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Books > Computing & IT > Computer software packages
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.
I Grundlagen.- Wer braucht wofur Avatare? Konzeption und Implementierung naturlichsprachlicher Systeme - Zur Einfuhrung.- Die Bedeutung von naturlichsprachlichen Dialogsystemen im Internet-Business.- Technische Grundlagen von naturlichsprachlichen Dialogsystemen.- Ein Quantensprung fur Dialogsysteme.- II E-Business und Avatare.- "Ich habe Ihre Eingabe leider nicht verstanden" - Qualitatskriterien fur Online-Tests von Bots.- Strategien fur Dialogfuhrungssysteme - Automation der Kundenkommunikation im Kontaktkanal Internet.- Schoen - schnell - schlau: Online-Marketing mit Avataren.- Avatare und die Usability von Websites.- Support-Chat und Avatare als Mittel der persoenlichen Kundenbetreuung im World Wide Web.- Cor@: Der Avatar der Deutschen Bank - Eine Fallstudie aus der Sicht des Auftragnehmers.- PIA - Der virtuelle Einkaufs-Guide - Eine Fallstudie des Club Bertelsmann.- Ein virtueller Berater fur Yello - Auswahl, Implementierung und Betrieb eines Avatars.- III Marketing und Avatare.- Darf's ein bisschen menschlicher sein? - Virtuelle Charaktere am Point of Sale.- Robert T-Online - Eine Karriere zwischen Wirklichkeit und Cyberspace.- Robert T-Online - Ein universeller Markenbotschafter.- Avatare und Entertainment.- It's time for a Strike! - Wahlkampf einer digitalen Prasidentschaftskandidatin.- IV Ausblick.- Mehr als nur ein nettes Gesicht: Embodied conversational interface agents.- Mit Hand und Fuss - Die Bedeutung der nonverbalen Kommunikation fur die Emotionalisierung von Dialogfuhrungssystemen.- Virtualisierung und Personalisierung - Technologietrends machen Avatare zur innovativen Mensch-Maschine-Schnittstelle.
Can open source software --software that is usually available without charge and that individuals are free to modify --survive against the fierce competition of proprietary software, such as Microsoft Windows? Should the government intervene on its behalf? This book addresses a host of issues raised by the rapid growth of open source software, including government subsidies for research and development, government procurement policy, and patent and copyright policy. Contributors offer diverse perspectives on a phenomenon that has become a lightning rod for controversy in the field of information technology. Contributors include James Bessen (Research on Innovation), David S. Evans (National Economic Research Associates), Lawrence Lessig (Stanford University), Bradford L. Smith (Microsoft Corporation), and Robert W. Hahn (director, AEI-Brookings Joint Center).
This book contains high-quality research articles and reviews that promote research and reflect the most recent advances in intelligent wavelet based techniques for advanced multimedia applications as well as other emerging areas. In recent time, wavelet transforms have become useful in many signal, image and video processing applications, especially for multimedia security and surveillance. A few applications of wavelets in security and surveillance are watermarking, fusion, steganography, object detection, tracking, motion recognition and intention recognition, etc. Wavelets are well capable of analyzing signal, image and video at different resolution levels, popularly known as multiresolution analysis. The multiresolution analysis is advantageous in multimedia security and surveillance applications. It provides flexibility in selection of different resolution levels that leads to better accuracy. Furthermore, recently sparse representation has become an advancement to analyze wavelet coefficients. It is observed that wavelet transforms possess the invariance property which makes them suitable for many vision applications. This book provides a concise overview of the current state of the art and disseminates some of the novel and exciting ideas and techniques. In addition, it is also helpful for the senior undergraduate and graduate students, researcher, academicians, IT professional and providers, citizens, customers as well as policy makers working in this area as well as other emerging applications demanding state-of-the-art wavelet based multimedia applications.
Computational finance deals with the mathematics of computer programs that realize financial models or systems. This book outlines the epistemic risks associated with the current valuations of different financial instruments and discusses the corresponding risk management strategies. It covers most of the research and practical areas in computational finance. Starting from traditional fundamental analysis and using algebraic and geometric tools, it is guided by the logic of science to explore information from financial data without prejudice. In fact, this book has the unique feature that it is structured around the simple requirement of objective science: the geometric structure of the data = the information contained in the data.
Computational finance deals with the mathematics of computer programs that realize financial models or systems. This book outlines the epistemic risks associated with the current valuations of different financial instruments and discusses the corresponding risk management strategies. It covers most of the research and practical areas in computational finance. Starting from traditional fundamental analysis and using algebraic and geometric tools, it is guided by the logic of science to explore information from financial data without prejudice. In fact, this book has the unique feature that it is structured around the simple requirement of objective science: the geometric structure of the data = the information contained in the data.
This book provides theoretical and practical approach in the area of multimedia and IOT applications and performance analysis. Further, multimedia communication, deep learning models to multimedia data and the new (IOT) approaches are also covered. It addresses the complete functional framework in the area of multimedia data, IOT and smart computing techniques. The book proposes a comprehensive overview of the state-of-the-art research work on multimedia analysis in IOT applications. It bridges the gap between multimedia concepts and solutions by providing the current IOT frameworks, their applications in multimedia analysis, the strengths and limitations of the existing methods, and the future directions in multimedia IOT analytics.
Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research.
This book provides insights into important new developments in the area of statistical quality control and critically discusses methods used in on-line and off-line statistical quality control. The book is divided into three parts: Part I covers statistical process control, Part II deals with design of experiments, while Part III focuses on fields such as reliability theory and data quality. The 12th International Workshop on Intelligent Statistical Quality Control (Hamburg, Germany, August 16 - 19, 2016) was jointly organized by Professors Sven Knoth and Wolfgang Schmid. The contributions presented in this volume were carefully selected and reviewed by the conference's scientific program committee. Taken together, they bridge the gap between theory and practice, making the book of interest to both practitioners and researchers in the field of quality control.
