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Technology Demonstration
A technology demonstration (or tech demo), also known as demonstrator model, is a prototype, rough example or otherwise incomplete version of a conceivable product or future system, put together as proof of concept with the primary purpose of showcasing the possible applications, feasibility, performance and method of an idea for a new technology. They can be used as demonstrations to the investors, partners, journalists or even to potential customers in order to convince them of the viability of the chosen approach, or to test them on ordinary users. Computers and gaming Technology demonstrations are often used in the computer industry, emerging as an important tool in response to short development cycles in software and hardware development. * Computer game developers use tech demos to rouse and maintain interest to titles still in development (because game engines are usually ready before the art is finished) and to ensure functionality by early testing. Short segments using fi ...
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Prototype
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the Formal specification, formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation prototypical. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms ...
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Xbox (console)
The Xbox is a home video game console manufactured by Microsoft that is the first installment in the Xbox series of video game consoles. It was released as Microsoft's first foray into the gaming console market on November 15, 2001, in North America, followed by Australia, Europe and Japan in 2002. It is classified as a sixth-generation console, competing with Sony's PlayStation 2, Sega's Dreamcast and Nintendo's GameCube. It was also the first major console produced by an American company since the release of the Atari Jaguar in 1993. The console was announced in March 2000. With the release of the PlayStation 2, which featured the ability to playback CD-ROMs and DVDs in addition to playing games, Microsoft became concerned that game consoles would threaten the personal computer as an entertainment device for living rooms. Whereas most games consoles to that point were built from custom hardware components, the Xbox was built around standard personal computer components, ...
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Prototypes
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation prototypical. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes. The ...
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Research And Development
Research and development (R&D or R+D), known in some countries as OKB, experiment and design, is the set of innovative activities undertaken by corporations or governments in developing new services or products. R&D constitutes the first stage of development of a potential new service or the production process. Although R&D activities may differ across businesses, the primary goal of an R&D department is to new product development, develop new products and services. R&D differs from the vast majority of corporate activities in that it is not intended to yield immediate profit, and generally carries greater risk and an uncertain return on investment. R&D is crucial for acquiring larger shares of the market through new products. ''R&D&I'' represents R&D with innovation. Background New product design and development is often a crucial factor in the survival of a company. In a global industrial landscape that is changing fast, firms must continually revise their design and range of ...
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Game Demo
A game demo is a trial version of a video game that is limited to a certain time period or a point in progress. A game demo comes in forms such as shareware, demo discs, downloadable software, and tech demos. Distribution In the early 1990s, shareware distribution was a popular method for publishing games for smaller developers, including then-fledgling companies such as 3D Realms, Apogee Software (now 3D Realms), Epic MegaGames (now Epic Games), and id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game's complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5" and later 3.5" floppy disks were common in many stores, often very cheaply. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. Sometimes, the demo disks were packaged within the box of another game by the same company. As the increasing size of games i ...
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Demo Mode
The demo mode (short for "demonstration mode", also sometimes mentioned as floor mode or kiosk mode) is a feature often found in consumer electronics. A demo mode is usually programmed into the floor model's firmware, which may be accessed by the pressing of a combination of keys and/or the launch of a program. Demo mode is usually activated by retail stores on their consumer electronics floor models. The demo mode may also be pre-enabled on the floor model. The purpose of a demo mode is threefold: * It demonstrates the features of the unit in question * It catches the eye of the consumer with a flashy show of lights, entertaining sound, or both. * To reset or prevent malicious changes to the floor model. The central idea behind a demo mode is in-store advertising, preview or premiere of the product. Usage The mode itself is often present in the consumer electronics's system as a mode or a hidden file. It is not always present, but when it is, it is used in the floor models. ...
