Computer_Engineering_print_new2
.pdfComputer Engineering 61
10.Computers occupy one of the leading places among the greatest achievements of modern engineering.
11.Developing the new method they achieved good results.
12.Our space exploration develops much faster than that of the other developed countries, including the USA.
8. Write out the numbers of the sentences with a participle, a gerund or a noun to complete the following chart.
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1.By adding memory to a computer we increase its performance.
2.It is necessary to complete the experiment without destroying the substance.
3.Showing the technical difficulties of the scheme is the object of the paper.
4.We have heard of his starting a very important experiment in your laboratory.
5.No changes can be made in that branch of industry without introducing the most up-to-date technology.
6.The possibility of chemical energy being transformed into electric energy is evident.
7.Proper measurement is of great importance for getting the necessary data.
8.There is no hope of our getting a complete analysis within 10 days.
9.Having used all the information available, the scientist suggested a new interesting method of analysis.
10.Each scanning from top to bottom transmits one complete picture.
11.Having been adjusted the equipment operated properly.
12.Having carried on many experiments and tests a scientist published many articles on computer science.
13.These principles are exactly the same as in the case of ships, each control having its code signal.
14.Several points of disagreement are evident when comparing the results obtained.
15.There is almost no limit to the speed at which the counting can be carried.
16.The program downloading from the Internet should be installed.
17.Scanning is the only practical method of converting a picture with its hundreds of thousands of tiny details into a form suitable for transmission.
18.PCs generate graphics by performing mathematical calculations on data.
19.Businesspeople use graphics to make information more interesting visually.
20.Graphs and diagrams can be more effective ways of communicating with clients than lists of figures.
9.Correct the mistakes in these sentences. There are seven mistakes in total.
1.Computer animation is the process of create objects which move across the screen.
2.Texturing involves add paint, colour and filters to drawings and designs.
3.You can open the colour palette by click on the corresponding icon.
4.CAD programs are very fast at to perform drawing functions.
5.A lot of time and money is saved by test a car design before to make the product.
6.To render refers to the techniques used to make realistic images.
10.Find the examples of the -ing forms in the following text and define their part of speech.
English for Special Purposes
62 Computer Engineering
SPECIALIST READING A: Computer graphics
11. Scan the text and name:
a)the applications of CG mentioned in the text;
b)four subfields of CG.
12. Match the following word combinations:
1. computer |
a) processing |
2. light |
b) review |
3. visual |
c) science |
4. image |
d) provider |
5. physical |
e) developer |
6. modelling |
f) transport |
7. software |
g) simulation |
8. content |
h) content |
9. product |
i) tool |
The Lagrangian, L, of a dynamical system is a function that summarizes the dynamics of the system. It is named after Joseph Louis Lagrange. The concept of a Lagrangian was originally introduced in a reformulation of classical mechanics known as Lagrangian mechanics. In classical mechanics, the Lagrangian is defined as the kinetic energy, T, of the system minus its potential energy, V. In symbols,
L=T−V.
The Euler angles were developed by Leonhard Euler to describe the orientation of a rigid body (a body in which the relative position of all its points is constant) in 3-dimensional Euclidean space. To give an object a specific orientation it may be subjected to a sequence of three rotations described by the Euler angles. This is equivalent to saying that a rotation matrix can be decomposed as a product of three elemental rotations.
Computer graphics is a subfield of computer science which studies methods for digitally
synthesizing and manipulating visual content.
Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image
processing.
Computer graphics studies the manipulation of
visual and geometric information using
computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities.
Applications of computer graphics include:
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Visual effects |
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Digital art |
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graphics.
The subfield of geometry studies the representation of three-dimensional objects in a discrete digital setting. Because the appearance of an object depends largely on its exterior, boundary representations are most commonly used. Two dimensional surfaces are a good representation for most objects, though they may be non-manifold. Since surfaces are not finite, discrete digital
approximations are used. Polygonal meshes are by
far the most common representation, although point-based representations have become more popular recently. These representations are
Lagrangian, meaning the spatial locations of the
samples are independent. Recently, Eulerian surface descriptions (i.e., where spatial samples are fixed)
such as level sets have been developed into a useful representation for deforming surfaces which undergo many topological changes (with fluids being
the most notable example).
The subfield of animation studies temporal descriptions for surfaces (and other phenomena), i.e., how they move and deform over time.
English for Special Purposes
Computer Engineering 63
Historically, most work in this field has focused on parametric and data-driven models, but recently physical simulation has become more popular as computers have become more powerful computationally.
