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Real-time Systems Scheduling 2

by Maryline Chetto

Real-time systems are used in a wide range of applications, including control, sensing, multimedia, etc. Scheduling is a central problem for these computing/communication systems since it is responsible for software execution in a timely manner. This book, the second of two volumes on the subject, brings together knowledge on specific topics and discusses the recent advances for some of them. It addresses foundations as well as the latest advances and findings in real-time scheduling, giving comprehensive references to important papers, but the chapters are short and not overloaded with confusing details. Coverage includes scheduling approaches for networks and for energy autonomous systems. Other sophisticated issues, such as feedback control scheduling and probabilistic scheduling, are also addressed.This book can serve as a textbook for courses on the topic in bachelor's degrees and in more advanced master's degree programs. It also provides a reference for computer scientists and engineers involved in the design or the development of Cyber-Physical Systems which require up-to-date real-time scheduling solutions.

Real-time Web Application Development using Vert.x 2.0

by Tero Parviainen

A quick, clear, and concise tutorial-guide-based approach that helps you to develop a web application based on Vert.x.Real-time Web Application Development with Vert.x is written for web developers who want to take the next step and dive into real-time web application development.This book uses JavaScript (and some Java) to introduce the Vert.x platform, so basic JavaScript knowledge is expected. If you're planning to write your applications using some of the other Vert.x languages, all the techniques and concepts will translate to them directly. All you need to do is refer to the Vert.x API reference documentation to see the particular APIs for your language.

Real-time and Autonomous Systems 2022: Automation in Everyday Life (Lecture Notes in Networks and Systems #674)

by Herwig Unger Marcel Schaible

This book contains the results of the researchers presented at this conference, which is supported by German Society of informatics (GI) and other organisations Real-Time Systems Expert Committees. The 43rd Real-Time Systems conference on "Automation in Everyday Life" is addressing an increasingly important topic in a world that is becoming more and more networked. The solutions presented here range from hardware to system design to individual applications. The target audience is students and researchers in computer science and automation technology (partly electrical engineering), engineers, programmers and users of automation and communication systems.

Real-world Business Intelligence with Microsoft Dynamics GP

by Belinda Allen Polino Mark

If you're a GP user, this book is aimed at making your job easier. How? Through the use of Business Intelligence (BI) provided by your Microsoft Dynamics GP software to aid you in making informed decisions. This book assumes no previous experience; however, a basic knowledge of Excel is expected.

Realidad Virtual

by Ajit Singh

El rápido desarrollo de la tecnología la ha vuelto omnipresente. La computadora es el producto más representativo, ya que en unas pocas décadas ha logrado una amplia aceptación. Ahora bien, hay muchas clases diferentes de computadoras, por ejemplo, el enorme servidor ubicado en la habitación, la computadora personal en la mesa, la computadora portátil, el teléfono inteligente y la tableta e incluso el dispositivo portátil en nuestra muñeca o en nuestra cabeza. La relación entre la computadora y el ser humano ha atravesado por un cambio fundamental. La interacción ente el hombre y la computadora (IHC) es un campo de estudio que ayuda a las personas a controlar las máquinas con mayor facilidad, de modo que una gran variedad de usuarios pueden utilizar las computadoras, desde una minoría especializada hasta la gran mayoría de las personas en todo el mundo. La ACM define a la IHC como "Una disciplina relacionada con el diseño, evaluación e implementación de sistemas informáticos interactivos y el estudio de los principales fenómenos que los rodean". (Hewett et al., 2009). En sus inicios, solo podíamos escribir el comando para que la computadora funcionara, luego, después del desarrollo de la interfaz gráfica, con el nacimiento del mouse, comenzamos a hacer clic en los íconos. En los últimos años, la tecnología de la pantalla táctil ha liberado nuestra mano y ya podemos tocar la pantalla para usar nuestro dispositivo. Aún así, se siguen investigando nuevas formas de interacción. Oculus Rift, Google Glass y HoloLens representan la tecnología más avanzada en el campo de la Realidad virtual / Realidad aumentada. Las personas repiten tediosas actividades cotidianas y se sienten aburridas. ¿Hay alguna manera de hacer que el mundo real esté lleno de variedad? Este libro presentará la historia y el desarrollo de la interacción humano-computadora y la Realidad virtual / Realidad aumentada. Analizará las tres tecnologías m�

