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Books > Computing & IT > Computer software packages
Understanding the adoption, diffusion, and transfer of technology in the marketplace is vital for the success of any organization. Knowledge and Technology Adoption, Diffusion, and Transfer: International Perspectives is filled with original scientific and quality research articles on management information systems, technology diffusion, and business systems application aspects of e-commerce, e-government, and mobile application. As a forum of multi-disciplinary and interdisciplinary dialogue, it addresses research on all aspects of innovation diffusion in the field of business computing technologies and their past, present, and future use. This title serves as a vital source of information for researchers and practitioners alike.
When the new medium of CD-ROMs emerged, industry figures and critics alike proclaimed their virtually unlimited potential. Adapting material from well-established media like television and film, CD-ROMs have quickly transformed genres such as science fiction and horror. At the same time, the realities of actual CD-ROMs often fall short of their utopian visions. On a Silver Platter marks a "coming of age" for CD-ROMs as a commercially and aesthetically significant medium demanding critical attention. Greg Smith brings together media scholars such as Lisa Cartwright, Henry Jenkins, Janet Murray, and Scott Bukatman to analyze how CD-ROMs offer alternatives to familiar places--to museums, to cities, and especially to classrooms. Examining specific CD-ROM titles, including, Sim City, Civilization, and Phantasmagoria, the contributors argue that CD-ROMs are complex texts worthy of close consideration, both for how they have changed our understanding of space and genre, and for how they will impact the development of future media. By examining particular CD-ROM texts and contexts, On a Silver Platter probes this new medium for insight and understanding into the current state of multimedia and into the future of technology.
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.
Since previously published intellectual property law and business research discusses institutional analyses without interdisciplinary insights by technical experts, and technical references tend to concern engineering solutions without considering the social impact of institutional protection of multimedia digital information, there is a growing demand for a resource that bridges the gap between multimedia intellectual property protection law and technology. Intellectual Property Protection for Multimedia Information Technology provides scholars, management professionals, researchers, and lawyers in the field of multimedia information technology and its institutional practice with thorough coverage of the full range of issues surrounding multimedia intellectual property protection and its proper solutions from institutional, technical, and legal perspectives.
This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.
Marking the 30th anniversary of the European Conference on Modelling and Simulation (ECMS), this inspirational text/reference reviews significant advances in the field of modelling and simulation, as well as key applications of simulation in other disciplines. The broad-ranging volume presents contributions from a varied selection of distinguished experts chosen from high-impact keynote speakers and best paper winners from the conference, including a Nobel Prize recipient, and the first president of the European Council for Modelling and Simulation (also abbreviated to ECMS). This authoritative book will be of great value to all researchers working in the field of modelling and simulation, in addition to scientists from other disciplines who make use of modelling and simulation approaches in their work.
Agent technology has recently become one of the most vibrant and fastest growing areas in information technology. And advanced digital communicatiion is a central enabling technology for the coming information society. So software agents and their exploitation for future communication systems are attracting particular attention from the research and development community as well as from economic and user communities interested in everyday private and professional digital communication applications. This monograph-like anthology is the first systematic introduction to software agents and future communication systems. Fifteen coherently written chapters by leading software agent researchers provide complementary coverage of the relevant issues. Multi-agent systems and mobile agent approaches are presented in a well-balanced way and applied to most important topics in future communication systems. In addition, the volume editors have provided a detailed introductory survey chapters.
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success.
This book covers original research and the latest advances in symbolic, algebraic and geometric computation; computational methods for differential and difference equations, symbolic-numerical computation; mathematics software design and implementation; and scientific and engineering applications based on features, invited talks, special sessions and contributed papers presented at the 9th (in Fukuoka, Japan in 2009) and 10th (in Beijing China in 2012) Asian Symposium on Computer Mathematics (ASCM). Thirty selected and refereed articles in the book present the conference participants' ideas and views on researching mathematics using computers.
This book is a comprehensive guide to qualitative comparative analysis (QCA) using R. Using Boolean algebra to implement principles of comparison used by scholars engaged in the qualitative study of macro social phenomena, QCA acts as a bridge between the quantitative and the qualitative traditions. The QCA package for R, created by the author, facilitates QCA within a graphical user interface. This book provides the most current information on the latest version of the QCA package, which combines written commands with a cross-platform interface. Beginning with a brief introduction to the concept of QCA, this book moves from theory to calibration, from analysis to factorization, and hits on all the key areas of QCA in between. Chapters one through three are introductory, familiarizing the reader with R, the QCA package, and elementary set theory. The next few chapters introduce important applications of the package beginning with calibration, analysis of necessity, analysis of sufficiency, parameters of fit, negation and factorization, and the construction of Venn diagrams. The book concludes with extensions to the classical package, including temporal applications and panel data. Providing a practical introduction to an increasingly important research tool for the social sciences, this book will be indispensable for students, scholars, and practitioners interested in conducting qualitative research in political science, sociology, business and management, and evaluation studies.
The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances, researchers can further optimize the various opportunities that technology provides. The Handbook of Research on Human Development in the Digital Age is a pivotal reference source presenting the latest scholarly research on the impact of technology on the population through different theories and perspectives. Featuring extensive coverage on a broad range of topics such as cyberbullying, mobile technology, and social skills development, this publication is ideally designed for academicians, researchers, and practitioners seeking current research on new trends in technology that impact society.
