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Books > Computing & IT > Computer software packages
This text provides a reference on the early 1990s state of the art in this field covering topics such as physics, chemistry, toxicology and human behaviour. It contains nearly 100 scientific papers on all aspects of the subject. Many papers are included which illustrate the early 1990s state of development in the mathematical modelling of fire phenomena using computing.
The aim of the book is to help students become data scientists. Since this requires a series of courses over a considerable period of time, the book intends to accompany students from the beginning to an advanced understanding of the knowledge and skills that define a modern data scientist. The book presents a comprehensive overview of the mathematical foundations of the programming language R and of its applications to data science.
How do people behave in different traffic situations? Are there
general laws for mathematical modelling of decision dynamics? The
answers, given at the first international workshop on "Human
Behaviour in Traffic Networks," are presented in this volume. In 13
articles, well-known experts report about their current work on
experiments and modelling in this area. The topics range from
psychological behaviour in traffic situations, traffic simulations
of various aspects and market analysis to experiments with human
participants used in experimental economics. The articles filled
with many illustrations are aimed at interested students as well as
experts in this field.
This volume describes the status of fractal imaging research and looks to future directions. It will be useful to researchers in the areas of fractal image compression, analysis, and synthesis, iterated function systems, and fractals in education. In particular it includes a vision for the future of these areas. It aims to provide an efficient means by which researchers can look back over the last decade at what has been achieved, and look forward towards second-generation fractal imaging. The articles in themselves are not meant to be detailed reviews or expositions, but to serve as signposts to the state of the art in their areas. What is important is what they mention and what tools and ideas are seen now to be relevant to the future. The contributors, a number of whom have been involved since the start, are active in fractal imaging, and provide a well-informed viewpoint on both the status and the future. Most were invited participants at a meeting on Fractals in Multimedia held at the IMA in January 2001. Some goals of the mini-symposium, shared with this volume, were to demonstrate that the fractal viewpoint leads to a broad collection of useful mathematical tools, common themes, new ways of looking at and thinking about existing algorithms and applications in multimedia, and to consider future developments. This book should be useful to commercial and university researchers in the rapidly evolving field of digital imaging, specifically, chief information officers, professors, software engineers, and graduate students in the mathematical sciences. While much of the content is quite technical, it contains pointers to the state-of-the-art and the future in fractal imaging.
The best of the best in gaming from a single decade: 19881998! As most gamers know, this ten-year period is incredibly crucial. It was during this time that the NES reached its zenith with such titles as Contra and Super Mario Bros. 3, the Sega Genesis blew everyone away with Sonic the Hedgehog, the Super Nintendo released to critical acclaim, the Sony PlayStation took video games to the next level, and the Nintendo 64 broke new ground with 3-D Mario and Zelda. Amazing! This book covers the era in great detail, with each game getting an in-depth essay that includes history, development info, nostalgic stories, and much more. The author wrote more than a dozen of the essays, with other writers and industry notables contributing essays on their favorite games as well. Finally, the follow-up to The 100 Greatest Console Video Games: 19771987 is here!
Although GIS has been in existence for over 20 years, the systems have only recently matured to the point where they have become accessible to geographers, planners, environmental scientists and others as an affordable and practical tool for spatial analysis. Much of the GIS literature is scattered over the journals and technical reports of a number of disciplines. These sources are often not widely available especially to the newcomer to the field. This text was assembled to bring together what we believe is a balanced sampling of written works that cover important aspects of the basic principles involved in GIS, as well as to provide some examples of GIS applications.
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
This book systematically reviews the development process of the world Internet and comprehensively reveals the great contributions of the Internet to economic development and social progress. The world today is marked by changes unseen in a century, and Internet development is facing new opportunities and challenges. In 2020, the COVID-19 epidemic broke out and spread at the global scale, which enormously impacted the global economy and society. Internet played an increasingly important role. Meanwhile, based on the development status of the global Internet, this book fully reflects the development process, status and trend of the world Internet in 2020, systematically summarizes the development status and highlights of the Internet in the major countries around the world, and makes an in-depth analysis of the new conditions, new dynamics and new trends of the development in the key Internet fields; the contents cover the information infrastructure, information technology, digital economy, digital government, internet media, network security, and international cyberspace governance, and other aspects. Moreover, this book further adjusts and enriches the development index systems of the world Internet, in the hope of better showing the development strength and development advantages of the Internet in various countries, and reflecting the overall development trend of the world Internet more comprehensively, accurately and objectively. From an objective perspective, this book collects the latest research results in the global internet field, featuring comprehensive contents and highlights; from a historical perspective, this book reviews the significant development process of the global internet, summarizes the experience and faces the future; from a global perspective, this book tries to construct the cyberspace community with a common future based on the new concepts, new ideas and new achievements of various countries in participating in cyberspace development and construction. This book provides an important reference value for employees in Internet fields, such as government departments, Internet enterprises, scientific research institutions, colleges and universities, to fully understand and master the development of the world internet.