Realistic Architectural Visualization with 3ds Max and mental ray

by Jamie Cardoso Roger Cusson

Revitalize your architectural visualizations by bringing new levels of realism to them with an enhanced command of the mental ray toolset in 3ds Max. Full-color step-by-step tutorials give you a firm understanding of the processes and techniques needed to create impressive interior and exterior visualizations. You'll learn how to prepare materials, light a daytime interior scene, use mr Physical Sky, and how to save time during complex renders. The companion website includes all of the tutorial files and sample files from the book.

Realistic Asset Creation with Adobe Substance 3D: Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager

by Zeeshan Jawed Shah

Gain extensive, practical knowledge of 3D design with Adobe Substance 3D and learn to build a comprehensive portfolio of work with this interactive bookKey FeaturesFind out how to use Adobe Substance 3D swiftly and with little prior knowledgeUse a variety of interactive projects to get familiar with the fundamentalsCreate better career prospects for yourself by mastering 3D design with a single comprehensive guideBook DescriptionAdobe Substance 3D is a comprehensive suite complete with everything an artist needs to create stunning 3D digital materials. Getting a grip on the ecosystem of apps can be challenging for beginners, which is where Realistic Asset Creation with Adobe Substance 3D comes in!This practical guide doesn't bombard you with reams of textual information. Instead, you get an interactive, project-based book that'll help you gain sound knowledge of Adobe Substance 3D and set you on the right path toward a career in 3D design. You'll start off with the rudiments of Adobe Substance 3D Painter, which will enable you to acquire the skills needed to work with layers, masks, shelves, textures, and more. Next, you'll move on to Adobe Substance 3D Designer and become well-acquainted with this node-based design tool as you progress through the chapters. The final section is devoted to Adobe Substance 3D Stager, which teaches you to build complex 3D scenes and visualize your edits in real time.By the end of this Adobe book, you'll have gained a solid understanding of Adobe Substance 3D and developed the skills to build a comprehensive portfolio of work, setting you up for a lucrative career in 3D design.What you will learnDiscover Substance 3D Painter, Designer, and Stager through easy projectsAssemble 3D scenes and set up assets, materials, lights, and camerasExplore the innovative 3D assets library and learn how to digitize your 3D assetsTexture your 3D assets with advanced brushes and Smart MaterialsUse and blend a variety of nodes in Adobe Substance 3D DesignerCreate and export materials using Adobe Substance 3D SamplerWho this book is forThis book is for game designers, 3D generalists, and design students. If you're looking to get started in your 3D career or planning to join 3D generation, then you'll find this book useful. The book assumes very little to no 3D design knowledge. A bit of understanding of the history, functionality, and purpose of the Adobe Substance 3D package is presumed but is not mandatory; however, you must know how to work with Adobe Photoshop.

Realistic Asset Creation with Adobe Substance 3D: Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager

