A first attempt to investigate the spatial effects of the encounter between the video gaming industry and live streaming, starting from the early 2000s.
A first attempt to investigate the spatial effects of the encounter between the video gaming industry and live streaming, starting from the early 2000s.
Nc verification and re processing for collaborative machiningLiu PeiLing
Collaborative machining is becoming a common practice worldwide. In mold manufacturing industry, as the specialized workshops often do machining much faster and cheaper than big mold firms, the mold makers are sub-contracting the machining jobs to other workshops especially the specialized workshops for higher efficiency and profit. This practice causes the separation of NC data generation, verification, and re-processing which requests new ways to manage NC data. This paper investigates the collaborative machining process and identifies quick NC data verification and re-processing as critical issues. The functionalities and limitations of the commercial systems are studied and the related NC model, simulation, verification, and optimization technology are scrutinzed. A dynamic in-process stock model based on a new geometry representation is proposed, then a system for quick NC verification and re-processing is developed using OpenGL. The system has been implemented in many mold manufacturing companies and the results show that the pervasive machining modeling, simulation, verification, and re-processing can effectively optimize machining processes in collaborative machining environments.
Biopharma Production and Development China 2015 Rita Barry
As the BioPharma industry grows in China and the Asian region, we invite you to be a part of this tremendous growth & development opportunities!
IBC’s Biopharma Development & Production Week in China is THE meeting place for biopharma industry professionals and scientists to get the highest quality and practical information that will enable them to develop competitive advantages and advance their capabilities in developing and manufacturing cell lines, biosimilars, biobetters, vaccines or novel biologics.
Top Reasons Why You Should Participate:
- Establish Business Partnerships with Chinese/Asian drug developers and contract
manufacturers
- Learn technical & practical know how from experiences on the ground in Asia
- Showcase your cutting edge solutions in front of key China/Asian Biopharma
decision makers
http://www.biopharmaproduction.com
In this ZENworks Configuration Management update new aspects of SP2 are being covered: 3rd party imaging with WinPE, ENGL 6.0 beta, experimental Windows 7 deployment and Software Packaging with AdminStudio Standard Edition
Lecture 2 history of video games (Game Development)
Introduction
Video games have been an important concept in the
advancement of technology for over 40 years now.
Since 1975, they have not only become one of the most
popular sources of entertainment, they have also
played a major role in globalization, allowing people
from all over the world to communicate amongst each
other
The “First” Video Game
In 1962 Steve Russell invents SpaceWar!, a game that
was developed at the Massachusetts Institute of
Technology.
It wasn’t the first actual video game
developed, however it was the first intended to be
played on computers
Game was developed for a computer that cost over
$150,000 making it unmarketable and unknown to the
general public
Arcades
In 1971, Nolan Bushnell
along with Ted Dabney
(whom later founded Atari
together in 1975)
programmed the SpaceWars!
game to play on a television
screen
Together they created the
first Arcade
Machine, Computer
Space, which operated at 25
cents per 90 seconds
Video Games Become Popular
In 1975, Atari released
Pong as a home video
game on their first
console
Pong becomes a huge
success among a
teenage market
The sales of video game
entertainment systems
also begin to skyrocket
Arcade Games
From 1977 to the late
1980’s, video games
became extremely
popular as coin
operated machines in
arcades.
Games such as Pac
Man, Donkey
Kong, and Space
Invaders became
extremely successful.
Early Consoles
In 1972, Ralph Baer created the
Magnavox Odyssey. It was the first
video game console playable on
home televisions
Magnavox mass-produced these
consoles which featured 5 diskettes
that generated different code
already located in the machine and
2 huge controllers that used 6-C
batteries apiece
HAL (A.I.) first introduced
Atari releases 2600 in 1975, these
entertainment systems are referred
to as the 1st generation of consoles
2nd & 3rd Generation Consoles
(8-Bit)
Atari 2600
Nintendo
Entertainment
System(NES - 1985
4th Generation
(16-Bit)
Super Nintendo
(SNES)
Sega Genesis
Turbografx-16
5th Generation
(32-64 bit)
Atari Jaguar(32 Bit)
Sega CD(32 Bit)
Playstation(64 Bit)
Nintendo 64(64 Bit)
This era began what would
later be known as “the
Console Wars”. Both 64 Bit
machines ended up being
mainstream machines that
would later be the downfall
for both the Sega and Atari
companies as console
developers due to cost
efficiency and playability
With the release of the 64
Bit console, video games
became playable in 3
Dimensional worlds
Conclusion
Technology continues to grow and improve on a daily
basis
The consoles we use today (Xbox 360, PS5, etc.)contain
processors so much more powerful than as little as 5
years ago that the measurement of bits is no longer
appropriate
Video games are now in a stage of voice
recognition, motion detection, among other things
that will continue to
Nc verification and re processing for collaborative machiningLiu PeiLing
Collaborative machining is becoming a common practice worldwide. In mold manufacturing industry, as the specialized workshops often do machining much faster and cheaper than big mold firms, the mold makers are sub-contracting the machining jobs to other workshops especially the specialized workshops for higher efficiency and profit. This practice causes the separation of NC data generation, verification, and re-processing which requests new ways to manage NC data. This paper investigates the collaborative machining process and identifies quick NC data verification and re-processing as critical issues. The functionalities and limitations of the commercial systems are studied and the related NC model, simulation, verification, and optimization technology are scrutinzed. A dynamic in-process stock model based on a new geometry representation is proposed, then a system for quick NC verification and re-processing is developed using OpenGL. The system has been implemented in many mold manufacturing companies and the results show that the pervasive machining modeling, simulation, verification, and re-processing can effectively optimize machining processes in collaborative machining environments.
