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Artykuły w czasopismach na temat "Computer industry"

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Howden, Norman. "Computer industry almanac". Journal of the American Society for Information Science 40, nr 6 (listopad 1989): 440. http://dx.doi.org/10.1002/(sici)1097-4571(198911)40:6<440::aid-asi13>3.0.co;2-i.

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Geng, Ruize. "Computer Modeling: The Future of the Car Industry". Highlights in Science, Engineering and Technology 47 (11.05.2023): 267–73. http://dx.doi.org/10.54097/hset.v47i.8221.

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In this digital world, the computer is getting more and more useful., Over the course of several decades, computer have been really powerful beyond our wildest dreams. Especially in the car industry, computers have been widely used, because using computer to model the cars can have lots of advantages. With the help of the computers, people can improve their working efficiency and personal safety. What’s more, cars can also be safer, cheaper and higher performance by using computer. At first, the software like CAD was only used to directly engage in drawing graphics and making structure design. However, the software which was applied today nearly engage in every part of the cars. Computer modeling have already be a tendency. In this paper I will summary the advantages of the computer modeling and show how to use computer to model the casrs. In the end, I will also write the future development of the computer modeling.
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Pugh, E. W., i W. Aspray. "Creating the Computer Industry". IEEE Annals of the History of Computing 18, nr 2 (1996): 7. http://dx.doi.org/10.1109/mahc.1996.490112.

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Pugh, E. W., i W. Aspray. "Creating the computer industry". IEEE Annals of the History of Computing 18, nr 2 (1996): 7–17. http://dx.doi.org/10.1109/85.489720.

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Norman, Donald A. "Beyond the computer industry". Communications of the ACM 45, nr 7 (lipiec 2002): 120. http://dx.doi.org/10.1145/514236.514269.

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Goodman, S. E., i W. K. McHenry. "The Soviet computer industry". Communications of the ACM 34, nr 6 (czerwiec 1991): 25–28. http://dx.doi.org/10.1145/103701.122192.

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Chisholm, Richard M. "Selecting Metaphoric Terminology for the Computer Industry". Journal of Technical Writing and Communication 16, nr 3 (lipiec 1986): 195–220. http://dx.doi.org/10.2190/xaj3-8thn-7qgm-93u5.

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Well-selected metaphoric terminology can reduce the fear and ignorance that often dishearten first-time computer users and can help them grasp new concepts and procedures. Many people are amused by terms such as bit, byte, and mouse and are enlightened by terms such as menu and wild card. Some users of computers, however, are offended by the metaphoric terminology that is commonly used in writing about computers and computing. They bridle at words like memory and intelligence applied to computing machinery. They are annoyed by casual uses of interface and parameter or puzzled by words like spool, boot, and argument. With the concept of usability as their guiding principle, writers in the computer industry can assess the appropriateness of metaphoric terminology by applying seven criteria: 1) Is a metaphoric term needed? 2) Is the old word familiar? 3) Is the metaphoric relation close? 4) Is the usage of the word consistent? 5) Is the metaphoric word brief? 6) Is the metaphoric usage acceptable? 7) Is the metaphoric word memorable?
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Rahman, Nayem. "Toward Achieving Environmental Sustainability in the Computer Industry". International Journal of Green Computing 7, nr 1 (styczeń 2016): 37–54. http://dx.doi.org/10.4018/ijgc.2016010103.

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The computer industry has come under increasing scrutiny in terms of energy consumption, the carbon emissions and e-waste. Shipment of e-waste to developing countries where it is often disposed of in unsafe ways is another major issue. Organizations and individuals have a tendency to throw away or store their aging computer technology assets which is not environmentally sustainable and or cost effective. Implementation of an end-to-end computer and related products' sustainability management strategy by incorporating the reuse of existing technology can make a major impact on the environment. Computer industry sustainability management includes design and development of energy efficient computer products, refurbishing of computer assets, purchasing of green or refurbished components and providing sustainability metrics procedures. By implementing sustainability programs, organizations can contribute in reducing the amount of energy spent to develop new computer technology products, help in reducing carbon emission, keep e-waste out of landfills and recycle them. This paper discusses different aspects of sustainable computer industry program and proposes that computer makers take ownership of disposing of e-waste by following safety standards. The paper also proposes adopting reverse supply chain process for possible reuse, recycle or disposal of computers.
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Dave, Dinesh S., i Kathy E. Fitzpatrick. "Price/performance of desktop computers in the U.S. computer industry". Information & Management 20, nr 3 (marzec 1991): 161–82. http://dx.doi.org/10.1016/0378-7206(91)90053-5.

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Kurasov, D. A. "Computer-aided manufacturing: Industry 4.0". IOP Conference Series: Materials Science and Engineering 1047, nr 1 (1.02.2021): 012153. http://dx.doi.org/10.1088/1757-899x/1047/1/012153.

