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Books > Computing & IT > Computer software packages

New Perspectives Collection, Microsoft (R) 365 (R) & Office (R) 2021 Intermediate (Paperback, New edition): Cengage Cengage New Perspectives Collection, Microsoft (R) 365 (R) & Office (R) 2021 Intermediate (Paperback, New edition)
Cengage Cengage
R1,891 R1,671 Discovery Miles 16 710 Save R220 (12%) Ships in 10 - 15 working days

Using a unique in-depth, case-based approach, Cengage's NEW PERSPECTIVES COLLECTION, MICROSOFT (R) 365 (R) & OFFICE (R) 2021 INTERMEDIATE thoroughly prepares you for the Microsoft (R) Office (R) Specialist (MOS) certification exam -- and success in your future career. As you apply Microsoft (R) Office (R) skills to real-world business scenarios based on Burning Glass market insights, you will sharpen your critical-thinking and problem-solving skills. Professional tips and insights incorporated throughout provide context and relevancy to real-world practice, while ProSkills Boxes help strengthen your employability skills, including written and verbal communication. Updated coverage of Microsoft (R) 365 (R) features and enhanced support for Mac users are also included. In addition, MindTap and up-to-date SAM (Skills Assessment Manager) online resources provide interactive study tools to help maximize your study time -- and results.

Forging Worlds: Stories Behind the Art of Blizzard Entertainment (Hardcover): Micky Neilson Forging Worlds: Stories Behind the Art of Blizzard Entertainment (Hardcover)
Micky Neilson
R1,112 R895 Discovery Miles 8 950 Save R217 (20%) Ships in 9 - 15 working days

For thirty years, Blizzard has been pushing boundaries and breaking expectations of what it means to draw for video games. Get a glimpse behind the curtain at how art has evolved at Blizzard and meet some of the artists who've shaped Blizzard's style and range to what it is today. Discover how art cross-pollinated amongst game teams and how grassroots movements from fans inspired some of Blizzard's most iconic artwork. With insights from more than fifty artists, animators, designers, and storytellers, this sweeping compendium is fans' ultimate keys to the kingdom of three decades in Blizzard artistry.

Emotion in Animated Films (Paperback): Meike Uhrig Emotion in Animated Films (Paperback)
Meike Uhrig
R1,217 Discovery Miles 12 170 Ships in 9 - 15 working days

Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.

Marvel's Midnight Suns - The Art of the Game (Hardcover): Marvel's Midnight Suns - The Art of the Game (Hardcover)
R925 R748 Discovery Miles 7 480 Save R177 (19%) Ships in 9 - 15 working days

Official art book of the Marvel's Midnight Suns video game, packed with interviews with the creative team behind the game, as well as stunning concept art created during the development process. When the demonic Lilith and her fearsome horde unite with the evil armies of Hydra, it's time to unleash Marvel's dark side. As The Hunter, your mission is to lead an unlikely team of seasoned Super Heroes and dangerous supernatural warriors to victory. Can legends such as Doctor Strange, Iron Man, and Blade put aside their differences in the face of a growing apocalyptic threat? If you're going to save the world, you'll have to forge alliances and lead the team into battle as the legendary Midnight Suns-Earth's last line of defence against the underworld. Marvel's Midnight Suns - The Art of the Game captures the creative process of this much-anticipated game. The exclusive concept art and in-game renderings created by the talented development team-creating the game in collaboration with Marvel-are shown in glorious detail in this lush, hardback volume. Characters, locations, gadgets, weapons, monsters, enemies, and much more are all accompanied by unique insights from the artists and developers behind the game. So step into the world of Marvel's Midnight Suns - and rise up against the darkness!

Collaborative Business Design: The Fundamentals (Paperback): IT Governance Collaborative Business Design: The Fundamentals (Paperback)
IT Governance
R471 Discovery Miles 4 710 Ships in 12 - 17 working days

