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Books > Computing & IT > Computer software packages

Big Data - A Tutorial-Based Approach (Paperback): Nasir Raheem Big Data - A Tutorial-Based Approach (Paperback)
Nasir Raheem
R645 Discovery Miles 6 450 Ships in 12 - 17 working days

Big Data: A Tutorial-Based Approach explores the tools and techniques used to bring about the marriage of structured and unstructured data. It focuses on Hadoop Distributed Storage and MapReduce Processing by implementing (i) Tools and Techniques of Hadoop Eco System, (ii) Hadoop Distributed File System Infrastructure, and (iii) efficient MapReduce processing. The book includes Use Cases and Tutorials to provide an integrated approach that answers the 'What', 'How', and 'Why' of Big Data. Features Identifies the primary drivers of Big Data Walks readers through the theory, methods and technology of Big Data Explains how to handle the 4 V's of Big Data in order to extract value for better business decision making Shows how and why data connectors are critical and necessary for Agile text analytics Includes in-depth tutorials to perform necessary set-ups, installation, configuration and execution of important tasks Explains the command line as well as GUI interface to a powerful data exchange tool between Hadoop and legacy r-dbms databases

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover)
Thorsten Quandt, Rachel Kowert
R4,046 Discovery Miles 40 460 Ships in 12 - 17 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Comics - An Introduction (Paperback): Harriet E. H. Earle Comics - An Introduction (Paperback)
Harriet E. H. Earle
R770 Discovery Miles 7 700 Ships in 12 - 17 working days

Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes. The book uses a variety of examples to show the rich history as well as the current cultural relevance and significance of Comics. Taking a broadly global approach, Harriet Earle discusses the history and development of the form internationally, as well as how to navigate comics as a new way of reading. Earle also pushes beyond the book to lay out the ways that fans engage with their comics of choice - and how this can impact the industry. She also analyses how Comics can work for social change and political comment. Discussing journalism and life writing, she examines how the coming together of word and image gives us new ways to discuss our world and ourselves. A glossary and further reading section help those new to Comics solidify their understanding and further their exploration of this dynamic and growing field.

Comics - An Introduction (Hardcover): Harriet E. H. Earle Comics - An Introduction (Hardcover)
Harriet E. H. Earle
R2,929 Discovery Miles 29 290 Ships in 12 - 17 working days

Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes. The book uses a variety of examples to show the rich history as well as the current cultural relevance and significance of Comics. Taking a broadly global approach, Harriet Earle discusses the history and development of the form internationally, as well as how to navigate comics as a new way of reading. Earle also pushes beyond the book to lay out the ways that fans engage with their comics of choice - and how this can impact the industry. She also analyses how Comics can work for social change and political comment. Discussing journalism and life writing, she examines how the coming together of word and image gives us new ways to discuss our world and ourselves. A glossary and further reading section help those new to Comics solidify their understanding and further their exploration of this dynamic and growing field.

Digital Icons - Memes, Martyrs and Avatars (Hardcover): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Hardcover)
Yasmin Ibrahim
R3,907 Discovery Miles 39 070 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.

Computer Graphics Through OpenGL (R) - From Theory to Experiments (Hardcover, 4th edition): Sumanta Guha Computer Graphics Through OpenGL (R) - From Theory to Experiments (Hardcover, 4th edition)
Sumanta Guha
R3,399 Discovery Miles 33 990 Ships in 12 - 17 working days

Includes a new chapter on WebGL Covers the foundations of 3D computer graphics, including animation, visual techniques, and 3D modeling Provides comprehensive coverage of OpenGL (R) 4.3, including the GLSL and vertex, fragment, tessellation, and geometry shaders Includes 170 programs with 250 experiments based on them Contains 650 exercises, 100 worked examples, and 600 four-color illustrations Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

Zoom For Dummies (Paperback): P. Simon Zoom For Dummies (Paperback)
P. Simon
R632 R458 Discovery Miles 4 580 Save R174 (28%) Ships in 9 - 15 working days

Zoom into the new world of remote collaboration While a worldwide pandemic may have started the Zoom revolution, the convenience of remote meetings is here to stay. Zoom For Dummies takes you from creating meetings on the platform to running global webinars. Along the way you'll learn how to expand your remote collaboration options, record meetings for future review, and even make scheduling a meeting through your other apps a one-click process. Take in all the advice or zoom to the info you need - it's all there! Discover how to set up meetings Share screens and files Keep your meetings secure Add Zoom hardware to your office Get tips for using Zoom as a social tool Award-winning author Phil Simon takes you beyond setting up and sharing links for meetings to show how Zoom can transform your organization and the way you work.

