Academic literature on the topic 'Coded gaze'

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Journal articles on the topic "Coded gaze"

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Feuston, Jessica L., and Anne Marie Piper. "Beyond the Coded Gaze." Proceedings of the ACM on Human-Computer Interaction 2, CSCW (November 2018): 1–21. http://dx.doi.org/10.1145/3274320.

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Cheleski, Dominic J., Isabelle Mareschal, Andrew J. Calder, and Colin W. G. Clifford. "Eye gaze is not coded by cardinal mechanisms alone." Proceedings of the Royal Society B: Biological Sciences 280, no. 1764 (August 7, 2013): 20131049. http://dx.doi.org/10.1098/rspb.2013.1049.

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Gaze is an important social cue in regulating human and non-human interactions. In this study, we employed an adaptation paradigm to examine the mechanisms underlying the perception of another's gaze. Previous research has shown that the interleaved presentation of leftwards and rightwards gazing adaptor stimuli results in observers judging a wider range of gaze deviations as being direct. We applied a similar paradigm to examine how human observers encode oblique (e.g. upwards and to the left) directions of gaze. We presented observers with interleaved gaze adaptors and examined whether adaptation differed between congruent (adaptor and test along same axis) and incongruent conditions. We find greater adaptation in congruent conditions along cardinal (horizontal and vertical) and non-cardinal (oblique) directions suggesting gaze is not coded alone by cardinal mechanisms. Our results suggest that the functional aspects of gaze processing might parallel that of basic visual features such as orientation.
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Pritchett, Lisa M., and Laurence R. Harris. "Perceived touch location is coded using a gaze signal." Experimental Brain Research 213, no. 2-3 (May 11, 2011): 229–34. http://dx.doi.org/10.1007/s00221-011-2713-0.

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Greene, Harold H., and Keith Rayner. "Eye-Movement Control in Direction-Coded Visual Search." Perception 30, no. 2 (February 2001): 147–57. http://dx.doi.org/10.1068/p3056.

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Subjects searched for a target among distractors which were arranged randomly or such that each distractor provided information about the relative position of a target. Trials were presented either in a blocked design (so that the subjects knew a priori the contextual information in the display) or in a mixed design. When the distractors provided information about target position, there were (i) shorter manual RTs, (ii) fewer fixations made in search of the target, (iii) longer mean fixation durations, (iv) shorter initial fixation durations, (v) shorter mean gaze shifts, (vi) a smaller area of fixation dispersion, and (vii) a greater percentage of optimally directed saccades. Except for gaze shifts, the results were uninfluenced by whether or not there was a blocked or a mixed presentation. The results of the study suggest that despite noise in the search mechanism, fixation durations were adjusted to process directly the currently fixated element(s).
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Jones, Stephanie A. H., and Denise Y. P. Henriques. "Memory for proprioceptive and multisensory targets is partially coded relative to gaze." Neuropsychologia 48, no. 13 (November 2010): 3782–92. http://dx.doi.org/10.1016/j.neuropsychologia.2010.10.001.

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Calder, Andrew J., Rob Jenkins, Anneli Cassel, and Colin W. G. Clifford. "Visual representation of eye gaze is coded by a nonopponent multichannel system." Journal of Experimental Psychology: General 137, no. 2 (2008): 244–61. http://dx.doi.org/10.1037/0096-3445.137.2.244.

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Rai, Yashas, and Patrick Le Callet. "Do gaze disruptions indicate the perceived quality of non-uniformly coded natural scenes?" Electronic Imaging 2017, no. 14 (January 29, 2017): 104–9. http://dx.doi.org/10.2352/issn.2470-1173.2017.14.hvei-124.

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Krombholc, Viktorija. "WITH SHINING EYES: WATCHING AND BEING WATCHED IN SARAH WATERS’S "TIPPING THE VELVET"." Годишњак Филозофског факултета у Новом Саду 40, no. 1 (December 10, 2015): 151. http://dx.doi.org/10.19090/gff.2015.1.151-162.