Rendering generates images from a model. Rendering may simulate light transport to create
realistic images or it may create images that have a
particular artistic style in non-photorealistic
rendering. The two basic operations in realistic
rendering are transport (how much light passes
from one place to another) and scattering (how
surfaces interact with light).
Transport describes how illumination in a scene
gets from one place to another. Visibility is a major
component of light transport. Models of scattering
and shading are used to describe the appearance of
a surface. Descriptions of this kind are typically
expressed with a program called a shader.
3D computer graphics are often referred to as 3D models. The model describes the process of forming the shape of an object. The two most common
sources of 3D models are those originated on the
computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.
Before objects are rendered, they must be placed (laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each other. As with modeling, physical simulation is another way of specifying motion.
There are a multitude of websites designed to help educate and support 3D graphic artists. Some are managed by software developers and content providers, but there are standalone sites as well. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.
VOCABULARY IN USE
13. Replace the italicized words with the equivalents from the box.
foundations conjunction meshes
differentiated encompasses
1.The term Computer Graphics includes 3D CG, 2D CG and image processing.
2.Computer Graphics is distinguished from visualization.
3.Polygonal nets are the most common representation of surfaces.
4.CG focuses on the mathematical and computational basis of image generation and processing.
5.Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in combination with each other.
14. Complete the sentences as in the text using the words from the box.
simulation setting visibility
samples content approximations
1.Computer graphics studies methods of digitally synthesizing visual _____.
2.The subfield of geometry studies the representation of three-dimensional objects in a discrete digital _____.
3.Since surfaces are not finite, discrete digital
_____ are used.
4.The Lagrangian representations mean that the spatial locations of the _____are independent.
5.Recently _____ has become more popular.
6._____ is a major component of light transport.
English for Special Purposes
64 Computer Engineering
COMPREHENSION CHECK
15. Mark the following statements as “true” or “false”, correct the false ones. Find information in the text if necessary.
True False
1. Computer Graphics focuses on purely aesthetic issues.
2. Computer Graphics differs completely from visualization.
3. Animation describes the changes of an object over the time.
4. Fluids are the most notable examples of Lagrangian representation.
5. Physical simulation has become more popular than data-driven models nowadays.
6. Visibility is a major component of light transport.
7. The model describes the shape of an object.
8. 3D graphics artist can find help in the Internet.
9. Rendering generates images from the real world.
10. Keyframing, inverse kinematics, and motion capture can’t be used together.
16. Answer the questions:
1.What does Computer Graphics study?
2.How many subfields does it include?
3.What techniques does the subfield of geometry use?
4.What does the appearance of an object depend on?
5.What is the drawback of two dimensional surfaces?
6.Why are discrete digital approximations used?
7.What are the most common representations?
8.What subfield studies the movement or deformation of surfaces?
9.What are the two basic operations in rendering?
10.What are the most common sources of 3D modeling?
English for Special Purposes
SPECIALIST READING B: COMPUTER ANIMATION
17.Look through the text and find the sentences describing:
the target of the animation;
how the illusion of movement is created;
the rates perceivable by eyes and brain;
skeletal animation;
methods for generating the Avar values;
an open challenge in computer animation.
18.Read the text and make a list of the key words that would help you summarize the text.
_______________________________________
_______________________________________
_______________________________________
___________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
Computer Engineering 65
Computer animation is the art of creating moving images with the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium,
such as film. It is also referred to as CGI
(computer-generated imaging).
To create the illusion of movement, an image
is displayed on the computer screen and repeatedly replaced by a new image that is similar to the previous image, but advanced slightly in the time domain (usually at a rate of 24
or 30 frames/second). This technique is identical
to how the illusion of movement is achieved with television and motion pictures.
Computer animation is essentially a digital successor to the art of stop motion animation of
3D models and frame-by-frame animation of 2D
illustrations. For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used, with or without a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered.
To trick the eye and brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second (frame/s) or faster. With rates above 70 frames/s no improvement in realism is perceivable. At rates below 12 frame/s most people can detect jerkiness which detracts from the illusion of
English for Special Purposes
66 Computer Engineering
realistic movement. Conventional hand-drawn cartoon animation often uses 15 frames/s, but this is usually accepted because of the stylized nature of cartoons.
Computer animation demands higher frame
rates to reinforce the realism. In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, analogous to a skeleton. The position of each segment of the skeletal model is defined by animation variables, or Avars. In human and
animal characters, many parts of the skeletal model correspond to actual bones, but skeletal animation is also used to animate other things, such as facial features(though other methods for facial animation exist).
There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them, a process called keyframing.