Statistical Analysis of Questionnaires - A Unified Approach Based on R and Stata (Paperback): Francesco Bartolucci, Silvia... Statistical Analysis of Questionnaires - A Unified Approach Based on R and Stata (Paperback)
Francesco Bartolucci, Silvia Bacci, Michela Gnaldi
R1,397 Discovery Miles 13 970 Ships in 12 - 17 working days

Statistical Analysis of Questionnaires: A Unified Approach Based on R and Stata presents special statistical methods for analyzing data collected by questionnaires. The book takes an applied approach to testing and measurement tasks, mirroring the growing use of statistical methods and software in education, psychology, sociology, and other fields. It is suitable for graduate students in applied statistics and psychometrics and practitioners in education, health, and marketing. The book covers the foundations of classical test theory (CTT), test reliability, validity, and scaling as well as item response theory (IRT) fundamentals and IRT for dichotomous and polytomous items. The authors explore the latest IRT extensions, such as IRT models with covariates, multidimensional IRT models, IRT models for hierarchical and longitudinal data, and latent class IRT models. They also describe estimation methods and diagnostics, including graphical diagnostic tools, parametric and nonparametric tests, and differential item functioning. Stata and R software codes are included for each method. To enhance comprehension, the book employs real datasets in the examples and illustrates the software outputs in detail. The datasets are available on the authors' web page.

Exploring Roguelike Games (Paperback): John Harris Exploring Roguelike Games (Paperback)
John Harris
R1,522 Discovery Miles 15 220 Ships in 12 - 17 working days

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author's enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon's Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

Practical Vim (Paperback, 2nd Revised edition): Drew Neil Practical Vim (Paperback, 2nd Revised edition)
Drew Neil
R816 R532 Discovery Miles 5 320 Save R284 (35%) Ships in 12 - 17 working days

Vim is a fast and efficient text editor that will make you a faster and more efficient developer. It's available on almost every OS, and if you master the techniques in this book, you'll never need another text editor. In more than 120 Vim tips, you'll quickly learn the editor's core functionality and tackle your trickiest editing and writing tasks. This beloved bestseller has been revised and updated to Vim 7.4 and includes two brand-new tips and five fully revised tips.A highly configurable, cross-platform text editor, Vim is a serious tool for programmers, web developers, and sysadmins who want to raise their game. No other text editor comes close to Vim for speed and efficiency; it runs on almost every system imaginable and supports most coding and markup languages.Learn how to edit text the "Vim way": complete a series of repetitive changes with The Dot Formula using one keystroke to strike the target, followed by one keystroke to execute the change. Automate complex tasks by recording your keystrokes as a macro. Discover the "very magic" switch that makes Vim's regular expression syntax more like Perl's. Build complex patterns by iterating on your search history. Search inside multiple files, then run Vim's substitute command on the result set for a project-wide search and replace. All without installing a single plugin! Two new tips explain how to run multiple ex commands as a batch and autocomplete sequences of words."Practical Vim, Second Edition" will show you new ways to work with Vim 7.4 more efficiently, whether you're a beginner or an intermediate Vim user. All this, without having to touch the mouse.What You Need: Vim version 7.4

Graphics and GUIs with MATLAB (Paperback, 3rd edition): Patrick Marchand, O. Holland Graphics and GUIs with MATLAB (Paperback, 3rd edition)
Patrick Marchand, O. Holland
R2,152 Discovery Miles 21 520 Ships in 9 - 15 working days

MATLAB®, now the industry-standard engineering language for computation, analysis, and visualization, continues to evolve in its capabilities. Version 6.x incorporated several major improvements, including significant enhancements to its graphics features, such as transparencies, increased 3-D visualization, and an improved rendering engine.

