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Books > Computing & IT > Computer software packages
A volume in Emerging Technologies for Evolving Learners Series Editors Kathleen P. King and Mark Gura, Fordham University This book introduces and explains this important new technology from the perspective of educators. It also provides new insights into the ways that technology can provide solutions to instructional needs that have not been sufficiently addressed until now. Not only does it provide concrete explanations, examples, models, and details about methods and resources that are not currently illustrated in other publications, but it also reveals a new rationale for the use of technology in education.This book helps readers apprehend critical issues essential to understanding and taking advantage of podcasting and related technologies as an educational resource: What podcasting is How ""to do"" podcasting How to plan podcasting-based activities for students How to create podcasts as teaching resources How to use podcasting for professional development Models developed specifically by the authors regarding: Podcast development Educators' learning curve in podcasting Cost/benefit decision making regarding podcasting projects K -- 12 school district directors of curriculum and instruction and directors of professional development, as well as classroom teachers, principals, and instructional supervisors across the core curriculum and in the area of Instructional Technology; and teacher educators and other college faculty will find this book a valuable resource. Readers may use the book as part of their own efforts to expand their teaching or staff development practice. It can also be an important resource for Education courses in content instruction and Instructional Technology and serve as a valuable reference for educators interested in educational applications of technology.What you will find in this revised and updated edition? New for this edition are valuable additional insights and updates related to our additional years of experience in podcasting and new media. Critical updated URLs, screenshots, software comparisons, data, some fresh new curricular examples, and included references to our new series, The Teachers' Podcast and Transformation Education LIVE! We have also upgraded statistical information, advancements from the podcasting world, references, and biographical information. In short, the book is better than ever, in part because of suggestions form our many readers who are, teachers learners, and podcast listeners of course! The 16 chapters of the book are divided into the following major sections: PART I. A REVOLUTION IN OUR POCKETS PART II. PODCASTING ""HOW TO"" BASICS PART III. BECOMING A PODCASTING EDUCATOR
With the explosive growth of Multimedia Applications, the ability
to index/retrieve multimedia objects in an efficient way is
challenging to both researchers and practitioners. A major data
type stored and managed by these applications is the representation
of two dimensional (2D) objects. Objects contain many features
(e.g., color, texture, and shape) that have meaningful semantics.
From those features, shape is an important feature that conforms
with the way human beings interpret and interact with the real
world objects. The shape representation of objects can therefore be
used for their indexing, retrieval and as similarity measure. The
object databases can be queried and searched for different
purposes. For example, a CAD application for manufacturing
industrial parts might intend to reduce the cost of building new
industrial parts by searching for reusable existing parts in a
database. Regarding an alternative trademark registry application,
one might need to ensure that a new registered trademark is
sufficiently distinctive from the existing marks by searching the
database. Therefore, one of the important functionalities required
by all these applications is the capability to find objects in a
database that match a given object.
The management of production and service processes can be supported by microcomputer simulation models-effectively and inexpensively-if the techniques are presented in an understandable manner. Drs. Klafehn, Weinroth, and Boronico prove this and show how to do it-not only for the benefit of operations managers themselves, but for others with management responsibilities in a variety of businesses and industries. They will learn how important daily operations problems can be modeled on a microcomputer, gain understanding of overall simulation methodology, and learn the several forms of cost savings achievable through simulation. For teachers in business schools the book will also provide a link between general management and the management of engineering and R&D. The first chapter introduces the reader to the concepts and steps for undertaking a microcomputer simulation project. In addition, the benefits, drawbacks, and myths are reviewed in detail. Chapter two explores, in a conversational scenario, what is involved in taking a management operations problem involving a truck transfer depot from its point of inception to the formulation of a systems operation model, which in a later chapter is ultimately put into a computer simulation model and tested to, in a sense, come up with answers to the questions posed in the hypothetical conversation. Subsequent chapters in the book are oriented to a discussion of other operations management problems and the effort to seek insight and solutions through simulation modeling. A Just-in-Time manufacturing system is addressed, recognizing the push-pull concept as well as looking at the quality aspect. Attempting to determine the optimum levels for safety, stock, order points, and order quantity is investigated through computer simulation. These levels are predicated on balancing the costs associated with ordering and holding goods as well as the penalty costs of stocking out. Using a simulated environment enables the inclusion of the variability evidenced by the type of distribution. The remaining chapters also review alternative rules and what ifs as applied to machine configuration, facility location for a satellite EMS unit, and job shop operations. Each of the applications chapters provides a printout of the basic computer model, written in GPSS, that was then modified to investigate alternative scenarios.
