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Emacs Lisp in Edwin SSchemeBirkholz, Matthew 01 September 1993 (has links)
The MIT-Scheme program development environment includes a general-purpose text editor, Edwin, that has an extension language, Edwin Scheme. Edwin is very similar to another general-purpose text editor, GNU Emacs, which also has an extension language, Emacs Lisp. The popularity of GNU Emacs has lead to a large library of tools written in Emacs Lisp. The goal of this thesis is to implement a useful subset of Emacs Lisp in Edwin Scheme. This subset was chosen to be sufficient for simple operation of the GNUS news reading program.
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Att gå mot rött : en studie i spelarbeteendenHorned, Carl January 2010 (has links)
<p>Denna uppsats handlar om en undersökning jag gjorde där 39 personer gickigenom en virtuell miljö jag byggt i Unreal Editor 3.Den virtuella miljön bestod av 5 korsningar där spelaren gjorde ett val omvilket håll han skulle gå.Baserat på statistik och intervjusvar från de 39 personerna har jag sedandragit en slutsats i form av en rangordning av beteenden som styr enspelare genom en nivå i ett dataspel.</p> / <p>This paper concerns a study I did in which 39 people went through a virtual environment I built in Unreal Editor 3.The virtual environment consisted of five intersections where the playermade a choice about which direction he should go. Based on statistics and interview responses from the 39 people I have since come to a conclusion in the form of a hierarchy of behaviours that control a player through a level in a computer game.</p>
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Leserbriefe / Letters to the editorJanuary 2009 (has links)
Leserbriefe zu den Themen:
- Gelungenes Nahost-Heft
- Soziale Transformation ist der Schlüssel
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Repliken und Leserbriefe / Replicas and letters to the editorJanuary 2009 (has links)
Repliken und Leserbriefe:
- Russische Klischees – Polnische Klischees
- Außenpolitik und Linke
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Creating the Challenge Creator Platform Independent Usability Design Principles and Heuristics for Level Editor Tools in GamesHolmgren, Zack January 2015 (has links)
Objectives. In this thesis I have, together with game developer and publisher Paradox Interactive, designed and implemented a level editor tool for use in their game Magicka 2. With this tool users can create, edit and share custom Challenge levels in the game. I have also done a more in-depth scientific study of usability in such level editor tools, especially pertaining to the disparity between various controller input schemes and platforms. Methods. I have performed a literary study of articles and books relevant to the field of game design, user interface design, general usability, controller input schemes and any other topic I found relevant. I have paired this with a study of similar level editor tools and their user interfaces and features in other console and PC games. This knowledge, together with feedback from both expert and non-expert testing, has then been analyzed and used to design and implement both the user interface and the features of the level editor. Results. Results of the literary study, level editor tool study and testing are presented together with their impact on the design of the user interface and all implemented features. The results of each iteration of the Challenge Creator are presented as well. Lastly, all results are analyzed and a set of design heuristics for creating a similar level editor tool is presented. Conclusions. I conclude that creating a platform independent level editor tool with high usability is very much possible, but that designing such a tool becomes far more difficult with each new platform and controller input scheme supported. I also conclude that additional features and further increase in tool complexity loses significant impact if the core user interface is lacking in usability. I also conclude that more time and testing will be needed to further empirically validate the design heuristics. Lastly, I conclude that additional iterations will be required upon the Challenge Creator to improve its usability in light of already known and established design flaws.
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The design and implementation of an interactive proof editorRitchie, Brian January 1988 (has links)
This thesis describes the design and implementation of the IPE, an interactive proof editor for first-order intuitionistic predicate calculus, developed at the University of Edinburgh during 1983-1986, by the author together with John Cartmell and Tatsuya Hagino. The IPE uses an attribute grammar to maintain the state of its proof tree as a context-sensitive structure. The interface allows free movement through the proof structure, and encourages a "proof-byexperimentation" approach, since no proof step is irrevocable. We describe how the IPE's proof rules can be derived from natural deduction rules for first-order intuitionistic logic, how these proof rules are encoded as an attribute grammar, and how the interface is constructed on top of the grammar. Further facilities for the manipulation of the IPE's proof structures are presented, including a notion of IPE-tactic for their automatic construction. We also describe an extension of the IPE to enable the construction and use of simply-structured collections of axioms and results, the main provision here being an interactive "theory browser" which looks for facts which match a selected problem.
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Who do they think they are? : constructing Australian immigration in letters to the editor since 1966McCormack, Paul Joseph. Unknown Date (has links)
No description available.
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[en] FUNCTIONAL SPECIFICATION AND IMPLEMENTATION OF A VOICE EDITOR / [pt] ESPECIFICAÇÃO FUNCIONAL E IMPLEMENTAÇÃO DE UM EDITOR DE VOZEDUARDO AUTRAN DE ALMEIDA JUNIOR 27 October 2009 (has links)
[pt] Este trabalho analisa projetos que oferecem serviços integrados, com um enfoque maior sobre edição de voz, tendo como objetivo identificar as características específicas do tratamento de voz como meio de representação da informação, fornecendo assim subsídios conceituais para a especificação apresentada de um editor de voz. A seguir, é descrita a implementação de um protótipo de editor de voz proposto, desenvolvido para microcomputadores do tipo PC providos da placa de codificação de voz desenvolvida nos laboratórios da PUC-RJ. / [en] This work analyses projects that offer integrated services, specially those which provide voice edition, in order to identify the particular characteristics of voice as a medium of representation of information, providing conceptual subsidies to the presented specification of a voice editor. After this, implementation of a prototype of the voice editor, which was developed to PC compatibles provided with the board of voice codification developed at the laboartories of PUC-RJ, is described.
