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Books > Computing & IT > Computer software packages

Audio Anecdotes II - Tools, Tips, and Techniques for Digital Audio (Paperback): Ken Greenebaum, Ronen Barzel Audio Anecdotes II - Tools, Tips, and Techniques for Digital Audio (Paperback)
Ken Greenebaum, Ronen Barzel
R1,850 Discovery Miles 18 500 Ships in 12 - 17 working days

This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and others

Geometric Modeling with Splines - An Introduction (Paperback): Elaine Cohen, Richard F. Riesenfeld, Gershon Elber Geometric Modeling with Splines - An Introduction (Paperback)
Elaine Cohen, Richard F. Riesenfeld, Gershon Elber
R2,086 Discovery Miles 20 860 Ships in 12 - 17 working days

Written by researchers who have helped found and shape the field, this book is a definitive introduction to geometric modeling. The authors present all of the necessary techniques for curve and surface representations in computer-aided modeling with a focus on how the techniques are used in design. They achieve a balance between mathematical rigor and broad applicability. Appropriate for readers with a moderate degree of mathematical maturity, this book is suitable as an undergraduate or graduate text, or particularly as a resource for self-study.

The Geometry Toolbox for Graphics and Modeling (Paperback): Dianne Hansford, Gerald Farin The Geometry Toolbox for Graphics and Modeling (Paperback)
Dianne Hansford, Gerald Farin
R1,978 Discovery Miles 19 780 Ships in 12 - 17 working days

The Geometry Toolbox takes a novel and particularly visual approach to teaching the basic concepts of two- and three-dimensional geometry. It explains the geometry essential for today's computer modeling, computer graphics, and animation systems. While the basic theory is completely covered, the emphasis of the book is not on abstract proofs but rather on examples and algorithms. The Geometry Toolbox is the ideal text for professionals who want to get acquainted with the latest geometric tools. The chapters on basic curves and surfaces form an ideal stepping stone into the world of graphics and modeling. It is also a unique textbook for a modern introduction to linear algebra and matrix theory.

Sensors for Mobile Robots (Paperback): H.R. Everett Sensors for Mobile Robots (Paperback)
H.R. Everett
R1,922 Discovery Miles 19 220 Ships in 12 - 17 working days

The author compiles everything a student or experienced developmental engineer needs to know about the supporting technologies associated with the rapidly evolving field of robotics. From the table of contents: Design Considerations * Dead Reckoning * Odometry Sensors * Doppler and Inertial Navigation * Typical Mobility Configurations * Tactile and Proximity Sensing * Triangulation Ranging * Stereo Disparity * Active Triangulation * Active Stereoscopic * Hermies * Structured Light * Known Target Size * Time of Flight * Phase-Shift Measurement * Frequency Modulation * Interferometry * Range from Focus * Return Signal Intensity * Acoustical Energy * Electromagnetic Energy * Optical Energy * Microwave Radar * Collision Avoidance * Guidepath Following * Position-Location Systems * Ultrasonic and Optical Position-Location Systems * Wall, Doorway, andCeiling Referencing * Application-Specific Mission Sensors

Computer Intensive Statistical Methods - Validation, Model Selection, and Bootstrap (Paperback): J.S. Urban Hjorth Computer Intensive Statistical Methods - Validation, Model Selection, and Bootstrap (Paperback)
J.S. Urban Hjorth
R1,973 Discovery Miles 19 730 Ships in 12 - 17 working days

This book focuses on computer intensive statistical methods, such as validation, model selection, and bootstrap, that help overcome obstacles that could not be previously solved by methods such as regression and time series modelling in the areas of economics, meteorology, and transportation.

Languages for Developing User Interfaces (Paperback): Brad A. Myers Languages for Developing User Interfaces (Paperback)
Brad A. Myers
R1,914 Discovery Miles 19 140 Ships in 12 - 17 working days

This book brings together a number of researchers and developers from industry and academia who report on their work. It is of interest to language designers and the creators of toolkits, UIMSs, and other user interface tools.