Multimedia Applications discusses the basic characteristics of multimedia document handling, programming, security, human computer interfaces, and multimedia application services. The overall goal of the book is to provide a broad understanding of multimedia systems and applications in an integrated manner: a multimedia application and its user interface must be developed in an integrated fashion with underlying multimedia middleware, operating systems, networks, security, and multimedia devices. Fundamental information and properties of hypermedia document handling, multimedia security and various aspects of multimedia applications are presented, especially about document handling and their standards, programming of multimedia applications, design of multimedia information at human computer interfaces, multimedia security challenges such as encryption and watermarking, multimedia in education, as well as multimedia applications to assist preparation, processing and application of multimedia content.
In GPU Pro5 Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods. In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book s CRC Press web page."
The aim of stochastic programming is to find optimal decisions
in problems which involve uncertain data. This field is currently
developing rapidly with contributions from many disciplines
including operations research, mathematics, and probability. At the
same time, it is now being applied in a wide variety of subjects
ranging from agriculture to financial planning and from industrial
engineering to computer networks. This textbook provides a first
course in stochastic programming suitable for students with a basic
knowledge of linear programming, elementary analysis, and
probability. The authors aim to present a broad overview of the
main themes and methods of the subject. Its prime goal is to help
students develop an intuition on how to model uncertainty into
mathematical problems, what uncertainty changes bring to the
decision process, and what techniques help to manage uncertainty in
solving the problems. The book is highly illustrated with chapter summaries and many
examples and exercises. Students, researchers and practitioners in
operations research and the optimization area will find it
particularly of interest. Review of First Edition: "The discussion on modeling issues, the large number of examples used to illustrate the material, and the breadth of the coverage make'Introduction to Stochastic Programming' an ideal textbook for the area." (Interfaces, 1998) "
In order to stay competitive, modern businesses need to adopt an enterprise information system or an integrated IT platform that operates on an 'always-on' basis in order to remain resilient, continuous, operational, adaptive, and responsive in this increasingly competitive and changing business environment. ""Always-On Enterprise Information Systems for Business Continuance: Technologies for Reliable and Scalable Operations"" provides an in-depth and scientifically-based analysis of 'always-on' enterprise information systems. This advanced publication identifies methodological frameworks for designing and developing efficient systems and effective strategies for 'always-on' implementation, valuable to academicians, researchers, and practitioners.
Excellent textbook of multimedia signal processing also dealing with the optimization of multimedia communication systems. It covers the theoretical background of one- and multidimensional signal processing, statistical analysis and modelling, coding and information theory as well as estimation and classification theory.
This volume contains the Proceedings of the 5th International Conference on Intelligent Interactive Multimedia Systems and Services (KES-IIMSS-12). The Conference was jointly organised by Nagoya University in Japan and the KES International organisation, and held in the attractive city of Gifu. The KES-IIMSS conference series, (series chairs Prof. Maria Virvou and Prof. George Tsihrintzis), presents novel research in various areas of intelligent multimedia system relevant to the development of a new generation of interactive, user-centric devices and systems. The aim of the conference is to provide an internationally respected forum for scientific research in the technologies and applications of this new and dynamic research area.
Advances in computational and device technologies, combined with the commercial success and acceptance of 3D, haptic, and various other media presentation devices, has increased commercial interest in engaging additional senses within the multimedia experience. This integration is leading to a paradigm shift away from traditionally defined multimedia systems, and towards more interactive Multiple Sensory Media (MulSeMedia) systems. Multiple Sensorial Media Advances and Applications: New Developments in MulSeMedia provides a comprehensive compilation of knowledge covering state-of-the-art developments and research, as well as current innovative activities in MulSeMedia. This book focuses on the importance of Multiple Sensorial Media and its importance in media design with an emphasis on the applicability to real world integration and provides a broad perspective on the future of the technology in a variety of cohesive topic areas.
