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First published in 1987, the seven chapters that comprise this book review contemporary work on the geometric side of robotics. The first chapter defines the fundamental goal of robotics in very broad terms and outlines a research agenda each of whose items constitutes a substant...ial area for further research. The second chapter presents recently developed techniques that have begun to address the geometric side of this research agenda and the third reviews several applied geometric ideas central to contemporary work on the problem of motion planning. The use of Voronoi diagrams, a theme opened in these chapters, is explored further later in the book. The fourth chapter develops a theme in computational geometry having obvious significance for the simplification of practical robotics problems - the approximation or decomposition of complex geometric objects into simple ones. The final chapters treat two examples of a class of geometric 'reconstruction' problem that have immediate application to computer-aided geometric design systems. Read more
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This classic reference work is a comprehensive guide to the design, evaluation, and use of reliable computer systems. It includes case studies of reliable systems from manufacturers, such as Tandem, Stratus, IBM, and Digital. It covers special systems such as the Galileo Orbiter ...fault protection system and AT&T telephone switching system processors. Read more
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This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, produ...ct design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators. Read more
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Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the gam...e world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy. Read more
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Algorithms that control the computational processes relating sensors and actuators are indispensable for robot navigation and the perception of the world in which they move. Therefore, a deep understanding of how algorithms work to achieve this control is essential for the develo...pment of efficient and usable robots in a broad field of applications. An interdisciplinary group of scientists gathers every two years to document the progress in algorithmic foundations of robotics. This volume addresses in particular the areas of control theory, computational and differential geometry in robotics, and applications to core problems such as motion planning, navigation, sensor-based planning, and manipulation. Read more
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This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatializati...on - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and others Read more
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The author compiles everything a student or experienced developmental engineer needs to know about the supporting technologies associated with the rapidly evolving field of robotics. From the table of contents: Design Considerations * Dead Reckoning * Odometry Sensors * Doppler a...nd Inertial Navigation * Typical Mobility Configurations * Tactile and Proximity Sensing * Triangulation Ranging * Stereo Disparity * Active Triangulation * Active Stereoscopic * Hermies * Structured Light * Known Target Size * Time of Flight * Phase-Shift Measurement * Frequency Modulation * Interferometry * Range from Focus * Return Signal Intensity * Acoustical Energy * Electromagnetic Energy * Optical Energy * Microwave Radar * Collision Avoidance * Guidepath Following * Position-Location Systems * Ultrasonic and Optical Position-Location Systems * Wall, Doorway, andCeiling Referencing * Application-Specific Mission Sensors Read more
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This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume III, with contributions from experts in their fields, includes articles on a variety of topics, including: - Recording Music - Sound Synthe...sis - Voice Synthesis - Speech Processing - Applied Signal Processing - HRTF Spatialization - Synchronization - Music Composition - Human Experience Applications of digital audio techniques are indispensable in the recording industry, the film industry, interactive gaming, human computer interaction, and more. Read more
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COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content cr...eation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book. Read more
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This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection ex...plore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts. Read more
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