This book offers examples of programs designed for analysis of variance and related statistical tests of significance that can be run with SPSS. The reader may copy these programs directly, changing only the names or numbers of levels of factors according to individual needs. Ways of altering command specifications to fit situations with larger numbers of factors are discussed and illustrated, as are ways of combining program statements to request a variety of analyses in the same program. The first two chapters provide an introduction to the use of SPSS, Versions 3 and 4. General rules concerning the use of commands, subcommands, and keywords are discussed, providing a specific introduction to the use of SPSS for analysis of variance. They provide detailed programs for obtaining omnibus F tests in completely randomized designs and for designs that include repeated measures factors. The remaining chapters may be read independently and in any order.
For junior- to graduate-level courses in computer graphics. Assuming no background in computer graphics, this junior- to graduate-level textbook presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.
The scope of this book is to identify and emphasize the successful link between computational materials modeling as a simulation and design tool and its synergistic application to experimental research and alloy development. The book provides a more balanced perspective of the role that computational modeling can play in every day research and development efforts. Each chapter describes one or more particular computational tool and how they are best used.
Service-oriented computing has recently gained extensive momentum in both industry and academia, and major software vendors hook on to the service paradigm and tailor their software systems towards services in order to accommodate ever-changing process and product requirements in today s dynamic market environments. While dynamic binding of services at runtime was identified as a core functionality of service-based environments as far back as 2000, its industrial-strength implementation has yet to be achieved. The main reason for this is the lack of rich service specifications, concepts, and tools to process them. This book introduces advanced concepts in service provisioning and service engineering, including semantic concepts, dynamic discovery and composition, and illustrates them in a concrete business use case scenario. To prove the validity of the concepts and technologies, a semantic service provisioning reference architecture framework as well as a prototypical implementation of its subsystems and a prototypical realization of a proper business scenario are presented. Thus the book goes way beyond current service-based software technologies by providing a coherent and consistent set of technologies and systems functionality that realizes advanced concepts in service provisioning. Both the use case scenario and the provisioning platform have already been substantiated and implemented by the EU-funded Adaptive Services Grid project. The book therefore presents state-of-the-art research results that have already passed a real industrial implementation evaluation which is based on the work of over 20 European partners cooperating in the field of semantic service provisioning."
Advances in information technology (IT) have influenced how organizations do business. With IT playing such a pivotal role in the operations and success of an organization, it is imperative that it be used strategically. As a repository of cases, Cases on E-Readiness and Information Systems Management in Organizations: Tools for Maximizing Strategic Alignment contains research that readers can use to assess the e-readiness of their own organizations. This book presents principles, tools, and techniques about e-readiness, while also offering in-depth perspectives on applying the e-readiness model for the purpose of aligning IT with organizational strategies.
Although synthetic environments were traditionally used in military settings for mission rehearsal and simulations, their use is rapidly spreading to a variety of applications in the commercial, research and industrial sectors, such as flight training for commercial aircraft, city planning, car safety research in real-time traffic simulations, and video games. 3D Synthetic Environment Reconstruction contains seven invited chapters from leading experts in the field, bringing together a coherent body of recent knowledge relating 3D geospatial data collection, design issues, and techniques used in synthetic environments design, implementation and interoperability. In particular, this book describes new techniques for the generation of Synthetic Environments with increased resolution and rich attribution, both essential for accurate modeling and simulation. This book also deals with interoperability of models and simulations, which is necessary for facilitating the reuse of modeling and simulation components. 3D Synthetic Environment Reconstruction is an excellent reference for researchers and practitioners in the field. Included with this volume is a CD-ROM containing the color version of the book's many illustrations.
This book describes a conceptual management system derived from the Business and Technology Relationship Model (BTRM). The BTRM describes the relationship between business and technology and provides simple definitions for service quality, alignment, agility, and governance. It explains our problems with traditional methods, democratizes the management and governance of enterprise technologies, and is suitable for introducing process automation. This book describes in detail how the BTRM, combined with a focus on value creation and value delivery, will enable continuous change, in the context of current, emerging and future technologies. It illustrates the potential for real-time insight and control not previously considered and provides a wide range of information to plan an implementation, understand where AI can be applied, and its importance in the world of self-managing systems. The topic of this book is particularly relevant for business managers, business technology managers and technology service providers.
This study surveys the approaches used and problems encountered in the modelling of real geophysical data. It addresses key themes of the modelling process including the selection of reliable data, the choice of data structure and the objective analysis of 3-D information presented in the model.
Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
This monograph on fast stochastic simulation deals with methods of adaptive importance sampling (IS). The concept of IS is introduced and described in detail with several numerical examples in the context of rare event simulation. Adaptive simulation and system parameter optimization to achieve specified performance criteria are described. The techniques are applied to the analysis and design of radar CFAR (constant false alarm rate) detectors. Development of robust detection algorithms using ensemble - or E-CFAR processing is described. A second application treats the performance evaluation and parameter optimization of digital communication systems that cannot be handled analytically or even by using standard numerical techniques.
