![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Computer software packages
This book provides insight and enhanced appreciation of analysis, modeling and control of dynamic systems. The reader is assumed to be familiar with calculus, physics and some programming skills. It might develop the reader's ability to interpret physical significance of mathematical results in system analysis. The book also prepares the reader for more advanced treatment of subsequent knowledge in the automatic control field. Learning objectives are performance-oriented, using for this purpose interactive MATLAB and SIMULINK software tools. It presents realistic problems in order to analyze, design and develop automatic control systems. Learning with computing tools can aid theory and help students to think, analyze and reason in meaningful ways. The book is also complemented with classroom slides and MATLAB and SIMULINK exercise files to aid students to focus on fundamental concepts treated.
In 1982, Professor Pawlak published his seminal paper on what he called "rough sets" - a work which opened a new direction in the development of theories of incomplete information. Today, a decade and a half later, the theory of rough sets has evolved into a far-reaching methodology for dealing with a wide variety of issues centering on incompleteness and imprecision of information - issues which playa key role in the conception and design of intelligent information systems. "Incomplete Information: Rough Set Analysis" - or RSA for short - presents an up-to-date and highly authoritative account of the current status of the basic theory, its many extensions and wide-ranging applications. Edited by Professor Ewa Orlowska, one of the leading contributors to the theory of rough sets, RSA is a collection of nineteen well-integrated chapters authored by experts in rough set theory and related fields. A common thread that runs through these chapters ties the concept of incompleteness of information to those of indiscernibility and similarity.
Video on Demand Systems brings together in one place important contributions and up-to-date research results in this fast moving area. Video on Demand Systems serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
This text compiles research from a vibrant social simulation community of researchers who have developed unique and innovative approaches to social simulation.
"JDBC Metadata, MySQL, and Oracle Recipes" is the only book that focuses on metadata or annotation-based code recipes for JDBC API for use with Oracle and MySQL. It continues where the authors other book, "JDBC Recipes: A Problem-Solution Approach," leaves off. This edition is also a Java EE 5-compliant book, perfect for lightweight Java database development. And it provides cut-and-paste code templates that can be immediately customized and applied in each developer's application development.
Collecting the work of the foremost scientists in the field, Discrete-Event Modeling and Simulation: Theory and Applications presents the state of the art in modeling discrete-event systems using the discrete-event system specification (DEVS) approach. It introduces the latest advances, recent extensions of formal techniques, and real-world examples of various applications. The book covers many topics that pertain to several layers of the modeling and simulation architecture. It discusses DEVS model development support and the interaction of DEVS with other methodologies. It describes different forms of simulation supported by DEVS, the use of real-time DEVS simulation, the relationship between DEVS and graph transformation, the influence of DEVS variants on simulation performance, and interoperability and composability with emphasis on DEVS standardization. The text also examines extensions to DEVS, new formalisms, and abstractions of DEVS models as well as the theory and analysis behind real-world system identification and control. To support the generation and search of optimal models of a system, a framework is developed based on the system entity structure and its transformation to DEVS simulation models. In addition, the book explores numerous interesting examples that illustrate the use of DEVS to build successful applications, including optical network-on-chip, construction/building design, process control, workflow systems, and environmental models. A one-stop resource on advances in DEVS theory, applications, and methodology, this volume offers a sampling of the best research in the area, a broad picture of the DEVS landscape, and trend-setting applications enabled by the DEVS approach. It provides the basis for future research discoveries and encourages the development of new applications.
Introduction to Mathcad 15, 3/e is ideal for Freshman or Introductory courses in Engineering and Computer Science. Introduces Mathcad's basic mathematical and data analysis functions (e.g., trigonometric, regression, and interpolation functions) using easy-to-follow examples, then applies the functions to examples drawn from emerging or rapidly developing fields in engineering. ESource-Prentice Hall's Engineering Source-provides a complete, flexible introductory engineering and computing program. ESource allows professors to fully customize their textbooks through the ESource website. Professors are not only able to pick and choose modules, but also sections of modules, incorporate their own materials, and re-paginate and re-index the complete project. prenhall.com/esource
Mastering modelling, and in particular numerical models, is becoming a crucial and central question in modern computational mechanics. Various tools, able to quantify the quality of a model with regard to another one taken as the reference, have been derived. Applied to computational strategies, these tools lead to new computational methods which are called "adaptive." The present book is concerned with outlining the state of the art and the latest advances in both these important areas. Papers are selected from a Workshop (Cachan 17-19 September 1997) which is the third of a series devoted to Error Estimators and Adaptivity in Computational Mechanics. The Cachan Workshop dealt with latest advances in adaptive computational methods in mechanics and their impacts on solving engineering problems. It was centered too on providing answers to simple questions such as: what is being used or can be used at present to solve engineering problems? What should be the state of art in the year 2000? What are the new questions involving error estimators and their applications?
