24 research outputs found
SEQGEL: a versatile and comfortable DNA editor which supports a special keyboard and a speech synthesizer
A DNA editor for an Apple II is described which contains many additional functions apart from just editing sequences. The data files are normal ASCII text or binary files and can thus be used easily by other programs. The program supports a special keyboard which greatly facilitates typing of DNA sequences. Furthermore a speech synthesizer is supported by the editor. The speech feedback, together with the special keyboard, reduces typing errors to a minimu
The Development of an Interactive Videodisc System
The thesis traces the development of interactive videodisc from origins based on early automatic machines through large-scale computer assisted learning (CAL) to microcomputer-based multi-media CAL. A comprehensive discussion of the interactive videodisc medium is provided, in terms of its features, advantages, problems, authoring and production processes, and educational applications. The requirements for interactive systems, and essential elements of video and videodisc technology are described. A relatively low-cost demonstration interactive videodisc system is developed in three phases, based on a BBC 'B' microcomputer and a Pioneer LD1100 videodisc player. In the first phase, software interfacing routines are developed in assembly language to control the player from the versatile interface adaptor (VIA) of the BBC micro. The signal control codes are based on a pulse code modulated format with uni-directional synchronous transmission. The interfacing routines are linked to, and driven by, a Basic program which provides full manual control of all player functions using the microcomputer keyboard. In the second phase, the interfacing routines are further extended to provide control linkage for interactive video application programs. Using a pilot videodisc, these Basic programs demonstrate interactive video techniques, including still frame access and the presentation of video sequences and sub-sequences. In the third phase, the application programs are converted to the authoring language, Microtext. The assembly language interfacing routines are developed into a corresponding Microtext extension command module. A mixer/genlock unit is used to provide graphics overlay of video still frames. An evaluation of the demonstration system is provided, in terms of developmental difficulties, its hardware and software features and capabilities, and its potential as a base for further suggested research work
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Adenovirus replication in trans : a new replication pathway
Replication of plasmid molecules containing either a left-end or a
right-end adenovirus origin was investigated. When the plasmids were
linearized to expose their respective adenovirus termini, mixed, and
transfected with helper adenovirus DNA into the human 293 cell line, a
new molecule was detected. The new molecule was the size predicted
for a recombinant between the two input plasmids. The recombinational
event, however, was not due to simple homologous recombination and was
totally dependent upon adenovirus replication. No molecules of the
same size were detected in the absence of helper adenovirus DNA,
indicating that detection of the new molecule was enabled by a
function provided by the adenovirus DNA, most likely replication. The
molecules appeared to be replicating by an adenovirus-driven mechanism
as indicated by their covalent attachment to protein and their
accumulation from 35-72 hours in a time course experiment. The
available evidence indicates that the molecules were produced by
replication followed by recombination rather than vice-versa.
A mechanism, called trans replication, is postulated whereby the
displaced complementary strands produced during replication interact
via base pairing to form a duplex. Kinetic data of adenovirus
replication previously obtained by other workers is consistent with
the process functioning in the normal adenovirus replication cycle.
Such a process is a hitherto unknown means for adenovirus to finish
complementary replication. As such, it represents the first clear
violation of the Meselson-Stahl principle of semi-conservative
replication that has been observed in any biological system
Progress Report No. 16
Progress report of the Biomedical Computer Laboratory, covering period 1 July 1979 to 30 June 1980
Very Important Game People in the History of Computer and Video Games
This thesis covers the history of 30 very important game people (in alphabetical order): David Arneson, Ralph Baer, Daniel Bunten, Nolan Bushnell, John Carmack, Chris Crawford, Richard Garriott, Gary Gygax, Trip Hawkins, Rob Hubbard, Toru Iwatani, Eugene Jarvis, Ken Kutaragi, Ed Logg, Sid Meier, Jeff Minter, Shigeru Miyamoto, Peter Molyneux, Yuji Naka, Alexey Pajitnov, John Romero, Hironobu Sakaguchi, Chris Stamper, Tim Stamper, Yu Suzuki, Satoshi Tajiri, Ken Williams, Roberta Williams, Will Wright and Gunpei Yokoi.
It includes their background, their most important games and game-related work. It also provides information about the companies they worked for and the people they worked with. The thesis was created by gathering information from large number of sources, including books, internet, magazines, games and contacting some of the actual people.
The thesis also contains a timeline of the most important events in the history of computer and video games and a chapter on the precursors of videogames, namely money game machines and pinball.
The thesis is illustrated with several hundred pictures
1995-1996, University of Memphis, bulletin
University of Memphis bulletin containing the undergraduate catalog for 1995-1996.https://digitalcommons.memphis.edu/speccoll-ua-pub-bulletins/1442/thumbnail.jp
1997-1999, University of Memphis bulletin
University of Memphis bulletin containing the undergraduate catalog for 1997-1999.https://digitalcommons.memphis.edu/speccoll-ua-pub-bulletins/1444/thumbnail.jp
The major and the minor on political aesthetics in the control society
This thesis examines the crucial diagnostic and productive roles that the concepts of minor and major practice, two interrelated modes of cultural production set out by Gilles Deleuze and Félix Guattari in Kafka: toward a Minor Literature (1975), have to play in the present era of ubiquitous digital technology and informatics that Deleuze himself has influentially described as the control society. In first establishing the conditions of majority and majority, Deleuze and Guattari’s historical focus in Kafka is the early twentieth century period of Franz Kafka’s writing, a period which, for Deleuze, marks the start of a transition between two types of society – the disciplinary society described by Michel Foucault in Discipline and Punish and the control society that is set apart by its distribution, indifferent technical processes and the replacement of the individual with the dividual in social and political thought. Because of their unique conceptual location, at the transition between societies, the concepts of majority and minority present an essential framework for understanding the impact of ubiquitous digital technology and informatics on cultural production in the twentieth century and beyond. In order to determine the conditions of contemporary major and minor practice across the transition from disciplinary to control societies, the thesis is comprised of two interconnecting threads corresponding to majority and minority respectively. Drawing on the theoretical work of Deleuze and Guattari, Friedrich Kittler and Fredric Jameson alongside pioneering figures in the historical development of computation and informatics (Alan Turing, Claude Shannon and others), material observation on the technical function of digital machines, and the close examination of emblematic cultural forms, I determine the specific conditions of majority that emerge through the development of the contemporary control era. Alongside this delineation of the conditions of majority I examine the prospective tactics, corresponding to the characteristics of minority set out by Deleuze and Guattari in Kafka, which emerge as a contemporary counter-practice within the control-era. This is carried out through the close observation of key examples of cultural production in the fields of literature, film, video, television and the videogame that manifest prospective tactics for a control-era minor practice within the overarching technical characteristics of the control-era major. Through an examination of these interrelated threads the thesis presents a framework for both addressing the significant political and cultural changes that ubiquitous computation effects in constituting the contemporary control society and determining the ways in which these changes can be addressed and countered through cultural production