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Books > Computing & IT > Computer software packages
Totally Awesome Stephen Monaco offers a comprehensive guide to social media marketing in Insightful Knowledge. He changes perceptions on social media marketing and tell readers how to develop their marketing strategies. Since social media needs to be part of your marketing efforts, read this book Monica Cornetti - Leading Authority on Entrepreneurial Thinking, and Author of Your Face Isn't Finished Until Your Lipstick is On YOU NEED THIS BOOK IF... you don't know where to start with your social media initiatives you've started your social media initiatives but aren't sure if you're on the right track your social media initiatives are in place and you believe you're on the right track none of your social media initiatives are directly tied to specific business objectives you fail to use social media monitoring / listening platforms in your social media you don't know what consumers are saying about your brand online you don't have a comprehensive Voice of Customer program in place you're not engaging consumers with relevant content across multiple platforms your company is driven by sales, rather than by marketing the breakneck tempo of today's business makes it difficult to adapt and keep up with change you no longer know how to reach potential customers
As technology continues to grow as an essential component of small and large enterprises, an ever increasing demand is placed on cutting-edge designs for information systems. Sociotechnical Enterprise Information Systems Design and Integration covers multiple systems and developments in design for businesses and enterprises of all sizes. This publication not only highlights the advancing technology and research in this area, but it also proposes strategic approaches to manage risks and detect errors. Researchers, practitioners, and professionals wishing to expand their knowledge on the most up to date information systems and its designs will benefit from this comprehensive compilation of research.
It has quickly become apparent in the past year that online learning is not only an asset, but it is critical to the continued education of youth during times of crisis. However, districts and schools across the nation are in need of guidance and practical, research-backed approaches to distance and hybrid learning. The current COVID-19 crisis has demonstrated that effective learning in K-12 is possible, but many districts struggled and continue to struggle in achieving that reality. There is also the growing consensus that even if things ""return to normal,"" distance and blended learning strategies should continue to be employed in many ways across the K-12 environment. Designing Effective Distance and Blended Learning Environments in K-12 provides key insights into the ways that school districts and educators from across the world have effectively designed and implemented distance and blended learning approaches to enable and enhance student learning. The diverse collection of authors from various demographics and roles in school systems will benefit readers across a wide spectrum of school community stakeholders. There will also be an emphasis on how research and theory is put into practice, along with an honest discussion of what strategies and actions were successful as well as those that were less so. This book is essential for professionals and researchers working in the field of K-12 education, particularly superintendents, curriculum developers, professional learning designers, school principals, instructional technology specialists, and teachers, as well as administrators, researchers, academicians, and students interested in the effective practices being used in blended learning approaches.
The digital age has introduced a deeper sense of connectivity in business environments. By relying more heavily on current technologies, organizations now experience more effective communication and opportunities for collaboration between individuals. Cultural, Behavioral, and Social Considerations in Electronic Collaboration is an authoritative reference source for the latest scholarly research on the design and implementation of e-collaboration technology in workplace settings. Featuring extensive coverage on a range of topics relating to the benefits and challenges of these tools, this book is an essential reference source for students, researchers, and practitioners seeking relevant research on the use of digital spaces within organizational contexts.
FinTech and the Remaking of Financial Institutions explores the transformative potential of new entrants and innovations on business models. In its survey and analysis of FinTech, the book addresses current and future states of money and banking. It provides broad contexts for understanding financial services, products, technology, regulations and social considerations. The book shows how FinTech has evolved and will drive the future of financial services, while other FinTech books concentrate on particular solutions and adopt perspectives of individual users, companies and investors. It sheds new light on disruption, innovation and opportunity by placing the financial technology revolution in larger contexts.
Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals lives. Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior. This publication explores a number of aspects of gaming, which include supporting technologies, human interaction, psychological and behavioral effects, business opportunities, and intellectual property considerations, offering readers a complete perspective on the evolution of games and gaming technologies.
