Buch, Englisch, 162 Seiten, Format (B × H): 154 mm x 233 mm, Gewicht: 278 g
ISBN: 978-1-84628-383-3
Verlag: Springer
We may consider technology as the set of tools, both hardware and software, that help us improve our performance in di?erent working (and playing) - cations; it includes all the man-made objects from paper to the latest audio book. Information technology helps to use, edit, share, and exchange kno- edge,intheformofdocuments—textual,acoustic,andpictorial—quicklyand e?ciently. E. D. Hirsch, Jr. pointed out that literate people in every society and every culture share a body of knowledge that enables them to commu- cate with each other and make sense of the world around them. The kinds of things a literate person knows vary from society to society and from era to era, so there is no absolute de?nition of literacy; the same holds for computer literacy. We may look at technology literacy from three di?erent dimensions: capabilities, knowledge, and ways of thinking and acting. According to this scheme, such dimensions can be placed along a continuum - from low to high, limited to extensive, and poorly developed to well developed. In such a thr- dimensional(3D)space,arethedi?erentproductsandgadgetsinoureveryday life, like the iPod, that are extensively developed, and have high-level ca- bilities but require little knowledge to make them work. Conversely, a CAD software package has low capabilities since it is a specialized application, and extensive knowledge is required to use it. These ways of thinking and a- ing must be well developed. There are di?erent views on which computing platform will encompass others existing one.
Zielgruppe
Graduates, postgraduates and researchers
Autoren/Hrsg.
Fachgebiete
- Technische Wissenschaften Elektronik | Nachrichtentechnik Nachrichten- und Kommunikationstechnik Fernmeldetechnik
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion Informationsvisualisierung
Weitere Infos & Material
From the contents Mobile Graphics Applications.- The Rise of Mobile Graphics.- Mobile Devices.- Mobile Devices and Graphics.- Mobile 3D Graphics: scenarios and challenges.- Application scenarios.- Multimedia and Graphics Usability Challenges.- Algorithms and Architectual challenges.- Summary.- Introduction to mobile 3D Graphics with OpenGL(R)ES.- Introduction to OpenGL(R)ES.- The OpenGL-ES rendering pipeline.- 3D mobile graphic concepts and rendering with OpenGL(R) ES.- OpenGL(R) ES future developments and extensions.- Summary.- Java Mobile 3D Graphics.- M3G.- MIDP applications.- Immediate and Retained mode.- Scene Graph.- Transformations.- Nodes of the Scene Graph.- Camera Class.- Managing illumination.- Meshes and Sprites.- Animations.- Ray intersections.- Building an M3G demo.- Summary.- Direct 3D Mobile.- Architecture.- Rendering Pipeline.- Primitive types.- Transformations.- Lighting.- Summary.- Conclusions and perspectives.- Appendix A: OpenGL-ES code samples.- References.