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Showing 51,851 through 51,875 of 73,347 results

The Players Ball: A Genius, a Con Man, and the Secret History of the Internet's Rise

by David Kushner

&“An engrossing microcosm of the internet&’s Wild West years&” (Kirkus Reviews), award-winning journalist David Kushner tells the incredible battle between the founder of Match.com and the con man who swindled him out of the website Sex.com, resulting in an all-out war for control for what still powers the internet today: love and sex.In 1994, visionary entrepreneur Gary Kremen used a $2,500 loan to create the first online dating service, Match.com. Only five percent of Americans were using the internet at the time, and even fewer were looking online for love. He quickly bought the Sex.com domain too, betting the combination of love and sex would help propel the internet into the mainstream. Imagine Kremen&’s surprise when he learned that someone named Stephen Michael Cohen had stolen the rights to Sex.com and was already making millions that Kremen would never see. Thus follows the wild true story of Kremen&’s and Cohen&’s decade-long battle for control. In The Players Ball, author and journalist David Kushner provides a front seat to these must-read Wild West years online, when innovators and outlaws battled for power and money. This cat-and-mouse game between a genius and a con man changed the way people connect forever, and is key to understanding the rise and future of the online world. &“Kushner delivers a fast-paced, raunchy tale of sex, drugs, and dial-up.&” —Publishers Weekly

Playful Frames: Styles of Widescreen Cinema (Techniques of the Moving Image)

by Steven Rybin

A widescreen frame in cinema beckons the eye to playfully, creatively roam. Such technology also gives inventive filmmakers room to disrupt and redirect audience expectations, surprising viewers through the use of a wider, more expansive screen. Playful Frames: Styles of Widescreen Cinema studies the poetics of the auteur-driven widescreen image, offering nimble, expansive analyses of the work of four distinctive filmmakers – Jean Negulesco, Blake Edwards, Robert Altman, and John Carpenter – who creatively inhabited the nooks and crannies of widescreen moviemaking during the final decades of the twentieth century. Exploring the relationship between aspect ratio and subject matter, Playful Frames shows how directors make puckish use of widescreen technology. All four of these distinctive filmmakers reimagined popular genres (such as melodrama, slapstick comedy, film noir, science fiction, and horror cinema) through their use of the wide frame, and each brings a range of intermedial interests (painting, performance, and music) to their use of the widescreen image. This study looks specifically at the technological underpinnings, aesthetic shapes, and interpretive implications of these four directors’ creative use of widescreen, offering a way to reconsider the way wide imagery still has the potential to amaze and move us today.

Playful Pedagogy in the Pandemic: Pivoting to Game-Based Learning (The COVID-19 Pandemic Series)

by Emily K. Johnson Anastasia Salter

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Playful User Interfaces: Interfaces that Invite Social and Physical Interaction (Gaming Media and Social Effects)

by Anton Nijholt

The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Playful Visions: Optical Toys and the Emergence of Children's Media Culture (The\mit Press Ser.)

by Meredith A. Bak

The kaleidoscope, the stereoscope, and other nineteenth-century optical toys analyzed as “new media” of their era, provoking anxieties similar to our own about children and screens.In the nineteenth century, the kaleidoscope, the thaumatrope, the zoetrope, the stereoscope, and other optical toys were standard accessories of a middle-class childhood, used both at home and at school. In Playful Visions, Meredith Bak argues that the optical toys of the nineteenth century were the “new media” of their era, teaching children to be discerning consumers of media—and also provoking anxieties similar to contemporary worries about children's screen time. Bak shows that optical toys—which produced visual effects ranging from a moving image to the illusion of depth—established and reinforced a new understanding of vision as an interpretive process. At the same time, the expansion of the middle class as well as education and labor reforms contributed to a new notion of childhood as a time of innocence and play. Modern media culture and the emergence of modern Western childhood are thus deeply interconnected.Drawing on extensive archival research, Bak discusses, among other things, the circulation of optical toys, and the wide visibility gained by their appearance as printed templates and textual descriptions in periodicals; expanding conceptions of literacy, which came to include visual acuity; and how optical play allowed children to exercise a sense of visual mastery. She examines optical toys alongside related visual technologies including chromolithography—which inspired both chromatic delight and chromophobia. Finally, considering the contemporary use of optical toys in advertising, education, and art, Bak analyzes the endurance of nineteenth-century visual paradigms.