Audio Anecdotes III - Tools, Tips, and Techniques for Digital Audio (Paperback): Ken Greenebaum, Ronen Barzel Audio Anecdotes III - Tools, Tips, and Techniques for Digital Audio (Paperback)
Ken Greenebaum, Ronen Barzel
R1,917 Discovery Miles 19 170 Ships in 12 - 17 working days

This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume III, with contributions from experts in their fields, includes articles on a variety of topics, including: - Recording Music - Sound Synthesis - Voice Synthesis - Speech Processing - Applied Signal Processing - HRTF Spatialization - Synchronization - Music Composition - Human Experience Applications of digital audio techniques are indispensable in the recording industry, the film industry, interactive gaming, human computer interaction, and more.

Mathematical Methods in Physics and Engineering with Mathematica (Paperback): Ferdinand F. Cap Mathematical Methods in Physics and Engineering with Mathematica (Paperback)
Ferdinand F. Cap
R1,985 Discovery Miles 19 850 Ships in 12 - 17 working days

More than ever before, complicated mathematical procedures are integral to the success and advancement of technology, engineering, and even industrial production. Knowledge of and experience with these procedures is therefore vital to present and future scientists, engineers and technologists. Mathematical Methods in Physics and Engineering with Mathematica clearly demonstrates how to solve difficult practical problems involving ordinary and partial differential equations and boundary value problems using the software package Mathematica (4.x). Avoiding mathematical theorems and numerical methods-and requiring no prior experience with the software-the author helps readers learn by doing with step-by-step recipes useful in both new and classical applications. Mathematica and FORTRAN codes used in the book's examples and exercises are available for download from the Internet. The author's clear explanation of each Mathematica command along with a wealth of examples and exercises make Mathematical Methods in Physics and Engineering with Mathematica an outstanding choice both as a reference for practical problem solving and as a quick-start guide to using a leading mathematics software package.

Computer Modelling of Concrete Mixtures (Paperback): Joe Dewar Computer Modelling of Concrete Mixtures (Paperback)
Joe Dewar
R2,093 Discovery Miles 20 930 Ships in 12 - 17 working days

The complexity of specifications and the number of materials options available today for concrete production mean that the traditional procedure of making trial mixes is now unnecessary, expensive and time consuming. Using J.D Dewar's research, this book shows how a small amount of materials data can be used confidently to predict the composition of the ideal product.

Excel Formulas & Functions For Dummies, 6th Edition (Paperback, 6th Edition): K Bluttman Excel Formulas & Functions For Dummies, 6th Edition (Paperback, 6th Edition)
K Bluttman
R750 R656 Discovery Miles 6 560 Save R94 (13%) Ships in 5 - 10 working days

Unlock the power of Excel with a step-by-step roadmap to its formulas and functions There's a Swiss Army knife in your digital toolbox that can multiply your productivity and make you the smartest guy or gal in almost any room. It's called Microsoft Excel. If you're like most people, you've barely scratched the surface of what this powerful tool's hundreds of built-in functions can do. But with a little help from Excel Formulas & Functions For Dummies, you'll soon be organizing, analyzing, and interpreting data like a pro. For those who don't know the difference between a spreadsheet and a bedsheet, the book gets you up to speed with formula and function basics first. But you can also skip ahead to the fancy stuff and learn about working with probabilities, significance tests, and lookup functions. This easy-to-use Excel formulas and functions survival guide shows you how to: Work with financial functions like PMT, PPMT, NPER, RATE, and PV Calculate mean, median, mode, standard deviation, and many more statistical functions Troubleshoot formulas for common errors and validate your data to avoid mistakes Work with dates, times, logic operators, conditions, and basic and advanced mathematical functions You don't need a degree in data science or advanced mathematics to take advantage of the full functionality and flexibility of Microsoft Excel. Let Excel Formulas & Functions For Dummies show you how to transform this unassuming program into the most useful tool in your toolbox.

HTML5 Game Engines - App Development and Distribution (Hardcover): Dan Nagle HTML5 Game Engines - App Development and Distribution (Hardcover)
Dan Nagle
R5,058 Discovery Miles 50 580 Ships in 12 - 17 working days

This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.

