Academic literature on the topic 'Virtual gate'
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Journal articles on the topic "Virtual gate"
Wong, H. S. "Gate current injection in MOSFET's with a split-gate (virtual drain) structure." IEEE Electron Device Letters 14, no. 5 (May 1993): 262–64. http://dx.doi.org/10.1109/55.215187.
Full textArmitage, Howard, Catherine Bischoff, Karin Schmidlin, and Douglas Sparkes. "Jamii: A Virtual Incubation Platform for Entrepreneurs." JOURNAL OF INTERNATIONAL BUSINESS RESEARCH AND MARKETING 3, no. 2 (2018): 19–23. http://dx.doi.org/10.18775/jibrm.1849-8558.2015.32.3003.
Full textTsai, Jung-Hui, Pao-Sheng Lin, Yu-Chi Chen, Syuan-Hao Liou, and Jing-Shiuan Niu. "Comparative Studies of AlGaAs/InGaAs Enhancement/Depletion-Mode High Electron Mobility Transistors with Virtual Channel Layers by Hybrid Gate Recesses Approaches -=SUP=-*-=/SUP=-." Физика и техника полупроводников 53, no. 3 (2019): 430. http://dx.doi.org/10.21883/ftp.2019.03.47299.8848.
Full textYamauchi, Yoshimitsu, Yoshinari Kamakura, and Toshimasa Matsuoka. "Scalable Virtual-Ground Multilevel-Cell Floating-Gate Flash Memory." IEEE Transactions on Electron Devices 60, no. 8 (August 2013): 2518–24. http://dx.doi.org/10.1109/ted.2013.2270565.
Full textVorontsov, Denis, Evgenia Ukolova, and Ilya Shushpanov. "VIRTUAL POWER SUPPLY STATIONS FOR MAIN PIPELINE EMERGENCY GATE VALVES." Proceedings of Irkutsk State Technical University 20, no. 9 (September 2016): 86–94. http://dx.doi.org/10.21285/1814-3520-2016-9-86-94.
Full textMohammed, Mohammed Siddig H., Essam M. Banoqitah, Ezzat Elmoujarkach, Abdulsalam M. Alhawsawi, and Fathi Djouider. "A virtual laboratory for radiotracer and sealed-source applications in industry." Nukleonika 66, no. 1 (March 1, 2021): 21–27. http://dx.doi.org/10.2478/nuka-2021-0003.
Full textZHANG, YONG, LOUIS H. KAUFFMAN, and REINHARD F. WERNER. "PERMUTATION AND ITS PARTIAL TRANSPOSE." International Journal of Quantum Information 05, no. 04 (August 2007): 469–507. http://dx.doi.org/10.1142/s021974990700302x.
Full textSinkar, Abhishek, Taejoon Park, and Nam Sung Kim. "Clamping Virtual Supply Voltage of Power-Gated Circuits for Active Leakage Reduction and Gate-Oxide Reliability." IEEE Transactions on Very Large Scale Integration (VLSI) Systems 21, no. 3 (March 2013): 580–84. http://dx.doi.org/10.1109/tvlsi.2012.2189422.
Full textKeenan, W. F., and D. C. Harrison. "A tin oxide transparent-gate buried-channel virtual-phase CCD imager." IEEE Transactions on Electron Devices 32, no. 8 (August 1985): 1531–33. http://dx.doi.org/10.1109/t-ed.1985.22158.
Full textMorillo Cerdán, Ángel, and Rosalía Durán Cabello. "La porta principalis sinistra del campamento de la Legión VII Gémina en León. De la intervención arqueológica a la restitución virtual11." Virtual Archaeology Review 4, no. 9 (November 5, 2013): 116. http://dx.doi.org/10.4995/var.2013.4261.
