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Gran Turismo 7 [video game] the real driving simulator / by Polyphony Digital Inc.,developer.; Sony Interactive Entertainment America LLC,publisher.;
With the return of classic cars, iconic tracks, and fan-favourite modes like GT Simulation* and Sport Mode* - Gran Turismo 7 is the complete Real Driving Simulator, 25 years in the making.ESRB content rating: E, Everyone (alcohol reference, use of tobacco).System requirements: PlayStation 4 system; 110 GB minimum storage; DualShock 4 vibration function supported; online play optional; PS4 pro enhanced; internet required for most functionality; Blu-ray disc.
Subjects: Sony PlayStation video games.; Video games.; Racing video games.; Video games.; Automobile racing; Automobiles; Playstation 4 (Video game console); Sony video games.;
Available copies: 1 / Total copies: 2
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Principles of programming & coding / by Franceschetti, Donald R.,1947-editor.(CARDINAL)651222;
Includes bibliographical references and index3D printing -- Algorithms -- American Standard Code for Information -- Interchange (ASCII) -- Android OS -- Application -- Autonomic computing -- Avatars and simulation -- Binary hexadecimal representations -- Boolean operators -- Branching logic -- Characters and strings -- Cloud computing -- Coding and encryption -- Color coding -- Combinatorics -- Comment programming -- Comparison operators -- Computer animation -- Computer memory -- Computer modeling -- Computer security -- Computer-aided design (CAD) -- Computer-aided design and computer-aided manufacturing software (CAD/CAM) -- Computer-assisted instruction (CAI) -- Conditional operators -- Constraint programming -- Control systems -- Cowboy coding -- CPU design -- Crowdfunding -- Crowdsourcing -- Cryptography -- Data mining -- Data warehouse -- Database design -- Database structuring conventions -- Debugging -- Device drivers -- Diffusion of innovations -- Digital divide -- Digital forensics -- Digital libraries -- Digital native -- Digital photography -- Digital signal processors (DSP) -- Digital watermarking -- Disk operating system (DOS) -- Drone warfare -- Drones -- E-banking -- E-learning -- Electronic circuits -- Electronic communication software -- Encryption -- Error handling -- Event-driven marketing (EDM) -- Expectancy theory -- Experimenter's bias -- Extreme programming -- Firewalls -- Firmware -- Functional electrical stimulation (FES) -- Game programming -- Gamification -- Graphical user interface (GUI) -- Graphics formats -- Guard clause -- HTTP cookie -- Imagined communities -- Incremental development -- Informational technology (IT) -- Information visualization -- Internet Protocol (IP) -- Inversion of control (Hollywood Principle) -- iOS -- Iterative constructs -- Java programming language -- JavaScript -- Knowledge worker -- Levels of processing theory -- Logic synthesis -- Logistics -- Machine learning -- Malware -- Massive open online course (MOOC) -- Meta-analysis -- Metacomputing -- Metadata -- Microprocessors -- Mixed methods research (MMR) -- Mobile apps -- Mobile technology -- Motherboards -- Multiprocessing operating systems (OS) -- Multi-user operating system (OS) -- Naming conventions -- Net neutrality -- Network security -- Neuro-linguistic programming (NLP) -- Neuromarketing -- Neuromorphic chips -- Objectivity -- Object-oriented design (OOD) -- Object-oriented programming (OOP) -- Privacy rights -- Programming languages -- Prototyping -- Quantum computing -- Random access memory (RAM) -- Rapid application development (RAD) -- Rational choice theory -- Search engine optimization (SEO) -- Semantic memory -- Semantics -- Signal processing -- Source code comments -- Spiral development -- Standard deviation -- Standpoint theory -- Statistical inference -- String-oriented symbolic languages (SNOBOL) -- Structural equation modeling (SEM) -- Technology in education -- Test doubles -- Theory of multiple intelligences -- Theory X and Theory Y -- Transformation priority premise (TPP) -- Tree structures -- Turing test -- Uncertainty reduction theory (URT) -- Unicode -- UNIX -- Variables and values -- Waterfall development -- Web design -- Web graphic design -- Working memory -- Worse-is-better -- Time Line of Inventions and Advancements in Programming and CodingThis new volume makes sense of the jumble of techno-jargon and programming acronyms for high school and undergraduate students. More than 125 entries explain the fundamental concepts, popular languages, systems, and protocols that go into computer programming.
