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The resolution of 960H depends on whether the equipment is PAL or NTSC based: 960H represents 960 x 576 (PAL) or 960 x 480 (NTSC) pixels. [29] 960H represents an increase in pixels of some 30% over standard D1 resolution, which is 720 x 576 pixels (PAL), or 720 x 480 pixels (NTSC). The increased resolution over D1 comes as a result of a longer ...
An avatar in the virtual world Second Life A Twitter post, with the user's profile picture In computing , an avatar is a graphical representation of a user , the user's character , or persona . Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures , userpics , or ...
A common size for LCDs manufactured for small consumer electronics, basic mobile phones and feature phones, typically in a 1.7" to 1.9" diagonal size. This LCD is often used in portrait (128×160) orientation. The unusual 5:4 aspect ratio makes the display slightly different from QQVGA dimensions. 160×128 (20k) 160 128 20,480 5:4 UNNAMED UNNAMED
The following is a comparison of high-definition smartphone displays, containing information about their specific screen technology, resolution, size and pixel density. It is divided into three categories, containing smartphones with 720p , 1080p and 1440p displays.
In Windows 8.1, the global setting to disable DPI virtualization (only use XP-style scaling) is removed and a per-app setting added for the user to disable DPI virtualization from the Compatibility tab. [12] When the DPI scaling setting is set to be higher than 120 PPI (125%), DPI virtualization is enabled for all applications unless the ...
Dots per inch, a measure of printing, display or image resolution Mouse dpi, a measure of mouse speed; SystemVerilog DPI (Direct Programming Interface) Data processing inequality; Digital public infrastructure
A typical use is to allow mobile device software to scale the display of information and user interaction to different screen sizes. The abstraction allows an application to work in pixels as a measurement, while the underlying graphics system converts the abstract pixel measurements of the application into real pixel measurements appropriate ...
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).