Full textDissertations / Theses on the topic "Virtual gate"
Damasceno, Meire Daiana Morais, and 9298814-1821. "Tecnologias digitais e comunicação: a colaboração científica na rede social virtual Research Gate." Universidade Federal do Amazonas, 2016. http://tede.ufam.edu.br/handle/tede/6136.
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The use of the Internet has expanded the communication skills of people, generated networking contributes to what came to be called the information society, where everyone is constantly connected, connecting the actors in a huge communication network. Sought to examine how are the relationships and interactions in virtual social network Reseachgate demonstrating through action if the social network established for the promotion of scientific collaboration. Sets as objectives to characterize the relationship of the members of the Institute of Computing department (ICOMP) in the virtual community of the Federal University of Amazonas formed on the social network ReseachGate; categorize the scientific production and positioning of these researchers within the network and to investigate whether there through interaction, there is consolidation of scientific collaboration. It adopts main theoretical supports the concepts of Recuero (2009), Wasserman and Faust (1994), Murphy (2004) and Bardin (2006). The methodology is qualitative and quantitative, based on social network analysis with treatment of metrics analysis by Gephi system and content analysis. As a result of the study was determined that the social network ReseachGate, there is already a network of collaboration, initially formed by contact among researchers within the ICOMP department and the virtual interaction process between the actors, expands establishing a new network scientific collaboration that goes beyond the physical limit and enables the development of projects with researchers from other higher education institutions.
A pesquisa busca examinar como são os relacionamentos e interações na rede social virtual Reseachgate demonstrando através de medidas, se na rede social constituída há a promoção da colaboração cientifica. Estabelece como objetivos caracterizar o relacionamento dos membros do Instituto de Computação (ICOMP) na comunidade virtual da Universidade Federal do Amazonas formada na rede social ReseachGate; categorizar a produção científica e posicionamento desses pesquisadores dentro da rede e investigar se há através da interação, há consolidação da colaboração científica. Adota como principais suportes teóricos os conceitos de Recuero (2009), Wasserman e Faust (1994), Murphy (2004) e Bardin (2006). O uso da internet ampliou a capacidade de comunicação das pessoas, gerou rede de contatos, contribui para o que passou a ser chamado de sociedade da informação, onde todos estão constantemente conectados, interligando seus atores em uma enorme rede comunicacional. A pesquisa é de natureza qualitativa e quantitativa, com base na análise da rede social com tratamento das métricas de análise pelo sistema Gephi e análise de conteúdo. Como resultado do estudo, foi aferido que na rede social ReseachGate, já há colaboração, inicialmente formada pela contato entre os pesquisadores dentro do o ICOMP e que o processo de interação virtual entre os atores, se expande estabelecendo uma nova rede colaboração científica, que extrapola o limite físico e possibilita o desenvolvimento de projetos com pesquisadores de outras instituições de ensino superior.
Ryan, David Andrew. "Crowd monitoring using computer vision." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/65652/1/David_Ryan_Thesis.pdf.
Full textSasikumar, Anup. "Quantitative spectroscopy of reliability limiting traps in operational gallium nitride based transistors using thermal and optical methods." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1415298691.
Full textLinn, Andreas. "Gaze Teleportation in Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216585.
Full textI det här dokumentet rapporteras preliminära resultat av blickteleportation, en rörelseinteraktion för virtuella verkligheter där användaren kan trycka på en knapp och teleportera till den punkt som de tittar på. Resultaten kan hjälpa framtida applikationsskapare att designa intuitiva rörelsegränssnitt så att användarna lättare kan röra sig i virtuella världar som är större än deras spelrum. I en studie med 12 deltagare jämfördes blick med teleportation med den konventionella handkontroll metoden. Deltagarna spelade en del av Valve’s The Lab med en HTC Vive och en Tobii Eyetracker; Hälften av deltagarna slutförde de uppsatta uppgifterna med blickteleportation, och den andra hälften använde handmetoden. Med Likert-frågor bedömde de sedan sina erfarenheter när det gällde njutning, frustration, ansträngning, avstånd, ocklusion och rörelsesjuka. Efter att ha besvarat frågorna fick deltagarna prova båda metoderna och intervjuades om sina preferenser och åsikter. Våra resultat tyder på att blickteleportation är en trevlig, snabb, intuitiv och naturlig rörelseinteraktion som presterar likt handmetoden, men föredras av användarna när de får välja. Vi drar slutsatsen att blickteleportation passar bra för applikationer där användarna förväntas förflytta sig i samma riktning som deras fokus.
