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ceo of aperture science: Framing Uncertainty Markus Rautzenberg, 2020-02-08 This book presents a compilation of articles on the subject of game studies written over the last ten years. These texts reflect a decade of research in European computer game studies from a theoretical perspective that combines philosophy, cultural studies, visual studies, and media studies in a way that is unique to a specific type of media theory developed in Germany over the last thirty years. This theory differs quite significantly from media studies as usually conceived in Anglo-American academia, providing new perspectives that are rooted in continental philosophical traditions ranging from phenomenology to post-structuralism and newer forms of “presence studies” in aesthetic theory. The book provides (1) an introduction to a continental approach to game philosophy; (2) an aesthetic theory of computer games rooted in concepts of performativity and epistemology; and (3) an introduction to an interdisciplinary approach to game studies that is based on philosophical perspectives on the subject matter. |
ceo of aperture science: Paratextualizing Games Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt, 2021-11-30 Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text? |
ceo of aperture science: Hive Mind Fouad Sabry, 2023-07-02 What Is Hive Mind In science fiction, a group mind, also known as a group ego, mind coalescence, or gestalt intelligence, is a story device in which several minds or consciousnesses are joined into a single, collective consciousness or intellect. Other names for this plot device include group ego, mind coalescence, and gestalt intelligence. The use of human hive minds in literature dates back at least as far as David H. Keller's The Human Termites and Olaf Stapledon's science fiction novel Last and First Men (1930), which is the first known use of the term group mind in science fiction. The first alien hive society was depicted in H. G. Wells's novel The First Men in the Moon (1901). However, the earliest known use of the phrase hive mind in science fiction was in James H. Schmitz's Second Night of Summer (1950). The phrase was originally used in the context of beekeeping in 1943 and was recorded for the first time in that year. Any fictional plot element that enables brains to communicate with one another, such as telepathy, has the potential to foster the formation of a group mind. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Group mind (science fiction) Chapter 2: Hive mind Chapter 3: Mind Chapter 4: Intelligence amplification Chapter 5: Sentience Chapter 6: Mind uploading Chapter 7: Mind uploading in fiction Chapter 8: Psionics Chapter 9: Insectoids in science fiction Chapter 10: Linguistics in science fiction (II) Answering the public top questions about hive mind. (III) Real world examples for the usage of hive mind in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of hive mind' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of hive mind. |
ceo of aperture science: Half-Life Series , |
ceo of aperture science: Encyclopedia of Video Games [3 volumes] Mark J. P. Wolf, 2021-05-24 Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. |
ceo of aperture science: Seeing Science Marvin Heiferman, 2019 Photography's critical role in science explained Subjects range from facial recognition to outer space For everyone curious about the impact of photography on our lives |
ceo of aperture science: This is Mars Alfred S. McEwen, Francis Rocard, 2017 The award-winning French editor and designer Xavier Barral has chosen frames drawn from the comprehensive photographic map of Mars made by the observation satellite Mars Reconnaissance Orbiter. Barral scoured tens of thousands of gigabytes of satellite photographs available from NASA, seeking out the most distinct images of the planet's surface. The result is visionary--a science book, an artist's book, and a stunning object. |
ceo of aperture science: Synthetic Aperture Radar Polarimetry Jakob J. van Zyl, 2011-10-14 This book describes the application of polarimetric synthetic aperture radar to earth remote sensing based on research at the NASA Jet Propulsion Laboratory (JPL). This book synthesizes all current research to provide practical information for both the newcomer and the expert in radar polarimetry. The text offers a concise description of the mathematical fundamentals illustrated with many examples using SAR data, with a main focus on remote sensing of the earth. The book begins with basics of synthetic aperture radar to provide the basis for understanding how polarimetric SAR images are formed and gives an introduction to the fundamentals of radar polarimetry. It goes on to discuss more advanced polarimetric concepts that allow one to infer more information about the terrain being imaged. In order to analyze data quantitatively, the signals must be calibrated carefully, which the book addresses in a chapter summarizing the basic calibration algorithms. The book concludes with examples of applying polarimetric analysis to scattering from rough surfaces, to infer soil moisture from radar signals. |