The bestselling Graphics and GUIs with MATLAB has been fully revised to reflect MATLAB version 6. The third edition also features a number of improvements in both content and organization that ensure its readers get the optimum level of detail and best possible instruction.

New in the Third Edition:

· Full updates that reflect MATLAB 6.x enhancements
· Expanded discussions on 2-D and 3-D graphics
· New chapters on good GUI design and data visualization techniques
· Volume visualizations
· Updated language commands
· Deeper coverage of programming techniques, such as data structures and callback techniques
· Exercises in each chapter
· Additional examples and updated illustrations

Graphics and GUIs with MATLAB, Third Edition retains the comprehensible, almost conversational tutorial style that made its predecessors so popular but offers a streamlined organization and deeper coverage that make this edition an even better way to acquire or increase proficiency in using MATLAB to its fullest graphics capabilities.

Automated Data Analysis Using Excel (Hardcover, 2nd edition): Brian D. Bissett Automated Data Analysis Using Excel (Hardcover, 2nd edition)
Brian D. Bissett
R5,144 Discovery Miles 51 440 Ships in 12 - 17 working days

This new edition covers some of the key topics relating to the latest version of MS Office through Excel 2019, including the creation of custom ribbons by injecting XML code into Excel Workbooks and how to link Excel VBA macros to customize ribbon objects. It now also provides examples in using ADO, DAO, and SQL queries to retrieve data from databases for analysis. Operations such as fully automated linear and non-linear curve fitting, linear and non-linear mapping, charting, plotting, sorting, and filtering of data have been updated to leverage the newest Excel VBA object models. The text provides examples on automated data analysis and the preparation of custom reports suitable for legal archiving and dissemination. Functionality Demonstrated in This Edition Includes: Find and extract information raw data files Format data in color (conditional formatting) Perform non-linear and linear regressions on data Create custom functions for specific applications Generate datasets for regressions and functions Create custom reports for regulatory agencies Leverage email to send generated reports Return data to Excel using ADO, DAO, and SQL queries Create database files for processed data Create tables, records, and fields in databases Add data to databases in fields or records Leverage external computational engines Call functions in MATLAB (R) and Origin (R) from Excel

The Aesthetics of Videogames (Paperback): Jon Robson, Grant Tavinor The Aesthetics of Videogames (Paperback)
Jon Robson, Grant Tavinor
R1,260 Discovery Miles 12 600 Ships in 12 - 17 working days

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Code Complete - A Practical Handbook of Software Construction (Paperback, 2nd edition): Steve C. McConnell Code Complete - A Practical Handbook of Software Construction (Paperback, 2nd edition)
Steve C. McConnell
R1,266 R1,107 Discovery Miles 11 070 Save R159 (13%) In Stock

Widely considered one of the best practical guides to programming, Steve McConnell's original CODE COMPLETE has been helping developers write better software for more than a decade. Now this classic book has been fully updated and revised with leading-edge practices--and hundreds of new code samples--illustrating the art and science of software construction. Capturing the body of knowledge available from research, academia, and everyday commercial practice, McConnell synthesizes the most effective techniques and must-know principles into clear, pragmatic guidance. No matter what your experience level, development environment, or project size, this book will inform and stimulate your thinking--and help you build the highest quality code. Discover the timeless techniques and strategies that help you: Design for minimum complexity and maximum creativity Reap the benefits of collaborative development Apply defensive programming techniques to reduce and flush out errors Exploit opportunities to refactor--or evolve--code, and do it safely Use construction practices that are right-weight for your project Debug problems quickly and effectively Resolve critical construction issues early and correctly Build quality into the beginning, middle, and end of your project

Statistical Studies of Income, Poverty and Inequality in Europe - Computing and Graphics in R using EU-SILC (Paperback):... Statistical Studies of Income, Poverty and Inequality in Europe - Computing and Graphics in R using EU-SILC (Paperback)
Nicholas T. Longford
R1,404 Discovery Miles 14 040 Ships in 12 - 17 working days

