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Books > Computing & IT > Computer software packages
In the digital economy, a new type of business activity, digital
entrepreneurship, has developed rapidly and required breakthrough
technologies such as blockchain, big data, cloud technologies, and
more. There is a need for a comprehensive resource that provides
all-encompassing insight into the essence, special aspects, models,
and international best practices of e-business based on various
digital technologies in various high-tech markets. Digital
Technologies for Entrepreneurship in Industry 4.0 provides
theoretical frameworks and recent results of research in this
sphere. It substantiates digital entrepreneurship, discusses the
practical experience of its implementation, and develops the
scientific and methodological recommendations for the development
of its infrastructural provision and regulation of provision of its
competitiveness. Covering topics such as investment attractiveness,
corporate reporting modernization, and public-private partnership
mechanisms, this premier reference source is an excellent resource
for entrepreneurs, business executives and managers, investors, IT
managers, students and faculty of higher education, researchers,
and academicians.
The topic of creativity has only been on the fringes of pedagogy as
it has been deemed either abstract or not measurable and therefore
non-standardizable for educational purposes. However, most
progressive educators from around the world used creativity as a
means for cultural reformation and as a means of social justice.
The focus of this edited book will be on culture and creativity.
Chapters will consider various topics related to creativity such as
- Is creativity cultural? How can creativity and culturally
relevant pedagogy go together? Given the current state of education
all over the world due to the Pandemic, topics related to
creativity and teaching remotely will also be featured. Teachers
often say one of two things - they are not creative or that they
don't have the time to be creative given the curricular,
administrative directions they are required to follow. However,
each day, teachers find exceptionally creative ways to engage their
students. Especially in the current situation of remote learning,
teachers are relying on their creativity to not only create
impactful lessons but also teach them creative lessons. While the
focus of this book will be around the topic of culture and
creativity, asking how it may be cultural; it will also cover a
wide range of topics related to creativity and pedagogy as noted in
the list of topics. Essentially, this book will ask if creativity
is cultural, what implications does this have in terms of
cultivating or teaching/learning creativity?
Featuring stunning concept art and visual details, this is the
first in the definitive series on the cinematics that bring World
of Warcraft vividly to life. World of Warcraft redefined online
gaming, and over the last fifteen years each new chapter has
delivered new and incredible cinematics. The Cinematic Art of World
of Warcraft goes behind the scenes with the Warcraft cinematic
team. With never-before-seen concept art and accounts of the
creative and technical process, this is the definitive visual
gallery of how countless artists brought the world of Azeroth to
life in incredible detail and motion.
Online high school education is challenging with limited resources
for teachers to turn to. In most cases, teachers rely on
trial-and-error. This research-based and practitioner-focused text
provides best practice techniques and utilizes analogies from
brick-and-mortar education to provide a conceptual framework to a
better understanding of how online education functions and how to
be engage students and how to build and maintain a positive digital
culture. This book provides real-world solutions to online and
hybrid educators. The aim of this is to train educators to develop
online culture, healthy and inclusive communication, and how to use
the online classroom environment in parallel or stand-alone with a
face-to-face classroom. Engagement strategies will be discussed as
well as the use of multi-tiered systems of support to engage
students. The desired impact is to increase learning, growth and to
prepare high school students for the next step in their academic
career.
Throughout the 1990s, artists experimented with game engine
technologies to disrupt our habitual relationships to video games.
They hacked, glitched, and dismantled popular first-person shooters
such as Doom (1993) and Quake (1996) to engage players in new kinds
of embodied activity. In Unstable Aesthetics: Game Engines and the
Strangeness of Art Modding, Eddie Lohmeyer investigates historical
episodes of art modding practices-the alteration of a game system's
existing code or hardware to generate abstract spaces-situated
around a recent archaeology of the game engine: software for
rendering two and three-dimensional gameworlds. The contemporary
artists highlighted throughout this book-Cory Arcangel, JODI,
Julian Oliver, Krista Hoefle, and Brent Watanabe, among others --
were attracted to the architectures of engines because they allowed
them to explore vital relationships among abstraction, technology,
and the body. Artists employed a range of modding
techniques-hacking the ROM chips on Nintendo cartridges to produce
experimental video, deconstructing source code to generate
psychedelic glitch patterns, and collaging together surreal
gameworlds-to intentionally dissect the engine's operations and
unveil illusions of movement within algorithmic spaces. Through key
moments in game engine history, Lohmeyer formulates a rich
phenomenology of video games by focusing on the liminal spaces of
interaction among system and body, or rather the strangeness of art
modding.
