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Books > Computing & IT > Computer software packages
The increasingly pervasive use of digital technology has catapulted
society into an interconnected world where the natural boundaries
between humankind and machine, virtual and real, individual and
community have become less perceptible. As individuals interact
with different digital technologies, they must build a digital
intelligence, which must be further cultivated as it is a key
competency for the future of school and work. Digital intelligence
includes understanding the mutual strengths between people and
technology, as well as developing an awareness in the use of
digital tools in order to avoid common threats such as
cyberbullying, addiction to video games, techno-stress, and more.
As adolescents continue to engage with virtual reality and 3D
virtual worlds where the online and offline overlap and coincide,
it is important to build this intelligence as well as utilize these
technologies to promote successful learning. The Handbook of
Research on Teaching With Virtual Environments and AI explores the
new personalized educational opportunities that are available with
digital technology and virtual environments that can be used within
education. This book focuses on the use of these tools and how to
navigate the use of new technologies such as AI and virtual
environments for educational practices. While highlighting topics
such as virtual worlds, game-based learning, intelligent tutoring,
augmented reality, and more, this book is ideal for teachers,
administrators, technologists, educational software developers, IT
specialists, practitioners, researchers, academicians, and students
interested in how virtual environments and AI are being implemented
in teaching practices.
Technical advancements are an important part of modern society, but
particularly important in the business world. The success or
failure of business operations can be affected by the technical
operations working within it. Technology, Innovation, and
Enterprise Transformation addresses the crucial relationship
between a business and its technical implementations, and how
current innovations are changing how the industry operates.
Highlighting current theoretical frameworks, novel empirical
research discoveries, and fundamental literature surveys, this book
is an essential reference source for academicians, professionals,
and researchers who are interested in the latest technical insights
within the business field.
Four decades after the Oblivion Crisis, Tamriel is threatened anew
by an ancient and all-consuming evil. It is Umbriel, a floating
city that casts a terrifying shadow-for wherever it falls, people
die and rise again.
And it is in Umbriel's shadow that a great adventure begins, and a
group of unlikely heroes meet. A legendary prince with a secret. A
spy on the trail of a vast conspiracy. A mage obsessed with his
desire for revenge. And Annaig, a young girl in whose hands the
fate of Tamriel may rest . . . .
Based on the award-winning "The Elder Scrolls," The Infernal City
is the first of two exhilarating novels following events that
continue the story from "The Elder Scrolls IV: Oblivion," named
2006 Game of the Year.
Effective collaboration technologies and tools are critical to the
development of contemporary business landscapes, especially as more
businesses offer fully remote or hybrid work options. Effective
communication is key to increasing work productivity and absolutely
essential for project managers and teams working to achieve their
end goals. Individuals and businesses can benefit from research on
the design, execution, and assessment of collaboration applications
as they strive for effective tools to increase virtual forms of
communication. It is essential that businesses remain up to date
with and incorporate these emerging virtual technologies and
e-collaboration into their practices. Virtual Technologies and
E-Collaboration for the Future of Global Business examines the most
recent findings in knowledge-intensive, collaborative environments
with a focus on methodologies and strategies for increasing online
collaboration. It discusses the emerging technologies and tools for
collaboration in virtual environments and includes findings in
automation, computing, and intelligent information systems, as well
as state-of-the-art solutions covering various issues and
challenges. Covering topics such as capacity building, groupware
systems, and knowledge management, this premier reference source is
an essential resource for business leaders and managers,
entrepreneurs, board directors, faculty and students of higher
education, technology directors and managers, IT professionals,
researchers, and academicians.
The definitive anthology of Tank Girl, collecting the classic,
newly colored stories from original creators Alan Martin and Jamie
Hewlett! Includes three exclusive art! All three volumes of the
cult-classic Tank Girl comics (1988-1995) from legendary creators
Alan Martin and Jamie Hewlett (Gorillaz). Dive into the twisted and
chaotic world of Tank Girl, Jet Girl, Sub Girl and Booga, and
experience the original stories that captured the hearts of readers
everywhere, then shot them to oblivion (by accident of course)!
With all new colouring, this is the complete Tank Girl collection
you won't want to miss.
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.
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.
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.