The Playful World

by Mark Pesce

As you read these words, the architects of the new virtual reality are inventing a world you never imagined: call it the playful world. It's a world of interactive Web-based toys that instantly collapse the gulf between wish and existence, space and time, animate and inanimate. It's a world where the entire fabric of the material world becomes manipulable, programmable, mutable. Situated at the crossroads of high technology and popular culture, the playful world is taking shape at the speed of electro...

Playin' to Win: A Surgeon, Scientist and Parent Examines the Upside of Video Games

by James Butch Rosser

At the edge of one of America's most defining eras in its history, salvation comes from the most unlikely source: video games. Playin' To Win: A Surgeon, Scientist and Parent Examines the Upside of Video Games, is inspired, in part, by many edgy titles that have previously probed the expanse of what could be. It is a Freakanomics with a more grassroots subject matter that elicits an instantaneous visceral response from citizens of every walk of life. It is an Everything Bad Is Good For You with grittier details on how the unexpected can be incorporated into raising our society to the next level. Ultimately, it makes a case that video games can promote a Tipping Point with a focus on contributing to real world solutions. It is direct, thought-provoking and consistently challenges perceptions of the boundaries of reality. It has to be! Because the readers will be the first to bear witness: this is a call for the start of a second American Revolution!

Playing to Win: Sports, Video Games, and the Culture of Play (Digital Game Studies)

by Robert Alan Brookey David J. Gunkel

In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Playing Video Games: Motives, Responses, and Consequences (Routledge Communication Series)

by Peter Vorderer Jennings Bryant

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Playing with Cobras (The Kenneth Aubrey & Patrick Hyde Series)

by Craig Thomas

New York Times–Bestselling Author: &“Top-notch . . . Brisk action, gripping suspense and a cynical look at international politics.&” —Publishers Weekly Just as a high-level politician is on the verge of becoming India&’s next prime minister, his wife is murdered—and her lover, a senior British intelligence officer, is framed for the crime. There may be more to this plot, however, than a simple jealous rage. The victim&’s husband is raking in funds through illegal dealings, and when field agent Patrick Hyde is sent to India to confirm SIS suspicions of a setup, he is able to free the captured agent. But when the two of them are left without support, they will have to go on the run through several Asian countries—all while Hyde&’s partner, Ros, is also caught up in the politician&’s machinations and targeted for death . . . &“[A] bold loner hero . . . Enjoy, enjoy.&” —Kirkus Reviews &“When it comes to keeping the story moving and stoking up the excitement, Mr. Thomas knows his business.&” —The New York Times

Playing With Death: Sometimes The Killer Wins...

by Simon Scarrow Lee Francis

'This fast, furious, twisty thriller kept me on the edge of my seat' Chris Ryan'If Stephen King had collaborated with Michael Crichton on a thriller, it might have been as good as this' Peterborough Evening TelegraphA UNEXPLAINED DEATHThe discovery of a horribly mutilated corpse launches FBI Agent Rose Blake into a puzzling investigation. The victim was alone at home with no signs of forced entry. Who - or what - burnt him to death?THE GAME BEGINSStrips of rubber melted to the body emerge as evidence that the victim was wearing The Skin, an innovation that takes users deep into a virtual world.ESCAPE OR DIE...When a body with identical wounds is discovered, Rose realises that in the darkest corners of the Dark Web, a brutal killer is playing a deadly game. A game with no rules - and no mercy. To stop it, Rose must play too...What readers are saying about Playing with Death: 'An edgy, pacy, futuristic and oh so very polished cyber thriller...intelligent, perceptive...exciting' trevtwinem.booklikes.com'[A] fast-paced thriller of the highest quality...The pace of the story is relentless...Would highly recommend' Goodreads reviewer, 5 stars'Grips you from the beginning and races to a most exciting and enigmatic ending. It was one of those books that call you back every time you are dragged away. I absolutely loved it' www.crimesquad.com, 5 stars'A leading-edge thriller...My skin crawled quite a bit whilst reading this...A great novel that explores some brilliant concepts' Goodreads reviewer, 5 stars'Addictive...thought provoking...Definitely recommended' Goodreads reviewer, 4 stars'Makes you lie in bed and go over every possible theory in your head...I can't recommend this book enough. If you're a fan of Simon Scarrow or just love a good crime thriller then do not hesitate to read this book' Goodreads reviewer, 5 stars'A terrific thriller' Goodreads reviewer, 4 stars

