![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer software packages
Everyday Innovators explores the active role of people, collectively and individually, in shaping the use of information and communication technologies. It examines issues around acquiring and using that knowledge of users, how we should conceptualise the role of users and understand the forms and limitations of their participation.
This book enables a cross-fertilisation of perspectives from different disciplines and aims to provide new insights into the role of users, drawing out both applied and theoretical implications
This book introduces readers to various signal processing models that have been used in analyzing periodic data, and discusses the statistical and computational methods involved. Signal processing can broadly be considered to be the recovery of information from physical observations. The received signals are usually disturbed by thermal, electrical, atmospheric or intentional interferences, and due to their random nature, statistical techniques play an important role in their analysis. Statistics is also used in the formulation of appropriate models to describe the behavior of systems, the development of appropriate techniques for estimation of model parameters and the assessment of the model performances. Analyzing different real-world data sets to illustrate how different models can be used in practice, and highlighting open problems for future research, the book is a valuable resource for senior undergraduate and graduate students specializing in mathematics or statistics.
Uncertainties in Numerical Weather Prediction is a comprehensive work on the most current understandings of uncertainties and predictability in numerical simulations of the atmosphere. It provides general knowledge on all aspects of uncertainties in the weather prediction models in a single, easy to use reference. The book illustrates particular uncertainties in observations and data assimilation, as well as the errors associated with numerical integration methods. Stochastic methods in parameterization of subgrid processes are also assessed, as are uncertainties associated with surface-atmosphere exchange, orographic flows and processes in the atmospheric boundary layer. Through a better understanding of the uncertainties to watch for, readers will be able to produce more precise and accurate forecasts. This is an essential work for anyone who wants to improve the accuracy of weather and climate forecasting and interested parties developing tools to enhance the quality of such forecasts.
A Tour of Data Science: Learn R and Python in Parallel covers the fundamentals of data science, including programming, statistics, optimization, and machine learning in a single short book. It does not cover everything, but rather, teaches the key concepts and topics in Data Science. It also covers two of the most popular programming languages used in Data Science, R and Python, in one source. Key features: Allows you to learn R and Python in parallel Cover statistics, programming, optimization and predictive modelling, and the popular data manipulation tools - data.table and pandas Provides a concise and accessible presentation Includes machine learning algorithms implemented from scratch, linear regression, lasso, ridge, logistic regression, gradient boosting trees, etc. Appealing to data scientists, statisticians, quantitative analysts, and others who want to learn programming with R and Python from a data science perspective.
Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.
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!
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.
Mathematical Models of Biological Systems provides a practical
introduction to basic mathematical modelling methodology and
analysis. It covers a variety of biological applications and uses
these topics in turn to highlight key components in the art of
modelling. Its primary aim is to give students the tools to
translate simple, real-world biological problems into rigorous
mathematical models. A secondary aim is to teach the reader how to
critically assess the modelling components in the primary life
science literature.
Mathematical Models of Biological Systems provides a practical introduction to basic mathematical modelling methodology and analysis. It covers a variety of biological applications and uses these topics in turn to highlight key components in the art of modelling. Its primary aim is to give students the tools to translate simple, real-world biological problems into rigorous mathematical models. A secondary aim is to teach the reader how to critically assess the modelling components in the primary life science literature. The book covers deterministic as well as stochastic dynamics, continuous-time as well as discrete-time dynamics, partial differential equations, dimensional analysis, and curve fitting/parameter estimation. It contains numerous case studies, graded from elementary examples to more complicated problems, as well as a general treatment of good modelling practice. Although the book assumes a basic background in mathematics, specifically beginning calculus and elementary statistics, all requisite material is included in a series of appendices.
"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in todayas video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. Youall begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once youave reviewed the foundations of game graphics, youall go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, youall also examine optimizations that can be done to improve performance and alternative methods. "Game Graphics Programming" presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games.