Regression Modeling - Methods, Theory, and Computation with SAS (Paperback): Michael Panik Regression Modeling - Methods, Theory, and Computation with SAS (Paperback)
Michael Panik
R2,113 Discovery Miles 21 130 Ships in 12 - 17 working days

Regression Modeling: Methods, Theory, and Computation with SAS provides an introduction to a diverse assortment of regression techniques using SAS to solve a wide variety of regression problems. The author fully documents the SAS programs and thoroughly explains the output produced by the programs. The text presents the popular ordinary least squares (OLS) approach before introducing many alternative regression methods. It covers nonparametric regression, logistic regression (including Poisson regression), Bayesian regression, robust regression, fuzzy regression, random coefficients regression, L1 and q-quantile regression, regression in a spatial domain, ridge regression, semiparametric regression, nonlinear least squares, and time-series regression issues. For most of the regression methods, the author includes SAS procedure code, enabling readers to promptly perform their own regression runs. A Comprehensive, Accessible Source on Regression Methodology and ModelingRequiring only basic knowledge of statistics and calculus, this book discusses how to use regression analysis for decision making and problem solving. It shows readers the power and diversity of regression techniques without overwhelming them with calculations.

The Art of Modeling in Science and Engineering with Mathematica (Paperback, 2nd edition): Diran Basmadjian, Ramin Farnood The Art of Modeling in Science and Engineering with Mathematica (Paperback, 2nd edition)
Diran Basmadjian, Ramin Farnood
R2,069 Discovery Miles 20 690 Ships in 12 - 17 working days

Thoroughly revised and updated, The Art of Modeling in Science and Engineering with Mathematica (R), Second Edition explores the mathematical tools and procedures used in modeling based on the laws of conservation of mass, energy, momentum, and electrical charge. The authors have culled and consolidated the best from the first edition and expanded the range of applied examples to reach a wider audience. The text proceeds, in measured steps, from simple models of real-world problems at the algebraic and ordinary differential equations (ODE) levels to more sophisticated models requiring partial differential equations. The traditional solution methods are supplemented with Mathematica , which is used throughout the text to arrive at solutions for many of the problems presented. The text is enlivened with a host of illustrations and practice problems drawn from classical and contemporary sources. They range from Thomson's famous experiment to determine e/m and Euler's model for the buckling of a strut to an analysis of the propagation of emissions and the performance of wind turbines. The mathematical tools required are first explained in separate chapters and then carried along throughout the text to solve and analyze the models. Commentaries at the end of each illustration draw attention to the pitfalls to be avoided and, perhaps most important, alert the reader to unexpected results that defy conventional wisdom. These features and more make the book the perfect tool for resolving three common difficulties: the proper choice of model, the absence of precise solutions, and the need to make suitable simplifying assumptions and approximations. The book covers a wide range of physical processes and phenomena drawn from various disciplines and clearly illuminates the link between the physical system being modeled and the mathematical expression that results.

Simulation Modeling Handbook - A Practical Approach (Paperback): Christopher A. Chung Simulation Modeling Handbook - A Practical Approach (Paperback)
Christopher A. Chung
R2,141 Discovery Miles 21 410 Ships in 12 - 17 working days

The use of simulation modeling and analysis is becoming increasingly more popular as a technique for improving or investigating process performance. This book is a practical, easy-to-follow reference that offers up-to-date information and step-by-step procedures for conducting simulation studies. It provides sample simulation project support material, including checklists, data-collection forms, and sample simulation project reports and publications to facilitate practitioners' efforts in conducting simulation modeling and analysis projects. Simulation Modeling Handbook: A Practical Approach has two major advantages over other treatments. First, it is independent of any particular simulation software, allowing readers to use any commercial package or programming language. Second, it was written to insulate practitioners from unnecessary simulation theory that does not focus on their average, practical needs. As the popularity of simulation studies continues to grow, the planning and execution of these projects, more and more engineering and management professionals will be called upon to perform these tasks. With its simple, no-nonsense approach and focus on application rather than theory, this comprehensive and easy-to-understand guide is the ideal vehicle for acquiring the background and skills needed to undertake effective simulation projects. Features Presents step-by-step procedures for conducting successful simulation modeling and analysis Addresses every phase of performing simulations, from formulating the problem to presenting study results and recommendations Uses approaches applicable regardless of the specific simulation or software used Includes a summary of the major simulation software packages and discusses the pros and cons of using general purpose programming languages

Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Hardcover): Mark Schlichting Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Hardcover)
Mark Schlichting; Foreword by Jesse Schell
R3,907 Discovery Miles 39 070 Ships in 12 - 17 working days

This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children's interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds

COLLADA - Sailing the Gulf of 3D Digital Content Creation (Hardcover, Illustrated Ed): Remi Arnaud, Mark C. Barnes COLLADA - Sailing the Gulf of 3D Digital Content Creation (Hardcover, Illustrated Ed)
Remi Arnaud, Mark C. Barnes
R2,182 Discovery Miles 21 820 Ships in 9 - 15 working days

COLLADA, the digital entertainment industry's first standard interchange format for 3D graphics, defines an XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information - enabling multiple software packages to be combined into extremely powerful tool chains. It was developed in a cooperative effort between the industry's leading developers of applications, games, and platforms to streamline the interchange process. This book, written by the two driving forces behind COLLADA, is a complete guide to the COLLADA 1.4 specification. It provides content developers, application developers, and tool providers with a unique insight into the design of COLLADA that will help them to: exchange and fully preserve asset data; package programmable shader effects; control real-time physics engines; and build powerful content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms. tool vendors and game developers and has been adopted as an official industry standard by the Khronos Group.

Games As A Service - How Free to Play Design Can Make Better Games (Paperback): Oscar Clark Games As A Service - How Free to Play Design Can Make Better Games (Paperback)
Oscar Clark
R1,503 Discovery Miles 15 030 Ships in 9 - 15 working days

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the 'evil' or 'manipulative' experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation (R)Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Creative Character Design for Games and Animation (Hardcover): Jenny Harder Creative Character Design for Games and Animation (Hardcover)
Jenny Harder
R3,242 Discovery Miles 32 420 Ships in 12 - 17 working days

This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.

Design Perspectives on Multimodal Documents - System, Medium, and Genre Relations (Hardcover): Matthew David Lickiss Design Perspectives on Multimodal Documents - System, Medium, and Genre Relations (Hardcover)
Matthew David Lickiss
R4,451 Discovery Miles 44 510 Ships in 12 - 17 working days

This volume integrates multimodal theoretical frameworks with those from graphic communication and information design and applies this critical synthesis to the examination of the changes and relationships that occur when multimodal documents are distributed across various means and channels of consumption. Drawing on examples from popular newspapers and store catalogs, the book's specific focus is on documents as sets, here defined as the collective of all the assorted forms of a document published across multiple mediums and modes. This approach affords a multi-layered analysis of multimodal documents more broadly, in addition to engaging in questions about the very definition of a document and the terminology we use in relation to documents, including genres, mediums, and modes. As both a critical examination of the theoretical frameworks employed in literature on documents and a way forward for new approaches to analyzing multimodal texts, this volume is key reading for students and scholars in multimodality, graphic communication, design, media studies, and information science.

We Deserve Better Villains - A Video Game Design Survival Guide (Hardcover): Jai Kristjan We Deserve Better Villains - A Video Game Design Survival Guide (Hardcover)
Jai Kristjan
R3,867 Discovery Miles 38 670 Ships in 12 - 17 working days

We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development cycle, what key concepts need to be on a designers mind and how they can work to improve themselves every step of the way. To help visualize the journey the chapters start with a section centered on the reader as a hero character in a fictitious adventure video game that faces the trials and tribulations of the development cycle to completing the game. We all deserve better games, better heroes and villains which starts with learning what it takes to survive in the game development system as a videogame designer. Key Features Accessible enough for novices, insightful enough for veteran game designers Allows readers of at any level of video game knowledge to connect with the struggle of making a video game Concepts are delivered in a short, specific approach followed with practical exercises to follow to getting the reader into action to improve their skills