Subjects: Computer programming.; Coding theory.;
Available copies: 1 / Total copies: 1
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The ARRL handbook for radio communications 101 / by Lapin, Gregory D.,editor.; American Radio Relay League,issuing body.(CARDINAL)724312;
Fundamentals of radio electronics. What is amateur (ham) radio? -- Electrical fundamentals -- Radio fundamentals -- Circuits and components Principles of radio technology. RF techniques -- Computer modeling and simulation -- Power sources -- DSP and SDR fundamentals -- Oscillators and synthesizers -- Analog and digital filtering -- Modulation --Principles of radio technology. Receiving -- Transmitting -- Transceiver design topics -- Digital protocols and modes -- Amateur radio data platforms -- RF power amplifiers -- Repeater systems -- Radio propagation and antenna systems. Propagation of radio signals -- Transmission lines -- Antennas -- Safe practices and station construction -- Construction techniques -- Assembling a station -- Test equipment, troubleshooting, RFI and index. Test equipment and measurement -- Troubleshooting and maintenance -- RFI and EMC."The ARRL Handbook for Radio Communications is your complete guide to wireless technology experimentation, practice, and development. Since 1926, the Handbook has captured the state of radio science and technology in one authoritative work. Use its more than 1,200 pages of amateur radio know-how to delve into radio electronics, circuit design, digital modulation techniques, and equipment construction. The 101st edition of The ARRL Handbook introduces a new editor, Gregory D. Lapin, PhD, PE, N9GL. Lapin and a team of subject matter experts have revised entire chapters on radio fundamentals, transmission lines, general safety, assembling a station, and more."--
Subjects: Handbooks and manuals.; Amateur radio stations.; Digital communications.; Radio;
Available copies: 1 / Total copies: 2
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Digital literacy : skills & strategies / by Nicosia, Laura M.,editor.; Nicosia, James F.,editor.(CARDINAL)863220;
Includes bibliographical references (pages 669-730) and index.3D Printing -- Access to Communication Technology -- Algorithms -- Anchored Instruction -- Android OS -- Anonymity and Anonymizers -- Apple -- Apps/Applications -- Artificial Intelligence -- Assessing Digital Literacy -- Assistive and Adaptive Technology -- Assistive Technology in Education -- Audio Streaming -- Augmented Reality -- Avatars and Simulation -- Bandcamp -- Binary Hexadecimal Representations -- Blended Learning -- Bloom's Taxonomy -- Bots -- Boyd, Danah Michele -- Brain-Computer Interfacing (BCI) -- Browsers -- Catfishing -- Children's Online Privacy Protection Act -- Clickbait -- Cloud Computing -- Coding in the Curriculum -- Collaborative Software (Groupware) -- Community of Practice -- Computer Addiction -- Computer-Aided Design -- Computer-Aided Design in Education -- Computer-Assisted Instruction -- Computer Ethics -- Computer Fraud -- Computer Fraud and Abuse Act -- Computer Viruses and Worms -- Constructivism -- Creative Commons -- Cyberbullying -- Cybercrime -- The Cyber Intelligence Sharing and Protection Act -- Cyber Monday -- Cybersecurity -- Cyberstalking -- Cyberterrorism -- Dark Web -- Data Harvesting -- Data Literacy -- Data Management -- Data Protection -- Deepfake -- Desktop and E-publishing -- Digital Citizenship -- Digital Divide -- Digital Economy -- Digital Footprint -- Digital Forensics -- Digital Libraries and Artifacts -- Digital Natives and Digital Immigrants -- Digitial Storytelling -- Discord -- Doxing -- DVDs -- E-books and Education -- Encrypton -- Ethics of algorithms -- Ethics of Social Media: Free Speech -- Facebook -- File Transfer Protocol -- Firewalls -- Firmware -- Freedom of Information Act -- Game-Based Learning -- Gee, James Paul -- Gmail -- Google -- Google Slides -- Graphical User Interface -- Graphics Formats -- Graphics Technologies -- Green Computing -- Hacking -- Holographic Technology -- HTML -- Human-Computer Interaction -- Hypermedia in Education -- Identity Theft -- Image Editing -- IMGUR -- Information Ethics -- Information Technology -- Instagram -- Instructional Design -- Intellectual Property -- Intelligent Tutoring Systems -- Internet Privacy -- Internet Safety -- Intranet -- iOS -- iPads in the Classroom - iTunes -- Jenkins, Henry -- Keynote -- Light-Emitting Diodes -- LinkedIn -- Liquid Crystal Technology -- Mac OS -- Malware -- Media Literacy -- Microscale 3D Printing -- Microsoft Excel -- Microsoft PowerPoint -- Microsoft Word -- Mobile Operating Systems -- Music Editing -- Myspace -- Online Anonymity -- Online Communication -- Online Entertainment and Music Databases -- Online Games: Roles, Rules, and Etiquette -- Online Privacy -- Online Safety -- Open Source -- Optical Storage -- Peer-to-Peer Payment Apps -- Phishing -- Privacy Settings -- QR Codes -- Random-Access Memory -- Ransomware -- Reddit -- Scientific Literacy -- Search Engines -- Sexting -- Snapchat -- Social Impacts of Cybercrime -- Social Media -- Social Media Addiction -- Social Media and Depression -- Social Media and Isolation -- Social Media and Job Hunting -- Social Media and Law Enforcement -- Social Media and Religion -- Social Media and the Self-Esteem of Its Users -- Social Media as a Teaching and Learning Tool -- Social Media Mining -- Social Networking Services -- Software Architecture -- Spam -- Spam Filters -- Speech-Recognition Software -- Spotify -- Spyware -- Technical Drawing -- Technoethics and Society -- Telecommunications -- TikTok -- Touch Screens -- Transmedia Storytelling -- Tumblr -- Turkle, Sherry -- Twitch -- Twitter -- Universal Design for Learning -- UNIX -- Virtual Reality -- Wearable Technology -- Web 2.0 in the Schools -- Wikipedia -- Windows Operating System -- XML (Extensible Markup Language) -- YouTubeAims to introduce users to explanations of cutting-edge, as well as everyday, technology, explaining these technologies and their primary elements through clear prose informed by expert analysis.
Subjects: Reference works.; Computer literacy.; Digital media.; Information technology.;
Available copies: 3 / Total copies: 3
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Odds on. [sound recording] : / by Crichton, michael.;
The plan: to rob the Reina, a super-luxury hotel off the coast of Spain. The crew: three seasoned criminals with the skills to pull off the heist of the century. The edge: the scheme has been simulated in a computer, down to the last variable. The comlication: three beautiful women with agendas of their own-and the soft of variables no computer can fathom.
Subjects: Audiobooks.; Suspense fiction.; Female offenders -- fiction.; Hotels.; Robbery.; Robbery -- fiction.;
Available copies: 1 / Total copies: 1
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Gaming : playing safe and playing smart / by Wilkinson, Colin,1977-(CARDINAL)501763;
Includes bibliographical references (pages 45-46) and index.From Tennis for two to massively multiplayer online role-playing games: a brief history of video and computer games -- Genres and their ratings -- Gaming and a balanced, healthy life -- Staying safe while gaming.This book celebrates the experiences, environments, and simulations modern gaming offers as well as the cognitive and developmental benefits they convey, while also highlighting the very real dangers that arise from excessive or inappropriate play.
