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Books > Computing & IT > Computer software packages
Crafted to resemble a set of Abstergo case files, this immersive and interactive book provides a glimpse into the technology that allows characters to inhabit the lives of their ancestors - a cornerstone of the Assassin's Creed narrative. In-depth and beautifully illustrated, the Assassin's Creed Manual will grant a never-before-seen look at the inner workings of the fictional corporation at the heart of the blockbuster franchise.
Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3.codeplex.com By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key Features Presents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithms Explains each of the major components of the Direct3D 11 library Shows how Direct3D 11 can be used in a variety of real-world situations Provides source code and sample programs on a supplementary website
This handbook collects the most up-to-date scholarship, knowledge, and new developments of big data and data analytics by bringing together many strands of contextual and disciplinary research. In recent times, while there has been considerable research in exploring the role of big data, data analytics, and textual analytics in accounting, and auditing, we still lack evidence on what kinds of best practices academics, practitioners, and organizations can implement and use. To achieve this aim, the handbook focuses on both conventional and contemporary issues facing by academics, practitioners, and organizations particularly when technology and business environments are changing faster than ever. All the chapters in this handbook provide both retrospective and contemporary views and commentaries by leading and knowledgeable scholars in the field, who offer unique insights on the changing role of accounting and auditing in today's data and analytics driven environment. Aimed at academics, practitioners, students, and consultants in the areas of accounting, auditing, and other business disciplines, the handbook provides high-level insight into the design, implementation, and working of big data and data analytics practices for all types of organizations worldwide. The leading scholars in the field provide critical evaluations and guidance on big data and data analytics by illustrating issues related to various sectors such as public, private, not-for-profit, and social enterprises. The handbook's content will be highly desirable and accessible to accounting and non-accounting audiences across the globe.
In this enthralling original graphic novel, meet the Pandaren, one of the most beloved (and mysterious) races in World of Warcraft! Li Li Stormstout, a precocious young student, lives atop a giant turtle. Li Li comes from a line of adventurers who left their homeland long ago to explore the world... But when Li Li runs away to find her famous uncle Chen, how will she survive Azeroth's perils?
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 complete guide to Excel 2019 Whether you are just starting out or an Excel novice, the Excel 2019 Bible is your comprehensive, go-to guide for all your Excel 2019 needs. Whether you use Excel at work or at home, you will be guided through the powerful new features and capabilities to take full advantage of what the updated version offers. Learn to incorporate templates, implement formulas, create pivot tables, analyze data, and much more. Navigate this powerful tool for business, home management, technical work, and much more with the only resource you need, Excel 2019 Bible. Create functional spreadsheets that work Master formulas, formatting, pivot tables, and more Get acquainted with Excel 2019's new features and tools Whether you need a walkthrough tutorial or an easy-to-navigate desk reference, the Excel 2019 Bible has you covered with complete coverage and clear expert guidance.
This proceedings volume gathers selected, peer-reviewed papers presented at the 41st International Conference on Infinite Dimensional Analysis, Quantum Probability and Related Topics (QP41) that was virtually held at the United Arab Emirates University (UAEU) in Al Ain, Abu Dhabi, from March 28th to April 1st, 2021. The works cover recent developments in quantum probability and infinite dimensional analysis, with a special focus on applications to mathematical physics and quantum information theory. Covered topics include white noise theory, quantum field theory, quantum Markov processes, free probability, interacting Fock spaces, and more. By emphasizing the interconnection and interdependence of such research topics and their real-life applications, this reputed conference has set itself as a distinguished forum to communicate and discuss new findings in truly relevant aspects of theoretical and applied mathematics, notably in the field of mathematical physics, as well as an event of choice for the promotion of mathematical applications that address the most relevant problems found in industry. That makes this volume a suitable reading not only for researchers and graduate students with an interest in the field but for practitioners as well.
