273 research outputs found
Security in Pervasive Computing: Current Status and Open Issues
Million of wireless device users are ever on the move, becoming more dependent on their PDAs, smart phones, and other handheld devices. With the advancement of pervasive computing, new and unique capabilities are available to aid mobile societies. The wireless nature of these devices has fostered a new era of mobility. Thousands of pervasive devices are able to arbitrarily join and leave a network, creating a nomadic environment known as a pervasive ad hoc network. However, mobile devices have vulnerabilities, and some are proving to be challenging. Security in pervasive computing is the most critical challenge. Security is needed to ensure exact and accurate confidentiality, integrity, authentication, and access control, to name a few. Security for mobile devices, though still in its infancy, has drawn the attention of various researchers. As pervasive devices become incorporated in our day-to-day lives, security will increasingly becoming a common concern for all users - - though for most it will be an afterthought, like many other computing functions. The usability and expansion of pervasive computing applications depends greatly on the security and reliability provided by the applications. At this critical juncture, security research is growing. This paper examines the recent trends and forward thinking investigation in several fields of security, along with a brief history of previous accomplishments in the corresponding areas. Some open issues have been discussed for further investigation
Spartan Daily October 26, 2011
Volume 137, Issue 32https://scholarworks.sjsu.edu/spartandaily/1086/thumbnail.jp
Spartan Daily October 26, 2011
Volume 137, Issue 32https://scholarworks.sjsu.edu/spartandaily/1086/thumbnail.jp
Stagnant, March 31, 2014
April Fools Editionhttps://irl.umsl.edu/current2010s/1165/thumbnail.jp
THE ADAPTATION OF 3D VIDEO GAME PRODUCTION TECHNIQUES TO THE 2D GAME PLAY MECHANICS OF THE BEAT-EM-UP GENRE
In this paper, we address some of the technological issues and shortcomings that led to the recession in popularity of the Beat \u27em up video game genre. In particular, we adapt current technological advances and apply them to 3D video game development to mirror the mechanics of the 2D Beat \u27em up genre. We describe our assembly-line approach to 3D asset production that permits quick development of multiple and varied characters and environments. Our approach to 3D camera placement provides the same viewpoint used in the 2D game approach. We have developed various scripts to streamline the animation process. In addition, levels are designed retroactively with a go right\u27 mentality, and various programming techniques that facilitate swappable, and multiple enemy types with didifferent AI behaviors. Finally, we apply current hit detection technology to the spirit of the Beat \u27em up
Edgar Wright As An Auteur
This thesis is an interpretation of the work of film director Edgar Wright using auteur theory as the primary method. The first portion of the essay contextualizes and provides a brief summary of auteur theory before moving into an analysis of Wright’s films. The auteur analysis comprises the entirety of “Part One” of the essay, beginning on page 5. The examination of Edgar Wright’s work can be found in “Part Two” of the essay, beginning on page 17. The films analyzed within include: Shaun of the Dead (2004), Hot Fuzz (2007), Scott Pilgrim vs. the World (2010), The World’s End (2013), and Baby Driver (2017). “Part Two” of the essay comprises the majority of the paper and addresses topics including: the function of sound, the usage of reference/homage within, and the consistent introductory elements in an Edgar Wright film
The Granite, 1998
The yearbook of the New Hampshire College of Agriculture and the Mechanic Arts, 1909-1922, the University of New Hampshire, 1923-https://scholars.unh.edu/granite_yearbook/1088/thumbnail.jp
The Grizzly, November 13, 1990
Clergy Assembly Meets Ninth Consecutive Year • Career Day: An Information Session for Students • U.S. Energy Policy Anti-American? • The Ursinus Tutoring Program • Being British Without Being English • Election Results • Students React to Reimert Security Doors • Greeks Sponsor Halloween Party • F.W. Olin Foundation • Wilk 3 Protest • The History of Olin Grant • The Changeling • INXS • Television: Whose Reality is it Anyway? • Swimmers Wash Out Washington • Cross-Country Team Pleased with Regionals • Steimy Starts Club • Men\u27s Basketball Looks for Improvement in 1991 Season • Football Finishes Season with a Loss • Letters: No Defense for Personal Abuse; Zeta Chi Missed the Point! • Uncle Sam Wants Everyone • Pre-Med Prognosis Improving • Ursinus Grad in Sticky Situation • Brownback-Anders Meetinghttps://digitalcommons.ursinus.edu/grizzlynews/1264/thumbnail.jp