State of the Art in Computer Graphics Aspects of Visualization This is the fourth volume derived from a State of . . . the Art in Computer Graphics Summer Institute. It represents a snapshot of a number of topics in computer graphics, topics which include visualization of scientific data; modeling; some aspects of visualization in virtual reality; and hardware architectures for visu alization. Many papers first present a background introduction to the topic, followed by discussion of current work in the topic. The volume is thus equally suitable for nonspecialists in a particular area, and for the more experienced researcher in the field. It also enables general readers to obtain an acquaintance with a particular topic area sufficient to apply that knowledge in the context of solving current problems. The volume is organized into four chapters - Visualization of Data, Modeling, Virtual Reality Techniques, and Hardware Architectures for Visualization. In the first chapter, Val Watson and Pamela Walatka address the visual aspects of fluid dynamic computations. They discuss algorithms for function-mapped surfaces and cutting planes, isosurfaces, particle traces, and topology extractions. They point out that current visualization systems are limited by low information transfer bandwidth, poor response to viewing and model accuracy modification requests, mismatches between model rendering and human cognitive capabilities, and ineffective interactive tools. However, Watson and Walatka indicate that proposed systems will correct most of these problems.
This book is devoted to a new branch of experimental design theory called simulation experimental design. There are many books devoted either to the theory of experimental design or to system simulation techniques, but in this book an approach to combine both fields is developed. Especially the mathematical theory of such universal variance reduction techniques as splitting and Russian Roulette is explored. The book contains a number of results on regression design theory related to nonlinear problems, the E-optimum criterion and designs which minimize bias. Audience: This volume will be of value to readers interested in systems simulation, applied statistics and numerical methods with basic knowledge of applied statistics and linear algebra.
Advanced Computer Systems is a collection of forty selected papers presented to the Eighth International Conference on Computer Systems, October 2001 in Mielno, Poland. These papers provide a comprehensive summary of practice and research progress in information technologies:
TRACK 1: Innovative Applications in the Public Sector The integration of multimedia based applications and the information superhighway fundamentally concerns the creation of a communication technology to support the ac tivities of people. Communication is a profoundly social activity involving interactions among groups or individuals, common standards of exchange, and national infrastruc tures to support telecommunications activities. The contributions of the invited speakers and others in this track begin to explore the social dimension of communication within the context of integrated, information systems for the public sector. Interactions among businesses and households are described by Ralf Strauss through the development within a real community of a "wired city" with information and electronic services provided by the latest telecommunications technologies. A more specific type of interaction between teacher and student forms the basis of education. John Tiffin demonstrates how virtual classrooms can be used to augment the educational process. Carl Loeffler presents yet another perspective on interaction through the integration of A-life and agent technologies to investigate the dynamics of complex behaviors within networked simulation environments. Common standards for communication in the form of electronic documents or CSCW (Computer Supported Cooperative Work), according to Roland Traunmiiller, provide en abling technologies for a paradigm shift in the management of organizations. As pointed out by William Olle, the impact of standardization work on the future of information technology depends critically upon the interoperability of software systems."
Python Programming and Numerical Methods: A Guide for Engineers and Scientists introduces programming tools and numerical methods to engineering and science students, with the goal of helping the students to develop good computational problem-solving techniques through the use of numerical methods and the Python programming language. Part One introduces fundamental programming concepts, using simple examples to put new concepts quickly into practice. Part Two covers the fundamentals of algorithms and numerical analysis at a level that allows students to quickly apply results in practical settings.
This book constitutes the refereed proceedings of the 10th IFIP TC 9 International Conference on Human Choice and Computers, HCC10 2012, held in Amsterdam, The Netherlands, in September 2012. The 37 revised full papers presented were carefully reviewed and selected for inclusion in the volume. The papers are organized in topical sections on national and international policies, sustainable and responsible innovation, ICT for peace and war, and citizens' involvement, citizens' rights and ICT.
