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This book is a single-source solution for anyone who is interested in exploring emerging reconfigurable nanotechnology at the circuit level. It lays down a solid foundation for circuits based on this technology having considered both manual as well as automated design flows. The authors discuss the entire design flow, consisting of both logic and physical synthesis for reconfigurable nanotechnology-based circuits. The authors describe how transistor reconfigurable properties can be exploited at the logic level to have a more efficient circuit design flow, as compared to conventional design flows suited for CMOS. Further, the book provides insights into hardware security features that can be intrinsically developed using the runtime reconfigurable features of this nanotechnology.
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This book constitutes the refereed proceedings of the 20th International Conference on Integrated Circuit and System Design, PATMOS 2010, held in Grenoble, France, in September 2010. The 24 revised full papers presented and the 9 extended abstracts were carefully reviewed and are organized in topical sections on design flows; circuit techniques; low power circuits; self-timed circuits; process variation; high-level modeling of poweraware heterogeneous designs in SystemC-AMS; and minalogic.
Este livro espelha o esforço dos pesquisadores da 1ª edição do programa de pesquisa Observatório de Estudos Transnacionais (OET), da Academia Nacional de Estudos Transnacionais (ANET), ocorrida no ano de 2017, cujo tema central foi “crianças, infância e conflitos armados”. Durante esse período os pesquisadores desafiaram-se a estudar e discutir assuntos sensíveis que envolvem violências e violações de direitos das crianças em diversas situações e, com isso, traçaram mapas e quadros acerca das problemáticas encontradas. Você vai ler sobre: 1. El Derecho Internacional de los Derechos Humanos frente a la violencia intragrupal en los grupos armados no estatales 2. The Advis...
This new book presents the growing occupational therapy knowledge and clinical practice. Occupational therapy, as a health profession, is concerned with preserving well-being through occupations, and its main goal is to help people participate in the activities of daily living. This is achieved by working with people to improve their ability to engage in the occupations they want to engage in or by changing the occupation or the environment to better support their occupational engagement. The topic of the book has been structured on occupational therapy framework and reflects new research, techniques, and occupational therapy trends. This useful book will help students, occupational therapy educators, and professionals to connect occupational therapy theories and the evidence-based clinical practice.
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This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings. This book discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design. It follows a practical approach to how we can implement the game design and development process by being prototype-focused, user-centred, and lean. This book will be of great interest to students, indie game developers, and aspiring early-career designers looking to hone their game design craft.
This book provides readers with a timely snapshot of ergonomics research and methods applied to the design, development and prototyping – as well as the evaluation, training and manufacturing – of products, systems and services. Combining theoretical contributions, case studies, and reports on technical interventions, it covers a wide range of topics in ergonomic design including: ecological design; educational and game design; cultural and ethical aspects in design; user research and human–computer interaction in design; as well as design for accessibility and extreme environments, and many others. The book places special emphasis on new technologies such as virtual reality, state-of-the-art methodologies in information design, and human–computer interfaces. Based on the AHFE 2017 International Conference on Ergonomics in Design, held on July 17–21, 2017, in Los Angeles, California, USA, the book offers a timely guide for both researchers and design practitioners, including industrial designers, human–computer interaction and user experience researchers, production engineers and applied psychologists.