Continued progress in Speech Technology in the face of ever-increasing demands on the performance levels of applications is a challenge to the whole speech and language science community. Robust recognition and understanding of spontaneous speech in varied environments, good comprehensibility and naturalness of expressive speech synthesis are goals that cannot be achieved without a change of paradigm. This book argues for interdisciplinary communication and cooperation in problem-solving in general, and discusses the interaction between speech and language engineering and phonetics in particular. With a number of reports on innovative speech technology research as well as more theoretical discussions, it addresses the practical, scientific and sometimes the philosophical problems that stand in the way of cross-disciplinary collaboration and illuminates some of the many possible ways forward. Audience: Researchers and professionals in speech technology and computational linguists.
Multimedia data comprising of images, audio and video is becoming increasingly common. The decreasing costs of consumer electronic devices such as digital cameras and digital camcorders, along with the ease of transportation facilitated by the Internet, has lead to a phenomenal rise in the amount of multimedia data generated and distributed. Given that this trend of increased use of multimedia data is likely to accelerate, there is an urgent need for providing a clear means of capturing, storing, indexing, retrieving, analyzing and summarizing such data. Content-based access to multimedia data is of primary importance since it is the natural way by which human beings interact with such information. To facilitate the content-based access of multimedia information, the first step is to derive feature measures from these data so that a feature space representation of the data content can be formed. This can subsequently allow for mapping the feature space to the symbol space (semantics) either automatically or through human intervention. Thus, signal to symbol mapping, useful for any practical system, can be successfully achieved. Perspectives on Content-Based Multimedia Systems provides a comprehensive set of techniques to tackle these important issues. This book offers detailed solutions to a wide range of practical problems in building real systems by providing specifics of three systems built by the authors. While providing a systems focus, it also equips the reader with a keen understanding of the fundamental issues, including a formalism for content-based multimedia database systems, multimedia feature extraction, object-based techniques, signature-based techniques and fuzzy retrieval techniques. The performance evaluation issues of practical systems is also explained. This book brings together essential elements of building a content-based multimedia database system in a way that makes them accessible to practitioners in computer science and electrical engineering. It can also serve as a textbook for graduate-level courses.
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media - such as novels or movies - they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story's finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player's effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.
Today, e-businesses are adopting pervasive computing with passion but at the same time aware of the operational, ethical, legal, and financial risks involved in it. ""Risk Assessment and Management in Pervasive Computing: Operational, Legal, Ethical, and Financial Perspectives"" examines the implications of pervasive computing from operational, legal, and ethical perspectives so that current and future e-business managers can make responsible decisions about where, when, and how to use this technology. Containing 19 chapters from an international pool of leading experts and field practitioners, this unmatched resource will enhance the awareness of emerging and global issues in e-business risk management.
E-business standards can better adapt to the changing needs of tomorrow's networked organizations by applying information communication technologies today. ""Information Communication Technology Standardization for E-Business Sectors: Integrating Supply and Demand Factors"" studies the nature, relevance, and quality of standards involved with ICTs and the impact they have on businesses. This ""Premier Reference Source"" discusses the dynamics and mutual impact of factors that condition demand for standards and supply.
Create your first 2D, 3D, and AR/VR games with the awesome Unity game platform. With this hands-on beginner's guide, you'll start building games fast! In Unity in Action, Third Edition, you will learn how to: Create characters that run, jump, and bump into things Build 3D first-person shooters and third-person action games Construct 2D card games and side-scrolling platformers Script enemies with AI Improve game graphics by importing models and images Design an intuitive user interface for your games Play music and spatially-aware sound effects Connect your games to the internet for online play Deploy your games to desktop, mobile, and the web Thousands of new game developers have chosen Joe Hocking's Unity in Action as their first step toward Unity mastery. This fully updated third edition comes packed with fully refreshed graphics, Unity's latest features, and coverage of the augmented and virtual reality toolkits. Using your existing coding skills, you'll write custom code instead of just clicking together premade scripts. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Build your next game without sweating the low-level details. The Unity game engine handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C#, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity will get your game idea off the drawing board and onto the screen! You can even use Unity for more than game development, with new tools for VR and augmented reality that are perfect for developing useful apps.
