The essence of the moral life is the search for a moral perspective on the world.
Technology is a major contributor to our ability to find that perspective. However, the fact that we can so easily be exposed to new and morally challenging ideas makes it imperative that we practice the habits of thought and action that foster a positive and wise view of technology and the world we live in.
In this course we examine two of the challenges facing students today:
Moral and social issues in a world of online games, media and communication.
The use of information technology in our lives.
Through these two areas, we examine the various ways in which technology can present a challenge to a moral view of the world.
Attend a class and you will find a major difference between the classes:
The World of Games – Students read and discuss the philosophical and ethical dimensions of the social and psychological effects of online games. They explore the question of “virtual violence” and the “cure” of games as an aid to self-development.
Technology in Everyday Life – Students explore the questions “What information should I seek on the internet? What information should I limit myself to?” and “Why should I place limits on my use of technology?”.
In both sections we examine the question of “How do I become a better and wiser student?”
Below is a brief description of the course. We hope you find it interesting and informative.
Week 1: Introduction to Ethics
What is Ethics? Why does it Matter?
– Introduction to the general topic of ethics
– Theories of Ethics
– Theories of Ethics in the Sciences
– Objectivist Ethics
– Practical Ethics
– Application to Philosophy
– Application to the Natural Sciences
Week 2: Theories of Ethics and the Arts
Can a Moral Decision be Scientific?
– Theories of Ethics and the Arts
– Theories of Art
– Art and Morality
– Kant’s Categorical Imperative
– Why Beauty Matters
Week 3: The Social and Ethical Use of Technology
The Invasion of Privacy and Self-Development
– The Invasion of Privacy
– It’s Not “Me” vs. “Them”
– How Self-Help Books Can Help
– Thoughts on “virtual” Violence
Week 4: Ethics and the Internet
Technology and Morality
– Technology as a Force for Good
– The Ethical or Moral Dilemma
– Technology and Morality
– Moral 384a16bd22
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DirectShow DLL Development Toolkit (DSDT) – DSDX
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You are basically asking two questions.
One, is DirectX hardware accelerated? And two, is DirectShow hardware accelerated?
The DirectX documentation is quite specific as to what Direct3D 11 hardware acceleration means:
Direct3D 11 is the next generation of Direct3D. It extends the Direct3D API by adding support for windowed mode, shader model 5.0, and explicit multithreading. Direct3D 11 is hardware-accelerated, and it’s the first generation of graphics APIs to be hardware-accelerated. The performance benefits of Direct3D 11 hardware acceleration are dramatic. Because Direct3D 11 is fully hardware-accelerated, performance is always predictable. It is also the first graphics API to be truly multi-threaded.
Direct3D 11 includes DirectCompute, which is a parallel computing framework to run computations on GPUs. Direct3D 11 was designed from the ground up to be hardware-accelerated. You can use it to parallelize all the computations in your scene. Since all the computations are executed on the GPU, the computations are extremely fast and it can run your scene in parallel. This is a big advance in Direct3D 11.
And then there is DirectShow
AFAIK DirectShow is an implementation of some Microsoft APIs for DirectShow which it was made specifically for DirectShow in mind. And I guess that was the reason for it to be integrated with Windows.
And the DirectShow documentation on DirectShow hardware acceleration is pretty sparse, but I guess the concept is about as much as the concept of Direct3D 11 is.
What C# Class(Implementaion) do i need to use in my C#/ASPX page?
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