This thesis presents a revolutionary technique for modelling the dynamics of a quantum system that is strongly coupled to its immediate environment. This is a challenging but timely problem. In particular it is relevant for modelling decoherence in devices such as quantum information processors, and how quantum information moves between spatially separated parts of a quantum system. The key feature of this work is a novel way to represent the dynamics of general open quantum systems as tensor networks, a result which has connections with the Feynman operator calculus and process tensor approaches to quantum mechanics. The tensor network methodology developed here has proven to be extremely powerful: For many situations it may be the most efficient way of calculating open quantum dynamics. This work is abounds with new ideas and invention, and is likely to have a very significant impact on future generations of physicists.
A comprehensive guide to automated statistical data cleaning The production of clean data is a complex and time-consuming process that requires both technical know-how and statistical expertise. Statistical Data Cleaning brings together a wide range of techniques for cleaning textual, numeric or categorical data. This book examines technical data cleaning methods relating to data representation and data structure. A prominent role is given to statistical data validation, data cleaning based on predefined restrictions, and data cleaning strategy. Key features: Focuses on the automation of data cleaning methods, including both theory and applications written in R. Enables the reader to design data cleaning processes for either one-off analytical purposes or for setting up production systems that clean data on a regular basis. Explores statistical techniques for solving issues such as incompleteness, contradictions and outliers, integration of data cleaning components and quality monitoring. Supported by an accompanying website featuring data and R code. This book enables data scientists and statistical analysts working with data to deepen their understanding of data cleaning as well as to upgrade their practical data cleaning skills. It can also be used as material for a course in data cleaning and analyses.
This book gathers a selection of invited and contributed lectures from the European Conference on Numerical Mathematics and Advanced Applications (ENUMATH) held in Lausanne, Switzerland, August 26-30, 2013. It provides an overview of recent developments in numerical analysis, computational mathematics and applications from leading experts in the field. New results on finite element methods, multiscale methods, numerical linear algebra and discretization techniques for fluid mechanics and optics are presented. As such, the book offers a valuable resource for a wide range of readers looking for a state-of-the-art overview of advanced techniques, algorithms and results in numerical mathematics and scientific computing.
30th European Symposium on Computer Aided Chemical Engineering, Volume 47 contains the papers presented at the 30th European Symposium of Computer Aided Process Engineering (ESCAPE) event held in Milan, Italy, May 24-27, 2020. It is a valuable resource for chemical engineers, chemical process engineers, researchers in industry and academia, students, and consultants for chemical industries.
Understanding Regression Analysis unifies diverse regression applications including the classical model, ANOVA models, generalized models including Poisson, Negative binomial, logistic, and survival, neural networks, and decision trees under a common umbrella -- namely, the conditional distribution model. It explains why the conditional distribution model is the correct model, and it also explains (proves) why the assumptions of the classical regression model are wrong. Unlike other regression books, this one from the outset takes a realistic approach that all models are just approximations. Hence, the emphasis is to model Nature's processes realistically, rather than to assume (incorrectly) that Nature works in particular, constrained ways. Key features of the book include: Numerous worked examples using the R software Key points and self-study questions displayed "just-in-time" within chapters Simple mathematical explanations ("baby proofs") of key concepts Clear explanations and applications of statistical significance (p-values), incorporating the American Statistical Association guidelines Use of "data-generating process" terminology rather than "population" Random-X framework is assumed throughout (the fixed-X case is presented as a special case of the random-X case) Clear explanations of probabilistic modelling, including likelihood-based methods Use of simulations throughout to explain concepts and to perform data analyses This book has a strong orientation towards science in general, as well as chapter-review and self-study questions, so it can be used as a textbook for research-oriented students in the social, biological and medical, and physical and engineering sciences. As well, its mathematical emphasis makes it ideal for a text in mathematics and statistics courses. With its numerous worked examples, it is also ideally suited to be a reference book for all scientists.
Continuous improvements in digitized practices have created opportunities for businesses to develop more streamlined processes. This not only leads to higher success in day-to-day production, but it increases the overall success of businesses. Always-On Enterprise Information Systems for Modern Organizations is a critical scholarly resource that examines how EIS implementations support business processes and facilitate this in today's e-business environment. Featuring coverage on a broad range of topics such as customer relations management, supply chain management, and business intelligence, this book is geared towards professionals, researchers, managers, consultants, and university students interested in emerging developments for business process management.