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The aim of this paper is to explore the dynamics of looking and being looked at in Sarah Waters’s Tipping the Velvet. The analysis is theoretically framed by feminist film theory and the concept of the male gaze. According to Laura Mulvey, classic narrative cinema reflects social views on sexual difference and reaffirms the active male/passive female binary. The novel raises the issue of what happens with the gaze when the protagonists are non- heteronormative, a question further made complex by the theme of cross-dressing, which destabilizes visual gender coding and makes it unreliable. The female narrator is infatuated with a male impersonator only to become one herself, and the visual interaction that spurs their sexual relationship on does not fit neatly into Mulvey’s analysis, as both the bearer of the gaze and its object are female, a woman coded as masculine. The male gaze is further deconstructed as the main female character becomes a prostitute, passing for male and working with male clients. Finally, the novel questions the controlling aspect of the gaze implicit in Mulvey’s essay, as the gaze is reimagined as a potential source of power to be desired and invited.
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McDonough, Kim, Dustin Crowther, Paula Kielstra, and Pavel Trofimovich. "Exploring the potential relationship between eye gaze and English L2 speakers’ responses to recasts." Second Language Research 31, no. 4 (June 3, 2015): 563–75. http://dx.doi.org/10.1177/0267658315589656.

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This exploratory study investigated whether joint attention through eye gaze was predictive of second language (L2) speakers’ responses to recasts. L2 English learners ( N = 20) carried out communicative tasks with research assistants who provided feedback in response to non-targetlike (non-TL) forms. Their interaction was audio-recorded and their eye gaze behavior was tracked simultaneously using the faceLAB system. Transcripts were coded for characteristics of the feedback episodes (linguistic target, feedback type, intonation, prosody) and types of response (no opportunity, no reformulation, non-TL response, TL response). Eye gaze length for the researcher (when producing the feedback move) and the L2 speaker (when responding to feedback) were obtained in seconds using Captiv software. Following data pruning to reduce the data set to clausal recasts in response to grammatical errors, a logistic regression model revealed that both L2 speaker and mutual eye gaze were predictive of TL responses. Methodological issues for eye-tracking research during L2 interaction are provided, and suggestions for future research are discussed.
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Carnevale, Michael J., Lisa M. Pritchett, and Laurence R. Harris. "The effect of eccentric gaze on tactile localization on areas of the body that cannot be seen." Seeing and Perceiving 25 (2012): 103. http://dx.doi.org/10.1163/187847612x647351.

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Eccentric gaze systematically biases touch localization on the arm and waist. These perceptual errors suggest that touch location is at least partially coded in a visual reference frame. Here we investigated whether touches to non-visible parts of the body are also affected by gaze position. If so, can the direction of mislocalization tell us how they are laid out in the visual representation? To test this, an array of vibro-tactors was attached to either the lower back or the forehead. During trials, participants were guided to orient the position of their head (90° left, right or straight ahead for touches on the lower back) or head and eyes (combination of ±15° left, right or straight ahead head and eye positions for touches on the forehead) using LED fixation targets and a head mounted laser. Participants then re-oriented to straight ahead and reported perceived touch location on a visual scale using a mouse and computer screen. Similar to earlier experiments on the arm and waist, perceived touch location on the forehead and lower back was biased in the same direction as eccentric head and eye position. This is evidence that perceived touch location is at least partially coded in a visual reference frame even for parts of the body that are not typically seen.
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Dissertations / Theses on the topic "Coded gaze"

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Victorin, Karin. "AI as Gatekeepers to the Job Market : A Critical Reading of; Performance, Bias, and Coded Gaze in Recruitment Chatbots." Thesis, Linköpings universitet, Tema Genus, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177257.

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The topic of this thesis is AI recruitment chatbots, digital discrimination, and data feminism (D´Ignazio and F.Klein 2020), where I aim to critically analyze issues of bias in these types of human-machine interaction technologies. Coming from a professional background of theatre, performance art, and drama, I am curious to analyze how using AI and social robots as hiring tools entails a new type of “stage” (actor’s space), with a special emphasis on social acting. Humans are now required to adjust their performance and facial expressions in the search for, and approval of, a new job. I will use my “theatrical glasses” with an intersectional lens, and through a methodology of cultural analysis, reflect on various examples of conversational AI used in recruitment processes. The silver bullet syndrome is a term that points to a tendency to believe in a miraculous new technological tool that will “magically” solve human-related problems in a company or an organization. The captivating marketing message of the Swedish recruitment conversational AI tool – Tengai Unbiased – is the promise of a scientifically proven objective hiring tool, to solve the diversity problem for company management. But is it really free from bias? According to Karen Barad, agency is not an attribute, but the ongoing reconfiguration of the world influenced by what she terms intra-actions, a mutual constitution of entanglement between human and non-human agencies (2003:818). However, tech developers often disregard their entanglement of human-to-machine interferences which unfortunately generates unconscious bias. The thesis raises ethical questions of how algorithmic measurement of social competence risks holding unconscious biases, benefiting those already privileged or those acting within a normative spectrum.
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Carlin, Johan D. "Pattern codes for perceived gaze direction revealed by functional MRI." Thesis, University of Cambridge, 2012. https://www.repository.cam.ac.uk/handle/1810/243495.