This adapted version of CBSD for the Fundamentals Series explores the characteristics of IT-driven business services, their requirements and how to gather the right requirements to improve the service lifecycle throughout design, development and maintenance until decommissioning. By understanding IT-driven business services and anchoring them in a service design statement (SDS), you will be able to accelerate the translation of the needs of the business to the delivery of IT-intensive business services. Product overview CBSD supports portfolio, programme and project management by identifying key questions and structuring the creative process of designing services. Insight into the CBSD approach to deriving an SDS is therefore a practical and powerful tool to help you: - Promote a coherent design so that fundamental issues and requirements of needs are mapped, based on different perspectives between demand and supply; - Gain insight into the dynamics between stakeholders within an enterprise; - Reflect on and formulate a practical and realistic roadmap; and - Guide the development, build, programme management and maintenance of IT-driven business services. CBSD complements existing frameworks such as TOGAF(R), IT4IT, BiSL(R) Next and ITIL(R) by focusing on business architecture, a subject rarely discussed before designing an IT-intensive, complex business service. Who should read this book This book is intended for anyone responsible for designing and implementing IT-driven services or involved in their operation. This includes: - Internal and external service providers, such as service managers, contract managers, bid managers, lead architects and requirement analysts; - Business, financial, sales, marketing and operations managers who are responsible for output and outcome; - Sales and product managers who need to present and improve service offerings; - Developers who need to develop new and improved services; - Contract managers and those responsible for purchasing; and - Consultants, strategists, business managers, business process owners, business architects, business information managers, chief information officers, information systems owners and information architects. Collaborative Business Design: The Fundamentals is part of the Fundamentals Series. Authors Brian Johnson has published more than 30 books, including a dozen official titles in the IT Infrastructure Library (ITIL), all of which are used worldwide. He designed and led the programme for ITIL version 2. He has fulfilled many roles during his career, including vice president, chief architect, senior director and executive consultant. One of his current roles is chief architect at the ASL BiSL Foundation, which provides guidance on business information management to a wide range of public and private-sector businesses in the Benelux region. Brian is chief architect for the redesign of all guidance and is the author of new strategic publications. Leon-Paul de Rouw studied technical management and organisation sociology. He worked for several years as a consultant and researcher in the private sector. Since 2003, he has been a programme manager with the central government in the Netherlands. He is responsible for all types of projects and programmes that focus on business enabled by IT.

SQL Antipatterns, Volume 1 - Avoiding the Pitfalls of Database Programming (Paperback): Bill Karwin SQL Antipatterns, Volume 1 - Avoiding the Pitfalls of Database Programming (Paperback)
Bill Karwin
R840 Discovery Miles 8 400 Ships in 12 - 17 working days

SQL is the ubiquitous language for software developers working with structured data. Most developers who rely on SQL are experts in their favorite language (such as Java, Python, or Go), but they're not experts in SQL. They often depend on antipatterns - solutions that look right but become increasingly painful to work with as you uncover their hidden costs. Learn to identify and avoid many of these common blunders. Refactor an inherited nightmare into a data model that really works. Updated for the current versions of MySQL and Python, this new edition adds a dozen brand new mini-antipatterns for quick wins. No matter which platform, framework, or language you use, the database is the foundation of your application, and the SQL database language is the standard for working with it. Antipatterns are solutions that look simple at the surface, but soon mire you down with needless work. Learn to identify these traps, and craft better solutions for the often-asked questions in this book. Avoid the mistakes that lead to poor performance and quality, and master the principles that make SQL a powerful and flexible tool for handling data and logic. Dive deep into SQL and database design, and learn to recognize the most common missteps made by software developers in database modeling, SQL query logic, and code design of data-driven applications. See practical examples of misconceptions about SQL that can lure software projects astray. Find the greatest value in each group of data. Understand why an intersection table may be your new best friend. Store passwords securely and don't reinvent the wheel. Handle NULL values like a pro. Defend your web applications against the security weakness of SQL injection. Use SQL the right way - it can save you from headaches and needless work, and let your application really shine! What You Need: The SQL examples use the MySQL 8.0 flavor, but other popular brands of RDBMS are mentioned. Other code examples use Python 3.9+ or Ruby 2.7+.

How to Find a Needle in a Haystack - From the Insider Threat to Solo Perpetrators (Hardcover): Yair Neuman How to Find a Needle in a Haystack - From the Insider Threat to Solo Perpetrators (Hardcover)
Yair Neuman
R1,517 Discovery Miles 15 170 Ships in 12 - 17 working days

By the end of this book, the reader will understand: the difficulties of finding a needle in a haystack; creative solutions to address the problem; unique ways of engineering features and solving the problem of the lack of data (e.g. synthetic data). Additionally, the reader will be able to: avoid mistakes resulting from a lack of understanding; search for appropriate methods of feature engineering; locate the relevant technological solutions within the general context of decision-making.

The Paradox of Transgression in Games (Paperback): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Paperback)
Kristine Jorgensen, Torill Mortensen
R1,236 Discovery Miles 12 360 Ships in 12 - 17 working days

The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Security in the Digital World (Paperback): IT Governance Security in the Digital World (Paperback)
IT Governance
R481 Discovery Miles 4 810 Ships in 12 - 17 working days
Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Hardcover): Toiya Kristen Finley Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Hardcover)
Toiya Kristen Finley
R2,601 Discovery Miles 26 010 Ships in 12 - 17 working days

This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.

Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Paperback): Ragan Glover-Rijkse, Adriana... Hybrid Play - Crossing Boundaries in Game Design, Players Identities and Play Spaces (Paperback)
Ragan Glover-Rijkse, Adriana De Souza E Silva
R1,264 Discovery Miles 12 640 Ships in 12 - 17 working days

This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

Discovering GIS and ArcGIS (Paperback, 3rd ed. 2021): Bradley A. Shellito Discovering GIS and ArcGIS (Paperback, 3rd ed. 2021)
Bradley A. Shellito
R1,867 Discovery Miles 18 670 Ships in 12 - 17 working days

Shellito's Discovering GIS and ArcGIS Pro provides students with hands-on work with GIS software, while explaining the "how" and "why" behind each application. Software changes quickly-the theory has a longer shelf life. The goal of Discovering GIS and ArcGIS Pro is to teach students how to combine GIS concepts with ArcGIS Pro software skills, preparing students for successful careers in the real world. Each chapter focuses on using a variety of ArcGIS tools in a real-world context. At the start of each chapter, a scenario puts the student in a particular role with a number of tasks to accomplish.

JavaScript for Sound Artists - Learn to Code with the Web Audio API (Hardcover, 2nd edition): William Turner, Steve Leonard JavaScript for Sound Artists - Learn to Code with the Web Audio API (Hardcover, 2nd edition)
William Turner, Steve Leonard
R3,778 Discovery Miles 37 780 Ships in 12 - 17 working days

Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching

Game Feel - A Game Designer's Guide to Virtual Sensation (Paperback): Steve Swink Game Feel - A Game Designer's Guide to Virtual Sensation (Paperback)
Steve Swink
R1,472 Discovery Miles 14 720 Ships in 9 - 15 working days

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
--Swink demystifies this crucial, fundamental, and unexplored aspect ofgame design with case studies, fully interactive examples
--Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle.
--What draws players in? Makes them addicted to game play? Feel is the key element that is so central to game design. Finally a book that covers the topic in an in-depth, practical way, with interactive exercises.
--Website: Fully playable interactive playset with ready-made tools for game and feel design, six key components to creating virtual sensation, and a play palette - so that designers can first experience the sensations before applying to own projects.

Steel-Engraved Book Illustration in England (Paperback): Basil Hunnisett Steel-Engraved Book Illustration in England (Paperback)
Basil Hunnisett
R923 Discovery Miles 9 230 Ships in 12 - 17 working days

First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century. With an extensive range of illustrations, the book refutes the assumption that steel engravings are of little artistic value or importance, a common attitude rooted largely in the connection between steel engravings and mass-produced books. Beginning with an exploration of the identification problems and early history of steel engravings, it moves through the production and printing of the plates and on to a study of several engravers and artists, as well as of the books themselves. Steel-Engraved Book Illustration in England will appeal to anyone interested in the history of printing and illustration.

Artificial Intelligence Techniques in IoT Sensor Networks (Paperback): Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar Artificial Intelligence Techniques in IoT Sensor Networks (Paperback)
Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar
R1,357 Discovery Miles 13 570 Ships in 12 - 17 working days

Artificial Intelligence Techniques in IoT Sensor Networks is a technical book which can be read by researchers, academicians, students and professionals interested in artificial intelligence (AI), sensor networks and Internet of Things (IoT). This book is intended to develop a shared understanding of applications of AI techniques in the present and near term. The book maps the technical impacts of AI technologies, applications and their implications on the design of solutions for sensor networks. This text introduces researchers and aspiring academicians to the latest developments and trends in AI applications for sensor networks in a clear and well-organized manner. It is mainly useful for research scholars in sensor networks and AI techniques. In addition, professionals and practitioners working on the design of real-time applications for sensor networks may benefit directly from this book. Moreover, graduate and master's students of any departments related to AI, IoT and sensor networks can find this book fascinating for developing expert systems or real-time applications. This book is written in a simple and easy language, discussing the fundamentals, which relieves the requirement of having early backgrounds in the field. From this expectation and experience, many libraries will be interested in owning copies of this work.

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Paperback): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Paperback)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R1,240 Discovery Miles 12 400 Ships in 12 - 17 working days

Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.