by Zeeshan Jawed Shah

Gain extensive, practical knowledge of 3D design with Adobe Substance 3D and learn to build a comprehensive portfolio of work with this illustrated guideKey FeaturesFind out how to use Adobe Substance 3D swiftly and with little prior knowledgeUse a variety of interactive projects to get familiar with the fundamentalsCreate better career prospects for yourself by mastering 3D design with a single comprehensive guideBook DescriptionAdobe Substance 3D is a comprehensive suite complete with everything an artist needs to create stunning 3D digital materials. Getting a grip on the ecosystem of apps can be challenging for beginners, which is where Realistic Asset Creation with Adobe Substance 3D comes in! This practical guide doesn't bombard you with reams of textual information. Instead, you get an interactive, project-based book that’ll help you gain sound knowledge of Adobe Substance 3D and set you on the right path toward a career in 3D design. You’ll start off with the rudiments of Adobe Substance 3D Painter, which will enable you to acquire the skills needed to work with layers, masks, shelves, textures, and more. Next, you’ll move on to Adobe Substance 3D Designer and become well-acquainted with this node-based design tool as you progress through the chapters. The final section is devoted to Adobe Substance 3D Stager, which teaches you to build complex 3D scenes and visualize your edits in real time. By the end of this Adobe book, you’ll have gained a solid understanding of Adobe Substance 3D and developed the skills to build a comprehensive portfolio of work, setting you up for a lucrative career in 3D design.What you will learnDiscover Substance 3D Painter, Designer, and Stager through easy projectsAssemble 3D scenes and set up assets, materials, lights, and camerasExplore the innovative 3D assets library and learn how to digitize your 3D assetsTexture your 3D assets with advanced brushes and Smart MaterialsUse and blend a variety of nodes in Adobe Substance 3D DesignerCreate and export materials using Adobe Substance 3D SamplerWho this book is forThis book is for game designers, 3D generalists, and design students. If you're looking to get started in your 3D career or planning to join 3D generation, then you'll find this book useful. The book assumes very little to no 3D design knowledge. A bit of understanding of the history, functionality, and purpose of the Adobe Substance 3D package is presumed but is not mandatory; however, you must know how to work with Adobe Photoshop.

Reality Check: How VR and AR Can Supercharge Your Business

by Jeremy Dalton

Immersive technologies have the power to radically transform your business. Discover how you can step into the future and gain competitive advantage with Reality Check.Virtual and augmented reality has existed for years, yet most of us rarely use them beyond gaming and tech demos. This book separates hype from reality to uncover how these groundbreaking techxnologies are transforming our world, offering huge business opportunities across all sectors.Reality Check features fascinating real-life examples and interviews with industry leaders which dispel common misconceptions, explore the future of technology and uncover how VR and XR can be integrated into your business, improving efficiency, impact and productivity.

Reality Is Broken

by Jane Mcgonigal

Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness. More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world. Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends. In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change. McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, , and play games. Watch a Video .

Reality Is Broken: Why Games Make Us Better and How They Can Change the World

by Jane Mcgonigal

Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness. More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world. Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveries to astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends. In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change. McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, design, and play games.

Reality Is Broken: Why Games Make Us Better and How They Can Change the World

by Jane Mcgonigal

Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness. More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, , and play games.Watch a Video

Reality Is Broken: Why Games Make Us Better and How They Can Change the World

by Jane Mcgonigal

A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.From the Trade Paperback edition.

Reality Media: Augmented and Virtual Reality

by Jay David Bolter Maria Engberg Blair MacIntyre

How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television.TThis book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term &“reality media,&” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book&’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.

Reality Mining

by Kate Greene Nathan Eagle

Big Data is made up of lots of little data: numbers entered into cell phones, addresses entered into GPS devices, visits to websites, online purchases, ATM transactions, and any other activity that leaves a digital trail. Although the abuse of Big Data -- surveillance, spying, hacking -- has made headlines, it shouldn't overshadow the abundant positive applications of Big Data. In Reality Mining, Nathan Eagle and Kate Greene cut through the hype and the headlines to explore the positive potential of Big Data, showing the ways in which the analysis of Big Data ("Reality Mining") can be used to improve human systems as varied as political polling and disease tracking, while considering user privacy.Eagle, a recognized expert in the field, and Greene, an experienced technology journalist, describe Reality Mining at five different levels: the individual, the neighborhood and organization, the city, the nation, and the world. For each level, they first offer a nontechnical explanation of data collection methods and then describe applications and systems that have been or could be built. These include a mobile app that helps smokers quit smoking; a workplace "knowledge system"; the use of GPS, Wi-Fi, and mobile phone data to manage and predict traffic flows; and the analysis of social media to track the spread of disease. Eagle and Greene argue that Big Data, used respectfully and responsibly, can help people live better, healthier, and happier lives.