Cabrita, Daniel Mealha. "Simulador de alta velocidade em FPGA de circuitos LUT de lógica combinacional de topologia arbitrária para algoritmos evolucionários." Universidade Tecnológica Federal do Paraná, 2015. http://repositorio.utfpr.edu.br/jspui/handle/1/1175.
Full textThis work presents an architecture for simulation of combinational logic circuits of arbitrary topology, meant to be interfaced with evolutionary algorithms for hardware generation. It was implemented in FPGA using the VRC technique. The simulator allows for circuits composed of LUTs of parametrizable number of imputs. The free interconectivity between LUTs allows the construction of cyclic circuits. The architecture is modular and of simple interfacing. High performance is obtained by the use of multiple simulation modules in parallel, bringing results that surpass the ones obtained from other works based on DPR.
Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Full textDepartment of Telecommunications
Almeida, Manoel Aranda de. "Sistema embarcado reconfigurável de forma estática por programação genética utilizando hardware evolucionário híbrido." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8000.
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The use of technology based on Field Programmable Gate Arrays (FPGAs), a reconfigurable technology, has become a frequent object of study. This technique is feasible and a promising application in the development of embedded systems, however, the difficulty in finding a flexible and efficient way to perform such an application is their bigger problem. In this work, a virtual and reconfigurable architecture (AVR) in FPGA for hardware applications is presented using a Genetic Programming Software on the development of an optimal reconfiguration for this AVR, in order to build a hardware capable of performing a given task in an embedded system. This proposal is a simple, flexible and efficient way to achieve appropriate applications in embedded systems, when compared to other reconfigurable hardware techniques. The representation of phenotype of the proposed evolutionary system is based on a bi-dimensional network function elements (EF). The GPLAB tool for MATLAB is used in Genetic Programming, and the solution found by this procedure is converted into a memory mapping to represent the best solution, where it is used to reconfigure the hardware. In the tests, GPLAB found results for logic circuits in a few generations, and for image filters containing efficient solutions, where there was little hardware occupation, especially memory, in the cases this has been presented, with a reduced chromosome size, shows a proposal efficiency.
O uso da tecnologia baseada em Field Programmable Gate Arrays (FPGAs), de forma reconfigurável, para a solução de diversos problemas atuais, tem se tornado um frequente objeto de estudo. Essa técnica é de aplicação viável e promissora na elaboração de sistemas embarcados, porém, a dificuldade em encontrar uma forma flexível e eficiente de realizar tal aplicação é o seu maior problema. Neste trabalho, é apresentada uma arquitetura virtual e reconfigurável (AVR) em FPGA para aplicações em hardware, utilizando um software de Programação Genética na elaboração de uma reconfiguração ótima para esta AVR, de forma a construir um hardware capaz de efetuar uma determinada tarefa em um sistema embarcado. Esta proposta é uma forma simples, flexível e eficiente de realizar aplicações adequadas em sistemas embarcados, quando comparada a outras técnicas de hardware reconfigurável. A representação do fenótipo no sistema evolutivo proposto se baseia em uma rede de elementos de função (EF) bidimensional. A ferramenta GPLAB, para MATLAB, é usada na Programação Genética, e a solução encontrada por esta é convertida em um mapeamento de memória com o cromossomo da melhor solução, onde este é usado para reconfigurar o hardware. Nos testes realizados, a GPLAB encontrou resultados para circuitos lógicos em poucas gerações, e para filtros de imagem encontrou soluções eficientes, onde ocorreu pouca ocupação de hardware, principalmente da memória nos casos apresentados, apresentando um cromossomo de tamanho reduzido, o que demonstra uma boa eficiência da proposta.