One open challenge in computer animation is a photorealistic animation of humans. Currently, most computer-animated movies show animal characters (A Bug's Life, Finding Nemo, Ratatouille, Ice Age), fantasy characters (Monsters Inc., Shrek), anthropomorphic machines (Cars, Robots) or cartoon-like humans (The Incredibles, Up). The movie Final Fantasy: The Spirits Within is often cited as the first computer-generated movie to attempt to show realistic-looking humans. However, due to the enormous complexity of the human body, human motion, and human biomechanics, realistic simulation of humans remains largely an open problem.
19. Summarize the text using the key words from the previous exercise.
Inbetweening (tweening) is the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image.
Avar (animation variable) is a variable controlling the position of part of an animated object, such as a character. Successive sets of avars control all movement of the character from frame to frame. In development, they are used to define the junctions of a stick model. Later, they are incorporated into a full wire frame model or a model built of polygons. Finally, surfaces are added, requiring a lengthy process of rendering to produce the final scene.
English for Special Purposes
Computer Engineering 67
WRITING: Computer Graphics technologies
20. Write a description of one of Computer Graphics technologies. Don’t forget to mention these points:
general information;
specifications;
field of use;
special features;
examples of its application. Use links from Get Real to help you.
● Get Real
Check these websites for the latest news in Computer Graphics: http://www.nvidia.com/ http://www.3dnews.ru/
SPEAKING: The branches of computer graphics
21. Choosing graphics software. Work in pairs. Student A chooses a task from the list and describes it. Student В chooses the most appropriate graphics software for the task and gives reasons for his or her choice. Swap roles.
Student A |
Student B |
- to edit and retouch photos |
Computer animation software, for example 3-D |
- to create illustrations and drawings for a magazine |
Studio Max |
- to prepare slideshows for training sessions or |
GIS software, for example ArcView |
conferences |
Presentation software, for example PowerPoint |
- to make mechanical designs and architectural plans |
A CAD package, for example AutoCAD |
- to create dynamic simulations and special effects for |
Vector graphics software, for example Freehand |
- films, TV, advertisements and games |
A paint and image-editing program, for example |
- to analyse geographic data and make maps |
Photoshop |
22. Make a report on one of the following |
topics and discuss them in your group: |
3D computer graphics; Cloth modeling; Computer facial animation; Geometry processing; Graphics processing unit (GPU); Digital geometry; Digital image editing; Painter's algorithm; SIGGRAPH; Stanford Bunny; Utah Teapot. Use Supplementary reading section text: The concept of computer graphics.
The following discourse markers may help you:
Giving details |
We use these expressions when we are going to make things clearer, |
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introduce unexpected details, when the speaker says something again in another way. |
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Giving |
These expressions introduce particular examples to illustrate what has been said. |
examples |
In writing, the abbreviation e.g. (Latin exempli gratia) is often used to mean 'for example'. |
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English for Special Purposes
68 Computer Engineering
Unit 7 Multimedia
Useful prefixes 3 |
Participle II |
Multimedia |
Multimedia Web Design |
Adding |
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LEAD-IN
1. Identify these examples of content forms combined in multimedia and comment on how they can be used:
PRONUNCIATION
2. Make sure you pronounce the following words properly: |
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multimedia |
[,mʌltɪ'mi:dɪə] |
appropriate |
[ə'prəυprɪət] |
modifiable |
['mɒdɪfaɪəbl] |
determine |
[dɪ'tɜ:mɪn] |
advertisement |
[əd'vɜ:tɪsmənt] |
blurring |
[blɜ:rɪŋ] |
recipient |
[rɪ'sɪpɪənt] |
content |
['kɒntent] |
survivability |
[sə,vaɪvə'bɪlətɪ] |
convergence |
[kən'vɜ:dʒǝns] |
WORD STUDY
3. Translate the following definitions and memorize the terms:
content (n) |
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information resources (entry) or filling of web servers; |
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deliver (v) |
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to carry (transfer) and distribute (goods, mail, etc.) to several places; |
linear (adj) |
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relating to a line or to length, resembling, represented by, or consisting of a line |
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or lines, having one dimension; |
interactivity (n) |
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a state allowing or relating to continuous two-way transfer of information |
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between a user and the central point of a communication system (computer or |
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television); |
enhance (v) |
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to intensify or increase in quality, value, power, etc.; |
convey (v) - |
to carry, or transport from one place to another, to communicate (a message, |
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information, etc.); |
haptic (adj) |
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relating to or based on the sense of touch; |
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feature (n) |
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a typical quality or an important part of something; |
blend (v) |
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to mix or mingle components together thoroughly; |
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English for Special Purposes
Computer Engineering 69
volatile (adj) - inconstant, unsteady, lasting only a short time; (of a memory) not retaining stored information when the power supply is cut off;
convergence (n) - the combining of different forms of electronic technology, such as data processing and word processing converging into information processing;
predictability (n) -the state of knowing what something is like, when something will happen, etc.
