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Books > Computing & IT > Computer software packages

Zoom For Dummies (Paperback): P. Simon Zoom For Dummies (Paperback)
P. Simon
R496 Discovery Miles 4 960 Ships in 12 - 17 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.

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

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.

Hearthstone: Innkeeper's Tavern Cookbook (Hardcover): Chelsea Monroe-Cassel Hearthstone: Innkeeper's Tavern Cookbook (Hardcover)
Chelsea Monroe-Cassel 1
R529 R434 Discovery Miles 4 340 Save R95 (18%) Ships in 9 - 15 working days

A compendium of sweet and savoury recipes inspired by Blizzard's hit online card game, Hearthstone: Heroes of Warcraft. Featuring a dynamic in-world design, this fun and engaging cookbook is an exciting follow-up to World of Warcraft: The Official Cookbook. Including food pairings for each dish and tips on adapting meals to specific diets, this portable little cookbook is the perfect culinary guide for weary travellers from Azeroth and beyond.

Forms and Functions of Endings in Narrative Digital Games (Hardcover): Michelle Herte Forms and Functions of Endings in Narrative Digital Games (Hardcover)
Michelle Herte
R3,926 Discovery Miles 39 260 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.

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.

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.

Adobe Creative Cloud Classroom in a Book - Design Software Foundations with Adobe Creative Cloud (Paperback): Joseph Labrecque Adobe Creative Cloud Classroom in a Book - Design Software Foundations with Adobe Creative Cloud (Paperback)
Joseph Labrecque
R1,320 Discovery Miles 13 200 Ships in 12 - 17 working days

Your Adobe Creative Cloud subscription delivers a breathtaking collection of state-of-the-art creativity tools-for web, print, video, interactive, digital marketing, UX/UI design, and more. With so much power, where do you start? If you're familiar with one or two of Adobe's tools, how do you extend your knowledge to make the most of the entire Creative Cloud, choose the right tool for each job, and do amazing work? Start right here, with the only classroom-proven guide to the entire Adobe Creative Cloud suite: Adobe Creative Cloud Classroom in a Book. Authored by leading designer and instructor Joseph Labrecque, this guide reflects his experience teaching hundreds of students at the University of Colorado Boulder College of Media, Communication & Information. Each chapter combines an overview of a Creative Cloud app with well-crafted hands-on practice. Labrecque introduces the software, explains essential concepts and design principles surrounding its use, guides you through basic tools and workflows, and then walks you through executing a project from beginning to end. You'll learn how each tool works in real life, and how to apply design concepts and theory in your own creative practice. Labrecque introduces the fundamentals of Creative Cloud for both desktop and mobile, Creative Cloud Express, and all these skills: Cloud-based photography with Lightroom Raster image compositing with Photoshop Vector graphics design with Illustrator Page layout management with InDesign Prototyping for screens with Adobe XD 3D rendering with Dimension Audio content production with Audition Video content sequencing with Premiere Pro Motion graphics compositing with After Effects Live performance capture with Character Animator Interactive content animation with Animate

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.

Destruction, Ethics, and Intergalactic Love - Exploring Y: The Last Man and Saga (Hardcover): Peter Admirand Destruction, Ethics, and Intergalactic Love - Exploring Y: The Last Man and Saga (Hardcover)
Peter Admirand
R3,781 Discovery Miles 37 810 Ships in 12 - 17 working days

This book offers a creative and accessible exploration of two comic book series: Y: The Last Man and Saga It examines themes pertinent to the 21st century and its challenges, such as those of diversity and religious pluralism, issues of gender and war, heroes and moral failures, and forgiveness and seeking justice Through close interdisciplinary reading and personal narratives, the author delves into the complex worlds of Y and Saga in search of an ethics, meaning, and a path resonant with real world struggles Reading these works side-by-side, the analysis draws parallels and seeks common themes around four central ideas: seeking and making meaning in a meaningless world; love and parenting through oppression and grief; peacefulness when surrounded by violence; and the perils and hopes of diversity and communion This timely, attentive, and thoughtful study will resonate with scholars and students of comic studies, media and cultural studies, philosophy, theology, literature, psychology, and popular culture studies

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.