Wells, Michael John Christopher. "Curious Omosa : Does player satisfaction increase the more they learn about their game environment?" Thesis, Umeå universitet, Institutionen för psykologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175281.
Full textVetenskapen om nyfikenhet förstås inte helt, men det verkar vara en nyckelkomponent i naturen som driver både människor och djur att söka ny information. Människor försöker aktivt lösa problem för att lösa dem, med bevis som tyder på att att söka och få ny kunskap i sig är givande i sig. Denna studie använder nya metoder för att samla in data för att undersöka hur människor reagerar när de presenteras för nya miljöer och ett problem att lösa. Informationsvinster spårades med hjälp av Shannons entropi, ett mått på hur effektiv en kommunikation är för att kommunicera sitt budskap. Studien undersöker om deltagarnas känslor av tillfredsställelse kommer att öka mer information de får, mätt med en förändring i Shannons entropi. Totalt rekryterades 44 deltagare med fullständig data enligt två villkor A och B, där A innehöll en fullständig kunskapsgraf för att bestämma vilken kunskap som erhålls genom interaktioner med miljön och B som innehåller mer osäkerhet så att deltagaren kan observeras bygga sin egen kunskaps grafen. Deltagarna gick in i ett virtuellt miljö med namnet Omosa där de fick höra om ett mysterium som involverade djur av växtätare på ön. Deltagarna fick fri tid att utforska och undersöka i minst 6 minuter. I steg från 90-talet ställdes deltagarna frågor om vad de trodde dödade besättningen och hur säkra de var på svaret. Efter 6 minuter presenterades de sista frågorna för att samla spelarnas nöjdhet och dragkänslighet. Ytterligare metadata inklusive bana och interaktioner samlades också in. Inga signifikanta resultat samlades in på grund av högt bortfall och ofullständig data. Metodik kan ändras i framtida versioner för att öka deltagandet och minska bortfallet.
Bampouni, Elpida. "Predictive gaze in action selection within virtual reality." Thesis, Umeå universitet, Institutionen för psykologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172228.
Full textDen mänskliga blicken är avgörande för planering och kontroll av rörelse. Blicken riktas vanligtvis mot visuella mål före interaktion med dessa. Denna proaktiva blick (eng. ’proactive gaze’; PEG) har observerats i många olika slags fysiska situationer. Dock har inte PEG undersökts i virtual reality (VR). Identifiering av PEG i VR skulle kunna vara användbart för applikationer med digital mänsklig modellering och människo-robotinteraktioner. I denna studie instruerade vi 10 försöksdeltagare att utföra en s.k. pick-and-place-uppgift (PAP) i en VR-miljö medan vi registrerade deltagarnas blick. Våra resultat indikerar att PEG också förekommer i VR. Vidare leder handlingen att direkt sträcka sig efter objektet till ett annorlunda blickbeteende jämfört med att först förflytta sig innan man sträcker sig efter PAP-objektet. Vid förflyttning innan man sträcker sig efter objektet fästs blicken på ytterligare områden såsom golvet och bordet som objektet placerats på.
Papadopoulos, Savvas. "Effects of in-game advertising on brand awareness in virtual reality game interactions." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280826.
