1.

Record Nr.

UNINA9910462275603321

Autore

Kowalik Janusz S

Titolo

Using OpenCL [[electronic resource] ] : programming massively parallel computers / / Janusz Kowalik and Tadeusz Puźniakowski

Pubbl/distr/stampa

Amsterdam, : IOS Press, c2012

ISBN

1-299-33347-8

1-61499-030-1

Descrizione fisica

1 online resource (312 p.)

Collana

Advances in parallel computing ; ; v. 21

Altri autori (Persone)

PuźniakowskiTadeusz

Disciplina

005.2752

Soggetti

OpenCL (Computer program language)

Parallel computers

Parallel programming (Computer science)

Electronic books.

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Title Page; Preface; Contents; Introduction; Existing Standard Parallel Programming Systems; MPI; OpenMP; Two Parallelization Strategies: Data Parallelism and Task Parallelism; Data Parallelism; Task Parallelism; Example; History and Goals of OpenCL; Origins of Using GPU in General Purpose Computing; Short History of OpenCL; Heterogeneous Computer Memories and Data Transfer; Heterogeneous Computer Memories; Data Transfer; The Fourth Generation CUDA; Host Code; Phase a. Initialization and Creating Context; Phase b. Kernel Creation, Compilation and Preparations for Kernel Execution

Phase c. Creating Command Queues and Kernel ExecutionFinalization and Releasing Resource; Applications of Heterogeneous Computing; Accelerating Scientific/Engineering Applications; Conjugate Gradient Method; Jacobi Method; Power Method; Monte Carlo Methods; Conclusions; Benchmarking CGM; Introduction; Additional CGM Description; Heterogeneous Machine; Algorithm Implementation and Timing Results; Conclusions; OpenCL Fundamentals; OpenCL Overview; What is OpenCL; CPU + Accelerators; Massive Parallelism Idea; Work Items and Workgroups; OpenCL Execution Model; OpenCL Memory Structure



OpenCL C Language for Programming KernelsQueues, Events and Context; Host Program and Kernel; Data Parallelism in OpenCL; Task Parallelism in OpenCL; How to Start Using OpenCL; Header Files; Libraries; Compilation; Platforms and Devices; OpenCL Platform Properties; Devices Provided by Platform; OpenCL Platforms - C++; OpenCL Context to Manage Devices; Different Types of Devices; CPU Device Type; GPU Device Type; Accelerator; Different Device Types - Summary; Context Initialization - by Device Type; Context Initialization - Selecting Particular Device; Getting Information about Context

OpenCL Context to Manage Devices - C++Error Handling; Checking Error Codes; Using Exceptions - Available in C++; Using Custom Error Messages; Command Queues; In-order Command Queue; Out-of-order Command Queue; Command Queue Control; Profiling Basics; Profiling Using Events - C example; Profiling Using Events - C++ example; Work-Items and Work-Groups; Information About Index Space from a Kernel; NDRange Kernel Execution; Task Execution; Using Work Offset; OpenCL Memory; Different Memory Regions - the Kernel Perspective; Relaxed Memory Consistency

Global and Constant Memory Allocation - Host CodeMemory Transfers - the Host Code; Programming and Calling Kernel; Loading and Compilation of an OpenCL Program; Kernel Invocation and Arguments; Kernel Declaration; Supported Scalar Data Types; Vector Data Types and Common Functions; Synchronization Functions; Counting Parallel Sum; Parallel Sum - Kernel; Parallel Sum - Host Program; Structure of the OpenCL Host Program; Initialization; Preparation of OpenCL Programs; Using Binary OpenCL Programs; Computation; Release of Resources; Structure of OpenCL host Programs in C++; Initialization

Preparation of OpenCL Programs



2.

Record Nr.

