The Forever Home

The Forever Home

Author: Kevin Harris

Publisher: Advantage Media Group

Published: 2015-07-21

Total Pages: 182

ISBN-13: 1599324288

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The Forever Home provides the foundation to confidently explore what you want, plan your dream home, and find the right professionals to make it a reality. Renowned architect Kevin Harris will guide you through his proven, step-by-step process to design and build a house that fits you so well it becomes your forever home. No matter where you travel, your forever home is the place you feel complete. Inside these pages, you’ll learn how to: • Determine when it makes sense to hire an architect • Evaluate and assemble the design team and construction team that’s right for you • Understand the residential construction process • Use the Hierarchy of Design to make the most important decisions first • Recognize the pitfalls and avoid many common, but ill advised cost-saving schemes The Forever Home will pave the way for you to design and build not only the home of your current dreams, but the home that will be perfect for your children, grandchildren, aging parents, and even you later in life.


Integrated Circuit Design

Integrated Circuit Design

Author: Xiaokun Yang

Publisher: CRC Press

Published: 2024-11-20

Total Pages: 495

ISBN-13: 1040133487

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This textbook seeks to foster a deep understanding of the field by introducing the industry integrated circuit (IC) design flow and offering tape-out or pseudo tape-out projects for hands-on practice, facilitating project-based learning (PBL) experiences. Integrated Circuit Design: IC Design Flow and Project-Based Learning aims to equip readers for entry-level roles as IC designers in the industry and as hardware design researchers in academia. The book commences with an overview of the industry IC design flow, with a primary focus on register-transfer level (RTL) design, the automation of simulation and verification, and system-on-chip (SoC) integration. To build connections between RTL design and physical hardware, FPGA (field-programmable gate array) synthesis and implementation is utilized to illustrate the hardware description and performance evaluation. The second objective of this book is to provide readers with practical, hands-on experience through tape-out or pseudo tape-out experiments, labs, and projects. These activities are centered on coding format, industry design rules (synthesizable Verilog designs, clock domain crossing, etc.), and commonly-used bus protocols (arbitration, handshaking, etc.), as well as established design methodologies for widely-adopted hardware components, including counters, timers, finite state machines (FSMs), I2C, single/dual-port and ping-pong buffers/register files, FIFOs, floating-point units (FPUs), numerical hardware (Fourier transform, matrix-matrix multiplication, etc.), direct memory access (DMA), image processing designs, neural networks, and more. The textbook caters to a diverse readership, including junior and senior undergraduate students, as well as graduate students pursuing degrees in electrical engineering, computer engineering, computer science, and related fields. The target audience is expected to have a basic understanding of Boolean Algebra and Karnaugh Maps, as well as prior familiarity with digital logic components such as AND/OR gates, latches, and flip-flops. The book will also be useful for entry-level RTL designers and verification engineers who are embarking on their journey in application-specific IC (ASIC) and FPGA design industry.


Technology, Design and the Arts - Opportunities and Challenges

Technology, Design and the Arts - Opportunities and Challenges

Author: Rae Earnshaw

Publisher: Springer Nature

Published: 2020-06-22

Total Pages: 392

ISBN-13: 3030420973

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This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.


The Knockoff Economy

The Knockoff Economy

Author: Kal Raustiala

Publisher: Oxford University Press

Published: 2012-08-15

Total Pages: 281

ISBN-13: 0199908524

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From the shopping mall to the corner bistro, knockoffs are everywhere in today's marketplace. Conventional wisdom holds that copying kills creativity, and that laws that protect against copies are essential to innovation--and economic success. But are copyrights and patents always necessary? In The Knockoff Economy, Kal Raustiala and Christopher Sprigman provocatively argue that creativity can not only survive in the face of copying, but can thrive. The Knockoff Economy approaches the question of incentives and innovation in a wholly new way--by exploring creative fields where copying is generally legal, such as fashion, food, and even professional football. By uncovering these important but rarely studied industries, Raustiala and Sprigman reveal a nuanced and fascinating relationship between imitation and innovation. In some creative fields, copying is kept in check through informal industry norms enforced by private sanctions. In others, the freedom to copy actually promotes creativity. High fashion gave rise to the very term "knockoff," yet the freedom to imitate great designs only makes the fashion cycle run faster--and forces the fashion industry to be even more creative. Raustiala and Sprigman carry their analysis from food to font design to football plays to finance, examining how and why each of these vibrant industries remains innovative even when imitation is common. There is an important thread that ties all these instances together--successful creative industries can evolve to the point where they become inoculated against--and even profit from--a world of free and easy copying. And there are important lessons here for copyright-focused industries, like music and film, that have struggled as digital technologies have made copying increasingly widespread and difficult to stop. Raustiala and Sprigman's arguments have been making headlines in The New Yorker, the New York Times, the Financial Times, the Boston Globe, Le Monde, and at the Freakonomics blog, where they are regular contributors. By looking where few had looked before--at markets that fall outside normal IP law--The Knockoff Economy opens up fascinating creative worlds. And it demonstrates that not only is a great deal of innovation possible without intellectual property, but that intellectual property's absence is sometimes better for innovation.


GameAxis Unwired

GameAxis Unwired

Author:

Publisher:

Published: 2007-10

Total Pages: 92

ISBN-13:

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GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.


Processing

Processing

Author: Casey Reas

Publisher: MIT Press

Published: 2007

Total Pages: 737

ISBN-13: 0262182629

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An introduction to the ideas of computer programming within the context of the visual arts that also serves as a reference and text for Processing, an open-source programming language designed for creating images, animation, and interactivity.


Seeking God in Science

Seeking God in Science

Author: Bradley Monton

Publisher: Broadview Press

Published: 2009-07-20

Total Pages: 179

ISBN-13: 1770480188

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The doctrine of intelligent design is often the subject of acrimonious debate. Seeking God in Science cuts through the rhetoric that distorts the debates between religious and secular camps. Bradley Monton, a philosopher of science and an atheist, carefully considers the arguments for intelligent design and argues that intelligent design deserves serious consideration as a scientific theory. Monton also gives a lucid account of the debate surrounding the inclusion of intelligent design in public schools and presents reason why students’ science education could benefit from a careful consideration of the arguments for and against it.


The Art Kettle

The Art Kettle

Author: Sinead Murphy

Publisher: John Hunt Publishing

Published: 2012-03-16

Total Pages: 86

ISBN-13: 1846949858

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The theme of 'disinterest' is a dominant one in philosophical accounts of aesthetic experience, and, unlike many philosophical themes, it has had and continues to have a huge effect, on presuppositions about the nature of judgment, of feeling, of art, of resistance, of all of those experiences and activities that appear to operate at least partly outside of the given regulations of human existence. The Art Kettle has two aims: first, to show that 'modern' art - that is, art during and since the Enlightenment - is not only itself defined by 'disinterest,' by dearth of purpose, but functions as a standard for creativity, for free thinking, for choice, for indulgence, for questioning, and for protest, that suits very well the requirement, in our capitalist democracies, that differences and resistances expend themselves without effect on the combination of conservatism and consumption that supports these democracies; second, to show that the historical conflation of aesthetic experience and 'disinterest' is subject to resistance from another historical conflation: of aesthetic experience and use or purpose.