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Books > Computing & IT > Computer software packages > Computer games

The Meaning and Culture of ""Grand Theft Auto - Critical Essays (Paperback): Nate Garrelts The Meaning and Culture of ""Grand Theft Auto - Critical Essays (Paperback)
Nate Garrelts
R660 R527 Discovery Miles 5 270 Save R133 (20%) Ships in 12 - 19 working days

The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas. Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games.

Video Games Have Always Been Queer (Paperback): Bonnie Ruberg Video Games Have Always Been Queer (Paperback)
Bonnie Ruberg
R820 Discovery Miles 8 200 Ships in 12 - 19 working days

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.

100 Greatest Video Game Characters (Hardcover): Jaime Banks, Robert Mejia, Aubrie Adams 100 Greatest Video Game Characters (Hardcover)
Jaime Banks, Robert Mejia, Aubrie Adams
R1,406 Discovery Miles 14 060 Ships in 12 - 19 working days

Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture-from graphic novels to film-and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: *Game developer *Year character was established *Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

Metal Gear Solid V: The Phantom Pain - The Complete Official Guide (Paperback, Annotated edition): Piggyback Metal Gear Solid V: The Phantom Pain - The Complete Official Guide (Paperback, Annotated edition)
Piggyback
R803 R715 Discovery Miles 7 150 Save R88 (11%) Ships in 10 - 15 working days
Working with Video Gamers and Games in Therapy - A Clinician's Guide (Paperback): Anthony M. Bean Working with Video Gamers and Games in Therapy - A Clinician's Guide (Paperback)
Anthony M. Bean
R1,245 Discovery Miles 12 450 Ships in 12 - 19 working days

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

The Cinematic Art of World of Warcraft - Volume I (Hardcover): Greg Solano The Cinematic Art of World of Warcraft - Volume I (Hardcover)
Greg Solano; Contributions by Matt Burns
R1,214 R1,048 Discovery Miles 10 480 Save R166 (14%) Ships in 10 - 15 working days

The drums of war thunder once again . . . World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game's story has been bolstered through the Blizzard Entertainment's incredible cinematics. The Cinematic Art of World of Warcraft: Volume I goes behind the scenes with the team who built the game's stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion. The first installment in a new series, The Cinematic Art of World of Warcraft: Volume I is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.

Programming 2D Games (Hardcover, New): Charles Kelly Programming 2D Games (Hardcover, New)
Charles Kelly
R2,851 Discovery Miles 28 510 Ships in 12 - 19 working days

A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D GamesThe text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.

Storytelling for Interactive Digital Media and Video Games (Hardcover): Nicholas B. Zeman Storytelling for Interactive Digital Media and Video Games (Hardcover)
Nicholas B. Zeman
R3,889 Discovery Miles 38 890 Ships in 12 - 19 working days

The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically

World of Warcraft: New Flavors of Azeroth Gift Set Edition (Hardcover): Chelsea Monroe-Cassel World of Warcraft: New Flavors of Azeroth Gift Set Edition (Hardcover)
Chelsea Monroe-Cassel
R1,380 R954 Discovery Miles 9 540 Save R426 (31%) Ships in 12 - 19 working days

The perfect gift for any fan of World of Warcraft. Journey through Azeroth and prepare to feast on new culinary delights inspired by World of Warcraft. This official gift set comes with World of Warcraft: New Flavors of Azeroth and an exclusive apron featuring celebrated Pandaren chef Nomi, equipped with a large front pocket and adjustable straps. As a young boy in Pandaria, Nomi answered the beckoning call of the Cooking School Bell and quickly grew into a promising chef. Through the years, this intrepid cook has traveled across Azeroth, learning countless regional recipes and techniques from Pandaria, the Broken Isles, and even the mysterious Shadowlands. In this cookbook, Nomi has collected the best recipes gathered during his travels, including: --Bladespire Bagel --Wild Berry Bread --Chewy Fel Taffy Equip your apron and let culinary expert Nomi be your guide in World of Warcraft: New Flavors of Azeroth Gift Set.