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Rozprawy doktorskie na temat "Computer industry"

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Berg, Hovard Alexander. "The Computer Game Industry". Thesis, Norwegian University of Science and Technology, Department of Telematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172.

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This thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action and strategy genres are each represented as the primary game genre in around 1/3 of the games. Results indicate that the popularity of game genres vary with game platform (PC vs. consoles). Moreover, franchises, games with expansion(s) or in series, dominate the compiled best seller list. Furthermore, this thesis contributes with case studies explaining the business models of three different games (World of Warcraft, Anarchy Online and FarmVille), created by three distinct game companies (Blizzard, Funcom and Zynga). The three business models are presented using the business model ontology defined by Osterwalder in his PhD dissertation. The product, customer relationship, infrastructure, and the various revenue models available to game publishers, are among the elements explained and studied in detail.

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Granath, Victor. "3D Printing for Computer Graphics Industry". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
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McDonald, Roger L. "The structure of the computer industry". Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/24049.

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吳利豪 i Lee-ho Ng. "The computer industry - where does it go?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1993. http://hub.hku.hk/bib/B31265753.

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Ng, Lee-ho. "The computer industry - where does it go? /". [Hong Kong : University of Hong Kong], 1993. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13498472.

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Cheng, Yu-man. "Computer waste management in Hong Kong /". Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25436181.

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Ganah, Abdulkadir A. M. "Computer visualisation support for buildability". Thesis, Loughborough University, 2003. https://dspace.lboro.ac.uk/2134/17389.

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The construction industry has a reputation for low productivity, waste, low use of new technologies, and poor quality (Egan, 1998; Wakefield & Damrienant, 1999). It is estimated that up to 30% of construction is rework, and recognised that site teams spend too much time and effort making designs work in practice (Egan, 1998). The aim of the research project was to develop a visualisation and communication environment that would assist design teams in communicating design details that may be problematic for construction teams. The investigation was based on the need for a tool that facilitates detail design information communication. The VISCON (computer visualisation support for buildability) environment provides support for general information sharing in the context of a collaborative building project. This prototype is Web based and can be accessed from any location. This will allow for construction information to be readily communicated and shared between head offices and construction sites and any other locations to provide better visualisation of design details. Three scenarios were developed as case studies for demonstration purposes based on real projects. These case studies used a paper factory, a bay barrage building and a swimming pool recently constructed at Loughborough University. In the development of the case studies, 3D models were produced using components from the selected prototype buildings that may inherently be difficult to assemble. The VISCON prototype demonstrates the various functionalities of the system in creating intricate design details that can be animated or interacted with in real time. The main achievements of the research are: The review of buildability problems and their causes during the construction stage of a facility; The development of an architecture for a computer visualisation tool for buildability (VISCON); Implementation and validation of the proposed system (VISCON) through the use of a number of case studies. The system was found to be useful and demonstrated that computer visualisation tools provide considerable potential in improving clarity of information and also a new way of visualising and solving design problems that arise during the construction stage of a project. It also demonstrated the ease of use of the proposed system, and its efficiency and application to the construction industry. The research concludes that the use of computer visualisation can improve the construction project delivery process by providing guidance on how components are assembled together and how buildability problems can be solved during the construction stage. Furthermore, the use of effective communication tools will improve collaboration between construction and design practitioners.
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Bjurstedt, Anders. "The European publication printin industry : an industry in profound changes". Licentiate thesis, KTH, Numerical Analysis and Computer Science, NADA, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-563.

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Genakos, Christos. "Essays on competition in the personal computer industry". Thesis, London Business School (University of London), 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.423139.

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Woods, Gerard Peter. "Computer aided pattern generation for the garment industry". Thesis, Queen's University Belfast, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.356856.

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Książki na temat "Computer industry"

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Sharpe, Richard. The computer industry. London: Comedia, 1986.

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Publications, Key Note, red. U.K. computer industry. London: Key Note Publications, 1989.

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Publications, Key Note, red. U.K. computer industry. Hampton,Middlesex: Key Note Publications, 1985.

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Throne, Julie. Computers, peripherals, and computer components. Washington, DC: Office of Industries, U.S. International Trade Commission, 1994.

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Gandy, Anthony. The Early Computer Industry. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9780230389113.

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Alic, John A. Computer software: Strategic industry. Bloomington, IN: Indiana Center for Global Businesss, School of Business, Indiana University, 1991.

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Pierce, Phil. Computer programs about industry. Oxford: Geography, Schools and Industry Project, 1986.

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Kasavana, Michael L. Hospitality industry computer systems. Wyd. 3. East Lansing, Mich: Educational Institute of the American Hotel & Motel Association, 1997.

