909 resultados para Computer arithmetic and logic units.
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The 12th and 18th chapters, Gaṇitādhyāya and Kuṭṭakādhyāya, of Brahmagupta's Brahmasiddhānta ; and the first two parts, Līlāvatī and Bījagaṇita, of Bhāskara's Siddhāntaśirḿanṇi.
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Mode of access: Internet.
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Mode of access: Internet.
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Mode of access: Internet.
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This paper describes the implementation of a TMR (Triple Modular Redundant) microprocessor system on a FPGA. The system exhibits true redundancy in that three instances of the same processor system (both software and hardware) are executed in parallel. The described system uses software to control external peripherals and a voter is used to output correct results. An error indication is asserted whenever two of the three outputs match or all three outputs disagree. The software has been implemented to conform to a particular safety critical coding guideline/standard which is popular in industry. The system was verified by injecting various faults into it.
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In emergency situations, where time for blood transfusion is reduced, the O negative blood type (the universal donor) is administrated. However, sometimes even the universal donor can cause transfusion reactions that can be fatal to the patient. As commercial systems do not allow fast results and are not suitable for emergency situations, this paper presents the steps considered for the development and validation of a prototype, able to determine blood type compatibilities, even in emergency situations. Thus it is possible, using the developed system, to administer a compatible blood type, since the first blood unit transfused. In order to increase the system’s reliability, this prototype uses different approaches to classify blood types, the first of which is based on Decision Trees and the second one based on support vector machines. The features used to evaluate these classifiers are the standard deviation values, histogram, Histogram of Oriented Gradients and fast Fourier transform, computed on different regions of interest. The main characteristics of the presented prototype are small size, lightweight, easy transportation, ease of use, fast results, high reliability and low cost. These features are perfectly suited for emergency scenarios, where the prototype is expected to be used.
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Handheld and mobile technologies have witnessed significant advances in functionality, leading to their widespread use as both business and social networking tools. Human-Computer Interaction and Innovation in Handheld, Mobile and Wearable Technologies reviews concepts relating to the design, development, evaluation, and application of mobile technologies. Studies on mobile user interfaces, mobile learning, and mobile commerce contribute to the growing body of knowledge on this expanding discipline.
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In article the problems of mutual adapting of the humans and computer environment are reviewed. Features of image-intuitive and physical-mathematical modes of perception and thinking are investigated. The problems of choice of means and methods of the differential education the computerized society are considered.
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Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2013
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Acknowledgments We thank Edoardo Del Pezzo, Ludovic Margerin, Haruo Sato, Mare Yamamoto, Tatsuhiko Saito, Malcolm Hole, and Seth Moran for the valuable suggestions regarding the methodology and interpretation. Greg Waite provided the P wave velocity model of MSH. An important revision of the methods was done after two blind reviews performed before submission. The suggestions of two anonymous reviewers greatly enhanced our ability of imaging structures, interpreting our results, and testing their reliability. The facilities of the IRIS Data Management System, and specifically the IRIS Data Management Center, were used for access to waveform and metadata required in this study, and provided by the Cascades Volcano Observatory – USGS. Interaction with geologists and geographers part of the Landscape Dynamics Theme of the Scottish Alliance for Geoscience, Environment and Society (SAGES) has been important for the interpretation of the results.
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Postprint
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Computer game technology produces compelling ‘immersive environments’ where our digitally-native youth play and explore. Players absorb visual, auditory and other signs and process these in real time, making rapid choices on how to move through the game-space to experience ‘meaningful play’. How can immersive environments be designed to elicit perception and understanding of signs? In this paper we explore game design and gameplay from a semiotic perspective, focusing on the creation of meaning for players as they play the game. We propose a theory of game design based on semiotics.