Comics and Videogames - From Hybrid Medialities to Transmedia Expansions (Paperback): Andreas Rauscher, Daniel Stein, Jan-Noel... Comics and Videogames - From Hybrid Medialities to Transmedia Expansions (Paperback)
Andreas Rauscher, Daniel Stein, Jan-Noel Thon
R1,234 Discovery Miles 12 340 Ships in 12 - 17 working days

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

Role-play as a Heritage Practice - Historical Larp, Tabletop RPG and Reenactment (Paperback): Michal Mochocki Role-play as a Heritage Practice - Historical Larp, Tabletop RPG and Reenactment (Paperback)
Michal Mochocki
R1,277 Discovery Miles 12 770 Ships in 12 - 17 working days

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

Microsoft Office Step by Step (Office 2021 and Microsoft 365) (Paperback): Joan Lambert, Curtis Frye Microsoft Office Step by Step (Office 2021 and Microsoft 365) (Paperback)
Joan Lambert, Curtis Frye
R822 Discovery Miles 8 220 Ships in 12 - 17 working days

The quick way to learn popular Microsoft 365 apps! This is learning made easy. Get more done quickly with Microsoft Word, Excel, PowerPoint, and Outlook. Jump in wherever you need answers-brisk lessons and detailed screenshots show you exactly what to do, step by step. * Discover new time-savers and usability improvements for Word, Excel, PowerPoint, and Outlook * Format and organize high-impact documents and use Word's enhanced coauthoring tools * Build powerful, reliable Excel worksheets and analyze complex data sets * Prepare highly effective presentations with PowerPoint's newest visual tools * Improve your productivity with Outlook email, scheduling, and contacts * Make the most of the latest Accessibility Checker and other new features * Look up just the tasks and lessons you need Download your Step by Step practice files at: MicrosoftPressStore.com/MSOfficeSBS365/downloads

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover)
David L Craddock
R2,532 Discovery Miles 25 320 Ships in 12 - 17 working days

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.

The Elder Scrolls V: Skyrim - The Official Advent Calendar (Calendar): The Elder Scrolls V: Skyrim - The Official Advent Calendar (Calendar)
R526 Discovery Miles 5 260 Ships in 12 - 17 working days

Celebrate the holidays in Tamriel with this 25-day advent calendar! Inspired by the hit video game series, The Elder Scrolls: The Official Advent Calendar features 25 days of exclusive surprises including keychains, high-quality stickers, recipe cards, mini booklets, and more unique keepsakes. The perfect gift for gamers of all ages, The Elder Scrolls: The Official Advent Calendar brings the epic world of Tamriel to your holiday celebrations!

Statistical Data Cleaning with Applications in R (Hardcover): M van der Loo Statistical Data Cleaning with Applications in R (Hardcover)
M van der Loo
R1,874 R1,529 Discovery Miles 15 290 Save R345 (18%) Ships in 7 - 13 working days

A comprehensive guide to automated statistical data cleaning The production of clean data is a complex and time-consuming process that requires both technical know-how and statistical expertise. Statistical Data Cleaning brings together a wide range of techniques for cleaning textual, numeric or categorical data. This book examines technical data cleaning methods relating to data representation and data structure. A prominent role is given to statistical data validation, data cleaning based on predefined restrictions, and data cleaning strategy. Key features: Focuses on the automation of data cleaning methods, including both theory and applications written in R. Enables the reader to design data cleaning processes for either one-off analytical purposes or for setting up production systems that clean data on a regular basis. Explores statistical techniques for solving issues such as incompleteness, contradictions and outliers, integration of data cleaning components and quality monitoring. Supported by an accompanying website featuring data and R code. This book enables data scientists and statistical analysts working with data to deepen their understanding of data cleaning as well as to upgrade their practical data cleaning skills. It can also be used as material for a course in data cleaning and analyses.

Excel Macros For Dummies, 3rd Edition (Paperback, 3rd Edition): D Kusleika Excel Macros For Dummies, 3rd Edition (Paperback, 3rd Edition)
D Kusleika
R935 R660 Discovery Miles 6 600 Save R275 (29%) Ships in 9 - 15 working days

Save time and become an Excel wizard with the world's leading Excel macro guide Do you love Excel and all the things you can do with it, but wish you could just work...faster? Excel macros--automated workflows that save you time and energy--might be just what you need. In Excel Macros For Dummies, you'll learn over 70 of the most productive, time-saving macros in less time than it takes to back up the files on your computer! Every chapter in the book gives you practical info and exercises you can put to work immediately, alongside step-by-step instructions and guidance on how to customize Excel to fit your every need. Inside, you'll find: Automations that take your Excel productivity to the next level, and beyond Fully updated macros compatible with the newest version of Excel included in Microsoft 365 Careful explanations of the basics as well as tips for the advanced user With something for everyone, Excel Macros For Dummies is the productivity supercharger you've been waiting for. Grab a copy today!

Digital Icons - Memes, Martyrs and Avatars (Paperback): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Paperback)
Yasmin Ibrahim
R1,226 Discovery Miles 12 260 Ships in 12 - 17 working days

This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.

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