The advancement of computing and communication technologies have profoundly accelerated the development and deployment of complex enterprise systems, creating an importance in its implementation across corporate and industrial organizations worldwide.""The Handbook of Research on Enterprise Systems"" addresses the field of enterprise systems with more breadth and depth than any other resource, covering progressive technologies, leading theories, and advanced applications. Comprising over 25 articles from 47 expert authors from around the globe, this exhaustive collection of highly developed research extends the field of enterprise systems to offer libraries an unrivaled reference.This title features: 27 authoritative contributions by over 45 of the world's leading experts on enterprise systems from 16 countries; comprehensive coverage of each specific topic, highlighting recent trends and describing the latest advances in the field; more than 800 references to existing literature and research on enterprise systems; and, a compendium of over 200 key terms with detailed definitions. It is organized by topic and indexed, making it a convenient method of reference for all IT/IS scholars and professionals. It also features cross-referencing of key terms, figures, and information pertinent to enterprise systems.
In today's e-business, system downtime is an unacceptable option since each hour, even minute, of downtime may generate negative financial effects. In many IT-dependent organizations, business must be continuous in order to remain competitive.""Continuous Computing Technologies for Enhancing Business Continuity"" provides an in-depth and scientific-based explanation of business continuity (BC), business continuity management (BCM), and continuous computing technologies (CCT). Through state-of-the-art coverage in topics such as clustering technologies, fault tolerance, and technologies for reducing downtime, this authoritative reference source identifies a methodological framework, implementation strategies, and guideline for managers for integrating BCM into organizational management.
The book covers computational statistics, its methodologies and applications for IoT device. It includes the details in the areas of computational arithmetic and its influence on computational statistics, numerical algorithms in statistical application software, basics of computer systems, statistical techniques, linear algebra and its role in optimization techniques, evolution of optimization techniques, optimal utilization of computer resources, and statistical graphics role in data analysis. It also explores computational inferencing and computer model's role in design of experiments, Bayesian analysis, survival analysis and data mining in computational statistics.
The present work provides a platform for leading Data designers whose vision and creativity help us to anticipate major changes occurring in the Data Design field, and pre-empt the future. Each of them strives to provide new answers to the question, "What challenges await Data Design?" To avoid falling into too narrow a mind-set, each works hard to elucidate the breadth of Data Design today and to demonstrate its widespread application across a variety of business sectors. With end users in mind, designer-contributors bring to light the myriad of purposes for which the field was originally intended, forging the bond even further between Data Design and the aims and intentions of those who contribute to it. The first seven parts of the book outline the scope of Data Design, and presents a line-up of "viewpoints" that highlight this discipline's main topics, and offers an in-depth look into practices boasting both foresight and imagination. The eighth and final part features a series of interviews with Data designers and artists whose methods embody originality and marked singularity. As a result, a number of enlightening concepts and bright ideas unfold within the confines of this book to help dispel the thick fog around this new and still relatively unknown discipline. A plethora of equally eye-opening and edifying new terms, words, and key expressions also unfurl. Informing, influencing, and inspiring are just a few of the buzz words belonging to an initiative that is, first and foremost, a creative one, not to mention the possibility to discern the ever-changing and naturally complex nature of today's datasphere. Providing an invaluable and cutting-edge resource for design researchers, this work is also intended for students, professionals and practitioners involved in Data Design, Interaction Design, Digital & Media Design, Data & Information Visualization, Computer Science and Engineering.
This volume aims to present recent advances in database technology from the viewpoint of the novel database paradigms proposed in the last decade. It focuses on the theory of the extended relational model, and an example of an extended relational database programming language, Algres, is described. A free copy of Algres complements this work, and is available on the Internet. The work should be of interest to graduate studen ts following advanced database courses, advanced data-oriented applications developers, and researchers in the field of database programming languages and software engineering who need a flexible prototyping platform for the development of software tools.
This book examines the use of agent-based modelling (ABM) in population studies, from concepts to applications, best practices to future developments. It features papers written by leading experts in the field that will help readers to better understand the usefulness of ABM for population projections, how ABM can be injected with empirical data to achieve a better match between model and reality, how geographic information can be fruitfully used in ABM, and how ABM results can be reported effectively and correctly. Coverage ranges from detailing the relation between ABM and existing paradigms in population studies to infusing agent-based models with empirical data. The papers show the benefits that ABM offers the field, including enhanced theory formation by better linking the micro level with the macro level, the ability to represent populations more adequately as complex systems, and the possibility to study rare events and the implications of alternative mechanisms in artificial laboratories. In addition, readers will discover guidelines and best practices with detailed examples of how to apply agent-based models in different areas of population research, including human mating behaviour, migration, and socio-structural determinants of health behaviours. Earlier versions of the papers in this book have been presented at the workshop "Recent Developments and Future Directions in Agent-Based Modelling in Population Studies," which took place at the University of Leuven (KU Leuven), Belgium, in September 2014. The book will contribute to the development of best practices in the field and will provide a solid point of reference for scholars who want to start using agent-based modelling in their own research. |
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