The science of simulation and modeling (SM) is multifaceted and
complex due to the numerous applications involved, particularly
since SM applications range from nuclear reaction to supermarket
queuing. Simulation and Modeling: Current Technologies and
Applications offers insight into the computer science aspect of
simulation and modeling while integrating the business practices of
SM.Simulation and Modeling: Current Technologies and Applications
includes current issues related to simulation, such as: Web-based
simulation, virtual reality, augmented reality, and artificial
intelligence. This book depicts different methods, views, theories,
and applications of simulations in one volume.
Enter the world of Overwatch, the smash-hit from Blizzard
Entertainment, in this five-story anthology chronicling some of the
video game's most fascinating and celebrated characters, now
available for the first time in print! Since its initial launch in
2016, Overwatch has captivated the imaginations of over 50 million
players worldwide. Now fans can join some of the game's most iconic
heroes-and villains-on a series of missions ranging from the lush
Caribbean to southern India, and everywhere in between. Authored by
some of the most compelling voices in science fiction today,
including Michael Chu, Brandon Easton, Christie Golden, and Alyssa
Wong, this short story anthology is rife with themes of love and
loss, ambition and despair, alliances and conflict, all pointing
toward a common hope, that the future is worth fighting for.
Multiply your productivity with the world's most straightforward
guide to the world's most popular office software Microsoft Office
365 contains straightforward tools for virtually every office task
you could possibly think of. And learning how to use this powerful
software is much easier than you might expect! With the latest
edition of Office 365 All-in-One For Dummies, you'll get a grip on
some of the most popular and effective office software on the
planet, including Word, Excel, PowerPoint, Outlook, Access,
Publisher, and Teams. This expanded handbook walks you through the
ins and outs of reviewing and composing documents with Word,
hosting and joining meetings with Teams, crunching numbers with
Excel, and answering emails with Outlook. And it's ideal for anyone
who's brand new to Office and those who just need a quick refresher
on the latest useful updates from Microsoft. In this one-stop
reference, you'll find: Step-by-step instructions on the
installation, maintenance, and navigation of all the critical
components of Office 365 Guidance for using Office 365's built-in
online and cloud functionality Complete explanations of what every
part of Office 365 is used for and how to apply them to your life
Office 365 All-in-One For Dummies is the last handbook you'll ever
need to apply Microsoft's world-famous software suite to countless
everyday tasks.
This handbook of research is one of the few texts to combine Open
Source Software (OSS) in public and private sector activities into
a single reference source. It examines how the use of OSS affects
practices in society, business, government, education, and law.
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.
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.
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.
Love the game? Then you'll love this Annual. It's packed with essential tips, secrets and info guaranteed to up your skill level and help you build an undefeatable crew. Read about each Legend and discover their unique personality, strengths and abilities. Get ready for action and excitement on every page!
<> Learn On-Demand TV, DVRs, Music, Games, Books, and More!
With My Digital Entertainment for Seniors, you'll discover easy
ways to access and experience entertainment using today's
technology, without getting confused or bogged down with
techno-babble-and without spending a fortune. This easy-to-follow
guide covers all aspects of entertainment-movies, TV shows, radio,
music, newspapers and magazines, books, and more-whether you're
using a computer, mobile device, or other technology. Specifically,
you'll: Get acquainted with all forms of digital entertainment that
are available in everyday life, including on-demand TV shows,
movies, music and radio programming, podcasts, eBooks and
audiobooks, digital editions of newspapers and magazines, YouTube
videos, and interactive games.Discover the difference between
streaming and downloading content from the Internet to your
computer or mobile device. Learn what equipment you'll need and how
to use this equipment, no matter how tech-savvy you are-or aren't.
Find out how to watch, listen to, and read what you want, when you
want it, on your TV, desktop computer, notebook computer,
smartphone, tablet, eBook reader, or gaming console. Learn what
types of entertainment are available to use on eBook readers,
digital video recorders, digital music players, high-definition
television sets, cable/satellite TV service providers, what types
of entertainment are readily available via the Internet, and how to
use your computer, smartphone or tablet as an entertainment device.
Find ways to stay safe and protect yourself from identity theft or
online crime when surfing the Internet, shopping online, playing
games, doing online banking, and handling other Internet-related
tasks.
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