This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR). The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies that have entered the field and those that have failed or were acquired giving a complete history of AR progress. He explores the possible future developments providing readers with the tools to understand issues relating to defining, building, and using their perception of what is represented in their perceived reality, and ultimately how we assimilate and react to this information. In Augmented Reality: Where We Will All Live 2nd Edition, Jon Peddie has amassed and integrated a corpus of material that is finally in one place. It will serve as a comprehensive guide and provide valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality, its concepts, history, practices, and the science behind this rapidly advancing field of research and development.
This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.
This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist. It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building — from pitch to prototype to marketing. Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer’s time, and backend compositing time are saved while producing more accurate representations with 3D models that move. Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer’s lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner. It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about. It will enrich the readers’ understanding of what a difference an accurate high-fidelity image can make to the viewer — our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation. Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today’s fast world.
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.
The Sheep Industry of Territorial New Mexico offers a detailed account of the New Mexico sheep industry during the territorial period (1846–1912) when it flourished. As a mainstay of the New Mexico economy, this industry was essential to the integration of New Mexico (and the Southwest more broadly) into the national economy of the expanding United States. Author Jon Wallace tells the story of evolving living conditions as the sheep industry came to encompass innumerable families of modest means. The transformation improved many New Mexicans’ lives and helped establish the territory as a productive part of the United States. There was a cost, however, with widespread ecological changes to the lands—brought about in large part by heavy grazing. Following the US annexation of New Mexico, new markets for mutton and wool opened. Well-connected, well-financed Anglo merchants and growers who had recently arrived in the territory took advantage of the new opportunity and joined their Hispanic counterparts in entering the sheep industry. The Sheep Industry of Territorial New Mexico situates this socially imbued economic story within the larger context of the environmental consequences of open-range grazing while examining the relationships among Hispanic, Anglo, and Indigenous people in the region. Historians, students, general readers, and specialists interested in the history of agriculture, labor, capitalism, and the US Southwest will find Wallace’s analysis useful and engaging.
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.
From the Trojan Horse to Gulf War subterfuge, this far-reaching military history examines the importance and ingenuity of wartime deception campaigns. The art of military deception is as old as the art of war. This fascinating account of the practice draws on conflicts from around the world and across millennia. The examples stretch from the very beginnings of recorded military history—Pharaoh Ramses II's campaign against the Hittites in 1294 B.C.—to modern times, when technology has placed a stunning array of devices into the arsenals of military commanders. Military historians often underestimate the importance of deception in warfare. This book is the first to fully describe its value. Jon Latimer demonstrates how simple tricks have been devastatingly effective. He also explores how technology has increased the range and subtlety of what is possible—including bogus radio traffic, virtual images, even false smells. Deception in War includes examples from land, sea, and air to show how great commanders have always had, as Winston Churchill put it, that indispensable “element of legerdemain, an original and sinister touch, which leaves the enemy puzzled as well as beaten.”
Bob Dylan and John Lennon are two of the most iconic names in popular music. Dylan is arguably the twentieth century's most important singer-songwriter. Lennon was founder and leader of the Beatles who remain, by some margin, the most covered songwriters in history. While Dylan erased the boundaries between pop and poetry, Lennon and his band transformed the genre's creative potential. The parallels between the two men are striking but underexplored. This book addresses that lack. Jon Stewart discusses Dylan's and Lennon's relationship; their politics; their understanding of history; and their deeply held spiritual beliefs. In revealing how each artist challenged the restrictive social norms of their day, the author shows how his subjects asked profound moral questions about what it means to be human and how we should live. His book is a potent meditation and exploration of two emblematic figures whose brilliance changed Western music for a generation.
In this engagingly written history of electioneering in Britain from the eighteenth century to the present, Jon Lawrence explores the changing relationship between politicians and public. Throughout this period, he argues, British politics has been characterized by bruising public rituals intended to bestow legitimacy on politicians by obliging them to face an often irreverent public on broadly equal terms. Face-to-face interaction was central both to the disorderly civic rituals of eighteenth-century politics, and to the Victorian and Edwardian election meeting. Perhaps surprisingly, it also survived in pretty rude health between the wars, despite the emergence of the new mass communication media of radio and cinema. But the same cannot be said of the post-war era and the rise of television. Today most politicians are content merely to offer the semblance of meaningful engagement - walkabouts, canvassing and meetings are all designed to ensure that most senior politicians come into contact only with the smiling faces of that dwindling band, the 'party faithful'. Lloyd George and Churchill might have relished the rough and tumble of a tumultuous public meeting, but their modern counterparts tend to be more risk-averse (and not without reason, given that the cameras are always present to capture their mishaps). But this is not another nostalgic lament for a lost 'golden age'. On the contrary, Electing Our Masters argues that politicians frequently still crave the kudos to be derived from bruising encounters with an irreverent public - hence Tony Blair's so-called 'masochism strategy' in the 2005 election campaign, with its succession of gruelling sessions before live studio audiences. As Lawrence points out, the vital question for today is: can we persuade our broadcasters that such encounters must form a staple of modern, mediated politics?
Simply known as "The Game," the history of the Michigan-Ohio State rivalry - one of the oldest and, arguably, the fierecest in college football. With a history that stretches over a century, the Michigan-Ohio State rivalry is one of the oldest in college football. The two teams claim a combined 19 national championships, hundreds of All-Americans, and 10 Heisman Trophies. Each year, millions of Buckeye and Wolverine fans watch the two teams with great disdain for one another battle in late November - usually for an opportunity to win the Big Ten championship.
Popular music and masculinity have rarely been examined through the lens of research into monstrosity. The discourses associated with rock and pop, however, actually include more 'monsters' than might at first be imagined. Attention to such individuals and cultures can say things about the operation of genre and gender, myth and meaning. Indeed, monstrosity has recently become a growing focus of cultural theory. This is in part because monsters raise shared concerns about transgression, subjectivity, agency, and community. Attention to monstrosity evokes both the spectre of projection (which invokes familial trauma and psychoanalysis) and shared anxieties (that in turn reflect ideologies and beliefs). By pursuing a series of insightful case studies, Scary Monsters considers different aspects of the connection between music, gender and monstrosity. Its argument is that attention to monstrosity provides a unique perspective on the study of masculinity in popular music culture.
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.
Cultural vitality is an essential to a healthy and sustainable society as social equity, envrinmental responsibilty and economic viability. In order for public planning to be more effective, its methodology should include an integrated framework of cultural evaluation similar to social, environmental and economic assessment.
This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s. Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999. The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding. All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.
This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist. It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building — from pitch to prototype to marketing. Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer’s time, and backend compositing time are saved while producing more accurate representations with 3D models that move. Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer’s lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner. It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about. It will enrich the readers’ understanding of what a difference an accurate high-fidelity image can make to the viewer — our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation. Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today’s fast world.
This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s. Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999. The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding. All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR). The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies that have entered the field and those that have failed or were acquired giving a complete history of AR progress. He explores the possible future developments providing readers with the tools to understand issues relating to defining, building, and using their perception of what is represented in their perceived reality, and ultimately how we assimilate and react to this information. In Augmented Reality: Where We Will All Live 2nd Edition, Jon Peddie has amassed and integrated a corpus of material that is finally in one place. It will serve as a comprehensive guide and provide valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality, its concepts, history, practices, and the science behind this rapidly advancing field of research and development.
This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.
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