Immersive 3D Design Visualization - With Autodesk Maya and Unreal Engine 4 (Paperback, 1st ed.): Abhishek Kumar Immersive 3D Design Visualization - With Autodesk Maya and Unreal Engine 4 (Paperback, 1st ed.)
Abhishek Kumar
R1,539 R1,264 Discovery Miles 12 640 Save R275 (18%) Ships in 10 - 15 working days

Discover the methods and techniques required for creating immersive design visualization for industry. This book proposes ways for industry-oriented design visualization from scratch. This includes fundamentals of creative and immersive technology; tools and techniques for architectural visualization; design visualization with Autodesk Maya; PBR integration; and texturing, material design, and integration into UE4 for immersive design visualization. You'll to dive into design and visualization, from planning to execution. You will start with the basics, such as an introduction to design visualization as well as to the software you will be using. You will next learn to create assets such as virtual worlds and texturing, and integrate them with Unreal Engine 4. Finally, there is a capstone project for you to make your own immersive visualization scene. By the end of the book you'll be able to create assets for use in industries such as game development, entertainment, architecture, design engineering, and digital education. What You Will Learn Gain the fundamentals of immersive design visualization Master design visualization with Autodesk Maya Study interactive visualization with UE4 Create your immersive design portfolio Who This Book Is For Beginning-intermediate learners from the fields of animation, visual art, and computer graphics as well as design visualization, game technology, and virtual reality integration.

The Golden Age of Video Games - The Birth of a Multibillion Dollar Industry (Paperback): Roberto Dillon The Golden Age of Video Games - The Birth of a Multibillion Dollar Industry (Paperback)
Roberto Dillon
R1,461 Discovery Miles 14 610 Ships in 12 - 19 working days

"This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher.

Releasing HTML5 Games for Windows 8 (Paperback): Jesse Freeman Releasing HTML5 Games for Windows 8 (Paperback)
Jesse Freeman
R481 R396 Discovery Miles 3 960 Save R85 (18%) Ships in 12 - 19 working days

Windows 8 presents an incredible opportunity for distributing and monetizing HTML5 games, and this guide shows how you can profit from it. You'll learn everything you need to know about porting your original web-based JavaScript game to the new "touch-first" version of Windows, as well as several options for selling your game in Windows Store. Windows 8 is a big leap forward for developers because it treats HTML5 as a first-class citizen, alongside C# and C++. Interactive development expert Jesse Freeman explains how Windows 8 works, gets you started with Visual Studio Express (it's free!), and uses a case study to show you how to port an HTML5 game with ease. Learn which games and JavaScript libraries work best on Windows 8 Adjust artwork for different screen resolutions and Windows 8 features Accommodate mouse, keyboard, touch, and other game controls Optimize your game to run well on any Windows 8 device Understand the steps for publishing your game to Windows Store Explore fixed price, trial mode, ad support, and in-app purchase options Use a web-first workflow to ensure your game runs on many other platforms

Game Engine Architecture, Third Edition (Hardcover, 3rd edition): Jason Gregory Game Engine Architecture, Third Edition (Hardcover, 3rd edition)
Jason Gregory
R2,728 Discovery Miles 27 280 Ships in 9 - 17 working days

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

The Game Production Handbook (Paperback, 3rd Revised edition): Heather Maxwell Chandler The Game Production Handbook (Paperback, 3rd Revised edition)
Heather Maxwell Chandler
R3,483 Discovery Miles 34 830 Ships in 12 - 19 working days

The Game Production Handbook, Third Edition Gives Producers, Leads, And Studio Managers All The Information They Need In Order To Successfully Develop A Game From Concept To Release-Ready Gold Master. Fully Revised And Updated To Reflect The Rapidly Evolving Game Development Landscape, The Third Edition Of This Definitive And Best-Selling Text Covers Pre-Production, Production, Testing, And Code Release, As Well As More Specific Topics Including Voiceovers, Mo-Cap Shoots, Marketing, Localizations, Managing External Contractors, Writing Documentation, And Project Management Practices. All-New Material In The Third Edition Includes New Sections On Mobile Gaming And Product Management, An Overview Of Useful Production Tools, And New Interviews With Industry Professionals Who Offer An Insider'S View Of Successful Game Development As Well As Highly Relevant Real-World Examples That Contextualize The Resources Provided By The Text. A Detailed Case Study Of A Fictitious Game Project Illustrates The Production Cycle, Documentation, And Other Key Production Concepts. Accessible Enough For Beginners And Comprehensive Enough For Experienced Developers, The Game Production Handbook, Third Edition Is An Invaluable Standalone Text For Students And Professionals Alike. Prepare Students To Successfully Enter The Exciting World Of Game Development With The Game Production Handbook, Third Edition. New To The Third Edition: -Offers New Interviews With Industry Experts Who Discuss Insider Knowledge And Real World Examples Of What Works And What Doesn'T Work In Game Development. -Contains New Sections On Product Management, Audio As It Relates To The Production Process, Financing Options, And The Latest Relevant Production Tools.

