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Books > Computing & IT > Computer software packages
When Prometheus stole the sacred Olympian flame and bestowed it
upon humanity, he literally sparked the growth of civilization. Now
Prometheus presents us with a different but no less significant
gift: the guiding flame of insight, drawn from the stories and
energies of the kings, gods, and heroes who complement history and
mythology's great queens, goddesses, and heroines. This rich and
lovely 50-card oracle deck and guidebook unifies male energies with
those of the Chakras to create a unique and fresh approach to
personal divination. You will be led by warriors like Odysseus,
cunning kings like Hammurabi, quiet prophets like Elijah, and
monsters like Pazuzu to strong intuitive wisdom that can be applied
to your well-being and life's serious and day-to-day issues. The
evocative portrait cards, each featuring a Chakra will, like
Prometheus, bring the fire of knowledge and renewal to your soul.
In information technology, the concepts of cost, time, delivery,
space, quality, durability, and price have gained greater
importance in solving managerial decision-making problems in supply
chain models, transportation problems, and inventory control
problems. Moreover, competition is becoming tougher in imprecise
environments. Neutrosophic sets and logic are gaining significant
attention in solving real-life problems that involve uncertainty,
impreciseness, vagueness, incompleteness, inconsistency, and
indeterminacy. Neutrosophic Sets in Decision Analysis and
Operations Research is a critical, scholarly publication that
examines various aspects of organizational research through
mathematical equations and algorithms and presents neutrosophic
theories and their applications in various optimization fields.
Featuring a wide range of topics such as information retrieval,
decision making, and matrices, this book is ideal for engineers,
technicians, designers, mathematicians, practitioners of
mathematics in economy and technology, scientists, academicians,
professionals, managers, researchers, and students.
Aligning Enterprise, System, and Software Architectures covers both
theoretical approaches and practical solutions in the processes for
aligning enterprise, systems, and software architectures. This book
aims to provide architects and researchers with a clear
understanding of all three types of architectures.
This book discusses quantum theory as the theory of random
(Brownian) motion of small particles (electrons etc.) under
external forces. Implying that the Schroedinger equation is a
complex-valued evolution equation and the Schroedinger function is
a complex-valued evolution function, important applications are
given. Readers will learn about new mathematical methods (theory of
stochastic processes) in solving problems of quantum phenomena.
Readers will also learn how to handle stochastic processes in
analyzing physical phenomena.
This book covers a large set of methods in the field of Artificial
Intelligence - Deep Learning applied to real-world problems. The
fundamentals of the Deep Learning approach and different types of
Deep Neural Networks (DNNs) are first summarized in this book,
which offers a comprehensive preamble for further problem-oriented
chapters. The most interesting and open problems of machine
learning in the framework of Deep Learning are discussed in this
book and solutions are proposed. This book illustrates how to
implement the zero-shot learning with Deep Neural Network
Classifiers, which require a large amount of training data. The
lack of annotated training data naturally pushes the researchers to
implement low supervision algorithms. Metric learning is a
long-term research but in the framework of Deep Learning
approaches, it gets freshness and originality. Fine-grained
classification with a low inter-class variability is a difficult
problem for any classification tasks. This book presents how it is
solved, by using different modalities and attention mechanisms in
3D convolutional networks. Researchers focused on Machine Learning,
Deep learning, Multimedia and Computer Vision will want to buy this
book. Advanced level students studying computer science within
these topic areas will also find this book useful.
This volume explores how context has been and can be used in
computing to model human behaviors, actions and communications as
well as to manage data and knowledge. It addresses context
management and exploitation of context for sharing experience
across domains. The book serves as a user-centric guide for readers
wishing to develop context-based applications, as well as an
intellectual reference on the concept of context. It provides a
broad yet deep treatment of context in computing and related areas
that depend heavily on computing. The coverage is broad because of
its cross-disciplinary nature but treats topics at a sufficient
depth to permit a reader to implement context in his/her
computational endeavors. The volume addresses how context can be
integrated in software and systems and how it can be used in a
computing environment. Furthermore, the use of context to represent
the human dimension, individually as well as collectively is
explained. Contributions also include descriptions of how context
has been represented in formal as well as non-formal, structured
approaches. The last section describes several human behavior
representation paradigms based on the concept of context as its
central representational element. The depth and breadth of this
content is certain to provide useful as well as intellectually
enriching information to readers of diverse backgrounds who have an
interest in or are intrigued by using context to assist in their
representation of the real world.