Playing With Death: A gripping serial killer thriller you won’t be able to put down…

by Simon Scarrow Lee Francis

HOW WAS A MAN KILLED WHILE ALONE IN A LOCKED ROOM? IS IT THE PERFECT MURDER?It's a case for FBI Special Agent Rose Blake. Still raw after a notorious serial killer slipped through her net, Rose will do whatever it takes - including putting her own life at risk - to nail the perpetrator this time. When a second body with identical wounds is discovered, Rose realises that a twisted murderer is playing a deadly game. A murderer who's not going to stop any time soon. But what links the victims? And who's next? No one is safe, and the clock is ticking...What readers are saying about Playing with Death:'An edgy, pacy, futuristic and oh so very polished cyber thriller...intelligent, perceptive...exciting' trevtwinem.booklikes.com'[A] fast-paced thriller of the highest quality...The pace of the story is relentless...Would highly recommend' Goodreads reviewer, 5 stars'Grips you from the beginning and races to a most exciting and enigmatic ending. It was one of those books that call you back every time you are dragged away. I absolutely loved it' www.crimesquad.com, 5 stars'A leading-edge thriller...My skin crawled quite a bit whilst reading this...A great novel that explores some brilliant concepts' Goodreads reviewer, 5 stars'Addictive...thought provoking...Definitely recommended' Goodreads reviewer, 4 stars'Makes you lie in bed and go over every possible theory in your head...I can't recommend this book enough. If you're a fan of Simon Scarrow or just love a good crime thriller then do not hesitate to read this book' Goodreads reviewer, 5 stars'A terrific thriller' Goodreads reviewer, 4 stars

Playing With Death: the terrifying new thriller from the number one bestselling author

by Simon Scarrow Lee Francis

'This fast, furious, twisty thriller kept me on the edge of my seat' Chris Ryan'If Stephen King had collaborated with Michael Crichton on a thriller, it might have been as good as this' Peterborough Evening TelegraphA UNEXPLAINED DEATHThe discovery of a horribly mutilated corpse launches FBI Agent Rose Blake into a puzzling investigation. The victim was alone at home with no signs of forced entry. Who - or what - burnt him to death?THE GAME BEGINSStrips of rubber melted to the body emerge as evidence that the victim was wearing The Skin, an innovation that takes users deep into a virtual world.ESCAPE OR DIE...When a body with identical wounds is discovered, Rose realises that in the darkest corners of the Dark Web, a brutal killer is playing a deadly game. A game with no rules - and no mercy. To stop it, Rose must play too...(P)2017 Headline Publishing Group Limited

Playing with Feelings: Video Games and Affect

by Aubrey Anable

How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us &“rehearse&” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

Playing with Fire

by Chicago Tribune Staff

The average American baby is born with 10 fingers, 10 toes, and the highest recorded levels of flame retardants among infants in the world. How could it possibly be in the US that children are already contaminated at birth with such disturbingly high levels of toxic chemicals? The truth lies in the greed and deception of two powerful industries-Big Tobacco and chemical manufacturers.In a groundbreaking piece of investigative journalism by the Chicago Tribune, Playing with Fire exposes the realities about the ineffectiveness and potential health risks caused by the flame retardants that are pervasive in American homes. Big Tobacco and large chemical companies used fear, exaggerated scientific claims, and shady deal-making to serve their own interests at the expense of consumer safety.Playing with Fire is an extremely significant, revelatory piece of watchdog journalism that is a must-read for anyone with small children and for citizens who demand responsibility of big businesses and their governments. The investigation, launched in May 2012, prompted two US Senate hearings, and the US Environmental Protection Agency announced it would launch an investigation of flame retardants. Also, California's governor said the state would scrap the rule responsible for flame retardants' presence in furniture.

Playthrough Poetics: Gameplay as Research Method

by Milena Droumeva

Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell.