Reality Mining: Using Big Data to Engineer a Better World (The\mit Press Ser.)

by Kate Greene Nathan Eagle

A look at how Big Data can be put to positive use, from helping users break bad habits to tracking the global spread of disease.Big Data is made up of lots of little data: numbers entered into cell phones, addresses entered into GPS devices, visits to websites, online purchases, ATM transactions, and any other activity that leaves a digital trail. Although the abuse of Big Data—surveillance, spying, hacking—has made headlines, it shouldn't overshadow the abundant positive applications of Big Data. In Reality Mining, Nathan Eagle and Kate Greene cut through the hype and the headlines to explore the positive potential of Big Data, showing the ways in which the analysis of Big Data (“Reality Mining”) can be used to improve human systems as varied as political polling and disease tracking, while considering user privacy.Eagle, a recognized expert in the field, and Greene, an experienced technology journalist, describe Reality Mining at five different levels: the individual, the neighborhood and organization, the city, the nation, and the world. For each level, they first offer a nontechnical explanation of data collection methods and then describe applications and systems that have been or could be built. These include a mobile app that helps smokers quit smoking; a workplace “knowledge system”; the use of GPS, Wi-Fi, and mobile phone data to manage and predict traffic flows; and the analysis of social media to track the spread of disease. Eagle and Greene argue that Big Data, used respectfully and responsibly, can help people live better, healthier, and happier lives.

Reality Modeled After Images: Architecture and Aesthetics after the Digital Image

by Michael Young

Reality Modeled After Images: Architecture and Aesthetics after the Digital Image explores architecture’s entanglement with contemporary image culture. It looks closely at how changes produced through technologies of mediation alter disciplinary concepts and produce political effects. Through both historical and contemporary examples, it focuses on how conventions of representation are established, maintained, challenged, and transformed. Critical investigations are conjoined with inquiries into aesthetics and technology in the hope that the tensions between them can aid an exploration into how architectural images are produced, disseminated, and valued; how images alter assumptions regarding the appearances of architecture and the environment. For students and academics in architecture, design and media studies, architectural and art history, and related fields, this book shows how design is impacted and changed by shifts in image culture, representational conventions and technologies.

Reality Modeled After Images: Architecture and Aesthetics after the Digital Image

by Michael Young

Reality Modeled After Images: Architecture and Aesthetics after the Digital Image explores architecture’s entanglement with contemporary image culture. It looks closely at how changes produced through technologies of mediation alter disciplinary concepts and produce political effects. Through both historical and contemporary examples, it focuses on how conventions of representation are established, maintained, challenged, and transformed. Critical investigations are conjoined with inquiries into aesthetics and technology in the hope that the tensions between them can aid an exploration into how architectural images are produced, disseminated, and valued; how images alter assumptions regarding the appearances of architecture and the environment.For students and academics in architecture, design and media studies, architectural and art history, and related fields, this book shows how design is impacted and changed by shifts in image culture, representational conventions and technologies.

Realitätstreue, Natürlichkeit, Plausibilität

by Clemens Kuhn-Rahloff

Dieses Buch richtet sich an Ingenieure und Forscher im Bereich der Kommunikationsakustik und anderen Gebieten der Wahrnehmungsforschung. Es bewegt sich im interdisziplinären Feld von Kommunikationsakustik, Informationstheorie und Wahrnehmungspsychologie und liefert einen wesentlichen Beitrag zum Verständnis der akustischen Wahrnehmung. Im Zentrum steht dabei der Begriff der Plausibilität als grundlegender Bestandteil kommunikationsakustischer Technik. Um Eigenschaften von Plausibilitätsurteilen bei der akustischen Wahrnehmung zu von Menschen zu erörtern, stellt das Buch ausgewählte top-down-Prozesse der Wahrnehmung in den Vordergrund, die das Urteilsverhalten beeinflussen. Plausibilität wird im Kontext existierender Modelle für perzeptive Messungen dargestellt und die Anforderungen werden diskutiert, die an den Begriff gestellt werden, wenn er im psychoakustischen Sinn als Messgröße aufgefasst wird.