As colour imaging takes on increasing importance in a range of products and technologies, colour fidelity across different media has become essential. This book has arisen from the need for a specialist text that brings together key developments in colour management technology and findings from the colour engineering research community. Edited by highly regarded specialists in colour management systems, Colour Engineering introduces the reader systematically to the art of constistent quality of image reproduction - regardless of the monitor or graphic user interface employed. Features:
Sektion 1: Internet als Business-Plattform.- Elektronische Koordination interorganisatorischer Geschaftsprozesse zwischen privaten Haushalten und Versicherungen im Rahmen von Tele-Insuring.- Internet-Nutzung im Business-to-Business-Bereich: Stand der Entwicklung, Typologie und Anwendungsbeispiele.- Aufbau eines Elektronischen Handelsplatzes fur Java-Applets.- Preisstrategien fur ein integriertes Universal-Internet.- Sektion 2: Optimierung von Geschaftsprozessen.- Value-Based Management of Inter-Organizational Business Processes.- A Hierarchical Planning Procedure Supporting the Selection of Service Providers in Outtasking Decisions.- A Multiagent System-Approach for the Design of Information Systems in Virtual Organizations.- Office-Automation in Municipal and County Administration with an Integrated Workflow Based Information System.- Efficiency and Cost Implications of Capital Allocation Mechanisms: A Contribution to the Market-versus-Hierarchy-Discussion.- Sektion 3: Groupware- und Workflow-Strategien.- Organisatorischer Wandel bei Einfuhrung von Groupware.- Increased Competitiveness using a Groupware based Project Controlling System.- Architektur zur informationstechnologischen Unterstutzung von Kooperationen.- Enterprise Knowledge Medium (EKM) - Konzeption und Einsatz eines computergestutzten Planungs- und Kontrollsystems im prozessorientierten Unternehmen.- Unterstutzung der Workflow-Entwicklung durch ein unternehmensweites Repository fur Geschaftsprozessrealisierungen.- Sektion 4: Groupware-Anwendungen.- New perspectives for higher education processes as a team-based approach - Back-office information technology for higher education and training.- Konfiguration des Informationsdienstes in Groupware.- Sektion 5: Wirtschaftliche Programmerstellung.- Global Production: The Case of Offshore Programming.- Metriken fur die IV-Diagnose, Konzept und prototypische Implementierung.- Produktinformationssysteme in Business Networks.- Sektion 6: SAP und Client-Server-Integration.- System Migration and System Integration: Two SAP Cases.- Unternehmensweite Datenkonsistenz durch Integration bestehender Informationssysteme.- Client/Server Architecture: what it promises - what it really provides.- IS Project Risk in Polish Organizations.- Sektion 7: Organisation und Datenmanagement.- Flexible Organizations Through Object-oriented and Transaction-oriented Information Systems.- Determinants and Outcomes of Electronic Data Interchange Integration.- Referenz-Informationsmodelle fur den Handel: Begriff, Nutzen und Empfehlungen fur die Gestaltung und unternehmensspezifische Adaption von Referenzmodellen.- Entwicklung eines Data Warehouse fur das Produktionscontrolling: Konzepte und Erfahrungen.- Sektion 8: Neue Chancen durch Multimedia.- Der Markt fur interaktive elektronische Medien aus oekonomischer Sicht.- Sektion 9: Anwendungen von Internet/Intranet.- Improving Competitiveness of Direct Banking via IT-Enabled Incentive Schemes.- Die Nutzung von Internet-Diensten im Rahmen des Elektronischen Datenaustauschs - Architekturvarianten und ein Anwendungsszenario.- Sektion 10: Organisation und Workflow.- Neue Organisationsformen und IT: Herausforderung fur die Unternehmensgestalter.- INCOME/WF - A Petri Net Based Approach to Workflow Management.- On the Object-Oriented Modelling of Distributed Workflow Applications.- Sektion 11: Reorganisation des Unternehmens.- Synthesizing Business and Information Systems (IS): Towards a Common Business-IS Model based on Agents.- Planungs- und Kontrollmodelle zur Steuerung prozessorientierter Organisationen auf der Basis einer Intranet-Anwendung.- Neue Kernprozesse fur Versicherer mit Agenturnetz.- Sponsorenverzeichnis.- Autoren- und Adressverzeichnis.
Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and "selling out," and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.
<> 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.
This book presents the state-of-the-art in supercomputer simulation. It includes the latest findings from leading researchers using systems from the High Performance Computing Center Stuttgart (HLRS) in 2017. The reports cover all fields of computational science and engineering ranging from CFD to computational physics and from chemistry to computer science with a special emphasis on industrially relevant applications. Presenting findings of one of Europe's leading systems, this volume covers a wide variety of applications that deliver a high level of sustained performance.The book covers the main methods in high-performance computing. Its outstanding results in achieving the best performance for production codes are of particular interest for both scientists and engineers. The book comes with a wealth of color illustrations and tables of results.
Recent advancements have put Gaming and Computer-Mediated Simulations at the forefront of technology and learning. A closer look at these topic areas opens the door for development and innovation and the implications that go with it. Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. This book helps build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers. Drawing on history allows this publication to help move this field forward.
The topic of Enterprise Information Systems (EIS) is having an increasingly relevant strategic impact on global business and the world economy, and organizations are undergoing hard investments in search of the rewarding benefits of efficiency and effectiveness that these ranges of solutions promise. Organizational Integration of Enterprise Systems and Resources: Advancements and Applications show that EIS are at the same time responsible for tremendous gains in some companies and tremendous losses in others. Therefore, their adoption should be carefully planned and managed. This title highlights new ways to identify opportunities and overtake trends and challenges of EIS selection, adoption, and exploitation as it is filled with models, solutions, tools, and case studies. The book provides researchers, scholars, and professionals with some of the most advanced research, solutions, and discussions of Enterprise Information Systems design, implementation, and management.