This book discusses theoretically and empirically the trade-off relationship between the frequency of product adaptation activities and the constraints on development resources, and how companies can respond to these constraints. The objective of this book is to identify effective management practices in continuous product development. With the continuation of development activities, companies are required to constantly adapt their products to changes in the external environment. In continuous product development, the development process extends beyond product release, and interaction with the external environment is not limited to the planning stage but occurs multiple times throughout the process. What impact does the multiple adaptation activities have on the product performance as development activities become more continuous, and how to use limited development resources to provide stable and constant high-quality adaptation activities with optimal frequency have become urgent issues in the development sites. To address these research questions, this book focuses primarily on the development activities of the online game industry. The factors that bring about superior product performance are examined by combining case studies and questionnaire surveys on online game development projects. Furthermore, user community management is also discussed from the perspective of the interaction process between multiple user groups.
Artificial intelligence (AI) and platforms are closely related. Most investments in AI, especially in critical technologies, are provided by large platforms. This book describes how platforms invest in AI and how AI will impact the next generation of competences, following a twofold approach to do so: on the one hand, the book seeks to understand how platforms for investment in intangibles and AI are organized, but on the other hand, it provides a framework to describe how AI will change jobs and competences in the future. Moreover, the book addresses five main themes: 1. platforms, platformization, and the foundations of their business models; 2. artificial intelligence, technological tendencies, and the policy agenda; 3. artificial intelligence, productivity, and the next generation of competences; 4. artificial intelligence, productivity, and the digital divide; 5. artificial intelligence, ethics, and the post-truth society. The book's content is mostly based on papers presented at the last two installments of the World Conference on Intellectual Capital for Communities. It brings together the views of leading scholars and experts on how artificial intelligence and platformization will impact competences in the near future.
Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21-23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.
Intelligent multimedia surveillance concerns the analysis of multiple sensing inputs including video and audio streams, radio-frequency identification (RFID), and depth data. These data are processed for the automated detection and tracking of people, vehicles, and other objects. The goal is to locate moving targets, to understand their behavior, and to detect suspicious or abnormal activities for crime prevention. Despite its benefits, there is societal apprehension regarding the use of such technology, so an important challenge in this research area is to balance public safety and privacy. This edited book presents recent findings in the field of intelligent multimedia surveillance emerging from disciplines such as multimedia computing, computer vision, and artificial intelligence. It consists of nine chapters addressing intelligent video surveillance, video analysis of crowds, privacy issues in intelligent multimedia surveillance, RFID technology for localization of objects, object tracking using visual saliency information, estimating multiresolution depth using active stereo vision, and performance evaluation for video surveillance systems. The book will be of value to researchers and practitioners working on related problems in security, multimedia, and artificial intelligence."
ITIL(R) 4 Direct, Plan and ImproveIf you've achieved your ITIL(R) 4 Foundation certificate, you're probably planning the next stage in your ITIL journey and which qualification to work towards. DPI provides essential knowledge and capabilities for service management professionals, supporting those involved in directing or planning based on strategy and continual improvement - a must-have skillset practitioners should seek beyond Foundation level. DPI is the only one of the ITIL 4 advanced level courses that leads to both Managing Professional (MP) and Strategic Leader (SL) status. The module is aimed at managers and aspiring managers at all levels, providing them with the practical skills needed to improve themselves and their organisation by way of effective strategic direction and delivering continual improvement. An excellent supplement to any training courseITIL(R) 4 Direct, Plan and Improve (DPI) - Your companion to the ITIL 4 Managing Professional and Strategic Leader DPI certification is a study guide designed to help students pass the ITIL(R) 4 Direct, Plan and Improve module. The majority of this book is based on the AXELOS ITIL(R) 4: Direct, Plan and Improve publication and the associated DPI Strategist syllabus. It provides students with the information they need to pass the DPI exam, and help them become a successful practitioner. Suitable for existing ITIL v3 experts, ITIL 4 Managing Professional (MP) students, ITSM (IT service management) practitioners who are adopting ITIL 4, approved training organisations, IT service managers, IT managers and those in IT support roles, the book covers: Key concepts: Scope, key principles and methods; The role of governance, risk and compliance; Continual improvement; Organisational change management; Measurement and reporting; Value streams and practices; and Exam preparation. A useful tool throughout your careerIn addition to being an essential study aid, the author - a seasoned ITSM professional - also provides additional guidance throughout the book which you can lean on once your training and exam are over. The book includes her own practical experience from which she gives advice and points to think about along the way so that you can refer back to this book for years to come - long after you've passed your exam. The essential link between your ITIL qualification and the real world - buy this book today!ITIL(R) is a registered trade mark of AXELOS Limited. All rights reserved. This book is an official AXELOS licensed product. |
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