Realization and Model Reduction of Dynamical Systems: A Festschrift in Honor of the 70th Birthday of Thanos Antoulas

by Peter Benner Mark Embree Christopher Beattie Serkan Gugercin Sanda Lefteriu

This book celebrates Professor Thanos Antoulas's 70th birthday, marking his fundamental contributions to systems and control theory, especially model reduction and, more recently, data-driven modeling and system identification. Model reduction is a prominent research topic with wide ranging scientific and engineering applications.

Realize Enterprise Architecture with AWS and SAFe: A comprehensive, hands-on guide to AWS with Agile and TOGAF

by Rajnish Harjika

Harness the power of enterprise architecture, AWS, and agile methodologies to optimize operational efficiency in your organizationKey FeaturesUse EA and agile practices to maximize your organization's operational efficiencyLearn how to use EA approaches in AWS through their prescriptive frameworksAlign SAFe principles with EA and cloud migrationBook DescriptionAgile implementation of enterprise architecture (EA) in the cloud is a powerful organizational tool, but it is challenging, particularly for architects who are used to on-premises environments. This in-depth guide will tell you all you need to know to reap the benefits of applying EA in your organization to achieve operational efficiency.Starting with an overview of the foundations of enterprise architecture, you'll see how it can be applied to AWS as well as explore the frameworks AWS provides for EA, such as the AWS Well-Architected Framework. That's not all – the book shows you how these frameworks align with The Open Group Architecture Framework (TOGAF) architecture development method (ADM) and the Zachman Framework so that you can choose the right fit for your organization. As you advance, you'll learn how to apply SAFe to make your organization agile as well as efficient. Once you've gotten to grips with the theory, you can explore use cases and take a quiz at the end of the book to test yourself and see how EA is applied in practice.By the end of this enterprise architecture book, you'll have the skills and knowledge required to apply EA in the cloud with AWS and drive your organization to become super-efficient and agile.What you will learnSet up the core foundation of your enterprise architectureDiscover how TOGAF relates to enterprise architectureExplore AWS's EA frameworks and find out which one is the best for youUse SAFe to maximize agility in your organizationFind out how to use ArchiMate to model your architectureEstablish proper EA practices in your organizationMigrate to the cloud with AWS and SAFeWho this book is forThis agility book is for experienced and inexperienced solutions architects, enterprise architects, and cloud architects who know the basics of software and solutions architecture, along with cloud fundamentals, and are looking to get started with AWS and SAFe to implement enterprise architecture in the cloud.

Realizing Strategy through Projects: The Executive's Guide (Best Practices in Portfolio, Program, and Project Management)

by Carl Marnewick

Executives should not necessarily know the intricacies of project management, but they should know how project management, as a discipline, can benefit the organization in implementing its strategies and realizing its vision. The only way that executives can effectively apply project management to realize these goals is to have sound knowledge of the project management discipline. The purpose of this book is to provide executives with a comprehensive overview of the discipline of project management. It focuses on the benefits of project management to an organization. The goal is to provide executives with a view as to how project management can deliver organizational strategies. The various chapters focus on specific aspects within the project management discipline and how each aspect should be managed from a business perspective. The book covers the entire spectrum of project management from a management and leadership perspective. The focus is not necessarily on what needs to be done from a project management perspective, but on what organizations and senior executives can do to facilitate projects. The book covers: The value of project management Project management as a strategic enabler Project, program, and portfolio management The role of the project management office in the successful delivery of projects, programs, and portfolios The benefits of project deliverables bring Sustainability of the organization Governance and the role of the project sponsor. The book concludes with a comprehensive portfolio, program, and project management framework. This holistic framework enables organizations to achieve value from project management and realize strategic goals.