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J, Cahill John, red. Hospitality industry computer systems. Wyd. 3. East Lansing, Mich: Educational Institute, American Hotel & Motel Association, 1997.

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Scheer, August-Wilhelm. CIM: Computer integrated manufacturing : computer steered industry. Berlin: Springer-Verlag, 1988.

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Części książek na temat "Computer industry"

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Corsino, Marco, i Paola Giuri. "Computer Industry". W The Palgrave Encyclopedia of Strategic Management, 320–23. London: Palgrave Macmillan UK, 2018. http://dx.doi.org/10.1057/978-1-137-00772-8_46.

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Greenstein, Shane. "Computer Industry". W The New Palgrave Dictionary of Economics, 1–4. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/978-1-349-95121-5_2106-1.

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Corsino, Marco, i Paola Giuri. "Computer Industry". W The Palgrave Encyclopedia of Strategic Management, 1–4. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-349-94848-2_46-1.

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Greenstein, Shane. "Computer Industry". W The New Palgrave Dictionary of Economics, 1997–2000. London: Palgrave Macmillan UK, 2018. http://dx.doi.org/10.1057/978-1-349-95189-5_2106.

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Spencer, Derek. "Computer enhancements". W Automation in the Food Industry, 165–86. Boston, MA: Springer US, 1991. http://dx.doi.org/10.1007/978-1-4615-6508-6_9.

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Nijman, A. J. "Computer science in industry". W Current Trends in Concurrency, VI—XII. Berlin, Heidelberg: Springer Berlin Heidelberg, 1986. http://dx.doi.org/10.1007/bfb0027038.

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Bakker, Fred. "The computer chip industry". W Unleashing the Power of European Innovation, 111–18. London: Routledge, 2024. http://dx.doi.org/10.4324/9781032703381-18.

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Martínez, Inma. "OK Computer". W The Future of the Automotive Industry, 3–19. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7026-4_1.

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Kenett, Ron S., Shelemyahu Zacks i Peter Gedeck. "Computer Experiments". W Statistics for Industry, Technology, and Engineering, 265–86. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-28482-3_7.

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Weik, Martin H. "industry standard". W Computer Science and Communications Dictionary, 771. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_8889.

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Streszczenia konferencji na temat "Computer industry"

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Đurić, Dobrivoje, i Vladimir Matić. "Computer Vision in Industry". W Sinteza 2019. Novi Sad, Serbia: Singidunum University, 2019. http://dx.doi.org/10.15308/sinteza-2019-439-444.

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Norman, Don. "Trends in the computer industry". W the 7th annual ACM symposium. New York, New York, USA: ACM Press, 1994. http://dx.doi.org/10.1145/192426.192498.

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Moewe, Clinton F., i Samuel N. Stevens. "Caterpillar Computer-Based Service Training". W 40th Annual Earthmoving Industry Conference. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 1989. http://dx.doi.org/10.4271/890956.

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Virkler, Dennis A. "Computer Aided Torsional Vibration Analysis". W 37th Annual Earthmoving Industry Conference. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 1986. http://dx.doi.org/10.4271/860739.

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Bruce, Donald A. "Computer Monitoring in the Grouting Industry". W GeoCongress 2012. Reston, VA: American Society of Civil Engineers, 2012. http://dx.doi.org/10.1061/9780784412138.0021.

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Gurova, D. D. "Computer technologies in the hospitality industry". W INFORMATION TECHNOLOGIES AND MANAGEMENT IN HIGHER EDUCATION AND SCIENCES. PART 1. Baltija Publishing, 2022. http://dx.doi.org/10.30525/978-9934-26-277-7-61.

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Sahnoune, S., E. H. Soubari, M. Torzynski i P. Meyrueis. "Laser Beam Shaping By Computer Generated Holograms". W Laser Technologies in Industry. SPIE, 1988. http://dx.doi.org/10.1117/12.968844.

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Miller, Norman, Darrell Socie i Stephen Downing. "New Developments in Field Computer Systems". W 38th Annual Earthmoving Industry Conference. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 1987. http://dx.doi.org/10.4271/870804.

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Shabana, A. A. "Computer Aided Analysis of Flexible Multibody Vehicle Systems". W Earthmoving Industry Conference & Exposition. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 1990. http://dx.doi.org/10.4271/900890.

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"Industry Applications, Automation, and Industry 4.0". W 2019 IEEE 2nd Ukraine Conference on Electrical and Computer Engineering (UKRCON). IEEE, 2019. http://dx.doi.org/10.1109/ukrcon.2019.8879855.

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Raporty organizacyjne na temat "Computer industry"

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Goolsbee, Austan. Competition in the Computer Industry. Cambridge, MA: National Bureau of Economic Research, lipiec 2001. http://dx.doi.org/10.3386/w8351.

