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Books > Computing & IT > Computer software packages
As part of the new Pocket Primer series, this book provides an overview of the major concepts and tutorial videos to use Word and Excel. The book serves as a starting point for deeper exploration of Word and Excel. The focus of this book is on using these two software packages and includes instruction for Word 365, which includes both Word 2013 for Windows and Word 2011 for Macintosh. Features: Includes tutorial videos on the companion DVD Provides an overview of the most important Word and Excel techniques Contains Word and Excel graphics and animation effects
Video segmentation is the most fundamental process for appropriate index ing and retrieval of video intervals. In general, video streams are composed 1 of shots delimited by physical shot boundaries. Substantial work has been done on how to detect such shot boundaries automatically (Arman et aI. , 1993) (Zhang et aI. , 1993) (Zhang et aI. , 1995) (Kobla et aI. , 1997). Through the inte gration of technologies such as image processing, speech/character recognition and natural language understanding, keywords can be extracted and associated with these shots for indexing (Wactlar et aI. , 1996). A single shot, however, rarely carries enough amount of information to be meaningful by itself. Usu ally, it is a semantically meaningful interval that most users are interested in re trieving. Generally, such meaningful intervals span several consecutive shots. There hardly exists any efficient and reliable technique, either automatic or manual, to identify all semantically meaningful intervals within a video stream. Works by (Smith and Davenport, 1992) (Oomoto and Tanaka, 1993) (Weiss et aI. , 1995) (Hjelsvold et aI. , 1996) suggest manually defining all such inter vals in the database in advance. However, even an hour long video may have an indefinite number of meaningful intervals. Moreover, video data is multi interpretative. Therefore, given a query, what is a meaningful interval to an annotator may not be meaningful to the user who issues the query. In practice, manual indexing of meaningful intervals is labour intensive and inadequate.
This book provides an overview of recent developments and applications of the Land Use Scanner model, which has been used in spatial planning for well over a decade. Internationally recognized as among the best of its kind, this versatile model can be applied at a national level for trend extrapolation, scenario studies and optimization, yet can also be employed in a smaller-scale regional context, as demonstrated by the assortment of regional case studies included in the book. Alongside these practical examples from the Netherlands, readers will find discussion of more theoretical aspects of land-use models as well as an assessment of various studies that aim to develop the Land-Use Scanner model further. Spanning the divide between the abstractions of land-use modelling and the imperatives of policy making, this is a cutting-edge account of the way in which the Land-Use Scanner approach is able to interrogate a spectrum of issues that range from climate change to transportation efficiency. Aimed at planners, researchers and policy makers who need to stay abreast of the latest advances in land-use modelling techniques in the context of planning practice, the book guides the reader through the applications supported by current instrumentation. It affords the opportunity for a wide readership to benefit from the extensive and acknowledged expertise of Dutch planners, who have originated a host of much-used models."
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestol, Andrew Morrison and Christina Moertberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
Discover 40+ recipes like Mooshroom Burgers, Suspicious Stew, and The Cake! Featuring recipes that are ideal for every skill level (and player type), this cookbook is just what you need to bring a touch of Minecraft into your kitchen. So, what are you waiting for? It's time to gather, cook, and eat! Building can be hungry work. And sometimes, you just need to take a break and enjoy the fruits of your labor, whether that's a quick baked potato while you're hunkered down, waiting for a creeper to quit skulking at your door, or creating a celebratory feast for all your friends! Minecraft: The Official Cookbook gives you everything you need to build awesome meals, no matter your skill level.
This revealing book is about software development, the developers themselves, and how their work is organized and managed. The latest original research from Australia, Europe, and the UK is used to examine the differences between the image and reality of work in this industry. Chapters also cover issues surrounding the management of 'knowledge work and workers' and professionals in order to expose some of the problems of the management of software development work and workers.
Dave Eberly's 3D Game Engine Design was the first professional
guide to the essential concepts and algorithms of real-time 3D
engines and quickly became a classic of game development. Dave's
new book 3D Game Engine Architecture continues the tradition with a
comprehensive look at the software engineering and programming of
3D engines. This book is a complete guide to the engineering
process, starting with a walk-through of the graphics pipeline
showing how to construct the core elements of 3D systems, including
data structures, the math system, and the object system. Dave
explains how to manage data with scene graphs, how to build
rendering and camera systems, and how to handle level of detail,
terrain, and animation. Advanced rendering effects such as vertex
and pixel shaders are also covered as well as collision detection
and physics systems. The book concludes with a discussion of
application design, development tools, and coding standards for the
source code of the new version of the Wild Magic engine included on
the CD-ROM. Wild Magic is a commercial-quality game engine used by
many companies and is a unique resource for the game development
community.