The use of digital images in today's modernized market is rapidly
increasing throughout organizations due to the prevalence of social
media and digital content. Companies who wish to distribute their
content over the internet face numerous security risks such as
copyright violation. Advanced methods for the protection and
security of digital data are constantly emerging, and up-to-date
research in this area is lacking. Advancements in Security and
Privacy Initiatives for Multimedia Images is a collection of
innovative research on the methods and applications of contemporary
techniques for the security and copyright protection of images and
their distribution. While highlighting topics including
simulation-based security, digital watermarking protocols, and
counterfeit prevention, this book is ideally designed for security
analysts, researchers, developers, programmers, academicians,
practitioners, students, executives, educators, and policymakers
seeking current research on modern security improvements for
multimedia images.
Bungie presents the Destiny Grimoire Anthology, a must-have
collectible lore compendium designed and assembled for Destiny's
devoted and enlightened scholars and lore lovers, as well as fans
of fantasy and science fiction storytelling. Until now, the myths,
mysteries, and machinations of the Destiny universe were found
hidden throughout the worlds-enticing threads that hinted at a
greater tapestry. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy. This volume illuminates a
facet of the world of Destiny, and challenges players' thoughts and
assumptions on what it means to be a Guardian, offering new and
differing perspectives on the cosmic war that rages between the
Traveler and its ancient enemies.
3D image reconstruction is used in many fields, such as medicine,
entertainment, and computer science. This highly demanded process
comes with many challenges, such as images becoming blurry by
atmospheric turbulence, getting snowed with noise, or becoming
damaged within foreign regions. It is imperative to remain
well-informed with the latest research in this field. Recent
Advances in 3D Imaging, Modeling, and Reconstruction is a
collection of innovative research on the methods and common
techniques of image reconstruction as well as the accuracy of these
methods. Featuring coverage on a wide range of topics such as ray
casting, holographic techniques, and machine learning, this
publication is ideally designed for graphic designers, computer
engineers, medical professionals, robotics engineers, city
planners, game developers, researchers, academicians, and students.
The COVID-19 pandemic caused educational institutions to close for
the safety of students and staff and to aid in prevention measures
around the world to slow the spread of the outbreak. Closures of
schools and the interruption of education affected billions of
enrolled students of all ages, leading to nearly the entire student
population to be impacted by these measures. Consequently, this
changed the educational landscape. Emergency remote education (ERE)
was put into practice to ensure the continuity of education and
caused the need to reinterpret pedagogical approaches. The crisis
revealed flaws within our education systems and exemplified how
unprepared schools were for the educational crisis both in K-12 and
higher education contexts. These shortcomings require further
research on education and emerging pedagogies for the future. The
Handbook of Research on Emerging Pedagogies for the Future of
Education: Trauma-Informed, Care, and Pandemic Pedagogy evaluates
the interruption of education, reports best-practices, identifies
the strengths and weaknesses of educational systems, and provides a
base for emerging pedagogies. The book provides an overview of
education in the new normal by distilling lessons learned and
extracting the knowledge and experience gained through the COVID-19
global crisis to better envision the emerging pedagogies for the
future of education. The chapters cover various subjects that
include mathematics, English, science, and medical education, and
span all schooling levels from preschool to higher education. The
target audience of this book will be composed of professionals,
researchers, instructional designers, decision-makers,
institutions, and most importantly, main-actors from the
educational landscape interested in interpreting the emerging
pedagogies and future of education due to the pandemic.
Learn the realities of being a Microsoft Office Specialist and
efficiently prepare for the Word Associate MO-100 Exam with a
single, comprehensive study guide MCA Microsoft Office Specialist
Study Guide Word Associate Exam MO-100 comprehensively prepares you
for the MO-100 Exam. Accomplished and experienced author Eric Butow
provides readers with a one-stop resource for learning the job
responsibilities of a Microsoft Office Specialist and succeeding on
the MO-100 Exam. The study guide is written in a straightforward
and practical style which, when combined with the companion online
Sybex resources, allows you to learn efficiently and effectively.
The online resources include hundreds of practice questions,
flashcards, and a glossary of key terms. In addition to preparing
you for the realities of the Microsoft Office Specialist job role,
this study guide covers all the subjects necessary to do well on
the certifying exam, including: Managing documents Inserting and
formatting text, paragraphs, and sections Managing tables and lists
Creating and managing references Inserting and formatting graphics
Managing document collaboration Perfect for anyone seeking to begin
a new career as a Microsoft Office Specialist, or simply wondering
what the job entails, the Study Guide also belongs on the bookshelf
of currently practicing professionals who want to brush up on the
fundamentals of their role.
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