Full textMarknadsförare letar ständigt efter nya vägar att nå ut till en bredare målgrupp samtidigt som spelutvecklare strävar efter att utveckla spel som genererar inkomster. Denna studie undersöker hur interaktioner i Virtual Reality (VR) påverkar användares känsla av närvaro och medvetenhet gällande varumärken; specifikt vad gäller varumärkesåterkallelse och varumärkesigenkänning. En 2 (kända/okända varumärken) x 2 (hög/låg spelinteraktion) mellan-ämnesdesign har använts i en användarstudie där 40 deltagare rekryterades till att delta i ett egentillverkat VR-spel skapat i Unity. Spelet gick ut på att gå genom en virtuell stad för att hitta Stadion och samtidigt passera skyltar med statisk reklam som användaren inte informerades om i förväg. Data har samlats in genom undersökningar före och efter experimentet och två minnestester har genomförts; varumärkesåterkallelse och varumärkesigenkänning. Resultaten visar att användare som har möjlighet att interagera i större utsträckning med VR-miljön kan ha en ökad känsla av närvaro och igenkänning av kända och okända varumärken. Genom att marknadsföra i VR in-game kan marknadsförare nå ut till nya målgrupper de inte når via vanlig media samtidigt som spelutvecklare kan skapa nya inkomstströmmar i spelsessioner utan att störa användarupplevelsen.
Books on the topic "Virtual gate"
Jörg, Philipp. Deeply virtual compton scattering at CERN - what is the size of the proton? Freiburg: Universität, 2017.
Find full texttranslator, Smith Neil, ed. Game. Toronto, Ontario, Canada: HarperCollinsPublishersLtd, 2013.
Find full text1960-, Bell Lori, and Trueman Rhonda B. 1953-, eds. Virtual worlds, real libraries: Librarians and educators in Second Life and other multi-user virtual environments. Medford, N.J: Information Today, Inc., 2008.
Find full textSchwartz, Steven A. Virtual Bart: Official Game Secrets. Rocklin, CA: Prima Publishing, 1995.
Find full textGame feel: A game designer's guide to virtual sensation. Burlington, MA: Morgan Kaufmann Publishers, 2009.
Find full textVirtual environments and cultures: A collection of social anthropological research in virtual cultures and landscapes. New York: Peter Lang, 2013.
Find full textIdentity, learning and support in virtual environments. Rotterdam: Sense Publishers, 2009.
Find full textBook chapters on the topic "Virtual gate"
Tabacaru, Bogdan-Andrei, Moomen Chaari, Wolfgang Ecker, Thomas Kruse, and Cristiano Novello. "Gate-Level-Accurate Fault-Effect Analysis at Virtual-Prototype Speed." In Lecture Notes in Computer Science, 144–56. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45480-1_12.
Full textKopaczewski, Krzysztof, Maciej Szczodrak, Andrzej Czyżewski, and Henryk Krawczyk. "Application of Virtual Gate for Counting People Participating in Large Public Events." In Communications in Computer and Information Science, 316–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30721-8_31.
Full textKoberg, Harald. "Virtual Rebellions." In Perspektiven der Game Studies, 95–109. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_8.
Full textBente, Gary, Felix Eschenburg, and Nicole C. Krämer. "Virtual Gaze. A Pilot Study on the Effects of Computer Simulated Gaze in Avatar-Based Conversations." In Virtual Reality, 185–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_21.
Full textLiarokapis, Fotis, Victoria Uren, Panagiotis Petridis, and Adekunle Adeniyi Ajibade. "Presence and Performance in the TRUST Game." In Virtual Reality, 205–25. New York: River Publishers, 2022. http://dx.doi.org/10.1201/9781003340003-13.
Full textSutherland, Bruce. "Virtual Cameras." In Beginning Android C++ Game Development, 149–83. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5831-5_8.
Full textThimm, Caja. "Virtual Worlds: Game or Virtual Society?" In Computer Games and New Media Cultures, 173–90. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_11.
Full textHelgadóttir, Hafdís Erla, Svanhvít Jónsdóttir, Andri Már Sigurdsson, Stephan Schiffel, and Hannes Högni Vilhjálmsson. "Virtual General Game Playing Agent." In Intelligent Virtual Agents, 464–69. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47665-0_56.