4. Match the following words with their synonyms: |
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deliver |
demonstration |
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simulation |
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admission |
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enhance |
improve |
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enable |
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combination |
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convey |
entry |
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access |
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activate |
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display |
tactile |
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incorporate |
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hold-up |
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feature |
characteristic |
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delay |
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include |
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haptic |
supply |
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volatile |
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modeling |
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content |
communicate |
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convergence |
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unsteady |
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5. Match the following words with their equivalents in Russian: |
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predictability |
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загружать из удаленного компьютера |
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delay |
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предсказуемость |
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content |
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подключаемая (вспомогательная) программа |
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blend |
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растровое отображение графического объекта |
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bitmap |
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позволяющий самостоятельно выбирать скорость обучения |
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volatile |
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совмещение |
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self-paced |
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живучесть |
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convergence |
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загружать в удалённый компьютер |
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survivability |
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непостоянный, временный |
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download |
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информационное наполнение |
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plug-in |
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задержка, время пересылки пакета от отправителя к получателю |
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upload |
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смешивать |
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6. Match a verb in A with a noun in B: |
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divide into |
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special effects |
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convey |
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information |
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develop |
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blend |
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additional time |
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reduce |
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techniques |
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require |
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the download time |
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combine |
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visual experience |
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enhance |
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multiple forms of content |
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require |
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a new approach |
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install |
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application |
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determine |
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the image size |
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find |
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a plug-in |
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English for Special Purposes
70 Computer Engineering
WORD BUILDING: Useful prefixes 3
A lot of prefixes are used in English for special purposes. Here is a list of prefixes which are useful in helping you to understand unfamiliar words and terms. Some of them are used with a hyphen. Check in a dictionary if you're not sure.
prefix |
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meaning |
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example |
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en- |
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a) put in or on |
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enclose, enqueue |
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b) cause to be in a certain condition |
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enable, encode, enhance |
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em- |
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a variant of en- before b, m, and p |
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embed, empower |
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dis- |
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indicating reversal |
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connect – disconnect |
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non- |
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indicating negation, exclusion from a |
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nonexistent, nonfiction |
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specified class of persons or things |
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macro- |
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a) large or great in size or duration |
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macroscopic |
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b) producing larger than life images |
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macrophotography |
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micro- |
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very small |
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microprocessor |
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inter- |
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between or among |
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international |
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together, mutually, or reciprocally |
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interdependent, interchange |
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hyper- |
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above, over, or in excess |
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hypertext |
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self- |
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of oneself or itself, automatic |
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self-defence, self-recording |
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down- |
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towards the end or the lower part |
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download |
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up- |
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up, upper, higher or upwards |
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upload, upgrade, uplink, upstream |
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e- |
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electronic, indicating the involvement |
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e-business, e-money, e-book, |
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of the internet |
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e-money, e-learning, e-mail |
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co- |
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mutual, indicating partnership |
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co-author, co-design |
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bi- |
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two, having two, occurring twice |
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bifocal, binary code, bi-directional bus, |
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re- |
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again/back |
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retransmit, replace, reboot |
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ultra- |
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extremely/beyond |
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ultra-slim, ultraspeed, ulrastable |
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co- |
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with/together |
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co-authoring system, co-developer |
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de- |
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remove/reduce |
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decode, deactivate, discharge |
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mis- |
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wrongly, badly or incorrectly |
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misconnection, misprint |
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over- |
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excessive; beyond a desirable limit |
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overvoltage, overdamping, overload |
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post- |
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after or later than |
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postbyte, postprocessor |
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7. Use a prefix from the box to form the right word.
hyper- |
down- |
e- self- |
inter- |
dis- |
non - |
up- |
en-(2) |
em-(2) |
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1.An electronic whiteboard is an excellent presentational device with the potential to do much more - to go beyond display, providing a tool for _____active teaching and learning.
2.A _____linear editing system is a video or audio editing system which can perform random access on the source material.
3.Most of the courses are _____paced, which means you can enroll any time and finish in less than a semester or take up to a year.
4.The World Wide Web is a classic example of _____media, whereas a non-interactive cinema presentation is an example of standard multimedia due to the absence of hyperlinks.
English for Special Purposes