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Perceiving the direction of another's attention is a critical component of normal social behaviour. Seminal electrophysiology studies demonstrated that single cells in macaque superior temporal sulcus (STS) are tuned to specific directions of social cues, including gaze direction, head view, and body posture. Furthermore, a subset of such neurons respond to a single direction across multiple cues, suggesting that the code is driven by the direction of another's social attention regardless of how this is conveyed. Attempts to reveal similar gaze representations in humans using fMRI have provided mixed results. This thesis describes research where multivariate pattern analysis (MVPA) methods are applied to fMRI data in order to better explain how the human brain and particularly STS codes perceived gaze direction. After describing the MVPA methods applied in this thesis, I first demonstrate that fMRI response patterns in anterior STS distinguish between the direction of dynamic head turns, but not between the direction of rotation in non-social ellipsoids. In subsequent work, anterior STS is found to code the direction of another's gaze in a head view-invariant manner, thus demonstrating a potential parallel to previous macaque evidence for single cells that code the direction of another's attention. However, comparisons that run both across species (macaque, human) and methods (electrophysiology, fMRI) are problematic. To overcome this limitation I next tested whether macaque STS distinguishes gaze direction and head view when responses are measured with fMRI. In conclusion, this thesis demonstrates the utility of applying MVPA to fMRI data to reveal socially-relevant representations of the direction of another's attention. The thesis particularly highlights anterior STS as a key region in supporting direction-specific representations of social cues. These results advance our understanding of how the brain codes socially-relevant information, and highlight possible similarities and dissimilarities between humans and macaques.
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Ghaed, Zahra. "Code Reading Dojo: Designing an Educationally-oriented Mobile Application Aimed at Promoting Code Reading Skills." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/86189.

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In recent years, much attention has been directed to the use of educational games for learning computer science concepts. The motivation of game-based learning with positive experience has been deeply studied in the literature, but game design for improving code reading skills have much room for improvement. Being good at the reading code is important to a professional developer. To address this issue, we defined a new educationally-oriented mobile game application, aimed at promoting the development of code reading skills in a new and fun way. The strategy of this game is to find errors in pieces of codes. At each level, students should find all syntactic and semantic errors in the code in a certain time in order to advance to the next level. Of the numerous programming languages, we chose Java because it is one of the most popular programming languages. In many colleges, Java plays a major role in introductory courses. Our vision is to allow instructors to employ the game in their introduction to programming in Java course. In addition, we hope it could be adapted for use in introductory courses using different programming languages. Data collected during the project helps us evaluate the impact of game-based learning on code reading in programming languages. We asked undergraduate students at the department of computer science at Virginia Tech to play with the game during Spring 2017 semester. The collected data analyzed, and students believe that Code Reading Dojo improves their code reading skills in Java and overall programming ability, in additions to help them find errors in their own program.
Master of Science
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Brown, Jarrod P. "Field Programmable Gate Array Application for Decoding IRIG-B Time Code." International Foundation for Telemetering, 2013. http://hdl.handle.net/10150/579691.

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ITC/USA 2013 Conference Proceedings / The Forty-Ninth Annual International Telemetering Conference and Technical Exhibition / October 21-24, 2013 / Bally's Hotel & Convention Center, Las Vegas, NV
A field programmable gate array (FPGA) is used to decode Inter-Range Instrumentation Group (IRIG) time code for a PC-based Time-Space-Position Information (TSPI) acquisition. The FPGA architecture can latch time via an external event trigger or a programmable periodic internal event. By syncing time with an external IRIG Group Type B (IRIG-B) signal and using an 8 megahertz (MHz) internal clock, captured time has 125 nanosecond (ns) precision. A Range Instrumentation Control System (RICS) application utilizing the FPGA design to capture IRIG time is presented and test results show matching time accuracy when compared to commercial IRIG time capture hardware components.
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Morton, Alexander F. "Testing an Original Story in Multiple Artistic Mediums." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/honors/298.