ceo of aperture science: Apple Aperture 3 Ken McMahon, Nik Rawlinson, 2010 Apple Aperture 3 - A Workflow Guide for Digital Photographers shows you how to put this powerful software right at the heart of your digital photography workflow. -- |
ceo of aperture science: Faint Object Spectrograph, Instrument Handbook Anne Louise Kinney, 1992 |
ceo of aperture science: Digital Culture Industry James Allen-Robertson, 2013-03-25 How did digital media happen ? Through a unique approach to digital documents, and detailed intricate histories of illicit internet piracy networks, The Digital Culture Industry goes beyond the Napster creation myth and illuminates the unseen individuals, code and events behind the turn to digital media. |
ceo of aperture science: Storytelling Industries Anthony N. Smith, 2018-06-28 This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium’s variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling. |
ceo of aperture science: The Aesthetics and Affects of Cuteness Joshua Paul Dale, Joyce Goggin, Julia Leyda, Anthony P. McIntyre, Diane Negra, 2016-12-08 Cuteness is one of the most culturally pervasive aesthetics of the new millennium and its rapid social proliferation suggests that the affective responses it provokes find particular purchase in a contemporary era marked by intensive media saturation and spreading economic precarity. Rejecting superficial assessments that would deem the ever-expanding plethora of cute texts trivial, The Aesthetics and Affects of Cuteness directs serious scholarly attention from a variety of academic disciplines to this ubiquitous phenomenon. The sheer plasticity of this minor aesthetic is vividly on display in this collection which draws together analyses from around the world examining cuteness’s fundamental role in cultural expressions stemming from such diverse sources as military cultures, high-end contemporary art worlds, and animal shelters. Pushing beyond prevailing understandings that associate cuteness solely with childhood or which posit an interpolated parental bond as its primary affective attachment, the essays in this collection variously draw connections between cuteness and the social, political, economic, and technological conditions of the early twenty-first century and in doing so generate fresh understandings of the central role cuteness plays in the recalibration of contemporary subjectivities. |
ceo of aperture science: Video Games Have Always Been Queer Bo Ruberg, 2019-03-19 Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer. |
ceo of aperture science: ''The Orange Box'' , |
ceo of aperture science: The Orange Box David S. J. Hodgson, Stephen Stratton, Miguel Lopez, 2007 •Complete strategy forHalf-Life 2,Half-Life 2: Episode One,Half-Life 2: Episode Two,Portal, andTeam Fortress 2. •Half-Life 2: Enhanced biographies and enemy information showcasing all the new entities! •G-Man locations, hidden item stashes, and more revealed! •Portal: Tactics for every single level, with incredible, mind-bending shortcuts from the development team! •Team Fortress 2: Complete information for all characters and insanely advanced tactics for every map. •Comprehensive list of all Xbox 360 Achievements, with hints for completing them. •Fully labeled maps of every single level in all five games! •Raising the Bar: Exclusive artwork and developer interviews for all games! |
ceo of aperture science: A Portal 2 Story - Blue Sky Luke.c, |
ceo of aperture science: Owned Joshua A. T. Fairfield, 2017-07-10 Owned provides a legal analysis of the legal, social, and technological developments that have driven an erosion of property rights in the digital context. |
ceo of aperture science: (Not) In the Game Regina Seiwald, Edwin Vollans, 2023-08-21 How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games. |
ceo of aperture science: The Greatest Stories Ever Played Dustin Hansen, 2022-04-12 In this fun and informative YA Non-fiction title, Dustin Hansen, author of Game On!, a self-confessed video game addict with over 20-years experience in the gaming industry, examines the storytelling skills shown in some of the most beloved and moving games of all time. We all know that video games are fun, but can a video game make you cry? Can it tell you a powerful love story? Can a video game make you think differently about war? About the environment? About the choices you make? Whether it's playing through blockbuster-esque adventures (Uncharted, God of War, The Last of Us), diving deep into hidden bits of story and lore (Red Dead Redemption II, Bioshock, Journey) or building relationships that change the fate of the world itself (Persona 5, Undertale), video games are bringing stories to life in ways that are immediate, interactive and immersive. Focusing on some of the best, most memorable, experiences in gaming, The Greatest Stories Ever Played, examines the relationship between gaming and storytelling in a new way. |