Full textHuang, Yazhou, Justin L. Matthews, Teenie Matlock, and Marcelo Kallmann. "Modeling Gaze Behavior for Virtual Demonstrators." In Intelligent Virtual Agents, 155–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_17.
Full textAndrist, Sean, Bilge Mutlu, and Michael Gleicher. "Conversational Gaze Aversion for Virtual Agents." In Intelligent Virtual Agents, 249–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40415-3_22.
Full textConference papers on the topic "Virtual gate"
Wu, Dongmei, and Xi Chen. "Bidirectional Pedestrian Counting Based on Virtual Gate Tracking." In 2018 International Conference on Sensor Networks and Signal Processing (SNSP). IEEE, 2018. http://dx.doi.org/10.1109/snsp.2018.00054.
Full textConway, A. M., and P. M. Asbeck. "Virtual Gate Large Signal Model of GaN HFETs." In 2007 IEEE/MTT-S International Microwave Symposium. IEEE, 2007. http://dx.doi.org/10.1109/mwsym.2007.379973.
Full textKim, Jung-A., Kyung-Kyu Kang, Hyun-Roc Yang, and Dongho Kim. "A Sensory Gate-Ball Game for the Aged People and its User Interface Design." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.19.
Full textLuo, Peng, Frank Schnieder, Olof Bengtsson, Wolfgang Heinrich, and Matthias Rudolph. "Modeling the Virtual Gate Voltage in Dispersive GaN HEMTs." In 2018 IEEE/MTT-S International Microwave Symposium - IMS 2018. IEEE, 2018. http://dx.doi.org/10.1109/mwsym.2018.8439389.
Full textJi, Yi Qiong, and Sean Clark. "The Virtual Recreation of a Ming Dynasty Pailou Gate." In Electronic Visualisation and the Arts. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/eva2018.49.
Full textHon-Sum Wong. "Gate-current injection and surface impact ionization in MOSFET's with a gate induced virtual drain." In Proceedings of IEEE International Electron Devices Meeting. IEEE, 1992. http://dx.doi.org/10.1109/iedm.1992.307330.
Full textBhattacharya, S., J. McCarthy, B. M. Armstrong, H. S. Gamble, G. K. Dalapati, S. Das, C. K. Maiti, T. Perova, and A. Moore. "Gate dielectrics on strained-Ge layers on Si/sub 1-x/Gex/Si virtual substrates." In Extended Abstracts of International Workshop on Gate Insulator. IEEE, 2003. http://dx.doi.org/10.1109/iwgi.2003.159181.
Full textQing, Lu, Yin Jie, Wang HongQi, and Chen ZhiNan. "Application of Virtual Port Gate System Based on RFID Technology." In 2010 International Conference on Information Management, Innovation Management and Industrial Engineering (ICIII). IEEE, 2010. http://dx.doi.org/10.1109/iciii.2010.263.
Full textJiajun Lu, Yi Xu, and Xiaokang Yang. "Counting pedestrians and cars with an improved virtual gate method." In 2010 International Conference on Computer Application and System Modeling (ICCASM 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccasm.2010.5620454.
Full textKarkee, Manoj, Madhu Monga, Brian L. Steward, Joseph Zambreno, and Atul G. Kelkar. "Real-Time Simulation and Visualization Architecture With Field Programmable Gate Array (FPGA) Simulator." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3772.
Full textReports on the topic "Virtual gate"
Wong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, December 2012. http://dx.doi.org/10.21236/ada582033.
Full textDyer, Charles R. Steerable Gaze Control For a Video-Based Virtual Surveillant. Fort Belvoir, VA: Defense Technical Information Center, April 2000. http://dx.doi.org/10.21236/ada377757.
Full textKanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3745.
Full textProkhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4416.
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Full textThe Launch of the National Rollout of the Municipal Innovation Maturity Index (MIMI) (A tool to measure innovation in municipalities). Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2021/0076.
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