Introduction to Time Series Modeling with Applications in R - with Applications in R (Hardcover, 2nd edition): Genshiro Kitagawa Introduction to Time Series Modeling with Applications in R - with Applications in R (Hardcover, 2nd edition)
Genshiro Kitagawa
R3,657 Discovery Miles 36 570 Ships in 12 - 17 working days

Praise for the first edition: [This book] reflects the extensive experience and significant contributions of the author to non-linear and non-Gaussian modeling. ... [It] is a valuable book, especially with its broad and accessible introduction of models in the state-space framework. -Statistics in Medicine What distinguishes this book from comparable introductory texts is the use of state-space modeling. Along with this come a number of valuable tools for recursive filtering and smoothing, including the Kalman filter, as well as non-Gaussian and sequential Monte Carlo filters. -MAA Reviews Introduction to Time Series Modeling with Applications in R, Second Edition covers numerous stationary and nonstationary time series models and tools for estimating and utilizing them. The goal of this book is to enable readers to build their own models to understand, predict and master time series. The second edition makes it possible for readers to reproduce examples in this book by using the freely available R package TSSS to perform computations for their own real-world time series problems. This book employs the state-space model as a generic tool for time series modeling and presents the Kalman filter, the non-Gaussian filter and the particle filter as convenient tools for recursive estimation for state-space models. Further, it also takes a unified approach based on the entropy maximization principle and employs various methods of parameter estimation and model selection, including the least squares method, the maximum likelihood method, recursive estimation for state-space models and model selection by AIC. Along with the standard stationary time series models, such as the AR and ARMA models, the book also introduces nonstationary time series models such as the locally stationary AR model, the trend model, the seasonal adjustment model, the time-varying coefficient AR model and nonlinear non-Gaussian state-space models. About the Author: Genshiro Kitagawa is a project professor at the University of Tokyo, the former Director-General of the Institute of Statistical Mathematics, and the former President of the Research Organization of Information and Systems.

The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR (Paperback, 2013): Jon Peddie The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR (Paperback, 2013)
Jon Peddie
R1,059 Discovery Miles 10 590 Ships in 12 - 17 working days

If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, "How do they do that?", then you've experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today's tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.

Finite Element Analysis of Rotating Beams - Physics Based Interpolation (Hardcover, 1st ed. 2017): Ranjan Ganguli Finite Element Analysis of Rotating Beams - Physics Based Interpolation (Hardcover, 1st ed. 2017)
Ranjan Ganguli
R4,795 R3,730 Discovery Miles 37 300 Save R1,065 (22%) Ships in 12 - 17 working days

This book addresses the solution of rotating beam free-vibration problems using the finite element method. It provides an introduction to the governing equation of a rotating beam, before outlining the solution procedures using Rayleigh-Ritz, Galerkin and finite element methods. The possibility of improving the convergence of finite element methods through a judicious selection of interpolation functions, which are closer to the problem physics, is also addressed. The book offers a valuable guide for students and researchers working on rotating beam problems - important engineering structures used in helicopter rotors, wind turbines, gas turbines, steam turbines and propellers - and their applications. It can also be used as a textbook for specialized graduate and professional courses on advanced applications of finite element analysis.

Understanding Regression Analysis - A Conditional Distribution Approach (Hardcover): Peter H. Westfall, Andrea L. Arias Understanding Regression Analysis - A Conditional Distribution Approach (Hardcover)
Peter H. Westfall, Andrea L. Arias
R3,665 Discovery Miles 36 650 Ships in 12 - 17 working days

Understanding Regression Analysis unifies diverse regression applications including the classical model, ANOVA models, generalized models including Poisson, Negative binomial, logistic, and survival, neural networks, and decision trees under a common umbrella -- namely, the conditional distribution model. It explains why the conditional distribution model is the correct model, and it also explains (proves) why the assumptions of the classical regression model are wrong. Unlike other regression books, this one from the outset takes a realistic approach that all models are just approximations. Hence, the emphasis is to model Nature's processes realistically, rather than to assume (incorrectly) that Nature works in particular, constrained ways. Key features of the book include: Numerous worked examples using the R software Key points and self-study questions displayed "just-in-time" within chapters Simple mathematical explanations ("baby proofs") of key concepts Clear explanations and applications of statistical significance (p-values), incorporating the American Statistical Association guidelines Use of "data-generating process" terminology rather than "population" Random-X framework is assumed throughout (the fixed-X case is presented as a special case of the random-X case) Clear explanations of probabilistic modelling, including likelihood-based methods Use of simulations throughout to explain concepts and to perform data analyses This book has a strong orientation towards science in general, as well as chapter-review and self-study questions, so it can be used as a textbook for research-oriented students in the social, biological and medical, and physical and engineering sciences. As well, its mathematical emphasis makes it ideal for a text in mathematics and statistics courses. With its numerous worked examples, it is also ideally suited to be a reference book for all scientists.