Subjects: Video games.; Video games; Internet; Internet;
Available copies: 3 / Total copies: 4
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Principles of robotics & artificial intelligence / by Renneboog, Richard,editor.(CARDINAL)891845;
Includes bibliographical references (pages 429-467) and index.Extreme Value Theorem -- F -- Facial Recognition Technology in Surveillance -- Fuzzy Logic -- G -- Game Theory -- Geoinformatics -- Go -- Grammatology -- Graphene -- Graphics Technologies -- H -- Holographic Technology -- Human-Computer Interaction (HCI) -- Hypertext Markup Language (HTML) -- I -- Integral -- Internet of Things (IoT) -- Interoperability -- K -- Kinematics -- L -- Language Model for Dialogue Applications (LaMDA) -- Limit of a Function -- Linear Programming -- Linux -- Local Area Network (LAN) -- M -- Machine Code -- Machine Learning -- Machine Translation -- Magnetic Storage -- Mechatronics -- Microcomputer -- Microprocessor -- Motion (Physics) -- Multitasking -- N -- Nanotechnology -- Network Interface Controller (NIC) -- Network Topology -- Neural Engineering -- Nouvelle Artificial Intelligence -- Numerical Analysis -- O -- Object-Oriented Programming (OOP) -- Optical Storage -- P -- Parallel Computing -- Pattern Recognition -- Photogrammetry -- Pneumatics -- Probability and Statistics -- Programming Languages for Artificial Intelligence -- Proportionality -- Public-Key Cryptography -- Python -- Q -- Quantum Computing -- R -- R -- Replication -- Robotic Arms -- Robotic Process Automation (RPA) -- Robotics -- Robotics and Robotic Systems -- Ruby -- S -- Scale Model -- Scratch -- Self-Management -- Semantic Web -- Sequence -- Series -- Set Notation -- Siri -- Smart City -- Smart Homes -- Smart Label -- Smartphone -- Soft Robotics -- Solar Cell -- Space Drone -- Space Robotics -- Speech Recognition -- Stem-and-Leaf Plots -- Structured Query Language (SQL) -- Stuxnet -- Supercomputer -- T Tablet Computer -- Turing Test -- U -- UNIX -- V -- Video Game Design and Programming -- Virtual Reality -- Z -- Z3 -- Zombie -- Bibliography -- Glossary -- Organizations -- Index.Table of Contents -- Publisher's Note -- Introduction -- Contributors -- A -- Abstraction -- Advanced Encryption Standard (AES) -- Agile Robotics -- Algorithmic Bias -- Algorithms -- Analysis of Variance (ANOVA) -- Application Programming Interface (API) -- Artificial Consciousness -- Artificial Intelligence (AI) -- Artificial Intelligence and Terrorism -- Artificial Intelligence Cold War -- Artificial Intelligence in Cognitive Psychology -- Artificial Intelligence in Education -- Artificial Intelligence and Robotics in Cinema -- Artificial Intelligence and Robotics in Gaming -- Artificial Intelligence and Robotics in Literature -- Augmented Reality (AR) -- Automated Processes and Servomechanisms -- Automatons, Mechanical Creatures, and Artificial Intelligence in Mythology -- Autonomous Car -- Avatars and Simulation -- B -- Behavioral Neuroscience -- Binary Pattern -- Biomechanical Engineering -- Biomechanics -- Biomimetics -- Bionics and Biomedical Engineering -- C -- C -- C++ -- Charles Babbage's Difference and Analytical Engines -- Chatbot -- ChatGPT (software) -- Client-Server Architecture -- CNC Milling -- Cognitive Science -- Combinatorics -- Computed Tomography -- Computer Engineering -- Computer Languages, Compilers, and Tools -- Computer Memory -- Computer Networks -- Computer Simulation -- Computer Software -- Computer Viruses and Worms -- Computer-Aided Design and Manufacturing (CAD/CAM) -- Computing Devices in History -- Continuous Random Variable -- Cryptography and Encryption -- Cybernetics -- Cybersecurity -- Cyberspace -- D -- The Dark Side of Artificial Intelligence -- Data Analytics (DA) -- Deep Learning -- Deep Reinforcement Learning (deep RL) -- Deepfake -- Digital Fraud -- Digital Logic -- DNA Computing -- Domain-Specific Language (DSL) -- E -- Evaluating Expressions -- Existential Risk from Artificial General Intelligence -- Expert System."This volume provides readers with the important information they need to understand the basic concepts of artificial intelligence as well as ways that both AI and robotics can be successfully incorporated into manufacturing, transportation, education, and medicine. This new edition has been updated and expanded to include the latest developments in artificial intelligence, including ChatGPT and other chatbots, machine learning, and open-source AI. The text also discusses the role AI and robotics play in popular culture and modern society, recent calls to regulate the artificial intelligence industry and how the industry is expected to evolve in the future. More than 120 easy-to-understand entries, many with illustrations and photographs, cover: Augmented Reality; Machine Learning; Knowledge Acquisition; Pattern Recognition; Self-Management; Virtual Reality. These entries cover many important aspects of AI and robotics, including basic principles of robotic motion and engineering, neural engineering and human-computer interaction, programming languages and operating systems, and the mathematics that govern computation. The role of robotics and AI in war, fraud, and terrorism is also examined, as well as how these fields are portrayed in popular culture, which ultimately reflects how we perceive the line between human and machine. Entries begin by specifying related Fields of Study, followed by an Abstract and then a list of Key Concepts summarizing important points; all entries end with a helpful Further Reading section." -From publisher.