Computerized Accounting with QuickBooks (R) 2014 - Text with Student disc and 140-day Trial CD (Paperback): Kathleen Villani,... Computerized Accounting with QuickBooks (R) 2014 - Text with Student disc and 140-day Trial CD (Paperback)
Kathleen Villani, James B Rosa
R2,840 Discovery Miles 28 400 Out of stock

Computerized Accounting with QuickBooks 2014 teaches both the accountant and non-accountant student how to use QuickBooks 2014, one of the most popular general ledger software packages available. Through detailed step-by-step explanations and hands-on exercises, students get ample practice opportunities to ensure mastery of the accounting concepts. With this text, your students will: Receive immediate reinforcement of accounting concepts and apply their skills through practice exercises. Learn what to do and why through a practical, effective, building-block approach Includes a 140-day trial of the Student Trial Edition Software!

Digital Transformation 2021 - 10 capabilities your organisation should master-and 3 you need (Hardcover): Pernille Kraemmergaard Digital Transformation 2021 - 10 capabilities your organisation should master-and 3 you need (Hardcover)
Pernille Kraemmergaard
R1,311 Discovery Miles 13 110 Ships in 9 - 15 working days

Digital and technological development requires new ways of thinking, and it is the capability to adapt and seek better solutions for customers and citizens that are central. Not the technologies themselves.'Digital transformation - 10 capabilities your organisation should master-and 3 you need' reviews how companies and organisations increase their digital maturity and organise themselves so that they can effortlessly apply the technologies to both optimise the existing and create radically new ones-always with the customer's and citizen's needs in mind in an everchanging competitive landscape. . Pernille Kraemmergaard uses her more than 25 years of academic research, as well as leading international research and practical experience from hundreds of courses and workshops with private companies and public organisations in this book, which is intended as a user manual for managers at all levels. The book contains lots of examples, and each chapter offers actionable advice on areas of which leaders must be aware; which questions to ask themselves; and how to engage with colleagues, including IT, when working to digitally transform their organisations. . The book was first published in Denmark mid-2019 and has since been used in numerous workshops for board of directors, executives, and managers from larger private and public organisations as well as SMEs. The book has featured as part of the curriculum in graduate, masters, and executive education programs. As Denmark ranks in the top on EU's Digital Economy and Society Index 2020 and in UN's e-government survey 2020, the book also represents a unique contribution from a high-maturity, digital society. . To complement the book, Pernille Kraemmergaard has developed a unique web-based dialogue tool, built on the theoretical frameworks introduced in the book, allowing leaders to assess their own organisation in detail and start work to advance their digital maturity. The tool can be found at www.dinst.dk/en/dialogue-tools/

Using Microsoft Excel for Social Research (Hardcover): Charlotte Brookfield Using Microsoft Excel for Social Research (Hardcover)
Charlotte Brookfield
R4,277 Discovery Miles 42 770 Ships in 12 - 17 working days

Full of practical advice and real-world examples, this step-by-step guide offers you an accessible introduction to doing quantitative social research using Microsoft Excel.

The Minimum You Need to Know About the Phallus of Agile (Hardcover): Roland Hughes The Minimum You Need to Know About the Phallus of Agile (Hardcover)
Roland Hughes
R1,404 Discovery Miles 14 040 Ships in 9 - 15 working days
Sport and Play in a Digital World (Paperback): Ivo Van Hilvoorde Sport and Play in a Digital World (Paperback)
Ivo Van Hilvoorde
R1,415 Discovery Miles 14 150 Ships in 12 - 17 working days

Digital technology plays an important role in the everyday lives of people. New types of 'digital sports', (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be compared with the first generation of electronic games, as the diversity of games has increased dramatically. Philosophers (of sport) have much to say about these new forms of digital play. This book bridges the gap between 'game studies' and current topics within the philosophy of sport literature. It does so by dealing with a variety of topics in which the virtual or the electronic takes over, contradicts or melts with current sports as we know it. This book deals with a variety of conceptual and moral questions, such as: Can video games and eSports be considered as sports activities or not? Are motor skills a defining characteristic of eSports? Can the personal identity be explored within the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy.

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