This contributed book focuses on major aspects of statistical quality control, shares insights into important new developments in the field, and adapts established statistical quality control methods for use in e.g. big data, network analysis and medical applications. The content is divided into two parts, the first of which mainly addresses statistical process control, also known as statistical process monitoring. In turn, the second part explores selected topics in statistical quality control, including measurement uncertainty analysis and data quality. The peer-reviewed contributions gathered here were originally presented at the 13th International Workshop on Intelligent Statistical Quality Control, ISQC 2019, held in Hong Kong on August 12-14, 2019. Taken together, they bridge the gap between theory and practice, making the book of interest to both practitioners and researchers in the field of statistical quality control.
This book presents selected papers from the Sixteenth International Conference on Intelligent Information Hiding and Multimedia Signal Processing, in conjunction with the Thirteenth International Conference on Frontiers of Information Technology, Applications and Tools, held on November 5-7, 2020, in Ho Chi Minh City, Vietnam. It is divided into two volumes and discusses the latest research outcomes in the field of Information Technology (IT) including information hiding, multimedia signal processing, big data, data mining, bioinformatics, database, industrial and Internet of things, and their applications.
This book is published open access under a CC BY 4.0 license. This book presents computer programming as a key method for solving mathematical problems. This second edition of the well-received book has been extensively revised: All code is now written in Python version 3.6 (no longer version 2.7). In addition, the two first chapters of the previous edition have been extended and split up into five new chapters, thus expanding the introduction to programming from 50 to 150 pages. Throughout the book, the explanations provided are now more detailed, previous examples have been modified, and new sections, examples and exercises have been added. Also, a number of small errors have been corrected. The book was inspired by the Springer book TCSE 6: A Primer on Scientific Programming with Python (by Langtangen), but the style employed is more accessible and concise, in keeping with the needs of engineering students. The book outlines the shortest possible path from no previous experience with programming to a set of skills that allows students to write simple programs for solving common mathematical problems with numerical methods in the context of engineering and science courses. The emphasis is on generic algorithms, clean program design, the use of functions, and automatic tests for verification.
This book explores the digitization of culture as a means of experiencing and understanding cultural heritage in Namibia and from international perspectives. It provides various views and perspectives on the digitization of culture, the goal being to stimulate further research, and to rapidly disseminate related discoveries. Aspects covered here include: virtual and augmented reality, audio and video technology, art, multimedia and digital media integration, cross-media technologies, modeling, visualization and interaction as a means of experiencing and grasping cultural heritage. Over the past few decades, digitization has profoundly changed our cultural experience, not only in terms of digital technology-based access, production and dissemination, but also in terms of participation and creation, and learning and partaking in a knowledge society. Computing researchers have developed a wealth of new digital systems for preserving, sharing and interacting with cultural resources. The book provides important information and tools for policy makers, knowledge experts, cultural and creative industries, communication scientists, professionals, educators, librarians and artists, as well as computing scientists and engineers conducting research on cultural topics.
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.
This two-volume set of IFIP AICT 617 and 618 constitutes the refereed proceedings of the IFIP WG 8.6 International Working Conference "Re-imagining Diffusion and Adoption of Information Technology and Systems: A Continuing Conversation" on Transfer and Diffusion of IT, TDIT 2020, held in Tiruchirappalli, India, in December 2020.The 86 revised full papers and 36 short papers presented were carefully reviewed and selected from 224 submissions. The papers focus on the re-imagination of diffusion and adoption of emerging technologies. They are organized in the following parts: Part I: artificial intelligence and autonomous systems; big data and analytics; blockchain; diffusion and adoption technology; emerging technologies in e-Governance; emerging technologies in consumer decision making and choice; fin-tech applications; healthcare information technology; and Internet of Things Part II: diffusion of information technology and disaster management; adoption of mobile and platform-based applications; smart cities and digital government; social media; and diffusion of information technology and systems
For courses on SPSS. SPSS is, essentially, a visually-driven program, but most texts rely primarily on a verbal approach to describe its use. A Visual Approach to SPSS for Windows is the first text of its kind to employ what the author refers to as "visual sequencing" to teach students how to use SPSS.
This book is the best way to make the leap from SQL-92 to SQL:
1999, but it is much more than just a simple bridge between the
two. The latest from celebrated SQL experts Jim Melton and Alan
Simon, "SQL: 1999" is a comprehensive, eminently practical account
of SQL's latest incarnation and a potent distillation of the
details required to put it to work. Written to accommodate both
novice and experienced SQL users, "SQL: 1999" focuses on the
language's capabilities, from the basic to the advanced, and the
way that real applications take advantage of them. Throughout, the
authors illustrate features and techniques with clear and often
entertaining references to their own custom database, which can be
downloaded from the companion Web site.
For courses in Accounting Information Systems. Navigate the crossroads of accounting and IT. Kay/Ovlia is designed to assist students' journey as they explore the crossroads of accounting and IT-the very place where they'll learn how to gain a competitive edge in the accounting field. To help them on their journey, this text presents information on how to develop communication, leadership, strategic and critical thinking, a customer focus, an interpretation of converging information, and technological skills.
This book is an important outcome of the Fifth World Internet Conference. It provides a comprehensive account of the new trends and highlights of global Internet development over the past year, covering network infrastructure, information technology, digital economy, world internet media, cyber security, and international cyberspace governance. This year, the book improves the Global Internet Development Index System and adds more countries into the assessed list, in order to reflect more comprehensively, objectively and accurately the general situation of the world Internet development and thus to provide reference for all countries in promoting Internet development and governance.
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.
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
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.
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