Subjects: Reference works.; Robotics.; Artificial intelligence.;
Available copies: 3 / Total copies: 3
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Quantum supremacy [large print] : how the quantum computer revolution will change everything / by Kaku, Michio,author.(CARDINAL)164337;
Includes bibliographical references (pages 417-431) and index."The best-selling author of The God Equation turns his attention to humanity's next great technological advancement--quantum computing, which could change every aspect of our daily lives by solving some of our greatest challenges, from climate change to world hunger to incurable diseases"--
Subjects: Large print books.; Instructional and educational works.; Quantum computers.; Quantum computing.;
Available copies: 2 / Total copies: 3
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A study of no-passing zone configurations on rural two-lane highways in North Carolina : final report / by Heimbach, Clinton L.(Clinton Louis),1921-(CARDINAL)621984; United States.Bureau of Public Roads.(CARDINAL)140366; North Carolina.Department of Transportation and Highway Safety.(CARDINAL)145571; North Carolina State University.Highway Research Program.(CARDINAL)145110;
Includes bibliographical references.v. 1. Summary and highlights of research methodology and findings, including guidelines for use and application of simulation model -- v. 2. Instructions for the use of the NCSU Modified Computer Model and Speed Headway Program -- v. 3. Summary and highlights of Research methodology and findings [in brief]
Subjects: Traffic engineering; Roads;
Available copies: 12 / Total copies: 12
On-line resources: Suggest title for digitization;
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When we were real : a novel / by Gregory, Daryl,author.(CARDINAL)342040;
"From multiple award-winning author Daryl Gregory comes a madcap adventure following two friends on a cross-country bus tour through the mind-boggling glitches in their simulated world as they grapple with love, family, secrets, and the very nature of reality in a simulation. JP and Dulin have been the best of friends for decades. When JP finds out his cancer has aggressively returned, Dulin decides it's the perfect time for one last adventure: a week-long bus tour of North America's Impossibles, the physics-defying glitches and geographic miracles that started cropping up seven years earlier -- right after the Announcement that revealed our world to be merely a digital simulacrum. The outing, courtesy of Canterbury Trails Tours, promises the trip of a (not completely real) lifetime in a (not completely deluxe) coach. Their fellow passengers are 21st-century pilgrims, each of them on the tour for their own reasons. There's a nun hunting for an absent God, a pregnant influencer determined to make her child too famous to be deleted, a crew of horny octogenarians living each day like it's their last, and a professor on the run from leather-clad sociopaths who take The Matrix as scripture. Each stop on this trip is stranger than the last -- a Tunnel outside of time, a zero gravity Geyser, the compound of motivational-speaking avatar -- with everyone barreling toward the tour's iconic final stop Ghost City, where unbeknownst to our travelers the answer to who is running the simulation may await. When We Were Real is a tour-de-force and exploration of what really matters, even in an artificial world."--
Subjects: Science fiction.; Novels.; Reality; Consciousness; Computer simulation; Virtual reality;
Available copies: 8 / Total copies: 16
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