UNISA996495566903316

Titolo

Entertainment computing - ICEC 2022 : 21st IFIP TC 14 international conference, ICEC 2022, Bremen, Germany, November 1-3, 2022, proceedings / / Barbara Göbl [and three others], editors

Pubbl/distr/stampa

Cham, Switzerland : , : Springer, , [2022]

©2022

ISBN

3-031-20212-0

Descrizione fisica

1 online resource (456 pages)

Collana

Lecture notes in computer science ; ; Volume 13477

Disciplina

790.20285

Soggetti

Entertainment computing

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Intro -- Preface -- Organization -- Contents -- Game Experience -- AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds -- 1 Introduction -- 2 Related Work -- 2.1 Cultural Affordances in Games -- 2.2 Theology and Gaming -- 2.3 Game Design Frameworks and Taxonomies -- 3 AstraVerse Framework -- 3.1 Mythological Derivation -- 3.2 Generative and Evaluative Steps -- 4 Applying the Framework on Hindu Mythology -- 4.1 Mythological Derivation [Step 1]: Establishing a Taxonomy on Mythological Hindu Characters and Mythical Objects -- 4.2 Generative Step [Step 2]: Facilitating the Creation of Characters from the Established Hindu Taxonomy -- 4.3 Constructed Outcomes from Generative Step -- 4.4 Creative Evaluation [Step 3(a)]: Evaluating the Creative Dimension of Workshop Outcomes -- 4.5 Cultural Evaluation [Step 3(b)]: Evaluating the Cultural Validity of Workshop Outcomes -- 5 Results and Discussion -- 6 Future Work and Conclusion -- References -- Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Responses -- 1 Introduction -- 1.1 Violent Video Games and Aggression Desensitization -- 1.2 Violent Video Games and Pain Desensitization -- 1.3 Hypotheses -- 2 Study 1 -- 2.1 Methods -- 2.2 Results -- 2.3 Discussion -- 3 Study 2 -- 3.1 Methods -- 3.2 Results -- 3.3 Discussion -- 4 Study 3 -- 4.1 Methods -- 4.2 Results -- 4.3



Discussion -- 5 General Discussion -- References -- Discovering the Motivational Constitution of `Playing Games for Fun' -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Concluding Statements -- References -- Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Interview Protocol -- 3.2 Data Analysis -- 4 Results -- 4.1 Sense-Making Methods.

5 Discussion and Implications -- 6 Limitations -- 7 Conclusion -- References -- Entertainment Tools and Methods -- Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation -- 1 Introduction -- 2 Related Work -- 3 From Situation Calculus to Petri Net Models -- 3.1 The Basic Situation Calculus Model -- 3.2 Deriving a Petri Net from a Situation Calculus Model -- 4 Interactive Storytelling Application -- 4.1 System Architecture -- 4.2 Interactive Dramatization -- 5 Concluding Remarks -- References -- Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Robot Avatar -- 3.2 Virtual Environment and Interaction Modes -- 3.3 Task of the Game -- 3.4 Robot Behavior -- 4 Evaluation -- 4.1 Method -- 4.2 Findings -- 5 Discussion -- 6 Conclusion -- References -- OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning -- 1 Introduction -- 2 Related Work -- 3 The Framework OptimizingMARL -- 3.1 Model the Multi-agent Learning Environment -- 3.2 Design Rewards and Distributing Knowledge -- 3.3 Create the Learning Environment -- 4 Experiments -- 4.1 Dungeon Escape Environment -- 4.2 Color Balls Environment -- 4.3 Wild World Environment -- 5 Conclusion -- References -- Game Engine Comparative Anatomy -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Overview -- 3.2 Engine Selection -- 3.3 Engine Compilation and Analysis -- 4 Godot's Call Graph -- 5 Urho3D's Call Graph -- 6 Comparing Godot and Urho3D -- 7 Discussion -- 8 Conclusion -- References -- Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction -- 1 Introduction -- 2 Related Work -- 3 Materials and Methods -- 3.1 2D Visualization -- 3.2 AR Visualization.

