Summary Version control is considered to be a vital component for supporting professional software development. While it has been widely used for textual artifacts, such as source code or documentation, little attention has been given to binary artifacts. This omission can place huge restrictions on projects in the game and media industries as they contain large amounts of binary data, such as images, videos, three‐dimensional models, and animations, along with their source code. For these kinds of artifacts, existing strategies such as storing the file as a whole for each revision or saving conventional binary deltas consume significant storage space with duplicate data and, even worse, do not provide any understandable information on which modifications were made. As a response to this problem, this paper introduces a change‐set model infrastructure to support version control of image artifacts using a specialized data structure. Additionally, our approach can deal with the maintenance of duplicate nearly identical images through a merge operation. Because of the amount of data that has to be processed, we designed our solution based on a parallel architecture, which permits a massively parallel approach to version control. The paper also compares our approach with some popular open‐source version control systems, showing their repository growth in relation to ours as well as the time required to process image artifacts. Finally, we demonstrate that our architecture requires less storage space and runs much faster than current methods. Copyright © 2015 John Wiley & Sons, Ltd.
CPUs and GPUs have been evolving rapidly over time regarding their capabilities and processing power. This has opened many new possibilities for interactive and real time systems, such as more sophisticated scene realism, more precise and complex artificial intelligence, and better physical simulations. However, these improvements come at a cost: increase of energy consumption. Energy management in interactive and real time architectures have not been receiving much attention over the years, but this issue is likely to become important in the near future due to the increasing energy demand and consumption required by top-notch game applications(especially regarding the mobile and portable consoles). In this paper we introduce the concept of intelligent energy management for games and interactive systems and address the aforementioned issue through these contributions: 1) an investigation of works related to energy management (in general); 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel game architecture with energy management, using multiple GPUs.
Pesquisas indicam que, de modo geral, os bebês nas creches são vistos como seres frágeis, desprotegidos, passivos e incapazes. Tais concepções desencadeiam práticas de cunho assistencialistas, focadas na higiene, alimentação, sono e a proteção. Temos clareza da necessidade e importância de práticas voltadas ao cuidado do bebê, porém insuficientes para garantir o desenvolvimento infantil em suas máximas possibilidades. De natureza teórica, o objetivo deste texto é apresentar e discutir, à luz da teoria histórico-cultural, o bebê, como herdeiro de um sistema nervoso que lhe permite ser ativo nas relações que estabelece e, assim, emitir indícios, pistas ou sinais de suas necessidades internas, portanto, passíveis de serem captadas e atendidas pelo olhar atento do professor interessado em contribuir com o seu desenvolvimento. Nesta direção, destacamos o paradigma indiciário desenvolvido pelo italiano Giovanni Morelli. O método morelliano orienta a postura e o olhar do professor que ao dirigir sua atenção ao bebê e suas manifestações, capta indícios que o auxiliem no planejamento das vivências promotoras do desenvolvimento infantil. Por fim, concluímos que essas manifestações convidam os professores a estabelecer interlocuções com os bebês que atendem na creche. Acolher e atender as necessidades internas dos bebês significa coloca-los no centro do planejamento pedagógico.
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