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The Story is one of the oldest forms of communication between humans. Various methods have enhanced and updated the Art in a variety of ways since the concept was created. In modern times, a story can exist in multiple mediums because of the variations that humans use today to tell stories. I present an artistic project that will show my development of an original universe, plot, and characters into a storyline introduction for enjoyable purposes. The belief was that these ideas I created could succeed in multiple formats, but I would need to narrow it down and test what I had created. I chose two different mediums, a Written Narrative and a Video Game, as means to tell my story as much as I could within the time frame. By using the opinions of others, I’ll learn if either project can be successful in telling my story and which method offered the best experience with my particular story ideas to share with an individual.
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Hedbäck, Andreas, and Deniz Ayar. "Expanding a Motion Controlled Game With Focus on Maintainability." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149667.

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Motion controlled games can be a good physical activity for children, but the game has to be fun and engaging. We have, with a starting point in an existing base game, developed an achievement module which follows certain code standards to make it easier to understand, and to make hand overs of the code smoother. More work on the rest of the game has also been done to make it more engaging, while clean up of the existing code to follow the same standards.
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Vijayakumar, Suresh Mikler Armin. "FPGA implementation of low density parity check codes decoder." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-11003.

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Pang, Jing. "Direct global positioning system P-code acquisition field programmable gate array prototyping." Ohio University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1177700503.

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Vijayakumar, Suresh. "FPGA Implementation of Low Density Party Check Codes Decoder." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11003/.

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Reliable communication over the noisy channel has become one of the major concerns in the field of digital wireless communications. The low density parity check codes (LDPC) has gained lot of attention recently because of their excellent error-correcting capacity. It was first proposed by Robert G. Gallager in 1960. LDPC codes belong to the class of linear block codes. Near capacity performance is achievable on a large collection of data transmission and storage.In my thesis I have focused on hardware implementation of (3, 6) - regular LDPC codes. A fully parallel decoder will require too high complexity of hardware realization. Partly parallel decoder has the advantage of effective compromise between decoding throughput and high hardware complexity. The decoding of the codeword follows the belief propagation alias probability propagation algorithm in log domain. A 9216 bit, (3, 6) regular LDPC code with code rate ½ was implemented on FPGA targeting Xilinx Virtex 4 XC4VLX80 device with package FF1148. This decoder achieves a maximum throughput of 82 Mbps. The entire model was designed in VHDL in the Xilinx ISE 9.2 environment.
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Rutishauser, David. "Implementing Scientific Simulation Codes Tailored for Vector Architectures Using Custom Configurable Computing Machines." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26838.

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Prior to the availability of massively parallel supercomputers, the implementation of choice for scientific computing problems such as large numerical physical simulations was typically a vector supercomputer. Legacy code still exists optimized for vector supercomputers. Rehosting legacy code often requires a complete re-write of the original code, which is a long and expensive effort. This work provides a framework and approach to utilize reconfigurable computing resources in place of a vector supercomputer towards the implementation of a legacy source code without a large re-hosting effort. The choice of a vector processing model constrains the solution space such that practical solutions to the underlying resource constrained scheduling problem are achieved. Reconfigurable computing resources that implement capabilities characteristic of the applicationâ s original target platform are examined. The framework includes the following components: (1) a template for a parameterized, configurable vector processing core, (2) a scheduling and allocation algorithm that employs lessons learned from the mature knowledge base of vector supercomputing, and (3) the design of the VectCore co-processor to provide a low-overhead interface and control method for instances of the architectural template. The implementation approach applies the framework to produce VectCore instances tailored for specific input problems that meet resource constraints. Experimental data shows the VectCore approach results in efficient implementations with favorable performance compared to both general purpose processing and fixed vector architecture alternatives for the majority of the benchmark cases. Half the benchmark cases scale nearly linearly under a fixed time scaling model. The fixed workload scaling is also linear for the same cases until becoming constant for a subset of the benchmarks due to resource contention in the VectCore implementation limiting the maximum achievable parallelism. The architectural template contributed by this work supports established vector performance enhancing techniques such as parallel and chained operations. As the hardware resources are scaled, the VectCore approach scales the amount of parallelism applied in a problem implementation. In end-to-end hardware experiments, the VectCore co-processor overhead is shown to be small (less than 4%) compared to the schedule length.
Ph. D.
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Books on the topic "Coded gaze"