4 Future Work and Limitations -- 5 Conclusion -- References -- Player Behavior and Analysis -- Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends -- 1 Introduction -- 2 Related Work -- 3 Study -- 3.1 Measures -- 3.2 Participants -- 4 Results -- 5 Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Difficulty Pacing Impact on Player Motivation -- 1 Introduction -- 2 Difficulty and Motivation -- 3 Difficulty Curves -- 4 Experimentation -- 4.1 Hypotheses -- 4.2 Methodology -- 5 Results -- 6 Discussion -- 7 Conclusion -- References -- Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter -- 1 Introduction -- 2 Related Work -- 2.1 Audio Cues -- 2.2 GPR -- 3 Methodology -- 3.1 Difficulty Recommendation -- 3.2 Difficulty Setting with GPR -- 4 Experiment and Result -- 5 Conclusions and Future Work -- References -- Playstyles in Tetris: Beyond Player Skill, Score, and Competition -- 1 Introduction -- 2 Background -- 3 Tetris and Our Variations -- 4 Method -- 5 Results -- 6 Discussion and Limitations -- 7 Conclusion -- References -- A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self -- 1 Introduction -- 2 Theoretical Approaches to Player-Avatar Relationships -- 2.1 Status Quo -- 2.2 The Inclusion-of-Other-In-The-Self Principle -- 2.3 PAR as Inclusion of the Avatar in the Self -- 3 Method -- 4 Results -- 4.1 A Distance-Closeness Continuum -- 4.2



In-Depth Findings: Five Types of PARs and Related Experiences -- 5 Discussion -- References -- Serious Gameplay -- Through Troubled Waters: A Narrative Game for Anger Regulation -- 1 Introduction -- 2 Game Design -- 2.1 Original Game: When Life Gives You Lemons (WLGYL) -- 2.2 Modified Game: Through Troubled Waters (TTW) -- 3 Method.

3.1 Measurements -- 3.2 Sampling and Experiment Procedure -- 3.3 Data Analysis -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 5 Discussion -- 6 Conclusion -- References -- Incorporating the Theory of Attention in Applied Game Design -- 1 Introduction -- 2 Related Work -- 2.1 Areas of Involvement -- 2.2 Balance and Rhythm -- 2.3 Attention in Applied Games -- 3 Implementation -- 3.1 Case 1: Virtual Reality (VR) Person-Centred Care (PCC) -- 3.2 Case 2: When Life Gives You Lemons (WLGYL) -- 3.3 The Lens of Attention -- 3.4 Design Discussions -- 4 Discussion -- 5 Conclusion -- References -- Exergames in the GAME2AWE Platform with Dynamic Difficulty Adjustment -- 1 Introduction -- 2 GAME2AWE Platform -- 2.1 Scope -- 2.2 Methodology -- 2.3 Example Games -- 3 Dynamic Difficulty Adjustment -- 3.1 Background -- 3.2 GAME2AWE Approach -- 3.3 Building the Fun Prediction Model -- 4 Conclusions -- References -- Art and Entertainment -- Improvement of Deep Learning Technology to Create 3D Model of Fluid Art -- 1 Introduction -- 2 Sound of Ikebana -- 3 3D Reconstruction of Sound of Ikebana -- 3.1 Phase only Correlation Method -- 3.2 GANs -- 3.3 Improvement of 3D Modeling for Sound of Ikebana -- 3.4 Results -- 4 Conclusion -- References -- Method for Music Game Control Using Myoelectric Sensors -- 1 Introduction -- 2 Music Game Control Optimization System -- 2.1 System Implementation -- 2.2 Sensing Devices for Measuring EMG -- 2.3 Evaluation of Muscle Fatigue -- 2.4 Music Game -- 3 Evaluation of the Proposed Method -- 3.1 Experimental Method -- 3.2 Experimental Results -- 3.3 Discussion -- 4 Conclusion and Future Work -- References -- Creation of Fluid Art "Sound of Ikebana" Under Microgravity Using Parabolic Flight -- 1 Introduction -- 2 Related Works -- 3 Fluid Art "Sound of Ikebana" -- 3.1 Fluid Art -- 3.2 "Sound of Ikebana".