There is no shortage of incentives to study and reduce poverty in our societies. Poverty is studied in economics and political sciences, and population surveys are an important source of information about it. The design and analysis of such surveys is principally a statistical subject matter and the computer is essential for their data compilation and processing. Focusing on The European Union Statistics on Income and Living Conditions (EU-SILC), a program of annual national surveys which collect data related to poverty and social exclusion, Statistical Studies of Income, Poverty and Inequality in Europe: Computing and Graphics in R presents a set of statistical analyses pertinent to the general goals of EU-SILC. The contents of the volume are biased toward computing and statistics, with reduced attention to economics, political and other social sciences. The emphasis is on methods and procedures as opposed to results, because the data from annual surveys made available since publication and in the near future will degrade the novelty of the data used and the results derived in this volume. The aim of this volume is not to propose specific methods of analysis, but to open up the analytical agenda and address the aspects of the key definitions in the subject of poverty assessment that entail nontrivial elements of arbitrariness. The presented methods do not exhaust the range of analyses suitable for EU-SILC, but will stimulate the search for new methods and adaptation of established methods that cater to the identified purposes.

Comics and Videogames - From Hybrid Medialities to Transmedia Expansions (Hardcover): Andreas Rauscher, Daniel Stein, Jan-Noel... Comics and Videogames - From Hybrid Medialities to Transmedia Expansions (Hardcover)
Andreas Rauscher, Daniel Stein, Jan-Noel Thon
R4,073 Discovery Miles 40 730 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.

AAD Algorithms-Aided Design (Paperback, 14th edition): Arturo Tedeschi AAD Algorithms-Aided Design (Paperback, 14th edition)
Arturo Tedeschi
R1,280 Discovery Miles 12 800 Ships in 9 - 15 working days

Algorithmic design is not simply the use of computer to design architecture and objects. Algorithms allow designers to overcome the limitations of traditional CAD software and 3D modelers, reaching a level of complexity and control which is beyond the human manual ability. Algorithms-Aided Design presents design methods based on the use of Grasshopper (R), a visual algorithm editor tightly integrated with Rhinoceros (R), the 3D modeling software by McNeel & Associates allowing users to explore accurate freeform shapes. The book provides computational techniques to develop and control complex geometries, covering parametric modeling, digital fabrication techniques, form-finding strategies, environmental analysis and structural optimization. It also features case studies and contributions by researchers and designers from world's most influential universities and leading architecture firms.

From Business Strategy to Information Technology Roadmap - A Practical Guide for Executives and Board Members (Hardcover, New):... From Business Strategy to Information Technology Roadmap - A Practical Guide for Executives and Board Members (Hardcover, New)
Tiffany Pham, David K. Pham, Andrew Pham
R1,254 Discovery Miles 12 540 Ships in 9 - 15 working days

Whether you are a CEO, CFO, board member, or an IT executive, From Business Strategy to Information Technology Roadmap: A Practical Guide for Executives and Board Members lays out a practical, how-to approach to identifying business strategies and creating value-driven technology roadmaps in your organization. Unlike many other books on the subject, you will not find theories or grandiose ideas here. This book uses numerous examples, illustrations, and case studies to show you how to solve the real-world problems that business executives and technology leaders face on a day-to-day basis. Filled with actionable advice you can use immediately, the authors introduce Agile and the Lean mindset in a manner that the people in your business and technology departments can easily understand. Ideal for executives in both the commercial and nonprofit sectors, it includes two case studies: one about a commercial family business that thrived to become a multi-million-dollar company and the other about a nonprofit association based in New York City that fights against child illiteracy.

