![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer software packages
The first comprehensive guide to explore the growing field of electronic information, The Text in the Machine: Electronic Texts in the Humanities will help you create and use electronic texts. This book explains the processes involved in developing computerized books on library Web sites, CD-ROMs, or your own Web site. With the information provided by The Text in the Machine, you?ll be able to successfully transfer written words to a digitized form and increase access to any kind of information. Keeping the perspectives of scholars, students, librarians, users, and publishers in mind, this book outlines the necessary steps for electronic conversion in a comprehensive manner. The Text in the Machine addresses many variables that need to be taken into consideration to help you digitize texts, such as: defining types of markup, markup systems, and their uses identifying characteristics of the written text, such as its linguistic and physical nature, before choosing a markup scheme ensuring accuracy in electronic texts by keying in information up to three times and choosing software that is compatible with the markup systems you are using examining the best file formats for scanning written texts and converting them to digital form explaining the delivery systems available for electronic texts, such as CD-ROMs, the Internet, magnetic tape, and the variety of software that will interpret these interfaces designing the structure of electronic texts with linear presentation, segmented text, or image files to increase readability and accessibility Containing lists of suggested readings and examples of electronic text Web sites, this book provides you with the opportunity to see how other libraries and scholars are creating and publishing digital texts. From The Text in the Machine, you?ll receive the knowledge to make this medium of information accessible and beneficial to patrons and scholars around the world.
Linear mixed-effects models (LMMs) are an important class of statistical models that can be used to analyze correlated data. Such data are encountered in a variety of fields including biostatistics, public health, psychometrics, educational measurement, and sociology. This book aims to support a wide range of uses for the models by applied researchers in those and other fields by providing state-of-the-art descriptions of the implementation of LMMs in R. To help readers to get familiar with the features of the models and the details of carrying them out in R, the book includes a review of the most important theoretical concepts of the models. The presentation connects theory, software and applications. It is built up incrementally, starting with a summary of the concepts underlying simpler classes of linear models like the classical regression model, and carrying them forward to LMMs. A similar step-by-step approach is used to describe the R tools for LMMs. All the classes of linear models presented in the book are illustrated using real-life data. The book also introduces several novel R tools for LMMs, including new class of variance-covariance structure for random-effects, methods for influence diagnostics and for power calculations. They are included into an R package that should assist the readers in applying these and other methods presented in this text.
Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.
"Visual Computing for Medicine, Second Edition, "offers
cutting-edge visualization techniques and their applications in
medical diagnosis, education, and treatment. The book
includesalgorithms, applications, and ideas on achieving
reliability of results and clinical evaluation of the techniques
covered. Preim and Botha illustrate visualization techniques
fromresearch, but also cover the information required to solve
practical clinical problems. They base the book on several years of
combined teaching and research experience. This new edition
includes six new chapters on treatment planning, guidance and
training; an updated appendix on software support for visual
computing for medicine; and a new global structure that better
classifies and explains the major lines of work in the field.
Discover 40+ recipes like Mooshroom Burgers, Suspicious Stew, and The Cake! Featuring recipes that are ideal for every skill level (and player type), this cookbook is just what you need to bring a touch of Minecraft into your kitchen. So, what are you waiting for? It's time to gather, cook, and eat! Building can be hungry work. And sometimes, you just need to take a break and enjoy the fruits of your labor, whether that's a quick baked potato while you're hunkered down, waiting for a creeper to quit skulking at your door, or creating a celebratory feast for all your friends! Minecraft: The Official Cookbook gives you everything you need to build awesome meals, no matter your skill level.
The "Handbook of Simulation Optimization" presents an overview of the state of the art of simulation optimization, providing a survey of the most well-established approaches for optimizing stochastic simulation models and a sampling of recent research advances in theory and methodology. Leading contributors cover such topics as discrete optimization via simulation, ranking and selection, efficient simulation budget allocation, random search methods, response surface methodology, stochastic gradient estimation, stochastic approximation, sample average approximation, stochastic constraints, variance reduction techniques, model-based stochastic search methods and Markov decision processes. This single volume should serve as a reference for those already in the field and as a means for those new to the field for understanding and applying the main approaches. The intended audience includes researchers, practitioners and graduate students in the business/engineering fields of operations research, management science, operations management and stochastic control, as well as in economics/finance and computer science.
