Project MAC Progress Report
Author | : Project MAC (Massachusetts Institute of Technology) |
Publisher | : |
Total Pages | : 340 |
Release | : 1973 |
Genre | : Artificial intelligence |
ISBN | : |
Download Progress Report Vi July 1968 To July 1969 Project Mac full books in PDF, epub, and Kindle. Read online free Progress Report Vi July 1968 To July 1969 Project Mac ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Project MAC (Massachusetts Institute of Technology) |
Publisher | : |
Total Pages | : 340 |
Release | : 1973 |
Genre | : Artificial intelligence |
ISBN | : |
Author | : Massachusetts Institute of Technology. Laboratory for Computer Science |
Publisher | : |
Total Pages | : 418 |
Release | : 1993 |
Genre | : Artificial intelligence |
ISBN | : |
Author | : Jack Belzer |
Publisher | : CRC Press |
Total Pages | : 496 |
Release | : 1979-05-01 |
Genre | : Computers |
ISBN | : 9780824722623 |
"This comprehensive reference work provides immediate, fingertip access to state-of-the-art technology in nearly 700 self-contained articles written by over 900 international authorities. Each article in the Encyclopedia features current developments and trends in computers, software, vendors, and applications...extensive bibliographies of leading figures in the field, such as Samuel Alexander, John von Neumann, and Norbert Wiener...and in-depth analysis of future directions."
Author | : National Library of Medicine (U.S.) |
Publisher | : |
Total Pages | : 1256 |
Release | : 1973 |
Genre | : Medicine |
ISBN | : |
First multi-year cumulation covers six years: 1965-70.
Author | : Allen Kent |
Publisher | : CRC Press |
Total Pages | : 1644 |
Release | : 1971-09-01 |
Genre | : Language Arts & Disciplines |
ISBN | : 9780824720124 |
"The Encyclopedia of Library and Information Science provides an outstanding resource in 33 published volumes with 2 helpful indexes. This thorough reference set--written by 1300 eminent, international experts--offers librarians, information/computer scientists, bibliographers, documentalists, systems analysts, and students, convenient access to the techniques and tools of both library and information science. Impeccably researched, cross referenced, alphabetized by subject, and generously illustrated, the Encyclopedia of Library and Information Science integrates the essential theoretical and practical information accumulating in this rapidly growing field."
Author | : Gilbert Falk |
Publisher | : |
Total Pages | : 406 |
Release | : 1970 |
Genre | : Computer graphics |
ISBN | : |
The paper describes a heuristic scence description program. This program accepts as input a scene represented as a line drawing. Based on a set of known object models the program attempts to determine the identify and location of each object viewed. The most significant feature of the program is its ability to deal with imperfect input data. Also presented are some preliminary results concerning constraints in projections of planar-faced solids. It is shown that for a restricted class of projections, 4 points located in 3-space in addition to complete monocular information are sufficient to specify all the visible point locations precisely. (Author).
Author | : |
Publisher | : |
Total Pages | : 1126 |
Release | : 1970 |
Genre | : Government reports announcements & index |
ISBN | : |
Author | : Alexander Smith |
Publisher | : CRC Press |
Total Pages | : 601 |
Release | : 2019-11-19 |
Genre | : Computers |
ISBN | : 042975261X |
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.