La plaza y la torre: Redes y poder: de los masones a Facebook

by Niall Ferguson

Una historia de las redes organizacionales que han cambiado el mundo y una invitación a la reflexión escéptica sobre el papel que tienen en nuestra sociedad. La mayor parte de la historia es jerárquica: tiene que ver con papas, presidentes o primeros ministros. Pero, ¿y si fuera así por el simple hecho de que han sido ellos los que han creado los archivos históricos? ¿Y si estuviéramos omitiendo y relegando la influencia de poderosas pero menos visibles redes de organización? El siglo XXI ha sido proclamado como la Era de la Red, pero en este libro Niall Ferguson nos recuerda que las redes sociales no tienen nada de novedoso. Desde el tiempo de las imprentas y los predicadores que llevaron a cabo la Reforma hasta los masones que lideraron la Revolución estadunidense, fueron las redes organizacionales quienes interrumpieron el orden establecido. Así pues, lejos de ser una novedad, nuestra era es más bien la Segunda Era de la Red, con el ordenador ocupando el papel central que en su momento ocupó el papel impreso. Quienes esperan una utopía de «internautas» interconectados pueden, por lo tanto, sentirse decepcionados. Las redes son propensas a la agrupación, los contagios, pero ante todo a las interrupciones y los conflictos del pasado encuentran paralelismos desconcertantes hoy, en el tiempo de Facebook, el Estado Islámico y el mundo trumpiano. Este maravilloso libro revela la historia oculta de las redes organizacionales que han cambiado el rumbo de la historia y se presenta a la vez como un antídoto hacia las teorías de la conspiración y un desafío a la historiografía tradicional que nunca han prestado demasiada atención a las redes informales de influencia. Reseñas:«Cautivante y convincente.»The New York Times «Niall Ferguson ha escrito nuevamente un brillante libro... En 400 páginas habrás reabastecido tu mente. Hazlo.»The Wall Street Journal «Ferguson nos recuerda que la red social no surgió completa de la mente de Mark Zuckerberg; más bien, es una fuerza persistente en los asuntos humanos que ofrece una lente novedosa sobre el pasado y el desconcertante presente.»San Francisco Chronicle

PLC Programming In Instruction List According To IEC 61131-3: A Systematic And Action-Oriented Introduction In Structured Programming

by Hans-Joachim Adam Mathias Adam

This textbook and exercise book provides a solid basic knowledge and comprehensive practical skills in dealing with PLC programming. Numerous exercises help to deepen the material. With the accompanying simulation software and sample solutions, the acquired knowledge can be applied immediately. The software can be downloaded via the Internet. The knowledge of number systems and digital technology conveyed in the book is an important prerequisite for skilful and clever PLC programming. The programming language used, "Instruction list according to IEC 61131-3", provides the best insights into the functioning of a PLC. The didactically prepared programming examples for switching networks, signal memories, time functions, counters, function blocks and functions, program structures, sequence controls, data types and much more enable systematic learning of programming. The 5th, corrected edition experiences an expansion of the exercises with a didactically prepared project for the control of a mountain railway. The associated simulation software "PLC-lite" enables the realisation of controls for the mountain railway and the "realistic" representation of the cableway movements on the screen.

PLC SCADA for Beginners: Understanding and Implementing Industrial Automation Systems (Maker Innovations Series)

by Ashraf Said AlMadhoun

This book provides a thorough introduction to the fundamental concepts and technologies of Programmable Logic Controllers (PLCs) and Supervisory Control and Data Acquisition (SCADA) systems. It is designed for beginners and those new to the field, offering a clear and concise overview of the basics of PLCs, SCADA systems, and their applications in various industries. The book covers key components of PLCs and SCADA systems, including programming languages and communication methods, and provides practical tips and techniques for troubleshooting and maintenance. With numerous examples and exercises, this book offers hands-on experience for readers to deepen their understanding of these concepts and technologies. What You'll Learn The fundamentals of PLC and SCADA systems. How to install, program, maintain, and troubleshoot these systems Real-world applications and how to implement these technologies effectively. Who Is This Book For This book is intended for electrical and control engineers, automation technicians, students, and educators in fields such as electrical engineering, control systems, and automation. Industry professionals from various sectors such as manufacturing, oil and gas, water and wastewater treatment, power generation, and distribution will also find this book useful.