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 textbook is about systematic problem solving and systematic reasoning using type-driven design. There are two problem solving techniques that are emphasized throughout the book: divide and conquer and iterative refinement. Divide and conquer is the process by which a large problem is broken into two or more smaller problems that are easier to solve and then the solutions for the smaller pieces are combined to create an answer to the problem. Iterative refinement is the process by which a solution to a problem is gradually made better-like the drafts of an essay. Mastering these techniques are essential to becoming a good problem solver and programmer. The book is divided in five parts. Part I focuses on the basics. It starts with how to write expressions and subsequently leads to decision making and functions as the basis for problem solving. Part II then introduces compound data of finite size, while Part III covers compound data of arbitrary size like e.g. lists, intervals, natural numbers, and binary trees. It also introduces structural recursion, a powerful data-processing strategy that uses divide and conquer to process data whose size is not fixed. Next, Part IV delves into abstraction and shows how to eliminate repetitions in solutions to problems. It also introduces generic programming which is abstraction over the type of data processed. This leads to the realization that functions are data and, perhaps more surprising, that data are functions, which in turn naturally leads to object-oriented programming. Part V introduces distributed programming, i.e., using multiple computers to solve a problem. This book promises that by the end of it readers will have designed and implemented a multiplayer video game that they can play with their friends over the internet. To achieve this, however, there is a lot about problem solving and programming that must be learned first. The game is developed using iterative refinement. The reader learns step-by-step about programming and how to apply new knowledge to develop increasingly better versions of the video game. This way, readers practice modern trends that are likely to be common throughout a professional career and beyond.
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.
Amid the restless evil of Sanctuary, only the Horadrim-an ancient order of heroes and scholars-wield the knowledge needed to light the way for humanity. In the Book of Lorath, join Lorath Nahr, one of the last of the dwindling Horadrim, on a journey through Sanctuary's most powerful relics and the stories behind them. It is Lorath's hope that this volume will preserve his knowledge for all time . . . and pass it down to those who will inherit the fight against the Prime Evils. Direct from the Diablo (R) development team and award-winning author Matthew J. Kirby, this immersive, must-have compendium with all-new illustrations showcases the artifacts that have often been-and might yet be-the key to tipping the fate of the world.
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.
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.
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.
This book is designed to cover the basics of C++, the powerful programming language used by developers all over the world. Its readily understandable concepts and easy syntax are used in video games, embedded systems, IoT devices, and resource-heavy AI applications. Using a "self-teaching" method with numerous examples and figures, the book covers all of the major C++ concepts, including pointers, classes, strings, arrays, polymorphism, inheritance, file handling, and more. Various types of the end of chapter exercises include theoretical, practical, and multiple choice (with answers) to enhance comprehension of the topics covered.
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.
Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.
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 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.
This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book will be first Java game book to market that uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This will be first and maybe only book to market that covers Java game development using the Java 3D API and Java for OpenGL, both critical components and libraries to Java-based 3D game application development.
More than any other entertainment medium, video games offer the chance for us to participate in a world beyond the ordinary. Whether you are playing as a supersonic hedgehog, an athletic archeologist, or a moustachioed Italian plumber, video games allow their players to inhabit spaces where the usual parameters of existence do not apply. The medium's history is chronicled through the individual stories of 151 of the most iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. The story of each game is accompanied by trivia and quotations, and illustrated with photographs, screenshots and artwork. This celebratory reference, and up-to-date history, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompanied . by fascinating trivia, memorable quotes, and information on the year of publication and where the game can be played today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, from Computer Space to Fortnite - Compulsively illustrated with over 1000 action screenshots, game artworks and photographs
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."
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."
Highly recommended by JASA, Technometrics, and other leading statistical journals, the first two editions of this bestseller showed how to easily perform complex linear mixed model (LMM) analyses via a variety of software programs. Linear Mixed Models: A Practical Guide Using Statistical Software, Third Edition continues to lead readers step-by-step through the process of fitting LMMs. The third edition provides a comprehensive update of the available tools for fitting linear mixed-effects models in the newest versions of SAS, SPSS, R, Stata, and HLM. All examples have been updated, with a focus on new tools for visualization of results and interpretation. New conceptual and theoretical developments in mixed-effects modeling have been included, and there is a new chapter on power analysis for mixed-effects models. Features:*Dedicates an entire chapter to the key theories underlying LMMs for clustered, longitudinal, and repeated measures data *Provides descriptions, explanations, and examples of software code necessary to fit LMMs in SAS, SPSS, R, Stata, and HLM *Contains detailed tables of estimates and results, allowing for easy comparisons across software procedures *Presents step-by-step analyses of real-world data sets that arise from a variety of research settings and study designs, including hypothesis testing, interpretation of results, and model diagnostics *Integrates software code in each chapter to compare the relative advantages and disadvantages of each package *Supplemented by a website with software code, datasets, additional documents, and updates Ideal for anyone who uses software for statistical modeling, this book eliminates the need to read multiple software-specific texts by covering the most popular software programs for fitting LMMs in one handy guide. The authors illustrate the models and methods through real-world examples that enable comparisons of model-fitting options and results across the software procedures. |
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