4 Microgravity Generation Method -- 4.1 Parabolic Flight -- 4.2 Free-Fall -- 5 Creation of Fluid Art Under Microgravity -- 5.1 Basic Methodology -- 5.2 Sound of Ikebana Creation Using Parabolic Flight -- 5.3 Sound of Ikebana Under the Parabolic Flight -- 5.4 Three-Dimensional Materialization of the Sound of Ikebana Under Microgravity -- 6 Conclusion -- References -- Design Explorations of Interactive Point Cloud Based Virtual Environments Using Volumetric Capture and Visualisation Techniques -- 1 Introduction -- 2 Related Work -- 3 Development Pipeline -- 4 Prototype: Tilia x europaea -- 4.1 Point-Cloud Representation -- 4.2 Representation of Natural Processes -- 4.3 Interactions -- 4.4 Sound -- 4.5 Locomotion and Area Traversal -- 5 Evaluation -- 6 Conclusion and Future Work -- References -- Game Communities -- Predicting Success Factors of Video Game Titles and Companies -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Dataset and Processing -- 3.2 Prediction Outcomes -- 4 Validation -- 4.1 Measures -- 4.2 Procedure -- 4.3 Participants -- 5 Results and Discussion -- 5.1 General Findings -- 5.2 Survivability -- 5.3 Player Ratings -- 5.4 Return on Investment -- 6 Implications -- 7 Limitations and Future Work -- 8 Conclusion -- A Appendix -- A.1 Survivability -- A.2 Player Rating -- A.3 Sharpe Ratio (ROI) -- References -- The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players -- 1 Introduction -- 2 Related Work -- 3 Design -- 4 Method -- 4.1 Participants -- 4.2 Procedure --



4.3 Data Analysis -- 5 Results -- 5.1 External Scoreboard -- 5.2 Internal Scoreboard -- 5.3 Direct Opponent -- 5.4 Last Teamfight -- 5.5 Webcams -- 5.6 Qualitative Feedback -- 6 Discussion -- 7 Limitations and Future Work -- 8 Conclusion -- References.

.26em plus .1em minus .1emA Reusable Methodology for Player Clustering Using Wasserstein Autoencoders.

3.

Record Nr.

UNINA9910131031903321

Autore

Dudbridge Mike

Titolo

Handbook of lean manufacturing in the food industry [[electronic resource] /] / Mike Dudbridge

Pubbl/distr/stampa

Chichester, West Sussex, UK ; ; Ames, Iowa, USA, : Wiley-Blackwell, 2011

ISBN

1-283-40801-5

9786613408013

1-4443-9310-3

1-4443-9312-X

Descrizione fisica

1 online resource (241 p.)

Classificazione

TEC012000

Disciplina

664.0068/5

Soggetti

Food industry and trade - Management

Food industry and trade - Waste minimization

Lean manufacturing

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Handbook of Lean Manufacturing in the Food Industry; Contents; Introduction; The National Centre for Food Manufacturing; About the author; Acknowledgements; 1 The food industry; 2 First steps to Lean Manufacturing; 3 Teamwork and the development of solutions; 4 Starting to measure and quantify performance; 5 Applying workplace organisation in the food industry; 6 Improving flexibility and responsiveness; 7 Improving what we do; 8 Improving how we do things; 9 Planning the operation; 10 Start of shift meetings; 11 The seven wastes in the food industry; 12 How can we make machines work better?



13 How can we let people contribute more?14 How good are we?; Appendix 1; Appendix 2; Appendix 3; Index

Sommario/riassunto

The principles of lean manufacturing - increasing efficiency, reducing waste, lowering costs and improving control - may be applied to any industry. However, the food industry is unique, and creates unique demands. The political, social and economic importance of food is unrivalled by any other form of produce, as is the scrutiny to which the manufacture of food is subjected. For the food industry, lean manufacturing is not simply a cost-saving strategy, but is directly linked to issues of sustainability, the environment, ethics and public accountability. Handbook of Lean Manufacturing in