Nature-Inspired Computing Paradigms in Systems: Reliability, Availability, Maintainability, Safety and Cost (RAMS+C) and Prognostics and Health Management (PHM) covers several areas that include bioinspired techniques and optimization approaches for system dependability. The book addresses the issue of integration and interaction of the bioinspired techniques in system dependability computing so that intelligent decisions, design, and architectures can be supported. It brings together these emerging areas under the umbrella of bio- and nature-inspired computational intelligence. The primary audience of this book includes experts and developers who want to deepen their understanding of bioinspired computing in basic theory, algorithms, and applications. The book is also intended to be used as a textbook for masters and doctoral students who want to enhance their knowledge and understanding of the role of bioinspired techniques in system dependability.
This book presents a broad review of state-of-the-art 3D video production technologies and applications. The text opens with a concise introduction to the field, before examining the design and calibration methods for multi-view camera systems, including practical implementation technologies. A range of algorithms are then described for producing 3D video from video data. A selection of 3D video applications are also demonstrated. Features: describes real-time synchronized multi-view video capture, and object tracking with a group of active cameras; discusses geometric and photometric camera calibration, and 3D video studio design with active cameras; examines 3D shape and motion reconstruction, texture mapping and image rendering, and lighting environment estimation; demonstrates attractive 3D visualization, visual contents analysis and editing, 3D body action analysis, and data compression; highlights the remaining challenges and the exciting avenues for future research in 3D video technology.
Games software has its roots in a "cottage" industry, ignoring formal methodologies, instead leaving the programmers to find homespun solutions to the technical problems faced. The picture has now changed: the scale of the problems faced by programmers means that more methodical techniques must be applied to game development to prevent projects spiralling out of control, both in terms of technical complexity and cost. The book addresses how program teams can develop ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies. It establishes a set of best practices tempered with real-world pragmatism, understanding that there is no "one size fits all" solution. No member of the game development team should be working in isolation and the book will be useful to producers, designers and artists as well as the programmers themselves. In addition, the book addresses the needs of the growing number of Game Development courses offered in academia, giving students a much-needed insight into the real world of object-oriented game design.
Despite the spectacular breakthroughs of the semiconductor industry, the ability to design integrated circuits under stringent time-to-market requirements is lagging behind integration capacity, so far keeping pace with still valid Moorea (TM)s Law. The resulting gap is threatening with slowing down such a phenomenal growth. The design community believes that it is only by means of powerful CAD tools, design methodologies and even a design paradigm shift, that this design gap can be bridged. In this sense, reuse-based design is seen as a promising solution, and concepts such as IP Block, Virtual Component, and Design Reuse have become commonplace thanks to the significant advances in the digital arena. Unfortunately, the very nature of analog and mixed-signal (AMS) design a "more subtle, hierarchically loose, and handicraft-demandinga" has hindered a similar level of consensus and development. Aiming at the core of the problem, Reuse Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits presents a framework for the reuse-based design of AMS circuits. The framework is founded on three key elements: (1) a CAD-supported hierarchical design flow that facilitates the incorporation of AMS reusable blocks, reduces the overall design time, and expedites the management of increasing AMS design complexity; (2) a complete, clear definition of the AMS reusable block, structured into three separate facets or views: the behavioral, structural, and layout facets, the first two for top-down electrical synthesis and bottom-up verification, the latter used during bottom-up physical synthesis; (3) the design for reusability set of tools, methods, andguidelines that, relying on intensive parameterization as well as on design knowledge capture and encapsulation, allows to produce fully reusable AMS blocks. Reuse Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits features a very detailed, tutorial, and in-depth coverage of all issues and must-have properties of reusable AMS blocks, as well as a thorough description of the methods and tools necessary to implement them. For the first time, this has been done hierarchically, covering one by one the different stages of the design flow, allowing us to examine how the reusable block yields its benefits, both in design time and correct performance.
This is a fully revised edition of the best-selling Introduction to Maple. The book presents the modern computer algebra system Maple, teaching the reader not only what can be done by Maple, but also how and why it can be done. The book also provides the necessary background for those who want the most of Maple or want to extend its built-in knowledge. Emphasis is on understanding the Maple system more than on factual knowledge of built-in possibilities. To this end, the book contains both elementary and more sophisticated examples as well as many exercises. The typical reader should have a background in mathematics at the intermediate level. Andre Heck began developing and teaching Maple courses at the University of Nijmegen in 1987. In 1989 he was appointed managing director of the CAN Expertise Center in Amsterdam. CAN, Computer Algebra in the Netherlands, stimulates and coordinates the use of computer algebra in education and research. In 1996 the CAN Expertise Center was integrated into the Faculty of Science at the University of Amsterdam, into what became the AMSTEL Institute. The institute program focuses on the innovation of computer activities in mathematics and science education on all levels of education. The author is actively involved in the research and development aimed at the integrated computer learning environment Coach for mathematics and science education at secondary school level.