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BradyGames. Game Boy: Secret Codes. Indianapolis, USA: BradyGames, 2000.

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Gameboy secret codes 2. Indianapolis, Ind: BradyGames, 2001.

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California. Fish & game code of California. Binghamton, N.Y: Gould Publications, 1986.

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Cunningham, Mark. Game Programming with Code Angel. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5305-2.

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(Firm), BradyGames. Secret codes: PlayStation, PlayStation 2, Game Boy Advance, Xbox, Game Cube. Indianapolis, Ind: BradyGames, 2005.

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Workshop, Games, ed. Codex: Imperial guard. Glen Burnie, Md: Games Workshop, 2003.

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DeGovia, Mario. Resident evil code: Veronica : Prima's official strategy guide. Roseville, CA: Prima Publishing, 2000.

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Fergus, Charles. The upland equation: A modern bird hunter's code. New York: Lyons & Burford, 1995.

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Barton, Matt. Honoring the code: Conversations with great game designers. Boca Raton: CRC Press, Taylor & Francis Group, 2013.

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Secret codes 2003. Indianapolis, Ind: BradyGames, 2003.

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Book chapters on the topic "Coded gaze"

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Ghaziani, Amin. "Why Gayborhoods Matter: The Street Empirics of Urban Sexualities." In The Life and Afterlife of Gay Neighborhoods, 87–113. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-66073-4_4.

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AbstractUrbanists have developed an extensive set of propositions about why gay neighborhoods form, how they change, shifts in their significance, and their spatial expressions. Existing research in this emerging field of “gayborhood studies” emphasizes macro-structural explanatory variables, including the economy (e.g., land values, urban governance, growth machine politics, affordability, and gentrification), culture (e.g., public opinions, societal acceptance, and assimilation), and technology (e.g., geo-coded mobile apps, online dating services). In this chapter, I use the residential logics of queer people—why they in their own words say that they live in a gay district—to show how gayborhoods acquire their significance on the streets. By shifting the analytic gaze from abstract concepts to interactions and embodied perceptions on the ground—a “street empirics” as I call it—I challenge the claim that gayborhoods as an urban form are outmoded or obsolete. More generally, my findings caution against adopting an exclusively supra-individual approach in urban studies. The reasons that residents provide for why their neighborhoods appeal to them showcase the analytic power of the streets for understanding what places mean and why they matter.
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Varma, Jayant. "Codea." In Learn Lua for iOS Game Development, 279–302. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4663-3_12.

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Rosenfield Boeira, Julia Naomi. "Test, Code, Test." In Lean Game Development, 89–99. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3216-3_9.

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Zammetti, Frank W. "The Game, Part 1: Core Game Code." In Learn Corona SDK Game Development, 103–48. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5069-2_5.

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Craddock, David L. "The Rise and Fall of Cheat Codes." In Game Dev Stories, 3–19. Boca Raton: CRC Press, 2021. http://dx.doi.org/10.1201/9781003199786-3.

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Varma, Jayant. "Sample Source Code." In Learn Lua for iOS Game Development, 349–75. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4663-3_15.

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S. Durano, Vincent Maverick. "Pushing Your Code to GitHub." In Understanding Game Application Development, 243–62. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4264-3_7.

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Cunningham, Mark. "Golf part 1: On the tee." In Game Programming with Code Angel, 139–47. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5305-2_13.

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Cunningham, Mark. "Golf part 2: On the green." In Game Programming with Code Angel, 149–59. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5305-2_14.

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Cunningham, Mark. "Golf part 3: It’s in the hole." In Game Programming with Code Angel, 161–71. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5305-2_15.

