Digital Fun Stuff
An expert team from SONY Europe explains the technology behind today's major digital audio consumer products, including the Compact Disc, MiniDisc, Super Audio CD, DVD-Audio, MP3 and Digital Audio Tape.
This book provides readers with a solid set of diversified and essential tools for the theoretical modeling and control of complex robotic systems, as well as for digital human modeling and realistic motion generation. Following a comprehensive introduction to the fundamentals of robotic kinematics, dynamics and control systems design, the author extends robotic modeling procedures and motion algorithms to a much higher-dimensional, larger scale and more sophisticated research area, namely digital human modeling. Most of the methods are illustrated by MATLAB codes and sample graphical visualizations, offering a unique closed loop between conceptual understanding and visualization. Readers are guided through practicing and creating 3D graphics for robot arms as well as digital human models in MATLAB, and through driving them for real-time animation. This work is intended to serve as a robotics textbook with an extension to digital human modeling for senior undergraduate and graduate engineering students. At the same time, it represents a comprehensive reference guide for all researchers, scientists and professionals eager to learn the fundamentals of robotic systems as well as the basic methods of digital human modeling and motion generation.
One of the major challenges facing librarians and curators of digital repositories are the innovative 'born digital' documents created by scholars in the humanities. These documents range from the parsed corpora created by linguists to traditional reference information presented in electronic databases, to rich, multi-media hypertexts combining audio, still and moving video and text, and many other sorts of material. Too often, librarians think of electronic resources solely as providing access to subscription databases. This book encourages librarians to think holistically of the life cycle of electronic resources from new items being created at their institution, to end-user access, to long term preservation of digital resources.
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Digital Fun Stuff