R Visualizations - Derive Meaning from Data (Hardcover): David Gerbing R Visualizations - Derive Meaning from Data (Hardcover)
David Gerbing
R2,324 Discovery Miles 23 240 Ships in 12 - 17 working days

R Visualizations: Derive Meaning from Data focuses on one of the two major topics of data analytics: data visualization, a.k.a., computer graphics. In the book, major R systems for visualization are discussed, organized by topic and not by system. Anyone doing data analysis will be shown how to use R to generate any of the basic visualizations with the R visualization systems. Further, this book introduces the author's lessR system, which always can accomplish a visualization with less coding than the use of other systems, sometimes dramatically so, and also provides accompanying statistical analyses. Key Features Presents thorough coverage of the leading R visualization system, ggplot2. Gives specific guidance on using base R graphics to attain visualizations of the same quality as those provided by ggplot2. Shows how to create a wide range of data visualizations: distributions of categorical and continuous variables, many types of scatterplots including with a third variable, time series, and maps. Inclusion of the various approaches to R graphics organized by topic instead of by system. Presents the recent work on interactive visualization in R. David W. Gerbing received his PhD from Michigan State University in 1979 in quantitative analysis, and currently is a professor of quantitative analysis in the School of Business at Portland State University. He has published extensively in the social and behavioral sciences with a focus on quantitative methods. His lessR package has been in development since 2009.

Advanced Spatial Modeling with Stochastic Partial Differential Equations Using R and INLA (Paperback): Elias Krainski, Virgilio... Advanced Spatial Modeling with Stochastic Partial Differential Equations Using R and INLA (Paperback)
Elias Krainski, Virgilio Gomez-Rubio, Haakon Bakka, Amanda Lenzi, Daniela Castro-Camilo, …
R1,441 Discovery Miles 14 410 Ships in 12 - 17 working days

Modeling spatial and spatio-temporal continuous processes is an important and challenging problem in spatial statistics. Advanced Spatial Modeling with Stochastic Partial Differential Equations Using R and INLA describes in detail the stochastic partial differential equations (SPDE) approach for modeling continuous spatial processes with a Matern covariance, which has been implemented using the integrated nested Laplace approximation (INLA) in the R-INLA package. Key concepts about modeling spatial processes and the SPDE approach are explained with examples using simulated data and real applications. This book has been authored by leading experts in spatial statistics, including the main developers of the INLA and SPDE methodologies and the R-INLA package. It also includes a wide range of applications: * Spatial and spatio-temporal models for continuous outcomes * Analysis of spatial and spatio-temporal point patterns * Coregionalization spatial and spatio-temporal models * Measurement error spatial models * Modeling preferential sampling * Spatial and spatio-temporal models with physical barriers * Survival analysis with spatial effects * Dynamic space-time regression * Spatial and spatio-temporal models for extremes * Hurdle models with spatial effects * Penalized Complexity priors for spatial models All the examples in the book are fully reproducible. Further information about this book, as well as the R code and datasets used, is available from the book website at http://www.r-inla.org/spde-book. The tools described in this book will be useful to researchers in many fields such as biostatistics, spatial statistics, environmental sciences, epidemiology, ecology and others. Graduate and Ph.D. students will also find this book and associated files a valuable resource to learn INLA and the SPDE approach for spatial modeling.

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NES/Famicom: a visual compendium
Bitmap Books Hardcover R1,285 Discovery Miles 12 850
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Hossein Bidgoli Paperback R1,129 R1,019 Discovery Miles 10 190

 

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