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Conference papers on the topic "Coded gaze"

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Hooberman, Lucy. "The Coded Gaze: algorithmic bias, facial recognition and beyond." In WebSci '21: WebSci '21 13th ACM Web Science Conference 2021. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3447535.3468455.

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Saha, Jhuma, Subindu Kumar, and Shankaranand Jha. "A comparative analysis of some multi-gate junctionless transistors." In 2015 6th International Conference on Computers and Devices for Communication (CODEC). IEEE, 2015. http://dx.doi.org/10.1109/codec.2015.7893201.

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Eiband, Brian Jannik, Bianca Bergande, Angela Schedel, and Philipp Brune. "Game of Codes." In EASE '19: Evaluation and Assessment in Software Engineering. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3319008.3319713.

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Dutta, Rajesh, and Sudakshina Kundu. "Effect of polysilicon gate doping concentration variation on MOSFET characteristics." In 2012 International Conference on Computers and Devices for Communication (CODEC). IEEE, 2012. http://dx.doi.org/10.1109/codec.2012.6509245.

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Baruah, Ratul Kumar, and Roy P. Paily. "Estimation of process-induced variations in double-gate junctionless transistor." In 2012 International Conference on Computers and Devices for Communication (CODEC). IEEE, 2012. http://dx.doi.org/10.1109/codec.2012.6509298.

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Rakshit, J. K., J. N. Roy, and T. Chattopadhyay. "All-optical XOR/XNOR logic gate using micro-ring resonators." In 2012 International Conference on Computers and Devices for Communication (CODEC). IEEE, 2012. http://dx.doi.org/10.1109/codec.2012.6509327.

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Chakraborty, Angshuman, and Sambhu Nath Pradhan. "Two new techniques to reduce gate leakage at 65 nm technology." In 2012 International Conference on Computers and Devices for Communication (CODEC). IEEE, 2012. http://dx.doi.org/10.1109/codec.2012.6509275.

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Mahor, Vikas, Akanksha Chouhan, and Manisha Pattanaik. "A novel process variation tolerant wide fan-in dynamic OR gate with reduced contention." In 2012 International Conference on Computers and Devices for Communication (CODEC). IEEE, 2012. http://dx.doi.org/10.1109/codec.2012.6509271.

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Sinha, Dheeraj Kumar, Amitabh Chatterjee, Gaurav Trivedi, and Victor Koldyaev. "Design of band-gap engineered silicon-germanium Junctionless Double-gate FET for ZRAM application." In 2015 6th International Conference on Computers and Devices for Communication (CODEC). IEEE, 2015. http://dx.doi.org/10.1109/codec.2015.7893195.

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Upasana, Mridula Gupta, Rakhi Narang, and Manoj Saxena. "Modeling and simulation study of short gate TFET architecture considering the impact of mobile charge carriers." In 2015 6th International Conference on Computers and Devices for Communication (CODEC). IEEE, 2015. http://dx.doi.org/10.1109/codec.2015.7893196.

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Reports on the topic "Coded gaze"

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Geelhood, Kenneth J., Mark R. Mitchell, and James G. Droppo. Sensitivity Analysis of Hardwired Parameters in GALE Codes. Office of Scientific and Technical Information (OSTI), December 2008. http://dx.doi.org/10.2172/946672.

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Geelhood, Kenneth J., and Jeremy P. Rishel. Applicability of GALE-86 Codes to Integral Pressurized Water Reactor designs. Office of Scientific and Technical Information (OSTI), June 2012. http://dx.doi.org/10.2172/1208788.

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3

Warpinski, N. R. ASR4: A computer code for fitting and processing 4-gage anelastic strain recovery data. Office of Scientific and Technical Information (OSTI), May 1989. http://dx.doi.org/10.2172/6088106.

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Hoard, R. W., and S. Hunter. Design of a five-axis flux-gate magnetic-gradiometer system Tracking Code No. 93-SR-035. Office of Scientific and Technical Information (OSTI), March 1995. http://dx.doi.org/10.2172/87820.

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Chandrasekaran, T., J. Y. Lee, and C. A. Willis. Calculation of releases of radioactive materials in gaseous and liquid effluents from pressurized water reactors (PWR-GALE Code). Revision 1. Office of Scientific and Technical Information (OSTI), April 1985. http://dx.doi.org/10.2172/5633355.

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