This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas. Gathering the proceedings of the 4th International Conference on Digital Design and Communication, Digicom 2020, held virtually on November 5-6, 2020, the book describes cutting-edge perspectives on and analysis of and solutions to challenges digital communication is currently presenting to society, institutions and brands. It offers a timely guide and a source of inspiration for designers of all kinds, including graphic, digital and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and entrepreneurs, as well as brand or corporate communication managers.
Master business modeling and analysis techniques with Microsoft Excel and transform data into bottom-line results. Award-winning educator Wayne Winston's hands-on, scenario-focused guide helps you use today's Excel to ask the right questions and get accurate, actionable answers. More extensively updated than any previous edition, new coverage ranges from one-click data analysis to STOCKHISTORY, dynamic arrays to Power Query, and includes six new chapters. Practice with over 900 problems, many based on real challenges faced by working analysts. Solve real problems with Microsoft Excel-and build your competitive advantage Quickly transition from Excel basics to sophisticated analytics Use recent Power Query enhancements to connect, combine, and transform data sources more effectively Use the LAMBDA and LAMBDA helper functions to create Custom Functions without VBA Use New Data Types to import data including stock prices, weather, information on geographic areas, universities, movies, and music Build more sophisticated and compelling charts Use the new XLOOKUP function to revolutionize your lookup formulas Master new Dynamic Array formulas that allow you to sort and filter data with formulas and find all UNIQUE entries Illuminate insights from geographic and temporal data with 3D Maps Improve decision-making with probability, Bayes' theorem, and Monte Carlo simulation and scenarios Use Excel trend curves, multiple regression, and exponential smoothing for predictive analytics Use Data Model and Power Pivot to effectively build and use relational data sources inside an Excel workbook
With the growing demand for increased bandwidth, conventional broadband access solutions will quickly become a hindrance in terms of bandwidth provision for network access. ""Optical Access Networks and Advanced Photonics: Technologies and Deployment Strategies"" presents a comprehensive overview of emerging optical access network solutions to efficiently meet the anticipated growth in bandwidth demand. Covering topics such as next-generation networking, communication networks, and photonics, this book provides the latest technology trends in order to grasp the expected beneficial use of optical access infrastructures.
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.
This book presents a comprehensive guide to the design of playing robots and the related play experiences. Play is a natural activity for building and improving abilities, and it reveals important particularly for persons with disabilities. Many social, physical and cultural factors may hinder children with disabilities from fully enjoying play as their peers. Autonomous robots with specific characteristics can enhance the ludic experience, having implications for the character of the play and presenting opportunities related to autonomy and physical movement, the very nature of robots. Their introduction into play thus provides everybody, and in particular persons with disabilities, new possibilities for developing abilities, improving general status, participating in social contexts, as well as supporting professionals in monitoring progress. This book presents a framework for the design of playful activities with robots, developed over 20 years' experience at AIRLab - POLIMI. Part 1 introduces the play concepts and characteristics, and research results about play of children with different kinds of impairments. Part 2 focuses on implementing robots able to play. The design of playful activities is discussed, as well as the necessary characteristics for them to be useful in both general play and activities involving disability-related limitations. In Part 3, the defined framework is used to analyze possibilities involving robots available on the toy market, robots developed at research labs, and robots to be developed in the next future. The aim of the book is to give developers, caregivers, and users a set of methodological tools for selecting, exploring, and designing inclusive play activities where robots play a central role. |
You may like...
Time and Relational Theory - Temporal…
C.J. Date, Hugh Darwen, …
Paperback
R1,244
Discovery Miles 12 440
Computability, Complexity and Languages…
Martin Davis, Ron Sigal, …
Hardcover
R1,528
Discovery Miles 15 280
Applications of Continuous Mathematics…
Hung T. Nguyen, V. Kreinovich
Hardcover
R5,374
Discovery Miles 53 740
Evolutionary Multi-Agent Systems - From…
Aleksander Byrski, Marek Kisiel-Dorohinicki
Hardcover
R4,287
Discovery Miles 42 870
Distributed and Sequential Algorithms…
Kayhan Erciyes
Hardcover
|