Introduction to Graphics Communications for Engineers

Introduction to Graphics Communications for Engineers

Author: Gary R. Bertoline

Publisher: McGraw-Hill Science, Engineering & Mathematics

Published: 2007-07

Total Pages: 252

ISBN-13: 9780077228675

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Introduction to Graphics Communications for Engineers, Third Edition, introduces engineering students to the standard practices used by engineers to communicate graphically. The primary goal of this text is to assist engineering students in learning the techniques and standards of communicating graphically so that design ideas can be clearly communicated and produced. The text concentrates on the concepts and skills needed to sketch and create 2-D and 3-D CAD models.


Fundamentals of Graphics Communication

Fundamentals of Graphics Communication

Author: Gary R. Bertoline

Publisher:

Published: 2010

Total Pages: 800

ISBN-13: 9780071221795

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Presents a contemporary approach to teach the engineering graphics skills. This title covers design concepts, the use of CAD, the basic visualization and sketching techniques that enable students to create and communicate graphic ideas effectively. It includes examples of how graphics communication pertains to 'real-world' engineering design


The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies

The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies

Author: Erik Brynjolfsson

Publisher: W. W. Norton & Company

Published: 2014-01-20

Total Pages: 320

ISBN-13: 0393239357

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The big stories -- The skills of the new machines : technology races ahead -- Moore's law and the second half of the chessboard -- The digitization of just about everything -- Innovation : declining or recombining? -- Artificial and human intelligence in the second machine age -- Computing bounty -- Beyond GDP -- The spread -- The biggest winners : stars and superstars -- Implications of the bounty and the spread -- Learning to race with machines : recommendations for individuals -- Policy recommendations -- Long-term recommendations -- Technology and the future (which is very different from "technology is the future").


Fundamentals of Multimedia

Fundamentals of Multimedia

Author: Ze-Nian Li

Publisher: Springer Science & Business Media

Published: 2014-04-09

Total Pages: 741

ISBN-13: 331905290X

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This textbook introduces the “Fundamentals of Multimedia”, addressing real issues commonly faced in the workplace. The essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Features: presents an overview of the key concepts in multimedia, including color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website.


Ethics for the Information Age

Ethics for the Information Age

Author: Michael Jay Quinn

Publisher: Addison Wesley Publishing Company

Published: 2006

Total Pages: 516

ISBN-13:

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Widely praised for its balanced treatment of computer ethics, Ethics for the Information Age offers a modern presentation of the moral controversies surrounding information technology. Topics such as privacy and intellectual property are explored through multiple ethical theories, encouraging readers to think critically about these issues and to make their own ethical decisions.


21st Century Skills

21st Century Skills

Author: Bernie Trilling

Publisher: John Wiley & Sons

Published: 2012-02-07

Total Pages: 263

ISBN-13: 1118157060

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This important resource introduces a framework for 21st Century learning that maps out the skills needed to survive and thrive in a complex and connected world. 21st Century content includes the basic core subjects of reading, writing, and arithmetic-but also emphasizes global awareness, financial/economic literacy, and health issues. The skills fall into three categories: learning and innovations skills; digital literacy skills; and life and career skills. This book is filled with vignettes, international examples, and classroom samples that help illustrate the framework and provide an exciting view of twenty-first century teaching and learning. Explores the three main categories of 21st Century Skills: learning and innovations skills; digital literacy skills; and life and career skills Addresses timely issues such as the rapid advance of technology and increased economic competition Based on a framework developed by the Partnership for 21st Century Skills (P21) The book contains a video with clips of classroom teaching. For more information on the book visit www.21stcenturyskillsbook.com.


Multimedia

Multimedia

Author: Tay Vaughan

Publisher: Osborne Publishing

Published: 1996

Total Pages: 636

ISBN-13: 9780078822254

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Thoroughly updated for newnbsp;breakthroughs in multimedia nbsp; The internationally bestselling Multimedia: Making it Work has been fully revised and expanded to cover the latest technological advances in multimedia. You will learn to plan and manage multimedia projects, from dynamic CD-ROMs and DVDs to professional websites. Each chapter includes step-by-step instructions, full-color illustrations and screenshots, self-quizzes, and hands-on projects. nbsp;


Architectural Research Methods

Architectural Research Methods

Author: Linda N. Groat

Publisher: John Wiley & Sons

Published: 2013-04-03

Total Pages: 480

ISBN-13: 1118418514

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A practical guide to research for architects and designers—now updated and expanded! From searching for the best glass to prevent glare to determining how clients might react to the color choice for restaurant walls, research is a crucial tool that architects must master in order to effectively address the technical, aesthetic, and behavioral issues that arise in their work. This book's unique coverage of research methods is specifically targeted to help professional designers and researchers better conduct and understand research. Part I explores basic research issues and concepts, and includes chapters on relating theory to method and design to research. Part II gives a comprehensive treatment of specific strategies for investigating built forms. In all, the book covers seven types of research, including historical, qualitative, correlational, experimental, simulation, logical argumentation, and case studies and mixed methods. Features new to this edition include: Strategies for investigation, practical examples, and resources for additional information A look at current trends and innovations in research Coverage of design studio–based research that shows how strategies described in the book can be employed in real life A discussion of digital media and online research New and updated examples of research studies A new chapter on the relationship between design and research Architectural Research Methods is an essential reference for architecture students and researchers as well as architects, interior designers, landscape architects, and building product manufacturers.


Mastering Autodesk Inventor 2015 and Autodesk Inventor LT 2015 Autodesk Official Press

Mastering Autodesk Inventor 2015 and Autodesk Inventor LT 2015 Autodesk Official Press

Author: Curtis Waguespack

Publisher: Serdar Hakan DÜZGÖREN

Published:

Total Pages: 1058

ISBN-13:

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The Autodesk® Inventor® program was introduced in 1999 as an ambitious 3D parametric modeler based not on the familiar Autodesk® AutoCAD® software programming architecture but instead on a separate foundation that would provide the room needed to grow into the fully featured modeler it is now, more than a decade later. Autodesk Inventor 2015 continues the development of Autodesk Inventor with improved modeling, drawing, assembly, and visualization tools. Autodesk has set out to improve this release of Autodesk Inventor by devoting as much time and energy to improving existing tools and features as it has to adding new ones. With this book, the sixth edition of Mastering Autodesk® Inventor® 2015 and Autodesk® Inventor LT™ 2015, I have set out to update the existing pages and add new content and exercises. In these pages, you will fi nd detailed information on the specifi cs of the tools and the principles of sound parametric design techniques. Some readers will fi nd this book works best for them as a desktop reference, whereas others will use it primarily for the step-by-step tutorials. With this in mind, I’ve worked to shape the pages of this book with a mix of reference material, instructional steps, and tips and hints from the real world.


Game Engine Architecture

Game Engine Architecture

Author: Jason Gregory

Publisher: CRC Press

Published: 2017-03-27

Total Pages: 1042

ISBN-13: 135160564X

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Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.