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Artificial Generation

Photogenic French Literature and the Prehistory of Cinematic Modernity

Author: Christina Parker-Flynn

Publisher: Rutgers University Press

ISBN:

Category: Literary Criticism

Page: 236

View: 807

Artificial Generation: Photogenic French Literature and the Prehistory of Cinematic Modernity investigates the intersection of film theory and nineteenth-century literature, arguing that the depth of amalgamation that occurred within literary representation during this era aims to replicate an illusion of life and its sensations, in ways directly related to broader transitions into our modern cinematic age. A key part of this evolution in representation relies on the continual re-emergence of the artificial woman as longstanding expression of masculine artistic subjectivity, which, by the later nineteenth century, becomes a photographic and filmic drive. Moving through the beginning of film history, from Georges Méliès and other “silent” filmmakers in the 1890s, into more contemporary movies, including Alfred Hitchcock’s Vertigo (1958) and Blade Runner 2049 (2017), the book analyzes how films are often structured around the prior century’s mythic and literary principles, which now serve as foundation for film as medium—a phantom form for life’s re-presentation. Artificial Generation provides a crucial reassessment of the longstanding, mutual exchange between cinematic and literary reproduction, offering an innovative perspective on the proto-cinematic imperative of simulation within nineteenth-century literary symbolism.

An Artificial Intelligence Approach to Test Generation

Author: Narinder Singh

Publisher: Springer Science & Business Media

ISBN:

Category: Technology & Engineering

Page: 194

View: 646

I am indebted to my thesis advisor, Michael Genesereth, for his guidance, inspiration, and support which has made this research possible. As a teacher and a sounding board for new ideas, Mike was extremely helpful in pointing out Haws, and suggesting new directions to explore. I would also like to thank Harold Brown for introducing me to the application of artificial intelligence to reasoning about designs, and his many valuable comments as a reader of this thesis. Significant contribu tions by the other members of my reading committee, Mark Horowitz, and Allen Peterson have greatly improved the content and organization of this thesis by forcing me to communicate my ideas more clearly. I am extremely grateful to the other members of the Logic Group at the Heuristic Programming Project for being a sounding board for my ideas, and providing useful comments. In particular, I would like to thank Matt Ginsberg, Vineet Singh, Devika Subramanian, Richard Trietel, Dave Smith, Jock Mackinlay, and Glenn Kramer for their pointed criticisms. This research was supported by Schlumberger Palo Alto Research (previously Fairchild Laboratory for Artificial Intelligence). I am grateful to Peter Hart, the former head of the AI lab, and his successor Marty Tenenbaum for providing an excellent environment for performing this research.

Virtual Reality

Applications and Explorations

Author: Alan Wexelblat

Publisher: Academic Press

ISBN:

Category: Computers

Page: 270

View: 257

Virtual Reality: Applications and Explorations provides information pertinent to the fundamental aspects of virtual reality and artificial reality. This book discusses the potential applications of virtual reality. Organized into three parts encompassing 10 chapters, this book begins with an overview of the traditional computer science activities ad discusses how hard problems in computer science can be addressed with virtual reality ideas and technology. This text then explores some applications of virtual reality technology that could potentially touch almost every purposeful activity that humans undertake in a technological civilization. Other chapters consider the use of virtual reality to manage and present to users information that cannot otherwise be comprehended. This book discusses as well the use of artificial worlds in both computer art and virtual reality. The final chapter deals with how the ideas of virtual reality and artificial reality can be of use to anyone who has to manage a business or organization. This book is a valuable resource for computer scientists.

Virtual Reality in Medicine

Author: Robert Riener

Publisher: Springer Science & Business Media

ISBN:

Category: Computers

Page: 294

View: 104

Virtual Reality has the potential to provide descriptive and practical information for medical training and therapy while relieving the patient or the physician. Multimodal interactions between the user and the virtual environment facilitate the generation of high-fidelity sensory impressions, by using not only visual and auditory, but also kinesthetic, tactile, and even olfactory feedback modalities. On the basis of the existing physiological constraints, Virtual Reality in Medicine derives the technical requirements and design principles of multimodal input devices, displays, and rendering techniques. Resulting from a course taught by the authors, Virtual Reality in Medicine presents examples for surgical training, intra-operative augmentation, and rehabilitation that are already in use as well as those currently in development. It is well suited as introductory material for engineering and computer science students, as well as researchers who want to learn more about basic technologies in the area of virtual reality applied to medicine. It also provides a broad overview to non-engineering students as well as clinical users, who desire to learn more about the current state of the art and future applications of this technology.

Advances in Computer Entertainment

9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012, Proceedings

Author: Anton Nijholt

Publisher: Springer

ISBN:

Category: Computers

Page: 599

View: 563

This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

The Cincinnati Medical Repertory

Author: John Adams Thacker

Publisher:

ISBN:

Category: Medicine

Page:

View: 320

The Fifth Generation Computer Project

State of the Art Report 11:1

Author: Scarrott

Publisher: Elsevier

ISBN:

Category: Reference

Page: 278

View: 952

The Fifth Generation Computer Project is a two-part book consisting of the invited papers and the analysis. The invited papers examine various aspects of The Fifth Generation Computer Project. The analysis part assesses the major advances of the Fifth Generation Computer Project and provides a balanced analysis of the state of the art in The Fifth Generation. This part provides a balanced and comprehensive view of the development in Fifth Generation Computer technology. The Bibliography compiles the most important published material on the subject of The Fifth Generation.

Creeds of the Day, Or Collated Opinions of Reputable Thinkers

In Three Series of Letters

Author: Henry Coke

Publisher:

ISBN:

Category: Bible

Page:

View: 583

P. Vergili Maronis Opera

Virgil with an Introduction and Notes

Author: Virgil

Publisher:

ISBN:

Category:

Page:

View: 501

P. Vergili Maronis opera: Notes

Author: Virgil

Publisher:

ISBN:

Category:

Page:

View: 720

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