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.
Technology is continuously advancing and changing the way aspects of business are performed. The implementation of mobile business transactions to acquire various types of goods has changed the landscape of consumerism. Apps Management and E-Commerce Transactions in Real-Time is a timely research publication that features the latest scholarly trends, issues, and implications of the use of a new technological forum in electronic buying and selling. Including extensive coverage on a number of topics and perspectives such as social networks, customer satisfaction, and cloud computing, this book is ideally designed for researchers, academicians, and students seeking current research on mobile solutions in business deals.
Information and communication technologies play a crucial role in a number of modern industries. Among these, education has perhaps seen the greatest increases in efficiency and availability through Internet-based technologies. E-Learning as a Socio-Cultural System: A Multidimensional Analysis provides readers with a critical examination of the theories, models, and best practices in online education from a social perspective, evaluating blended, distance, and mobile learning systems with a focus on the interactions of their practitioners. Within the pages of this volume, teachers, students, administrators, policy makers, and IT professionals will all find valuable advice and enriching personal experiences in the field of online education.
The definitive guide to mastering the essentials behind making, marketing and promoting product to the world's fastest-growing, most exciting entertainment business-the $13.5 billion computer and videogame industry-is finally here. Everything you need to play with the pros is right at your fingertips. LEARN TO: TOP THE CHARTS MAKE HEADLINES IMPROVE REVIEW SCORES INSPIRE MILLIONS OF FANS ENHANCE JOB PERFORMANCE INCLUDES: IN-DEPTH HOW-TO'S EXPERT ADVICE HANDS-ON FEEDBACK PROVEN TIPS CEO-LEVEL INSIGHT
Due to the complex diversity and multi-disciplinary nature of computer-mediated communication, a reference source solely dedicated to the subject's direct influence on literacy and language becomes imperative among educators. ""Computer-Mediated Communication for Linguistics and Literacy: Technology and Natural Language Education"" fills a void within research due to its clear and direct focus on the interactions between human language and communication technologies. Containing extensive research and analysis, this authoritative collection examines the practical implications and applications of how computers can be used to process natural languages for the design of communication systems and devices.
These days, companies require deep understanding of the key elements of intellectual capital that drive value in order to achieve a competitive advantage for the organization. ""Knowledge Ecology in Global Business: Managing Intellectual Capital"" provides fresh ideas on how intellectual capital through emerging technologies can support business performance. Through coverage of essential topics such as competitive strategy, human resource management, and organizational learning, this indispensable collection demonstrates the capacity of information technology, management, and sustainable development for the mutual understanding, prosperity, and well-being of all citizens.
This book is intended for researchers, practitioners and students who are interested in the current trends and want to make their GI applications and research dynamic. Time is the key element of contemporary GIS: mobile and wearable electronics, sensor networks, UAVs and other mobile snoopers, the IoT and many other resources produce a massive amount of data every minute, which is naturally located in space as well as in time. Time series data is transformed into almost (from the human perspective) continuous data streams, which require changes to the concept of spatial data recording, storage and manipulation. This book collects the latest innovative research presented at the GIS Ostrava 2017 conference held in 2017 in Ostrava, Czech Republic, under the auspices of EuroSDR and EuroGEO. The accepted papers cover various aspects of dynamics in GIscience, including spatiotemporal data analysis and modelling; spatial mobility data and trajectories; real-time geodata and real-time applications; dynamics in land use, land cover and urban development; visualisation of dynamics; open spatiotemporal data; crowdsourcing for spatiotemporal data and big spatiotemporal data.
This book explains how to teach better and presents the latest research on processing educational data and presents traditional statistical techniques as well as probabilistic, interval, and fuzzy approaches. Teaching is a very rewarding activity; it is also a very difficult one - because it is largely an art. There is a lot of advice on teaching available, but it is usually informal and is not easy to follow. To remedy this situation, it is reasonable to use techniques specifically designed to handle such imprecise knowledge: the fuzzy logic techniques. Since there are a large number of statistical studies of different teaching techniques, the authors combined statistical and fuzzy approaches to process the educational data in order to provide insights into improving all the stages of the education process: from forming a curriculum to deciding in which order to present the material to grading the assignments and exams. The authors do not claim to have solved all the problems of education. Instead they show, using numerous examples, that an innovative combination of different uncertainty techniques can improve teaching. The book offers teachers and instructors valuable advice and provides researchers in pedagogical and fuzzy areas with techniques to further advance teaching. |
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