Playing at Narratology: Digital Media as Narrative Theory (Hardcover): Daniel Punday Playing at Narratology: Digital Media as Narrative Theory (Hardcover)
Daniel Punday
R1,940 Discovery Miles 19 400 Ships in 10 - 15 working days
The Legend Of Zelda Encyclopedia (Hardcover): Nintendo The Legend Of Zelda Encyclopedia (Hardcover)
Nintendo 1
R1,213 R956 Discovery Miles 9 560 Save R257 (21%) Ships in 12 - 19 working days
Games with a Purpose (GWAPS) (Hardcover): Lafourcade Games with a Purpose (GWAPS) (Hardcover)
Lafourcade
R4,050 Discovery Miles 40 500 Ships in 10 - 15 working days

Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge. Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert. This type of activity is done via online games.

Making Call of Duty: Modern Warfare (Hardcover): Andy McVittie Making Call of Duty: Modern Warfare (Hardcover)
Andy McVittie
R1,278 R1,112 Discovery Miles 11 120 Save R166 (13%) Ships in 10 - 15 working days
Life is Strange - Welcome to Blackwell Academy (Hardcover): Matt Forbeck Life is Strange - Welcome to Blackwell Academy (Hardcover)
Matt Forbeck 1
R1,057 R671 Discovery Miles 6 710 Save R386 (37%) Ships in 12 - 19 working days

Welcome to Blackwell Academy is an in-universe book from the Life is Strange video game franchise from Dontnod Entertainment and Square Enix. This detailed book takes the form of a student guide to Blackwell Academy and the town of Arcadia Bay. Overlaid onto the pages is graffiti: notes, doodles, sketches and photographs from the Blackwell students themselves, including contributions from the beloved protagonists Max and Chloe. Welcome to Blackwell Academy includes information on the staff and facilities of Blackwell Academy, the people and locations of Arcadia Bay, overlaid with funny, irreverent and poignant comments from the students.

Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Hardcover): Ragan Glover-Rijkse, Adriana... Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Hardcover)
Ragan Glover-Rijkse, Adriana De Souza E Silva
R4,469 Discovery Miles 44 690 Ships in 12 - 19 working days

This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

Game Devs & Others - Tales from the Margins (Paperback): Tanya DePass Game Devs & Others - Tales from the Margins (Paperback)
Tanya DePass
R1,449 Discovery Miles 14 490 Ships in 12 - 19 working days

Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "majority". Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

Learning XNA 4.0 (Paperback, Annotated edition): Aaron Reed Learning XNA 4.0 (Paperback, Annotated edition)
Aaron Reed
R994 R771 Discovery Miles 7 710 Save R223 (22%) Ships in 12 - 19 working days

Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, "Learning XNA 4.0" shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format.

Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish. Learn game development from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Build three complete, exciting games using 2D, 3D, and multiplayer techniques Develop for and deploy your games to the Xbox 360 and Windows Phone 7

Physics for Game Developers 2e (Paperback, 2nd edition): David M. Bourg Physics for Game Developers 2e (Paperback, 2nd edition)
David M. Bourg
R1,225 R927 Discovery Miles 9 270 Save R298 (24%) Ships in 12 - 19 working days

If you want to enrich your game's experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You'll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You'll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team. Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API

Surviving Game School...and the Game Industry After That (Paperback): Michael Lynch, Adrian Earle Surviving Game School...and the Game Industry After That (Paperback)
Michael Lynch, Adrian Earle
R1,532 Discovery Miles 15 320 Ships in 12 - 19 working days

Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life's goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program, from an experienced college professor What to expect while working in the games industry, from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry

Java Game Development with LibGDX - From Beginner to Professional (Paperback, 2nd ed.): Lee Stemkoski Java Game Development with LibGDX - From Beginner to Professional (Paperback, 2nd ed.)
Lee Stemkoski
R1,869 Discovery Miles 18 690 Ships in 9 - 17 working days

Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation and a complete JavaDoc style listing of the extension classes developed in the book have also been added. What You Will Learn Create 12 complete video game projects Master advanced Java programming concepts, including data structures, encapsulation, inheritance, and algorithms, in the context of game development Gain practical experience with game design topics, including user interface design, gameplay balancing, and randomized content Integrate third-party components into projects, such as particle effects, tilemaps, and gamepad controllers Who This Book Is For The target audience has a desire to make video games, and an introductory level knowledge of basic Java programming. In particular, the reader need only be familiar with: variables, conditional statements, loops, and be able to write methods to accomplish simple tasks and classes to store related data.

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