ceo of aperture science: Against Flow Braxton Soderman, 2021-04-27 A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of being in the zone, of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play. |
ceo of aperture science: Metagaming Stephanie Boluk, Patrick LeMieux, 2017-04-04 The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames. |
ceo of aperture science: Values at Play in Digital Games Mary Flanagan, Helen Nissenbaum, 2016-09-02 A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved. |
ceo of aperture science: The Ultimate Player's Guide to LEGO Dimensions [Unofficial Guide] James Floyd Kelly, 2016-07-15 The Ultimate Player’s Guide to LEGO® DimensionsTM, Unofficial Guide Your Adventure Begins! In LEGO® DimensionsTM, you can bring together all your favorite heroes, from BatmanTM to Scooby-DooTM, or The LEGO® Movie to The Lord of the RingsTM. To master this great game, you need a great guide. Here it is! You’ll love this full-color book no matter how old you are–whether you’re a player or a parent who wants to help your kids succeed. It will help you discover Dimensions’ most powerful secrets–and it’s so easy! James Floyd Kelly guides you through everything: setup, rules, characters, vehicles, puzzles, game play, strategies, and more. You’ll get started quickly, explore the entire Starter Pack, master all the adventure worlds...even the Bonus Levels! You won’t just read: This is your complete traveler’s notebook, packed with space for planning your travels, sharing your discoveries, and even displaying your own game pictures! · Set up the game and start your adventure · Explore and fix the broken gateway · Survive meltdown at Sector 7-G, and beat the Joker-Bot · Team up Wyldstyle, Batman, and Gandalf to defeat Master Chen · Overcome Cybermen and Daleks in your Doctor WhoTM adventure · Defeat Sauron and Two-Face in the streets of Metropolis · Liberate Minas Tirith from The Riddler and his army of orcs · Master the tricky new puzzles in LEGO Movie Story Mode · Transform yourself to escape the citadel and defeat Lord Vortech · Enter DC World with Batman, Superman, Wonder Woman, Joker, or Bane · Save Bricksburg! Restore the Saloon, Billboards, Rainbow, and Octan Tower · Master six bonus levels: Back to the FutureTM, The SimpsonsTM, PortalTM 2, Doctor Who, GhostbustersTM, and Mystery World Bonus: Available online only are two appendixes: “Character Abilities” and “Vehicles and Upgrades.” See the table of contents for more information. |
ceo of aperture science: Respawn Colin Milburn, 2018-11-15 In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world. |
ceo of aperture science: The Theory and Practice of Writing Music for Games Steve Horowitz, Scott R. Looney, 2024-01-25 The nature of game music charges the modern-day composer with understanding a whole host of aesthetic and technical principles unique to the medium. Based on years of working in the field, as well as teaching the subject at colleges and universities, The Theory and Practice of Writing Music for Games is an invaluable resource for those looking for a classroom tested, directed course of study. As players and composers, themselves, authors Steve Horowitz and Scott R. Looney share the inspiration and joy of game music with an emphasis on critical thinking and the creative process, exploring the parallels and distinctions to concert music, film, TV, cartoons, and other popular forms. Each chapter builds on the next and guides the reader step by step through the essentials. Along with all the theory, a multitude of clearly defined hands-on projects and exercises are included, designed to prepare the reader to go out into the field with a complete understanding of the art and craft of music composition for games and visual media. Key Features: • Discusses a variety of topics in a simple and easy-to-understand format. • Provides a valuable resource for teachers and students, anyone who is looking to build a career in music for games. • Breaks down the fundamentals needed to build your career. • Includes fun and practical exercises that strengthen your composer chops. |
ceo of aperture science: Eating Fandom CarrieLynn D. Reinhard, Julia E. Largent, Bertha Chin, 2020-10-29 This book considers the practices and techniques fans utilize to interact with different aspects and elements of food cultures. With attention to food cultures across nations, societies, cultures, and historical periods, the collected essays consider the rituals and values of fan communities as reflections of their food culture, whether in relation to particular foods or types of food, those who produce them, or representations of them. Presenting various theoretical and methodological approaches, the anthology brings together a series of empirical studies to examine the intersection of two fields of cultural practice and will appeal to sociologists, geographers and scholars of cultural studies with interests in fan studies and food cultures. |