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Chun, Hyunbae, i M. Ishaq Nadiri. Decomposing Productivity Growth in the U.S. Computer Industry. Cambridge, MA: National Bureau of Economic Research, październik 2002. http://dx.doi.org/10.3386/w9267.

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Abdolmaleki, Kourosh. PR-453-134505-R05 Industry High Value Objectives Pipeline On-Bottom Stability Software Upgrade. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), marzec 2018. http://dx.doi.org/10.55274/r0011469.

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Revised Pipeline On-bottom Stability computer program suite. Updated Pipeline On-bottom Stability user guideline. Brief report on indicating possible objectives for further revisions to the analysis tools and user guideline. This report includes reconsideration of the objectives and issues excluded from this program as well as the results of Objective 8 regarding flows at a very low angle of incidence to the alignment of the pipeline.
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Spangler, Stephen. A/E/C Computer-Aided Design (CAD) Standard : Release 6.2. Engineer Research and Development Center (U.S.), lipiec 2024. http://dx.doi.org/10.21079/11681/48775.

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The A/E/C Computer-Aided Design (CAD) Standard has been developed by the CAD/Building Information Modeling (BIM) Technology Center for Facilities, Infrastructure, and Environment to eliminate redundant CAD standardization efforts within DoD and the Federal Government. This manual is part of an initiative to develop a nonproprietary CAD standard that incorporates existing industry, national, and international standards and to develop data standards that address the entire life cycle of facilities within DoD. The material addressed in the A/E/C CAD Standard includes level/layer assignments, digital file naming, and standard symbology. The CAD/BIM Center’s primary goal is to develop a CAD standard that is generic enough to operate under various CAD software packages (such as Bentley’s MicroStation and Autodesk’s AutoCAD) while incorporating existing industry standards when possible. While this Standard encompasses many CAD concepts and practices, it is not intended to limit the capabilities of other advanced modeling software. Ultimately, a BIM / Civil Information Modeling standard will be developed to standardize the additional capabilities of other software.
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Riddell, Frederick R., Richard A. Gunkel, George Beiser, Siegfried Goldstein i Bruce Lepisto. Report of the Joint Industry - DoD Task Force on Computer Aided Logistic Support (CALS). Volume 1. Summary. Fort Belvoir, VA: Defense Technical Information Center, czerwiec 1985. http://dx.doi.org/10.21236/ada161777.

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Gertslberger, Wolfgang, Merle Küttim, Tarmo Tuisk, Ulrika Hurt, Tarvo Niine, Tarlan Ahmadov, Margit Metsmaa i in. Ringmajanduslike praktikate juurutamise võimaldajad ja barjäärid: uuringu aruanne. Tallinn University of Technology; Ministry of Economics and Communication, grudzień 2021. http://dx.doi.org/10.11590/taltech.circular.economy.report.2021.

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This research study focused on the business models related to the circular economy of the four industries and their enablers and barriers have been studied. The research was conducted from September to December 2021 in Estonia by Tallinn University of Technology Sustainable Value Chain Management Working Group for the Ministry of Economic Affairs and Communications. The industries covered by the study were: 1) the computer, electronic and optical equipment industries; 2) chemicals and chemical industry, except plastics industry; 3) the electrical equipment industry; 4) metal industry.
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Langenhorst, Don. Comparisons of current practices of computer use and training by industry type of small businesses in the Portland area. Portland State University Library, styczeń 2000. http://dx.doi.org/10.15760/etd.5794.

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Riddell, Frederick R., Richard A. Gunkel, George Beiser, Siegfried Goldstein i Bruce Lepisto. Report of the Joint Industry - DoD Task Force on Computer Aided Logistic Support (CALS). Volume 3. Report of Architecture Subgroup. Fort Belvoir, VA: Defense Technical Information Center, czerwiec 1985. http://dx.doi.org/10.21236/ada161779.

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний i Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, wrzesień 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teaching methods of the course, as well as the challenges and outcomes of its implementation. We also evaluate the course using a framework proposed by Ritzhaupt based on student feedback and learning outcomes. Our results show that the course was successful in achieving its goals and enhancing students’ knowledge and skills in game development. We also identify some areas for improvement and provide recommendations for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching game development in secondary education, as it offers a low barrier to entry, a rich set of features, a cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based approach is beneficial for fostering collaboration and creativity among students.
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Riddell, Frederick R., Richard A. Gunkel, George Beiser, Siegfried Goldstein i Bruce Lepisto. Report of the Joint Industry - DoD Task Force on Computer Aided Logistic Support (CALS). Volume 2. Report of Policy and Legal Constraints Subgroup. Fort Belvoir, VA: Defense Technical Information Center, czerwiec 1985. http://dx.doi.org/10.21236/ada161778.

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