The Digital Gaming Handbook (Paperback): Roberto Dillon The Digital Gaming Handbook (Paperback)
Roberto Dillon
R1,881 Discovery Miles 18 810 Ships in 12 - 17 working days

The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Videogames and Agency (Hardcover): Bettina Bodi Videogames and Agency (Hardcover)
Bettina Bodi
R3,770 Discovery Miles 37 700 Ships in 12 - 17 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Evolutionary Psychology and Digital Games - Digital Hunter-Gatherers (Paperback): Johannes Breuer, Daniel Pietschmann, Benny... Evolutionary Psychology and Digital Games - Digital Hunter-Gatherers (Paperback)
Johannes Breuer, Daniel Pietschmann, Benny Liebold, Benjamin P. Lange
R1,262 Discovery Miles 12 620 Ships in 12 - 17 working days

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in psychology, anthropology, media studies and communication as well as video game designers who are interested in learning more about the evolutionary roots of player behaviors and experiences.

Computer Simulation - A Foundational Approach Using Python (Paperback): Yahya Esmail Osais Computer Simulation - A Foundational Approach Using Python (Paperback)
Yahya Esmail Osais
R1,484 Discovery Miles 14 840 Ships in 12 - 17 working days

Computer simulation is an effective and popular universal tool that can be applied to almost all disciplines. Requiring only basic knowledge of programming, mathematics, and probability theory, Computer Simulation: A Foundational Approach Using Python takes a hands-on approach to programming to introduce the fundamentals of computer simulation. The main target of the book is computer science and engineering students who are interested mainly in directly applying the techniques to their research problems. The book will be of great interest to senior undergraduate and starting graduate students in the fields of computer science and engineering and industrial engineering.

Nature-Inspired Computing - Physics and Chemistry-Based Algorithms (Paperback): Hojjat Adeli, Nazmul H. Siddique Nature-Inspired Computing - Physics and Chemistry-Based Algorithms (Paperback)
Hojjat Adeli, Nazmul H. Siddique
R1,469 Discovery Miles 14 690 Ships in 12 - 17 working days

Nature-Inspired Computing: Physics and Chemistry-Based Algorithms provides a comprehensive introduction to the methodologies and algorithms in nature-inspired computing, with an emphasis on applications to real-life engineering problems. The research interest for Nature-inspired Computing has grown considerably exploring different phenomena observed in nature and basic principles of physics, chemistry, and biology. The discipline has reached a mature stage and the field has been well-established. This endeavour is another attempt at investigation into various computational schemes inspired from nature, which are presented in this book with the development of a suitable framework and industrial applications. Designed for senior undergraduates, postgraduates, research students, and professionals, the book is written at a comprehensible level for students who have some basic knowledge of calculus and differential equations, and some exposure to optimization theory. Due to the focus on search and optimization, the book is also appropriate for electrical, control, civil, industrial and manufacturing engineering, business, and economics students, as well as those in computer and information sciences. With the mathematical and programming references and applications in each chapter, the book is self-contained, and can also serve as a reference for researchers and scientists in the fields of system science, natural computing, and optimization.

Introduction to Software Engineering (Paperback, 2nd edition): Ronald J. Leach Introduction to Software Engineering (Paperback, 2nd edition)
Ronald J. Leach
R1,437 Discovery Miles 14 370 Ships in 12 - 17 working days

Practical Guidance on the Efficient Development of High-Quality Software Introduction to Software Engineering, Second Edition equips students with the fundamentals to prepare them for satisfying careers as software engineers regardless of future changes in the field, even if the changes are unpredictable or disruptive in nature. Retaining the same organization as its predecessor, this second edition adds considerable material on open source and agile development models. The text helps students understand software development techniques and processes at a reasonably sophisticated level. Students acquire practical experience through team software projects. Throughout much of the book, a relatively large project is used to teach about the requirements, design, and coding of software. In addition, a continuing case study of an agile software development project offers a complete picture of how a successful agile project can work. The book covers each major phase of the software development life cycle, from developing software requirements to software maintenance. It also discusses project management and explains how to read software engineering literature. Three appendices describe software patents, command-line arguments, and flowcharts.

Forms and Functions of Endings in Narrative Digital Games (Hardcover): Michelle Herte Forms and Functions of Endings in Narrative Digital Games (Hardcover)
Michelle Herte
R4,073 Discovery Miles 40 730 Ships in 12 - 17 working days

This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media - such as novels or movies - they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story's finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player's effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.

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