Realizing an Andreev Spin Qubit: Exploring Sub-gap Structure in Josephson Nanowires Using Circuit QED (Springer Theses)

by Max Hays

The thesis gives the first experimental demonstration of a new quantum bit (“qubit”) that fuses two promising physical implementations for the storage and manipulation of quantum information – the electromagnetic modes of superconducting circuits, and the spins of electrons trapped in semiconductor quantum dots – and has the potential to inherit beneficial aspects of both. This new qubit consists of the spin of an individual superconducting quasiparticle trapped in a Josephson junction made from a semiconductor nanowire. Due to spin-orbit coupling in the nanowire, the supercurrent flowing through the nanowire depends on the quasiparticle spin state. This thesis shows how to harness this spin-dependent supercurrent to achieve both spin detection and coherent spin manipulation. This thesis also represents a significant advancement to our understanding and control of Andreev levels and thus of superconductivity. Andreev levels, microscopic fermionic modes that exist in all Josephson junctions, are the microscopic origin of the famous Josephson effect, and are also the parent states of Majorana modes in the nanowire junctions investigated in this thesis. The results in this thesis are therefore crucial for the development of Majorana-based topological information processing.

Realizing the Metaverse: A Communications and Networking Perspective

by Dusit Niyato Junshan Zhang Xuemin Sherman Shen Zehui Xiong Wei Yang Bryan Lim

A guide to the challenges in making virtual reality, reality The Metaverse, a version of the internet in which online interactions take place in real time within fully realized virtual spaces, has been promised as the next frontier in wireless communication. It has drawn huge investment from Silicon Valley and widespread media attention. However, the technologies required to make the Metaverse a reality are still in their infancy, and significant barriers must be overcome if this massive step is to be taken. Realizing the Metaverse provides a systematic overview of these challenges and their likely solutions. Focusing on five key areas—infrastructure, access, intelligence, security, and future developments—it offers one of the first comprehensive, formalized treatments of the Metaverse as a nascent reality. It promises to be an integral contribution to the future development of Metaverse technologies. Realizing the Metaverse readers will also find: An editorial team with extensive research experience in the field Detailed discussion of topics such as augmented reality (AR) adaptation, haptic feedback, artificial intelligence, and more Enlightening discussion of open questions and future prospects for research Realizing the Metaverse is ideal for graduate and advanced undergraduate students in wireless technology, network communications, and related fields, as well as for researchers and industry professionals involved with the Metaverse or adjacent technologies.

Realizing the Promise and Minimizing the Perils of AI for Science and the Scientific Community

by Kathleen Hall Jamieson, William Kearney, and Anne-Marie Mazza

Recommendations from the scientific community to ensure that the development and use of AI honors scientific normsIn late 2022, OpenAI released ChatGPT, an AI chatbot capable of generating conversational answers and analyses, as well as images, in response to user questions and prompts. This generative AI is built with computational procedures, such as large language models, that train on vast bodies of human-created and curated data, including huge amounts of scientific literature. Since then, the worry that AI may someday outsmart humans has only grown more widespread.In the past, as society grappled with the implications of new technologies—ranging from nuclear energy to recombinant DNA—the scientific community developed practices designed to increase adherence to the norms that have protected the integrity of each new form of scientific exploration, development, and deployment. In the process, scientists expanded their community’s repertoire of mechanisms designed to advance emerging science and technology while safeguarding the integrity of science and the wellbeing of the nation and its people.This book provides a historical perspective on and an ethical approach to emerging AI technologies; an overview of AI frameworks and principles; and an assessment of AI’s current advances, hurdles, and potential. Experts from the fields of behavioral and social sciences, ethics, biology, physics, chemistry, mathematics, and computer science, as well as leaders in higher education, law, governance, and science publishing and communication, comprise the book’s contributors. Their essays remind us that, even as our understandings of emerging technologies and of their implications evolve, science’s commitment to core norms and values remains steadfast. The volume’s conclusion advocates for following principles of human accountability and responsibility when using artificial intelligence in research, including transparent disclosure and attribution; verification and documentation of AI-generated data and analysis; a focus on ethics and equity; and continuous oversight and public engagement.

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