The Programmer's Hierarchical Interactive Graphics System (PHIGS) is a computer-graphics standard defining an interface between an application program and a computer-graphics system. PHIGS has been actively under development since 1980. Much of this development has been performed by Technical Committee X3H3 under the American National Standard Institute (ANSI) procedures. PHIGS is also an international standard sponsored by the United States and developed by the international computer-graphics committee, ISO TC97/SC21/WG2. In addition, PHIGS has been selected as the graphics extension to the X-window standard and as part of the Intel i860 P.A.X. standard. The PHIGS standard has received wide acceptance throughout the computer graphics industry. PHIGS libraries are available on most of the high performance three-dimensional graphics platforms. These include IBM, DEC, HP, Sun, Alliant, Stardent, and Silicon Graphics. Despite this acceptance, there are few texts that provide the software engineer with an overview of the standard. The only currently available PHIGS references are in the form of the ANSI functional description, technical papers, and device-specific PHIGS to the novice PHIGS programmer."
Several studies have been made to determine the effectiveness of information and communication technologies within small business enterprises, but the focus on e-readiness assessments have been very limited. ""Digital Economies: SMEs and E-Readiness"" provides valuable insights into the current state of the digital economy and the ability of SMEs to leverage information and communication technologies in overcoming their position in the global business market. This innovative collection provides vital information for developing strategic objectives and frameworks that promote economic growth, infrastructure development, capacity building, and educational training.
Resource Management for Distributed Multimedia Systems addresses the problems and challenges of handling several continuous- media data streams in networked multimedia environments. The work demonstrates how resource management mechanisms can be integrated into a stream handling system. The resulting system includes functions for Quality of Service (QoS) calculations, scheduling, determination of resource requirements, and methods to reduce resource requirements. The work explains the following: a suitable system architecture and resource management scheme that allows for the provision and enforcement of QoS guarantee, resource scheduling mechanisms for CPU and buffer space, mechanisms to measure and collect resource requirements, methods to extend resource management to future scenarios by allowing the reservation of resources in advance and offering sealing mechanisms. . Resource Management for Distributed Multimedia Systems is a comprehensive view of resource management for a broad technical audience that includes computer scientists and engineers involved in developing multimedia applications.
Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds-enticing threads that hinted at a greater tapestry. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny's most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.
As this comprehensive and multi-disciplinary anthology makes clear, virtuality has a pedigree that pre-dates the computer age and modern virtual worlds, a pedigree that can be traced back to classical mythology and beyond. Equally, the concept of virtuality is not the province of one field of study alone but is the foundation and driving force of many, both theoretical and applied. Our conceptualizations and applications of virtuality are multiple, as is shown across the nine sections of the book that move from philosophy to technologies and applications before returning to philosophy again for a discussion of the utopias and dystopias of virtuality. The almost 50 essays contained within range freely across subjects that include the potential of virtuality, ethics, virtuality and self, presence and immersion, virtual emotions, image, sound and literature, computer games, AI and A-Life, Augmented Reality and Real Virtuality, law and economics, medical and military applications, religion, and cybersex. Throughout, contributors discuss differences between virtuality, reality, and actuality, in debates filtered through the lenses of the disciplines represented here, and speculate on future directions. It is not at all clear that there are differences and, if such distinctions are to be found, the boundaries between virtuality, reality, and actuality continually shift as ideas, modes of organization, and behaviors constantly flow from one to the other regardless of direction. The Handbook presents no unified definition of virtuality to comfort the reader, rather a multiplicity of questions and approaches underpinned by provocative statements that should further fuel the debates surrounding our notions of virtuality.
Applied Linear Regression for Business Analytics with R introduces regression analysis to business students using the R programming language with a focus on illustrating and solving real-time, topical problems. Specifically, this book presents modern and relevant case studies from the business world, along with clear and concise explanations of the theory, intuition, hands-on examples, and the coding required to employ regression modeling. Each chapter includes the mathematical formulation and details of regression analysis and provides in-depth practical analysis using the R programming language. |
![]() ![]() You may like...
Franci's War - The incredible true story…
Franci Rabinek Epstein
Hardcover
![]()
|