ceo of aperture science: Science for the Curious Photographer Charles S. Johnson, Jr., 2017-08-29 While there are many books that teach the how-to of photography, Science for the Curious Photographer is a book for those who also want to understand how photography works. Beginning with an introduction to the history and science of photography, Charles S. Johnson, Jr. addresses questions about the principles of photography, such as why a camera needs a lens, how lenses work, and why modern lenses are so complicated. Addressing the complex aspects of digital photography, the book discusses color management, resolution, noise in images, and the limits of human perception. The creation and appreciation of art in photography is discussed from the standpoint of modern cognitive science. A crucial read for those seeking the scientific context to photographic practice, this second edition has been comprehensively updated, including discussion of DSLRs, mirror-less cameras, and a new chapter on the limits of human vision and perception. |
ceo of aperture science: Nanoplasmonics James W. M. Chon, Krzysztof Iniewski, 2018-10-08 Focusing on control and manipulation of plasmons at nanometer dimensions, nanoplasmonics combines the strength of electronics and photonics, and is predicted to replace existing integrated circuits and photonic devices. It is one of the fastest growing fields of science, with applications in telecommunication, consumer electronics, data storage, medical diagnostics, and energy. Nanoplasmonics: Advanced Device Applications provides a scientific and technological background of a particular nanoplasmonic application and outlines the progress and challenges of the application. It reviews the latest developments in nanoplasmonic applications, such as optical storage, photovoltaics, photocatalysts, integrated chips, optical elements, and sensing. The areas of application were chosen for their practicality, and each chapter provides a balanced scientific review and technological progress of how these areas of application are shaping the future. |
ceo of aperture science: Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions Antonio José Planells de la Maza, 2017-11-21 In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems. |
ceo of aperture science: Integrated Nanophotonic Resonators Ya Sha Yi, 2015-09-08 The rapid advancement of integrated optoelectronics has been driven considerably by miniaturization. Following the path taken in electronics of reducing devices to their ultimately fundamental forms, for instance single-electron transistors, now optical devices have also been scaled down, creating the increasingly active research fields of integrat |
ceo of aperture science: Computational Nanophotonics Sarhan Musa, 2018-10-08 This reference offers tools for engineers, scientists, biologists, and others working with the computational techniques of nanophotonics. It introduces the key concepts of computational methods in a manner that is easily digestible for newcomers to the field. The book also examines future applications of nanophotonics in the technical industry and covers new developments and interdisciplinary research in engineering, science, and medicine. It provides an overview of the key computational nanophotonics and describes the technologies with an emphasis on how they work and their key benefits. |
ceo of aperture science: Handbook of Terahertz Technology for Imaging, Sensing and Communications D Saeedkia, 2013-01-16 The recent development of easy-to-use sources and detectors of terahertz radiation has enabled growth in applications of terahertz (Thz) imaging and sensing. This vastly adaptable technology offers great potential across a wide range of areas, and the Handbook of terahertz technology for imaging, sensing and communications explores the fundamental principles, important developments and key applications emerging in this exciting field.Part one provides an authoritative introduction to the fundamentals of terahertz technology for imaging, sensing and communications. The generation, detection and emission of waves are discussed alongside fundamental aspects of surface plasmon polaritons, terahertz near-field imaging and sensing, room temperature terahertz detectors and terahertz wireless communications. Part two goes on to discuss recent progress and such novel techniques in terahertz technology as terahertz bio-sensing, array imagers, and resonant field enhancement of terahertz waves. Fiber-coupled time-domain spectroscopy systems (THz-TDS), terahertz photomixer systems, terahertz nanotechnology, frequency metrology and semiconductor material development for terahertz applications are all reviewed. Finally, applications of terahertz technology are explored in part three, including applications in tomographic imaging and material spectroscopy, art conservation, and the aerospace, wood products, semiconductor and pharmaceutical industries.With its distinguished editor and international team of expert contributors, the Handbook of terahertz technology for imaging, sensing and communications is an authoritative guide to the field for laser engineers, manufacturers of sensing devices and imaging equipment, security companies, the military, professionals working in process monitoring, and academics interested in this field. - Examines techniques for the generation and detection of terahertz waves - Discusses material development for terahertz applications - Explores applications in tomographic imaging, art conservation and the pharmaceutical and aerospace industries |
