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Physics for Game Developers

Physics for Game Developers

Author: David M. Bourg
Publisher: "O'Reilly Media, Inc."
ISBN: 0596000065
Pages: 326
Year: 2002
Offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations.
Raspberry Pi Iot in C

Raspberry Pi Iot in C

Author: Harry Fairhead
Publisher:
ISBN: 1871962463
Pages:
Year: 2016-10-02
The Raspberry Pi makes an ideal match for the Internet of Things. But to put it to good use in IoT you need two areas of expertise, electronics and programming and because of the way hardware and software engineering tend to occupy separate niches you may need help with combining the two. This book teaches you to think like an IoT programmer. In Raspberry Pi IoT in C you will find a practical approach to understanding electronic circuits and datasheets and translating this to code, specifically using the C programming language. The main reason for choosing C is speed, a crucial factor when you are writing programs to communicate with the outside world. If you are familiar with another programming language, C shouldn't be hard to pick up. Here it is used in conjunction with NetBeans and with the bcm2835 library. The main idea in this book is to not simply install a driver, but to work directly with the hardware. So rather than using Raspberry Pi HATs or other expansion boards we use the Pi's GPIO (General Purpose Input Output) and connect off-the-shelf sensors. If you want to know how to work with the GPIO lines directly, how to work with near realtime Linux and generally take control of the Pi this is the book you need. It explains how to use the standard bus types - SPI, I2C, PWM - and with custom protocols including an in-depth exposition of the 1-wire bus. You will also discover how to put the Internet into the IoT using sockets and the low cost ESP8266. After reading this book you will be in a better position to tackle interfacing anything-with-anything without the need for custom drivers and prebuilt hardware modules. Having written a Blinky program to check that everything we need is installed and working we move on to exploring the basics of using the GPIO and also master memory mapping, pulse width modulation and other more sophisticated bus types. From here we can start connecting sensors, which is a core requirement for IoT. First we'll meet the ubiquitous I2C bus, next we'll implement a custom protocol for a one-wire bus, and eventually we'll add eight channels of 12-bit AtoD with the SPI bus, which involves overcoming some subtle difficulties. Next we look at the traditional serial interface how to use it to communicate with other devices. This paves the way for getting the Pi on the web - after all this is a book about the Internet of Things -using first a USB WiFi adapter and sockets and then the low cost ESP8266, which is particularly useful with the Pi Zero which has only one USB port. Having transformed the Pi into both a web client and a web server we can then use them to exchange information.
Green Process Engineering

Green Process Engineering

Author: Martine Poux, Patrick Cognet, Christophe Gourdon
Publisher: CRC Press
ISBN: 1482208180
Pages: 470
Year: 2015-06-02
This book has been edited by Martine Poux, Patrick Cognet and Christophe Gourdon from the Laboratoire de Génie Chimique/ENSIACET, Toulouse. It presents an ensemble of methods and new chemical engineering routes that can be integrated in industrial processing for safer, more flexible, economical, and ecological production processes in the context of green and sustainable engineering. Different methods for improving process performance are dealt with, including: • Eco-design and process optimization by systemic approaches • New technologies for intensification • Radical change of industrial processes via the use of new media and new routes for chemical synthesis These various methods are fully illustrated with examples and industrial cases, making this book application oriented.
Physics of Gas-Liquid Flows

Physics of Gas-Liquid Flows

Author: Thomas J. Hanratty
Publisher: Cambridge University Press
ISBN: 1107512972
Pages:
Year: 2013-10-31
Presenting tools for understanding the behaviour of gas-liquid flows based on the ways large scale behaviour relates to small scale interactions, this text is ideal for engineers seeking to enhance the safety and efficiency of natural gas pipelines, water-cooled nuclear reactors, absorbers, distillation columns and gas lift pumps. The review of advanced concepts in fluid mechanics enables both graduate students and practising engineers to tackle the scientific literature and engage in advanced research. It focuses on gas-liquid flow in pipes as a simple system with meaningful experimental data. This unified theory develops design equations for predicting drop size, frictional pressure losses and slug frequency, which can be used to determine flow regimes, the effects of pipe diameter, liquid viscosity and gas density. It describes the effect of wavy boundaries and temporal oscillations on turbulent flows, and explains transition between phases, which is key to understanding the behaviour of gas-liquid flows.
Loadbang

Loadbang

Author: Johannes Kreidler
Publisher:
ISBN: 3955930556
Pages: 278
Year: 2013-06-05

