consisting of a solar cell. LCA is a very helpful tool in identifying the most important factors for improving product sustainability. The remote considered in this study can control both television and video cassette recorder. This remote is manufactured in Malaysia and exported to the United States. Its life-cycle system includes raw material, parts, shipment, use phase and waste treatment; its life-cycle impact assessment (LCIA) is performed using SimaPro 7.1 and employing the TRACI method. LCA uncertainty analyzing is performed for both remotes utilizing Monte Carlo simulation in SimaPro 7.1. LCA result shows use of alkaline battery affects most obviously in environmental impacts. In Eco-design remote model, both energy type and raw materials changed. Environmental impacts reduce in five categories in redesigned remote. This paper: 1) presents a prototype design for product using solar cell; 2) presents a novel method for designers to determine raw materials to improve product sustainability in designing stage; 3) provides suggestions for manufacturers to improve product sustainability through reuse of solar cell or a leasing strategy.
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Ibn Shahjahann, Arman, and M. M. Shourov Akter. "Development Technique of NTSC Color Gamut More than 107% within Full HD Resolution in LED TV Display Using Quantum Dot Film Based Direct Type Back Light Structure." In 2018 21st International Conference of Computer and Information Technology (ICCIT). IEEE, 2018. http://dx.doi.org/10.1109/iccitechn.2018.8631963.

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