Biopharma Production and Development China 2015 Rita Barry
As the BioPharma industry grows in China and the Asian region, we invite you to be a part of this tremendous growth & development opportunities!
IBC’s Biopharma Development & Production Week in China is THE meeting place for biopharma industry professionals and scientists to get the highest quality and practical information that will enable them to develop competitive advantages and advance their capabilities in developing and manufacturing cell lines, biosimilars, biobetters, vaccines or novel biologics.
Top Reasons Why You Should Participate:
- Establish Business Partnerships with Chinese/Asian drug developers and contract
manufacturers
- Learn technical & practical know how from experiences on the ground in Asia
- Showcase your cutting edge solutions in front of key China/Asian Biopharma
decision makers
http://www.biopharmaproduction.com
In this ZENworks Configuration Management update new aspects of SP2 are being covered: 3rd party imaging with WinPE, ENGL 6.0 beta, experimental Windows 7 deployment and Software Packaging with AdminStudio Standard Edition
Lecture 2 history of video games (Game Development)
Introduction
Video games have been an important concept in the
advancement of technology for over 40 years now.
Since 1975, they have not only become one of the most
popular sources of entertainment, they have also
played a major role in globalization, allowing people
from all over the world to communicate amongst each
other
The “First” Video Game
In 1962 Steve Russell invents SpaceWar!, a game that
was developed at the Massachusetts Institute of
Technology.
It wasn’t the first actual video game
developed, however it was the first intended to be
played on computers
Game was developed for a computer that cost over
$150,000 making it unmarketable and unknown to the
general public
Arcades
In 1971, Nolan Bushnell
along with Ted Dabney
(whom later founded Atari
together in 1975)
programmed the SpaceWars!
game to play on a television
screen
Together they created the
first Arcade
Machine, Computer
Space, which operated at 25
cents per 90 seconds
Video Games Become Popular
In 1975, Atari released
Pong as a home video
game on their first
console
Pong becomes a huge
success among a
teenage market
The sales of video game
entertainment systems
also begin to skyrocket
Arcade Games
From 1977 to the late
1980’s, video games
became extremely
popular as coin
operated machines in
arcades.
Games such as Pac
Man, Donkey
Kong, and Space
Invaders became
extremely successful.
Early Consoles
In 1972, Ralph Baer created the
Magnavox Odyssey. It was the first
video game console playable on
home televisions
Magnavox mass-produced these
consoles which featured 5 diskettes
that generated different code
already located in the machine and
2 huge controllers that used 6-C
batteries apiece
HAL (A.I.) first introduced
Atari releases 2600 in 1975, these
entertainment systems are referred
to as the 1st generation of consoles
2nd & 3rd Generation Consoles
(8-Bit)
Atari 2600
Nintendo
Entertainment
System(NES - 1985
4th Generation
(16-Bit)
Super Nintendo
(SNES)
Sega Genesis
Turbografx-16
5th Generation
(32-64 bit)
Atari Jaguar(32 Bit)
Sega CD(32 Bit)
Playstation(64 Bit)
Nintendo 64(64 Bit)
This era began what would
later be known as “the
Console Wars”. Both 64 Bit
machines ended up being
mainstream machines that
would later be the downfall
for both the Sega and Atari
companies as console
developers due to cost
efficiency and playability
With the release of the 64
Bit console, video games
became playable in 3
Dimensional worlds
Conclusion
Technology continues to grow and improve on a daily
basis
The consoles we use today (Xbox 360, PS5, etc.)contain
processors so much more powerful than as little as 5
years ago that the measurement of bits is no longer
appropriate
Video games are now in a stage of voice
recognition, motion detection, among other things
that will continue to
Video games have become integrated into the everyday lives of people all around the world. It’s almost impossible to find a modern smart phone or computer today that does not ship with some preinstalled video game for users to play. While the study of video games has been active ever since the video game revolution took off in the early 1980’s, most average video gamers today have never been taught how to “study” a video games inner workings. To better understand the complex video games of today, it’s useful to draw on the rich history of video games for perspective.
The history of video games goes as far back as the early 1940s
1. The history of video games goes as far back as the Early 1940s-
1950s, when academics began designing simple games, simulations,
and artificial intelligence programs as part of their computer science
research. Video gaming would not reach mainstream popularity until the
1970s and 1980s, when arcade video games, gaming
consoles and home computer games were introduced to the general
public. Since then, video gaming has become a popular form of
entertainment and a part of modern culture in most parts of the world.
As of 2014, there are eight generations of video game consoles.
First generation (1972–1980)
Magnavox Odyssey, released in 1972, was the first video game
console.
Color TV Game, released only in Japan in 1977.
Telstar (1976)
APF TV Fun (1976)
Second generation (1976–1983)
Fairchild Channel F (1976)
RCA Studio II (1976)
Atari 2600 (1977)
Third generation (1983–1987)
Sega Master System(1985)
Nintendo Entertainment System (1983)
Sega SG-1000 (1983)
Fourth generation (1987–1995)
Super Nintendo Entertainment System(1990)
Sega Genesis (1988)
Neo-Geo (1990)
Fifth generation (1993–2000)
PlayStation (1994)
Nintendo 64 (1996)
Sega Saturn (1994)