Scott Pilgrim vs the Future of Comics Publishing
Publishers have always been keen to maximize the multimedia potential of their products, and are increasingly eager to make the most of the opportunities afforded to them by digital platforms and technologies. While this sort of treatment is ubiquitous for those intellectual properties belonging to industry behemoths Marvel and DC, it is unusual for those published by smaller independent presses to receive similar consideration. However, Bryan Lee O'Malley's comic book series Scott Pilgrim despite its modest, independently published beginnings, was bought by Fourth Estate and then made into a major motion picture in 2010, the release of which was accompanied by a mobile phone app. This article will explore how the consequences of commercial decisions taken by Fourth Estate and the creators of the app affect the reception of the comic, and is informed by original interviews with the publisher and app creator. It will pay particular attention to the significance of content contained within the print comics that is not contained within the app. My examination will draw on Gerard Genette's definition of the paratext and how it locates the print comic within a creative economy that privileges a DIY practice - demonstrating an allegiance, for example, to webcomic creation, a direct transaction between creator and consumer that bypasses the producer entirely. This analysis will be coupled with an investigation of how the migration of print content to app affects the reading of the comic, and is augmented by a survey of comics readers who are used to reading digital content on-screen. I argue that not only does the intervention of digital technology transform the aesthetic product, the commercial motivations of the publisher/producer are inextricable from our understanding of the comic as artefact, thus emphasizing the need for a more cultural materialist approach in comics studies as a discipline
Places of Enunciation and Disputes of Meaning of Journalistic Work in Alternative Arrangements to Media Corporations
The paper intends to analyze how “alternative arrangements to media corporations” name their work activities in relation to journalism and express certain ethos in their presentation texts (official websites) – taken here as a corpus of analysis. Considering a set of initiatives of this nature in São Paulo, it seeks to identify the different places of enunciation of these arrangements, as well as the disputes of meaning engendered in these spaces. It defines operational criteria to visualize the presence/absence of identification marks (with journalism) and of differentiation (in relation to the meaning of journalism enunciated by the subjects), from the construction of two categories of analysis, classified as “markers of journalistic praxis” and “journalism qualifiers”.
O artigo pretende analisar como “arranjos econĂ´micos alternativos Ă s corporações de mĂdia” nomeiam suas atividades de trabalho em relação ao jornalismo e manifestam determinados ethos em seus textos de apresentação (sites oficiais) – tomados, aqui, como corpus de análise. Considerando um conjunto de iniciativas desta natureza em SĂŁo Paulo, procura identificar os diferentes lugares de enunciação destes arranjos, bem como as disputas de sentido engendradas nestes espaços. Define critĂ©rios operacionais para visualizar a presença/ausĂŞncia de marcas enunciativas de identificação (com o jornalismo) e de diferenciação (em relação ao sentido de jornalismo enunciado pelos sujeitos), a partir da construção de duas categorias de análise, classificadas como “marcadores de práxis jornalĂsticas” e “qualificadores de jornalismo”.
El artĂculo pretende analizar cĂłmo “arreglos econĂłmicos alternativos a las corporaciones de medios” nombra sus actividades de trabajo en relaciĂłn al periodismo y manifiestan determinados ethos en sus textos de presentaciĂłn (sitios oficiales) – tomados aquĂ como corpus de análisis. Considerando un conjunto de iniciativas de esta naturaleza en SĂŁo Paulo, busca identificar los diferentes lugares de enunciaciĂłn de estos arreglos, asĂ como las disputas de sentido engendradas en estos espacios. Define criterios operacionales para visualizar la presencia/ausencia de marcas enunciativas de identificaciĂłn (con el periodismo) y de diferenciaciĂłn (en relaciĂłn al sentido de periodismo enunciado por los sujetos) a partir de la construcciĂłn de dos categorĂas de análisis, clasificadas como “marcadores de praxis periodĂstica” y “calificadores de periodismo
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