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Le “Journal de Paris” et les arts visuels, 1777-1788 / The “Journal de Paris” and the visual arts, 1777-1788Fialcofschi, Roxana 02 October 2009 (has links)
Premier quotidien français, le Journal de Paris innove la périodicité de la presse à la fin de l’Ancien Régime. A sa parution quotidienne et à la recherche de la diversité de l’information le Journal ajoute sa forme épistolaire, censée le tranformer dans une “correspondance familière et journalière des citoyens d’une même ville”. C’est à la fois sa périodicité quotidienne qui assure son succès et lui attire de nombreux ennemis, dans le contexte d’une presse en pleine expansion et lourdement soumise à la censure. Si le domaine politique lui est interdit, le Journal de Paris se concentre, dès sa parution, sur le thème de l’utilité publique et sur les beaux-arts. Il accorde une place importante au discours sur les arts visuels (peinture, sculpture, gravure, architecture, urbanisme) et propose à ses abonnés un tableau de l’actualité artistique, sous la plume d’un correspondant pour les arts stable, dans la personne d’Antoine Renou, peintre et secrétaire adjoint de l’Académie de peinture et de sculpture. Malgré la censure imposée à la presse par l’institution académique, qui possède le monopole d’une grande partie du domaine des arts visuels, le débat sur les arts mené dans le Journal de Paris révèle un public des arts plus large et plus varié, passionné par l’expression critique et la circulation des idées. / The “Journal de Paris” first French newspaper renews the press standards at the end of the Old Regime.Through its daily publication and its research for a different type of information, the newspaper aims at becoming a more familiar correspondence among the citizens of a same town.Thanks to its daily publication it has been successful drawing lots of enemies as well due to a widely spreading press hardly submitted to censorship.The “Journal de Paris”, being the political field strongly forbidden, focuses its attention on public services and fine arts and architecture.It gives a very important place to visual arts (painting, sculpture, engraving, architecture, town planning) proposing to its subscribers a portrait of the artistic panorama carried out by one of a stable correspondent for arts, Antoine Renou, painter and assistant secretary for the Academy of paintings and sculpture.Despite the censorship imposed to the press by the academic institution, having the monopoly of a large part of the visual arts field, the debate upon the arts carried in the “Journal de Paris” shows a larger and more varied arts-oriented public, fascinated by the critical expression and the spreading of ideas.
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Um editor de cenários urbanos para aplicações de realidade virtualde Siqueira Campos Araújo Filho, Mozart January 2003 (has links)
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Previous issue date: 2003 / Se observarmos os diversos tipos de aplicações tridimensionais (3D) nos últimos tempos,
podemos ver claramente a evolução e a diversificação deste tipo de sistema e a
sua inserção no mercado. Essas aplicações têm sido utilizadas nas mais diversas áreas:
primeiramente em ambientes de simulações para reduzir o custo de projeto e teste de
equipamentos militares ou industriais; posteriormente em jogos de computadores e em
ferramentas de edição específicas e, atualmente, em plataformas imersivas. Entretanto,
mesmo que esse tipo de aplicação tenha se desenvolvido bastante e que dispositivos de
hardware estejam cada vez mais disponíveis ao usuário final, novas formas de utilização
deste tipo de tecnologia estão aparecendo a cada instante.
O presente trabalho visa colocar em estudo, projetar e desenvolver um dos tipos de
aplicações mais comuns dentro de ambientes 3D para PC: os editores de cenários. Um
editor de cenários é um ambiente que permite a modelagem de objetos ou ambientes
3D. Um bom editor oferece o desafio de ser intuitivo ao usuário final, além de oferecer
os mecanismos de interação que esse usuário espera de uma aplicação desse tipo. Esta
é uma aplicação 3D bastante complexa dentro da ótica de programação, pois envolve o
desenvolvimento de um motor de visualização 3D; além de tratar de desafios intrínsecos
a esse tipo de aplicação, como fornecer, ao motor, mecanismos que o adaptem ao uso de
múltiplas janelas de visualização (viewports) e ao uso de mecanismos de aceleração por
hardware. O citado motor deverá tratar de eventos intrínsecos ao dispositivo de navegação
dentro de uma viewport. Neste projeto foi adotado um padrão de desenvolvimento e
estruturação, isto é, foi desenvolvido um framework detalhado, além de um estudo de
caso de problemas intrínsecos a aplicações 3D. O padrão adotado foi firmados, com base,
em um estudo de caso que consistiu na construção de dois editores de cenários específicos
no âmbito de construção de edificações urbanas e modelagem urbana.
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