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Sales Engineer
Sales engineering is a hybrid profession of sales and engineering that exists in industrial and commercial markets. Buying decisions in these markets are made differently than those in many consumer contexts, being based more on technical information and rational analysis and less on style, fashion, or impulse. Sales engineers are salespersons that have both sales and engineering expertise, allowing them to communicate with customers about technical aspects of a product, business, and business case. They may also advise and support customers on technical and procurement matters. Employers of sales engineers may include business-to-business companies, distributors, and engineering consultancies. External functions Sales and consultancy The purpose of the job is to help potential customers understand, compare, and contrast the solutions that are available for purchase (the pre-sales role); to troubleshoot problems with their implementations—that is, to help ensure that the ...
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Google Inc
Google LLC (, ) is an American multinational corporation and technology company focusing on online advertising, search engine technology, cloud computing, computer software, quantum computing, e-commerce, consumer electronics, and artificial intelligence (AI). It has been referred to as "the most powerful company in the world" by the BBC and is one of the world's List of most valuable brands, most valuable brands. Google's parent company, Alphabet Inc., is one of the five Big Tech companies alongside Amazon (company), Amazon, Apple Inc., Apple, Meta Platforms, Meta, and Microsoft. Google was founded on September 4, 1998, by American computer scientists Larry Page and Sergey Brin. Together, they own about 14% of its publicly listed shares and control 56% of its stockholder voting power through super-voting stock. The company went public company, public via an initial public offering (IPO) in 2004. In 2015, Google was reorganized as a wholly owned subsidiary of Alphabet Inc. Go ...
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Demo (computer Programming)
Demo, usually short for demonstration, may refer to: Music and film * Demo (music), a song typically recorded for reference rather than for release * ''Demo'' (Behind Crimson Eyes), a 2004 recording by the band Behind Crimson Eyes * ''Demo'' (Deafheaven album), a 2010 EP by Deafheaven * ''Demo'' (The Flatliners album), a 2002 album by the band The Flatliners * ''Demo'' (Miss May I album), a 2008 recording by the metalcore band Miss May I *"Demo", a 1990 single by Die Krupps * "Demo" (P-Model song), a 1979 recording by songwriters Susumu Hirasawa and Yasumi Tanaka *'' Demo (Skinless)'', a 1994 recording by the band Skinless * ''Demo 2004'' (Year of No Light album), a 2004 recording by Year of No Light *'' Demo #2'', an unreleased recording by Neutral Milk Hotel *''Demo'', 2008 debut EP by Yuna Computing and technology * Demo (computer programming), a multimedia spectacle of programming skill * The Demo, a computer demonstration in 1968, sometimes called "the mother of all demos" ...
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Demoscene
The demoscene () is an international computer art subculture focused on producing demos: self-contained, sometimes extremely small, computer programs that produce audiovisual presentations. The purpose of a demo is to show off computer programming, programming, visual art, and musical skills. Demos and other demoscene productions (graphics, music, videos, games) are shared, voted on and released online at festivals known as Demoscene#Parties, demoparties. The scene started with the home computer revolution of the early 1980s, and the subsequent advent of software cracking. Crackers altered the code of computer games to remove copy protection, claiming credit by adding introduction screens of their own ("crack intro, cracktros"). They soon started competing for the best visual presentation of these additions. Through the making of intros and stand-alone demos, a new community eventually evolved, independent of the gaming and Warez scene, software sharing scenes. Demos are informa ...
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Martial Art
Martial arts are codified systems and traditions of combat practiced for a number of reasons such as self-defence; military and law enforcement applications; competition; physical, mental, and spiritual development; entertainment; and the preservation of a nation's intangible cultural heritage. The concept of martial arts was originally associated with East Asian tradition, but subsequently the term has been applied to practices that originated outside that region. Etymology "Martial arts" is a direct English translation of the Sino-Japanese word (, ). Literally, it refers to "武 martial" and "芸 arts". The term ''martial arts'' was popularized by mainstream popular culture during the 1960s to 1970s, notably by Hong Kong martial arts films (most famously those of Bruce Lee) during the so-called " chopsocky" wave of the early 1970s. According to John Clements, the term ''martial arts'' itself is derived from an older Latin term meaning "arts of Mars", the Roman god of w ...
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