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Books > Computing & IT > Computer software packages
Kismet is the industry standard for examining wireless network
traffic, and is used by over 250,000 security professionals,
wireless networking enthusiasts, and WarDriving hobbyists.
This book shows how information theory, probability, statistics, mathematics and personal computers can be applied to the exploration of numbers and proportions in music. It brings the methods of scientific and quantitative thinking to questions like: What are the ways of encoding a message in music and how can we be sure of the correct decoding? How do claims of names hidden in the notes of a score stand up to scientific analysis? How many ways are there of obtaining proportions and are they due to chance? After thoroughly exploring the ways of encoding information in music, the ambiguities of numerical alphabets and the words to be found "hidden" in a score, the book presents a novel way of exploring the proportions in a composition with a purpose-built computer program and gives example results from the application of the techniques. These include information theory, combinatorics, probability, hypothesis testing, Monte Carlo simulation and Bayesian networks, presented in an easily understandable form including their development from ancient history through the life and times of J. S. Bach, making connections between science, philosophy, art, architecture, particle physics, calculating machines and artificial intelligence. For the practitioner the book points out the pitfalls of various psychological fallacies and biases and includes succinct points of guidance for anyone involved in this type of research. This book will be useful to anyone who intends to use a scientific approach to the humanities, particularly music, and will appeal to anyone who is interested in the intersection between the arts and science.With a foreword by Ruth Tatlow (Uppsala University), award winning author of Bach's Numbers: Compositional Proportion and Significance and Bach and the Riddle of the Number Alphabet."With this study Alan Shepherd opens a much-needed examination of the wide range of mathematical claims that have been made about J. S. Bach's music, offering both tools and methodological cautions with the potential to help clarify old problems." Daniel R. Melamed, Professor of Music in Musicology, Indiana University
Within the IT-related business domain, it is important to advance theory building and practices regarding management and governance issues. Business Strategy and Applications in Enterprise IT Governance emphasizes how organizations enable both businesses and IT people to execute their responsibilities in support of business/IT alignment and the creation of business value from IT enabled corporation investments. This publication distributes leading research that is both academically executed and relevant for practice in the professional IT and business community.
Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
Due to the complexity and globalization among modern-day businesses, organizations now turn to collaborative processes in order to remain competitive. ""Collaborative Business Process Engineering and Global Organizations: Frameworks for Service Integration"" provides a full analysis of current collaborative environments while introducing limitations and opportunities for improvement. Offering an enriched reference source of authoritative international research within this field of study, this accomplished collection contains the latest frameworks and methodologies useful for achieving organizational synergy through service integration.
Technology is constantly changing the way enterprises conduct business by optimizing current practices. As information technology continues to evolve and become a prevalent feature in day-to-day activities within organizations, it has become necessary to manage these technologies in order to meet the strategic objectives of an organization. Strategic IT Governance and Alignment in Business Settings investigates emergent research methodologies involving the application of information technology in organizations. Focusing on best practices, implementation issues, and empirical research within the field, this book is ideally suited for researchers, academics, students, and practitioners interested in the governance, strategy, architecture, and management of information systems.
As technology continues to evolve in organizations, it is vital to understand the impact that these advances will have on different aspects of the business environment as well as the opportunity for further improvement. Effects of IT on Enterprise Architecture, Governance, and Growth explores the influence of emerging technology on different viewpoints associated with contemporary enterprise. Emphasizing an interdisciplinary approach to the comprehension of organizational structure and dynamics, this book is an inclusive reference source for enterprise analysts, business managers, and IT managers, as well as upper-level students interested in a new framework for understanding business enterprise in the new digital era.
It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over," referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence" encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as" violence.
Design Science Research is a powerful paradigm enabling researchers to make important contributions to society and industry. Simply stated, the goal of DSR is to generate knowledge on how to find innovative solutions to important problems in the form of models, methods, constructs and instantiations. Over the past 20 years, the design science research (DSR) paradigm has developed into an established paradigm in Information Systems Research and it is of strong uptake in many other disciplines, including Management Science and Computer Science. This book provides a collection of twelve DSR cases, presented by experienced researchers in the field. It offers readers access to real-world DSR studies, together with the authors' reflections on their research processes. These cases will support researchers who want to engage in DSR, and represent a valuable addition to existing introductions to DSR methods and processes. Readers will learn from the hands-on experiences of respected experts who have conducted extensive DSR in a range of application contexts.
Save the Magaambya! The heroes return to the Magaambya magic academy to find the villain they’d vanquished on a distant planet had set another scheme in motion long ago. Students and teachers have been twisted by evil magic, and the heroes must engage in legendary tests to gain the means to free them. While a monstrous foe thrashes through the Magaambya, it’s up to the heroes to save the school from utter destruction! “Shadows of the Ancients” is a Pathfinder adventure for four 18th-level characters by Saif Ansari. This adventure concludes the Strength of Thousands Adventure Path, a six-part, monthly campaign in which the heroes rise from humble students to influential teachers, and ultimately decide the fate of the Magaambya. This adventure provides guidance to tell stories that are like fables or set in truly unusual adventure locations, and concludes with a look at powerful monsters, magic, and abilities that only the mightiest Magaambyan heroes can claim! Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
In the last decade there has been a phenomenal growth in interest in crime pattern analysis. Geographic information systems are now widely used in urban police agencies throughout industrial nations. With this, scholarly interest in understanding crime patterns has grown considerably. ""Artificial Crime Analysis Systems: Using Computer Simulations and Geographic Information Systems"" discusses leading research on the use of computer simulation of crime patterns to reveal hidden processes of urban crimes, taking an interdisciplinary approach by combining criminology, computer simulation, and geographic information systems into one comprehensive resource.
This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the 7th Edition of Interactive Computer Graphics with WebGL. This is the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasises application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics. Teaching and Learning Experience This program will provide a better teaching and learning experience-for you and your students. It will help: Engage Students Immediately with 3D Material: A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics. Introduce Computer Graphics Programming with WebGL and JavaScript: WebGL is not only fully shader-based-each application must provide at least a vertex shader and a fragment shader-but also a version that works within the latest web browsers.
Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment. Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.
The range of topics covered in ""Emerging E-Collaboration Concepts and Applications"" are broad and representative of the state-of-the-art discussion of conceptual and applied ecollaboration issues. Business organizations in the last 10 years have increasingly relied on distributed collaborative processes to maintain their competitiveness. E-collaboration technologies are at the source of something that underlies most business, political, and even societal developments - intense human collaboration. ""Emerging E-Collaboration Concepts and Applications"" is organized in three main parts: conceptual and methodological issues, applied research and challenges, and research syntheses and debate.
In global environments, healthcare organizations are required to be flexible and resilient in coping with uncertain and complex circumstances. ""Redesigning Innovative Healthcare Operation and the Role of Knowledge Management"" collects a compilation of chapters on how knowledge impacts the layout and design of the medical industry. A cutting-edge reference source within the field, this book provides comprehensive frameworks, constraints, and performances analyzed by experts within the healthcare sector.
Responding to the specific needs of each student, personalized learning has the potential to refocus education on the individual rather than the institution. ""Technology-Supported Environments for Personalized Learning: Methods and Case Studies"" explores the metaphor of anytime and anywhere individual education as well as the idea of tailoring instruction to meet individual needs. A critical mass of the most sought after industry findings, this innovative collection explores a variety of leading research in educational skills, knowledge, expertise, and experience to create the perfect learning space for each person. |
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