CCH Accounting for Business Combinations, Goodwill, and Other Intangible Assets

CCH Accounting for Business Combinations, Goodwill, and Other Intangible Assets

Author: Benjamin S. Neuhausen, Rosemary Schlank, Ronald G. Pippin
Publisher: CCH
ISBN: 0808091131
Pages: 521
Year: 2007
CCH Accounting for Business Combinations, Goodwill, and Other Intangible Assets offers practical guidance on accounting for business combinations, as well as intangible assets and goodwill under both U.S. and international accounting standards. It covers a broad range of transactions, including: acquisitions of businesses by acquiring assets or stock; acquisitions of minority interests; leveraged buyouts; reverse acquisitions; rollup transactions; and transfers and exchanges between companies under common control. This comprehensive resource draws on a variety of accounting literature to amplify the text of FASB Statements No. 141, Business Combinations, and No. 142, Goodwill and Other Intangible Assets, for U.S. standards, and International Financial Reporting Standard 3, Business Combinations, and International Accounting Standard 38, Intangible Assets, for international standards, as issued by the International Accounting Standards Board. It provides professionals with a practical reference resource by selectively combining information from the official text of these statements, along with information drawn from the rules and releases of the SEC, consensuses of the FASBs Emerging Issues Task Force and the International Financial Reporting Committee, and lessons learned from leading accounting practitioners.
Hearing - From Sensory Processing to Perception

Hearing - From Sensory Processing to Perception

Author: B. Kollmeier, G. Klump, V. Hohmann, U. Langemann, M. Mauermann, S. Uppenkamp, J. Verhey
Publisher: Springer Science & Business Media
ISBN: 3540730095
Pages: 565
Year: 2007-09-21
Hearing – From Sensory Processing to Perception presents the papers of the latest "International Symposium on Hearing," a meeting held every three years focusing on psychoacoustics and the research of the physiological mechanisms underlying auditory perception. The proceedings provide an up-to-date report on the status of the field of research into hearing and auditory functions.
Making Things See

Making Things See

Author: Greg Borenstein
Publisher: "O'Reilly Media, Inc."
ISBN: 1449307078
Pages: 416
Year: 2012-01-27
A guide to creating computer applications using Microsoft Kinect features instructions on using the device with different operating systems, using 3D scanning technology, and building robot arms, all using open source programming language.
Teaching Physical Education

Teaching Physical Education

Author: Muska Mosston, Sara Ashworth
Publisher: Macmillan Publishing Company
ISBN: 0023841834
Pages: 268
Year: 1994-01
The definitive source for the groundbreaking ideas of the "Spectrum of Teaching Styles" introduced by Mosston and Ashworth and developed during 35 years in the field. This book offers teachers a foundation for understanding the decision-making structures that exist in all teaching/learning environments and for recognizing the variables that increase effectiveness while teaching physical education. In this thoroughly revised and streamlined edition, all chapters have been updated to include hundreds of real-world examples, concise charts, practical forms, and concrete suggestions for "deliberate teaching" so that teachers can understand their classrooms' flow of events, analyze decision structures, implement adjustments that are appropriate for particular classroom situations, and deliberately combine styles to achieve effective variations. As in prior editions, individual chapters describe the anatomy of the decision structure as it relates to teachers and learners, the objectives (O-T-L-O) of each style, and the application of each style to various activities and educational goals. For physical education teachers.
Ninja Innovation

Ninja Innovation

Author: Gary Shapiro
Publisher: Harper Collins
ISBN: 0062242369
Pages: 256
Year: 2013-01-08
Innovate or die For thirty years, Gary Shapiro has observed the world's most innovative businesses from his front-row seat as leader of the Consumer Electronics Association. Now he reveals the ten secrets of "ninja innovators" like Apple, Amazon, Google, Microsoft, and many others. What does it take to succeed? Discipline. Mission-oriented strategy. Adaptability. Decisiveness. And a will for victory. In short, today's most successful businesses are "ninja innovators." Drawn from Gary Shapiro's three decades of experience leading the consumer electronics industry, Ninja Innovation takes readers behind the scenes of today's top enterprises, uncovering their ten essential strategies for success. As head of the Consumer Electronics Association and its influential annual trade show, the International CES, Shapiro has worked with the most innovative companies in history—Intel, IBM, and Samsung, to name a few—focusing on creating policies and events that produce revolutionary products year after year. He has learned the key strategies that have guided these businesses to record-breaking profits, as well as the traps that have led so many others to crushing failure. In order to stay in front of the pace of innovation, Shapiro observes, top companies must operate as an elite strike force—just like the legendary medieval warriors known as ninjas. Ninjas weren't called upon to do the ordinary; they had to perform truly extraordinary tasks, while risking everything. As a highly trained martial-arts black belt himself, Shapiro mines the valuable insights of these centuries-old warriors to spotlight the secrets of agility, creativity, decisiveness, and reinvention that are essential for twenty-first-century leaders seeking breakthrough success. Taking readers inside the most cutting-edge businesses, Ninja Innovation is the ultimate guide to achieving victory in today's innovate-or-die economy.
HCI and Usability for Education and Work