PLD Based Design with VHDL

by Vaibbhav Taraate

This book covers basic fundamentals of logic design and advanced RTL design concepts using VHDL. The book is organized to describe both simple and complex RTL design scenarios using VHDL. It gives practical information on the issues in ASIC prototyping using FPGAs, design challenges and how to overcome practical issues and concerns. It describes how to write an efficient RTL code using VHDL and how to improve the design performance. The design guidelines by using VHDL are also explained with the practical examples in this book. The book also covers the ALTERA and XILINX FPGA architecture and the design flow for the PLDs. The contents of this book will be useful to students, researchers, and professionals working in hardware design and optimization. The book can also be used as a text for graduate and professional development courses.

The Pleasure of Finding Things Out: The Best Short Works of Richard P. Feynman

by Richard P. Feynman Jeffrey Robbins

A rich collection of interviews, articles and interesting writeups on quantum physics concepts by Richard Feynman.

Pleasure With Products: Beyond Usability

by William S. Green Patrick W. Jordan

The last five years have seen a major paradigm shift in the role of human factors in product design. Previously this was seen as pertaining almost exclusively to product usability, but new recognition is being given to "pleasure-based" human factors. This emphasizes the holistic nature of the experience of person-product interaction. While traditio

Plenoptic Imaging and Processing (Advances in Computer Vision and Pattern Recognition)

by Lu Fang

This open access book delves into the fundamental principles and cutting-edge techniques of plenoptic imaging and processing. Derived from the Latin words "plenus" (meaning "full") and "optic," plenoptic imaging offers a transformative approach to optical imaging. Unlike conventional systems that rely solely on the pinhole camera model to capture spatial information, plenoptic imaging aims to detect and reconstruct multidimensional and multiscale information from light rays in space. Chapter 1 begins with the introduction of the basic principle of the plenoptic function and the historical development of plenoptic imaging. Next, Chapter 2 describes representative plenoptic sensing systems, including single-sensor devices with lenslet arrays, coded-aperture masks, structured camera arrays, and unstructured camera arrays. Then, Chapter 3 introduces gigapixel plenoptic sensing techniques capable of capturing large-scale dynamic scenes with extremely high resolution. Further, chapter 4 examines typical plenoptic reconstruction methods, including light-field image reconstruction, image-based, and RGBD-based geometry reconstruction. After that, chapter 5 tackles the challenges of large-scale plenoptic reconstruction by introducing sparse-view priors, high-resolution observations, and semantic information. Finally, chapter 6 discusses the frontier issues of plenoptic processing, including the gigapixel-level video dataset PANDA and corresponding visual intelligent algorithms.

Pleural Ultrasound for Clinicians: A Text and E-book

by Claire L Tobin Y C Gary Lee

With a large volume of ultrasound images and teaching videos, Pleural Ultrasound for Clinicians: A Text and E-book is a print and interactive digital resource that provides practical guidance for all those undertaking pleural ultrasound investigations and procedures. With clear, precise instructions for clinical practice, it will help clinicians:Re

PLL Modulation and Mixed-Signal Calibration Techniques for FMCW Radar (Synthesis Lectures on Engineering, Science, and Technology)

by Jan Craninckx Nereo Markulic Pratap Tumkur Renukaswamy

This book covers analysis and design of PLL-based frequency modulators, used in the hearth of modern FMCW radars. The desired radar performance targets are translated into the modulator specifications first. The authors then focus on describing the optimal modulator architecture, with special care given to core building blocks of the system. The central analog building block described is a novel charge integrating-based chirp generator, which breaks limits of similar art in the field where performance (noise, area) is typically traded for power. The book then continues to describe power-efficient, mixed-signal background calibration engine implementation, which when applied in context of the presented system, ensures pristine linearity of the generated chirps. The detailed design guide shows how robust duty-cycling can be enabled, to ensure low-power consumption of the system, without compromise in radar performance. A complete overview of all circuit-level building blocks is provided, to ensure that readers can tackle every aspect of the system. Finally, the book covers description of a rigorous chirp-linearity and phase-noise performance characterization methodology, critical for evaluation of radar system performance metrics. This book provides insightful design guidelines for DTC-based fractional-N PLL synthesizers and QDAC-based FMCW frequency modulators for both academic researchers and industry IC design engineers.

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