ceo of aperture science: Plasmonics Stefan Enoch, Nicolas Bonod, 2012-06-30 This book deals with all aspects of plasmonics, basics, applications and advanced developments. Plasmonics is an emerging field of research dedicated to the resonant interaction of light with metals. The light/matter interaction is strongly enhanced at a nanometer scale which sparks a keen interest of a wide scientific community and offers promising applications in pharmacology, solar energy, nanocircuitry or also light sources. The major breakthroughs of this field of research originate from the recent advances in nanotechnology, imaging and numerical modelling. The book is divided into three main parts: extended surface plasmons polaritons propagating on metallic surfaces, surface plasmons localized on metallic particles, imaging and nanofabrication techniques. The reader will find in the book: Principles and recent advances of plasmonics, a complete description of the physics of surface plasmons, a historical survey with emphasize on the emblematic topic of Wood's anomaly, an overview of modern applications of molecular plasmonics and an extensive description of imaging and fabrications techniques. |
ceo of aperture science: Nursing Research , |
ceo of aperture science: Plasmonics Ki Young Kim, 2012-10-24 The title of this book, Plasmonics: Principles and Applications, encompasses theory, technical issues, and practical applications which are of interest for diverse classes of the plasmonics. The book is a collection of the contemporary researches and developments in the area of plasmonics technology. It consists of 21 chapters that focus on interesting topics of modeling and computational methods, plasmonic structures for light transmission, focusing, and guiding, emerging concepts, and applications. |
ceo of aperture science: Nursing Research Patricia L. Munhall, 2010-11-01 The Fifth Edition has been thoroughly updated with 10 brand new chapters. Within the text, new exemplar research chapters include the various qualitative methods, phenomenology, ethnography, grounded theory, case study, historical, narrative inquiry, and action research. This text continues to retain the combination of qualitative and quantitative methods in the same study while relying on the best qualitative researchers in the field to form an inclusive representation of qualitative research, including philosophical underpinnings, methods, exemplars, ethics, evaluation, and combining mixed methods. : Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition. |
ceo of aperture science: Reviews in Plasmonics 2015 Chris D. Geddes, 2016-01-22 Reviews in Plasmonics 2015, the second volume of the new book series from Springer, serves as a comprehensive collection of current trends and emerging hot topics in the field of Plasmonics and closely related disciplines. It summarizes the year’s progress in surface plasmon phenomena and its applications, with authoritative analytical reviews in sufficient detail to be attractive to professional researchers, yet also appealing to the wider audience of scientists in related disciplines of Plasmonics. Reviews in Plasmonics offers an essential source of reference material for any lab working in the Plasmonics field and related areas. All academics, bench scientists, and industry professionals wishing to take advantage of the latest and greatest in the continuously emerging field of Plasmonics will find it an invaluable resource. |
ceo of aperture science: Radio Science , 2005 |
ceo of aperture science: Surface Plasmon Nanophotonics Mark L. Brongersma, Pieter G. Kik, 2007-09-18 This book discusses a new class of photonic devices, known as surface plasmon nanophotonic structures. The book highlights several exciting new discoveries, while providing a clear discussion of the underlying physics, the nanofabrication issues, and the materials considerations involved in designing plasmonic devices with new functionality. Chapters written by the leaders in the field of plasmonics provide a solid background to each topic. |
董事长、总裁和 CEO 的职能有什么区别? - 知乎
首席执行官(CEO)、总裁(President):丞相和大将军。通常而言丞相(CEO)是百官之首,但不妨碍部分大将军(总裁)的权力之大可以盖过丞相(例如霍光)。值得一提的是,部分 …
CEO、总裁、总经理这些职务之间有什么区别?电通CEO和其他 …
ceo是集团化企业或者集群化事业群的企业的经理层最高执行长(首席执行官),对董事会负责,同时要求很高的专业能力和人品。很多人混淆了董事长、总经理、ceo、总裁的对应职务功 …
执行董事和CEO有什么区别? - 知乎
Nov 13, 2018 · 执行董事在日常管理中听命于 CEO ,在董事会中参与企业宏观决策。CEO也可能是执行董事,香港有所谓 董事总经理 的称谓就代表CEO也是董事会成员,这不矛盾。 企业员 …
董事长,董事局主席,总裁,CEO 有什么区别? - 知乎
董事长,董事局主席,总裁,CEO 有什么区别? 仅限谈谈在大中化地区的差别: 一 董事长 董事局主席. 其实这是一个 外来词的 不同差别 外来词就是:Chairman of the Board. 一般情况表明 …
创始人、首席执行官、联合创始人、合伙人、CEO分别代表什么 …
首席执行官,英文CEO或Chief Executive Officer,指企业经营管理主导者,负责企业日常经营管理的全部事务,是一群CXO中权利最大的,相当于过去常说的总经理。CEO由董事会任命和授 …
对董事长、总经理等职务,最准确常用的商务英语翻译是什么?