New media is like a giant jigsaw puzzle; a combination of different skills and media. We know all about the pieces, but the biggest problem is putting them all together to get the 'big picture' of new media design. Design for New Media gives a unified approach to looking at the area, covering both the separate elements, and putting them in the context of new media design as a whole. The book is divided into four sections; The first section considers some of the issues that arise from designing with new and developing technology. The author then moves on to look at the 'building blocks' of new media (sound, colour and animation), and their role in the design of a new media product is explained. The third section covers interaction design and those elements of new media that are connected with the use and understanding of the product. Finally, the process of design itself is considered in a practical way; how do you take that first step in designing a new media product?
This book is a collection of extended papers based on presentations given during the SIMHYDRO 2014 conference, held in Sophia Antipolis in June 2014. It focuses on the modeling and simulation of fast hydraulic transients, on 3D modeling, and on uncertainties and multiphase flows. The book explores both the limitations and performance of current models and presents the latest developments based on new numerical schemes, high-performance computing, multiphysics and multiscale methods, and better interaction with field or scale model data. It addresses the interests of practitioners, stakeholders, researchers and engineers active in this field.
The third book in CMP's new V.A.S.S.T. series produced in
cooperation with the Sundance Media Group, Instant Sound Forge is a
general guide to the operation of the application and a graphic
"cookbook" of specific techniques for using Sound Forge to fix
(hide mistakes) and sweeten (improve) audio. Sony's Sound Forge is
a powerful mono and stereo digital audio recorder and editor that
beginners and professionals use for audio production of radio, TV,
music, video, animation, Web design, and multimedia. Novices can
quickly achieve great results by gaining command of the basic
recording and editing functions, while professionals will learn how
to use the application's more sophisticated tools, advanced
features, and shortcuts to streamline their workflow and achieve
new audio heights.
This book illustrates the current work of leading multilevel
modeling (MLM) researchers from around the world. The book's goal is to critically examine the real problems that
occur when trying to use MLMs in applied research, such as power,
experimental design, and model violations. This presentation of
cutting-edge work and statistical innovations in multilevel
modeling includes topics such as growth modeling, repeated measures
analysis, nonlinear modeling, outlier detection, and meta
analysis. This volume will be beneficial for researchers with advanced statistical training and extensive experience in applying multilevel models, especially in the areas of education; clinical intervention; social, developmental and health psychology, and other behavioral sciences; or as a supplement for an introductory graduate-level course.
Inspired by the author's need for practical guidance in the processes of data analysis, "A Practical Guide to Scientific Data Analysis" has been written as a statistical companion for the working scientist. This handbook of data analysis with worked examples focuses on the application of mathematical and statistical techniques and the interpretation of their results. Covering the most common statistical methods for examining and exploring relationships in data, the text includes extensive examples from a variety of scientific disciplines. The chapters are organised logically, from planning an experiment, through examining and displaying the data, to constructing quantitative models. Each chapter is intended to stand alone so that casual users can refer to the section that is most appropriate to their problem. Written by a highly qualified and internationally respected author this text: Presents statistics for the non-statisticianExplains a variety of methods to extract information from dataDescribes the application of statistical methods to the design of "performance chemicals"Emphasises the application of statistical techniques and the interpretation of their results Of practical use to chemists, biochemists, pharmacists, biologists and researchers from many other scientific disciplines in both industry and academia.
Covering the basics of producing great audio tracks to accompany video projects, Using Soundtrack provides recording and editing tips and guidance on noise reduction tools, audio effects, and Final Cut Pro's powerful real-time audio mixer. Readers also learn how Soundtrack can be used to give video projects a professional finish with the addition of custom, royalty-free scoring. Theory is presented on a need-to-know basis and practical tutorials provide hands-on techniques for common tasks, including editing video to audio, editing audio to video, changing the length of a music bed, editing dialog, and mixing dialog with music and sound effects. The accompanying downloadable resources include tutorial lessons and sample media.
In this book, the author's strong commitment to the multi-disciplinary field of regional science emerges to provide a unifying framework between spatial modelling traditions from quantitative geography and those from spatial economics, whereby each is enhanced. Starting with a detailed discussion of each field illustrated with numerical examples, the two traditions are brought together by either making the economic models probabilistic or transforming the objectives of the geographic models to reflect both utility theory and production theory. The ideas are applied to develop urban models of activity analysis, face-to-face contacts and housing supply, as well as regional models in the areas of input-output analysis, imperfect competition and interregional migration.
SAS Programming: The One-Day Course provides a concise introduction to the SAS programming language that gives readers not only a quick start in SAS programming, but also in the basic data manipulations and statistical summaries that are available through SAS. Unlike other introductory texts on the market, this is a pocket-sized reference that does not clutter the presentation of programming techniques by trying to teach statistical methods at the same time. Strong on explanations of how to carry out data manipulations that real-life data often call for, it also contains a short "workbook" appendix, complete with solutions. Datasets and the programming code are available to download from the Web. |
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