In a global and digital society, businesses are constantly being challenged by innovative and disruptive management strategies. The dramatic changes that took place in all quadrants of the world during COVID pandemic confirmed companies need to constantly update their resources and anticipate trends. The new normal demands dedicated approaches to the markets, where technology and the digital channels have been gaining importance. Success will depend on the swift adaptation to change and to leading-edge practices that ultimately require digital transformation. Overall, companies are using digital channels to achieve a diversified set of business objectives. Indeed, digitalization offers endless innovation scenarios that companies take advantage of, some with resistance, others leveraged by gains in profitability and market share. The current changes demand an accurate and structured knowledge of strategies, drivers, and motivations for a digital transformation of companies, as well as an in-depth perspective of this new reality for students, educators and managers. This book analyzes the drivers of digital transformation of businesses, assesses digital transformation success factors, and presents case studies of digital adoption by companies in different business sectors. Overall, it provides valuable insights on the best practices and success factors of digital transformation for relevant stakeholders, namely managers, researchers, educators, students, digital strategists, business associations, communication and marketing agencies, future entrepreneurs, and all potential audiences with a specific interest in these topics.
Covers all iPads running iPadOS 15 Easy, clear, readable, and focused on what you want to do. Step-by-step instructions for the tasks you care about most Large, full-color, close-up photos show you exactly what to do Common-sense help whenever you run into problems Tips and notes to help you get the most from your iPad Full-color, step-by-step tasks walk you through getting and keeping your iPad working just the way you want. Learn how to Discover all the new features of iPadOS 15 Wirelessly connect to and browse the Internet, at home or away Personalize the way your iPad looks and works--including adding widgets to the Home screen Make your iPad easier to use if you have trouble seeing or tapping the screen Use Siri voice commands to control your iPad and find useful information Communicate with friends and family via email, text messaging, and FaceTime and Zoom video chats Shoot, share, and view photos and videos Listen to streaming music and watch streaming movies and TV shows online Connect and use the Apple Pencil, external keyboards, trackpads, and mice Use iCloud to store and share your photos and other important data online Troubleshoot common iPad problems
The unprecedented growth in the range of multimedia services offered these days by modern telecommunication systems has been made possible only because of the advancements in signal processing technologies and algorithms. In the area of telecommunications, application of signal processing allows for new generations of systems to achieve performance close to theoretical limits, while in the area of multimedia, signal processing the underlying technology making possible realization of such applications that not so long ago were considered just a science fiction or were not even dreamed about. We all learnt to adopt those achievements very quickly, but often the research enabling their introduction takes many years and a lot of efforts. This book presents a group of invited contributions, some of which have been based on the papers presented at the International Symposium on DSP for Communication Systems held in Coolangatta on the Gold Coast, Australia, in December 2003. Part 1 of the book deals with applications of signal processing to transform what we hear or see to the form that is most suitable for transmission or storage for a future retrieval. The first three chapters in this part are devoted to processing of speech and other audio signals. The next two chapters consider image coding and compression, while the last chapter of this part describes classification of video sequences in the MPEG domain.
This book focuses on novel trends in software evolution research and its relations with other emerging disciplines. Mens and Demeyer, both authorities in the field of software evolution, do not restrict themselves to the evolution of source code but also address the evolution of other, equally important software artifacts. This book is the indispensable source for researchers and professionals looking for an introduction and comprehensive overview of the state-of-the-art.
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory."
Human Face Recognition Using Third-Order Synthetic Neural Networks explores the viability of the application of High-order synthetic neural network technology to transformation-invariant recognition of complex visual patterns. High-order networks require little training data (hence, short training times) and have been used to perform transformation-invariant recognition of relatively simple visual patterns, achieving very high recognition rates. The successful results of these methods provided inspiration to address more practical problems which have grayscale as opposed to binary patterns (e.g., alphanumeric characters, aircraft silhouettes) and are also more complex in nature as opposed to purely edge-extracted images - human face recognition is such a problem. Human Face Recognition Using Third-Order Synthetic Neural Networks serves as an excellent reference for researchers and professionals working on applying neural network technology to the recognition of complex visual patterns. |
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