大公司的“大掌柜”: CEO - Chief Executive Officer; President (大企业往往既有CEO 又有 president) 大公司负责日常运作的大掌柜(低于CEO 一级,往往被认为是CEO 的接班人): …
作为公司管理的三架马车——CEO、COO 和 CFO,哪个高管角色 …
Jul 31, 2017 · 1,ceo的能力有差异,偏管理的估计coo就不重要,偏财务的估计cfo不重要。 2,高科技公司应该至少一人偏向技术。 3,100人以下公司不需要cfo角色,应该ceo兼任。 对于高 …
CEO 的核心职责是什么?与 COO、CTO、总裁、VP 如何分工?
这两天在 Quora 上出现了一个对CEO在公司中所处角色的讨论,让我们来看看大家都是怎么说的吧: 有人认为一个CEO应该做到三点:1、为公司制定整体战略并与股东沟通;2、为公司招 …
外企职位层级的划分?从低到高,求中英文对照? - 知乎
首席执行官/总裁(CEO/President):这个级别就不讨论了。对外企来说,这个位子在可以预见的将来还轮不到中国人坐。 此外,外企中常有General Manager(GM)的职位。但这个职位 …
GM、VP、FVP、CIO都是什么职位? - 知乎
CEO(Chief Executive Officer)首席执行官,类似总经理、总裁,是企业的法人代表。 COO(Chief Operations Officer)首席运营官,类似常务总经理 . CFO(Chief Financial Officer)首席财务官,类 …
董事长、总裁和 CEO 的职能有什么区别? - 知乎
首席执行官(CEO)、总裁(President):丞相和大将军。通常而言丞相(CEO)是百官之首,但不妨碍部分大将军(总裁)的权力之大可以盖过丞相(例如霍光)。值得一提的是,部分 …
CEO、总裁、总经理这些职务之间有什么区别?电通CEO和其他 …
ceo是集团化企业或者集群化事业群的企业的经理层最高执行长(首席执行官),对董事会负责,同时要求很高的专业能力和人品。很多人混淆了董事长、总经理、ceo、总裁的对应职务功 …
执行董事和CEO有什么区别? - 知乎
Nov 13, 2018 · 执行董事在日常管理中听命于 CEO ,在董事会中参与企业宏观决策。CEO也可能是执行董事,香港有所谓 董事总经理 的称谓就代表CEO也是董事会成员,这不矛盾。 企业员 …
董事长,董事局主席,总裁,CEO 有什么区别? - 知乎
董事长,董事局主席,总裁,CEO 有什么区别? 仅限谈谈在大中化地区的差别: 一 董事长 董事局主席. 其实这是一个 外来词的 不同差别 外来词就是:Chairman of the Board. 一般情况表明 …
创始人、首席执行官、联合创始人、合伙人、CEO分别代表什么 …
首席执行官,英文CEO或Chief Executive Officer,指企业经营管理主导者,负责企业日常经营管理的全部事务,是一群CXO中权利最大的,相当于过去常说的总经理。CEO由董事会任命和授 …
对董事长、总经理等职务,最准确常用的商务英语翻译是什么?
大公司的“大掌柜”: CEO - Chief Executive Officer; President (大企业往往既有CEO 又有 president) 大公司负责日常运作的大掌柜(低于CEO 一级,往往被认为是CEO 的接班人): …
作为公司管理的三架马车——CEO、COO 和 CFO,哪个高管角色 …
Jul 31, 2017 · 1,ceo的能力有差异,偏管理的估计coo就不重要,偏财务的估计cfo不重要。 2,高科技公司应该至少一人偏向技术。 3,100人以下公司不需要cfo角色,应该ceo兼任。 对于高 …
CEO 的核心职责是什么?与 COO、CTO、总裁、VP 如何分工?
这两天在 Quora 上出现了一个对CEO在公司中所处角色的讨论,让我们来看看大家都是怎么说的吧: 有人认为一个CEO应该做到三点:1、为公司制定整体战略并与股东沟通;2、为公司招 …
外企职位层级的划分?从低到高,求中英文对照? - 知乎
首席执行官/总裁(CEO/President):这个级别就不讨论了。对外企来说,这个位子在可以预见的将来还轮不到中国人坐。 此外,外企中常有General Manager(GM)的职位。但这个职位 …
GM、VP、FVP、CIO都是什么职位? - 知乎
CEO(Chief Executive Officer)首席执行官,类似总经理、总裁,是企业的法人代表。 COO(Chief Operations Officer)首席运营官,类似常务总经理 . CFO(Chief Financial Officer)首席财务官,类 …