HCI and Usability for Education and Work

Author: Andreas Holzinger
Publisher: Springer
ISBN: 3540893504
Pages: 488
Year: 2008-11-19
The Workgroup Human–Computer Interaction & Usability Engineering (HCI&UE) of the Austrian Computer Society (OCG) serves as a platform for interdisciplinary - change, research and development. While human–computer interaction (HCI) tra- tionally brings together psychologists and computer scientists, usability engineering (UE) is a software engineering discipline and ensures the appropriate implementation of applications. Our 2008 topic was Human–Computer Interaction for Education and Work (HCI4EDU), culminating in the 4th annual Usability Symposium USAB 2008 held during November 20–21, 2008 in Graz, Austria (http://usab-symposium.tugraz.at). As with the field of Human–Computer Interaction in Medicine and Health Care (HCI4MED), which was our annual topic in 2007, technological performance also increases exponentially in the area of education and work. Learners, teachers and knowledge workers are ubiquitously confronted with new technologies, which are available at constantly lower costs. However, it is obvious that within our e-Society the knowledge acquired at schools and universities – while being an absolutely necessary basis for learning – may prove insufficient to last a whole life time. Working and learning can be viewed as parallel processes, with the result that li- long learning (LLL) must be considered as more than just a catch phrase within our society, it is an undisputed necessity. Today, we are facing a tremendous increase in educational technologies of all kinds and, although the influence of these new te- nologies is enormous, we must never forget that learning is both a basic cognitive and a social process – and cannot be replaced by technology.
ACM SIGCHI curricula for human-computer interaction

ACM SIGCHI curricula for human-computer interaction

Author: SIGCHI (Group : U.S.). Curriculum Development Group, Association for Computing Machinery
Publisher: Assn for Computing Machinery
ISBN:
Pages: 162
Year: 1992

Kinect Hacks

Kinect Hacks

Author: Jared St. Jean
Publisher: "O'Reilly Media, Inc."
ISBN: 1449361234
Pages: 280
Year: 2012-11-03
Create your own innovative applications in computer vision, game design, music, robotics, and other areas by taking full advantage of Kinect’s extensive interactive, multi-media platform. With this book, you get a step-by-step walkthrough of the best techniques and tools to come out of the OpenKinect project, the largest and most active Kinect hacking community. Learn dozens of hacks for building interfaces that respond to body movements, gestures, and voice, using open source toolkits such as openFrameworks, the Processing IDE, and OpenKinect driver library. Whether you’re an artist, designer, researcher, or hobbyist, this book will give you a running start with Kinect. Set up a development environment in Windows 7, Mac OSX, or Ubuntu Build special effects apps with tools such as Synapse and Cinder Create gestural interfaces to integrate and control digital music components Capture the realistic motions of a 3D model with NI mate, Blender, and Animata Design gesture-based games with the ZigFu SDK Recreate the dimensions of any room in realtime, using RGBDemo Use gestures to navigate robots and control PC interfaces
Programming and Interfacing Atmel's Avrs

Programming and Interfacing Atmel's Avrs

Author: Thomas Grace
Publisher: Cengage Learning
ISBN: 1305509994
Pages: 272
Year: 2015-03-11
Atmel's AVR microcontrollers are the go-to chip for many hobbyists and hardware hacking projects. In this book, PROGRAMMING AND INTERFACING ATMEL'S AVRS, you will learn how to program and interface using three of Atmel's microcontrollers--the ATtiny13, the ATmega328, and the ATmega32. The book begins with the binary number system and move into programming in assembly, then C and C++. Very little prior engineering knowledge is assumed. You'll work step-by-step through sections on connecting to devices such as DC motors, servos, steppers, touch pads, GPS sensors, temperature sensors, accelerometers, and more. Get started working with Atmel's AVRs today, with PROGRAMMING AND INTERFACING ATMEL'S AVRS.
Gamers-- in the Library?!

Gamers-- in the Library?!

Author: Eli Neiburger
Publisher: American Library Association
ISBN: 0838909442
Pages: 178
Year: 2007
Provides advice for librarians who are interested in offering videogame tournaments in the library, with information on such topics as the basics of gaming culture, software and hardware, and planning and marketing a gaming event.