This book presents a comprehensive collection of case studies on
augmented reality and virtual realty (AR/VR) applications in
various industries. Augmented reality and virtual reality are
changing the business landscape, providing opportunities for
businesses to offer unique services and experiences to their
customers. The case studies provided in this volume explore
business uses of the technology across multiple industries such as
healthcare, tourism, hospitality, events, fashion, entertainment,
retail, education and video gaming. The book includes solutions of
different maturities as well as those from startups to large
enterprises thereby providing a thorough view of how augmented
reality and virtual reality can be used in business.
Culture is dependent upon intertextuality to fuel the consumption
and production of new media. The notion of intertextuality has gone
through many iterations, but what remains constant is its stalwart
application to bring to light what audiences value through the
marriages of disparate ideology and references. Videogames, in
particular, have a longstanding tradition of weaving texts together
in multimedia formats that interact directly with players.
Contemporary Research on Intertextuality in Video Games brings
together game scholars to analyze the impact of video games through
the lenses of transmediality, intermediality, hypertextuality,
architextuality, and paratextuality. Unique in its endeavor, this
publication discusses the vast web of interconnected texts that
feed into digital games and their players. This book is essential
reading for game theorists, designers, sociologists, and
researchers in the fields of communication sciences, literature,
and media studies.
While business functions such as manufacturing, operations, and
marketing often utilize various software applications, they tend to
operate without the ability to interact with each other and
exchange data. This provides a challenge to gain an enterprise-wide
view of a business and to assist real-time decision making.
Service-Driven Approaches to Architecture and Enterprise
Integration addresses the issues of integrating assorted software
applications and systems by using a service driven approach.
Supporting the dynamics of business needs, this book highlights the
tools, techniques, and governance aspects of design, and implements
cost-effective enterprise integration solutions. It is a valuable
source of information for software architects, SOA practitioners,
and software engineers as well as researchers and students in
pursuit of extensible and agile software design.
This book presents high-quality research in the field of 3D imaging
technology. The second edition of International Conference on 3D
Imaging Technology (3DDIT-MSP&DL) continues the good traditions
already established by the first 3DIT conference (IC3DIT2019) to
provide a wide scientific forum for researchers, academia and
practitioners to exchange newest ideas and recent achievements in
all aspects of image processing and analysis, together with their
contemporary applications. The conference proceedings are published
in 2 volumes. The main topics of the papers comprise famous trends
as: 3D image representation, 3D image technology, 3D images and
graphics, and computing and 3D information technology. In these
proceedings, special attention is paid at the 3D tensor image
representation, the 3D content generation technologies, big data
analysis, and also deep learning, artificial intelligence, the 3D
image analysis and video understanding, the 3D virtual and
augmented reality, and many related areas. The first volume
contains papers in 3D image processing, transforms and
technologies. The second volume is about computing and information
technologies, computer images and graphics and related
applications. The two volumes of the book cover a wide area of the
aspects of the contemporary multidimensional imaging and the
related future trends from data acquisition to real-world
applications based on various techniques and theoretical
approaches.
Although gaming was once primarily used for personal entertainment,
video games and other similar technologies are now being utilized
across various disciplines such as education and engineering. As
digital technologies become more integral to everyday life, it is
imperative to explore the underlying effects they have on society
and within these fields. Exploring the Cognitive, Social, Cultural,
and Psychological Aspects of Gaming and Simulations provides
emerging research on the societal and mental aspects of gaming and
how video games impact different parts of an individual's life.
While highlighting the positive, important results of gaming in
various disciplines, readers will learn how video games can be used
in areas such as calculus, therapy, and professional development.
This book is an important resource for engineers, graduate-level
students, psychologists, game designers, educators, sociologists,
and academics seeking current information on the effects of gaming
and computer simulations across different industries.
This book features the latest research in the area of immersive
technologies, presented at the 6th International Augmented Reality
and Virtual Reality Conference, held in online in 2020. Bridging
the gap between academia and industry, it presents the state of the
art in augmented reality (AR) and virtual reality (VR) technologies
and their applications in various industries such as marketing,
education, health care, tourism, events, fashion, entertainment,
retail and the gaming industry. The book is a collection of
research papers by prominent AR and VR scholars from around the
globe. Covering the most significant topics in the field of
augmented and virtual reality and providing the latest findings, it
is of interest to academics and practitioners alike.
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