Imagine how much easier creating web and mobile applications would be if you had a practical and concise, hands-on guide to visual design. "Visual Usability" gets into the nitty-gritty of applying visual design principles to complex application design. You ll learn how to avoid common mistakes, make informed
decisions about application design, and elevate the ordinary. We ll
review three key principles that affect application design -
consistency, hierarchy, and personality - and illustrate how to
apply tools like typography, color, and layout to digital
application design. Whether you re a UI professional looking to
fine-tune your skills, a developer who cares about making
applications beautiful and usable, or someone entirely new to the
design arena, Visual Usability is your one-stop, practical guide to
visual design.
Cyberculture is a particularly complex issue. It is seen as a fantastic meeting point of classic philosophers with postmodern theorists, politicians with community engineers, contemporary sophists with software engineers, and artists with rhetoricians. Today, cyberculture is identified highly with new media and digital rhetoric and could be used to create a comprehensive map of modern culture. Present and Future Paradigms of Cyberculture in the 21st Century is a comprehensive research publication that explores the influence of the internet and internet culture on society as a whole. Highlighting a wide range of topics such as digital media, activism, and psychology, this book is ideal for academicians, researchers, sociologists, psychologists, anthropologists, and students.
This book is summarizing the results of the workshop "Uniform Distribution and Quasi-Monte Carlo Methods" of the RICAM Special Semester on "Applications of Algebra and Number Theory" in October 2013. The survey articles in this book focus on number theoretic point constructions, uniform distribution theory, and quasi-Monte Carlo methods. As deterministic versions of the Monte Carlo method, quasi-Monte Carlo rules enjoy increasing popularity, with many fruitful applications in mathematical practice, as for example in finance, computer graphics, and biology. The goal of this book is to give an overview of recent developments in uniform distribution theory, quasi-Monte Carlo methods, and their applications, presented by leading experts in these vivid fields of research.
Innovations in Database Design, Web Applications, and Information Systems Management presents ideal research in the areas of database theory, systems design, ontologies, and many more. Including examples of the convergence of ideas from various disciplines aimed at improving and developing the theory of information technology and management of information resources, this book is useful for researchers and practitioners in the IT field.
Computer programs that simulate complex processes in the real world can provide a quantitative tool for determining how much debt can be added safely to a company's capital structure. The increasing number of bankruptcies and defaults in today's international business arena result from debt overload and point to major shortcomings in the conventional financial evaluation process. In this book, Roy L. Nersesian describes why current methods of risk management fail and how computer simulation can be employed to determine the safe level of debt more accurately. Because the decision to add debt to an organization requires favorable, and essentially independent, decisions from both the borrower and lender, it is necessary to quantify both perspectives. Through actual examples readers will learn how to do this and to translate an actual business situation into a simulation model or program. Current evaluation systems, according to Nersesian, fail to incorporate the cyclical nature of business activity. They result all too often in an overly optimistic projection of cash flow. Simulation techniques are better able to incorporate the transience of good times and put quantitative analysis of risk on par with quantitative analysis of reward. Simulation techniques also reduce the role of speculative, and highly subjective, judgment. For example, decisionmakers who are not familiar personally with a particular business area, assign more risk to that area than those who are. A quantified risk management system enables executives to rank projects by the degree of risk much as they currently rank them by degree of profitability. The book presents the concept of simulation in terms that can be understood by generalists in corporations and financial institutions. At the same time, it provides computer programmers with an understanding of risk management principles. It will provide a valuable resource for: financial executives, planners and strategists in corporate and governmental organizations; bank lending officers; and computer programmers working with these organizations.
Information technology (IT) use has generally been regarded as a positive phenomenon which always generates desirable outcomes. Recent years, however, have witnessed increasing negative consequences resulted from IT use. Emerging issues include individual users have experienced technostress from personal social media usage as well as IT use in the workplace; and organisations have experienced a loss in productivity and assets due to employees' non-compliance with information security policies.Themes explored throughout the book include: AI and its Implications for Organisations Augmented Reality Cognitive Absorption of Technology Information Technology in Organisations and Societies: Multidisciplinary Perspectives from AI to Technostress represents a collective effort that not only consolidates studies on key issues and phenomena concerning the positive and negative aspects of IT use but also prescribes future research avenues in related research domains. It is particularly relevant to academics and researchers working on IT use research and can be used as a handy reference guide by those working in the field.
This stunning book explores the rich mythology of Assassin's Creed, featuring the art and history of the series from the first groundbreaking game through the graphic novels to the DLCs. Highlighting the lush and vibrant art that has become a hallmark of the series, this luxury coffee-table book brings the game's famous historical locations and figures to life and explores the evolution of each iconic Assassin and Templar.
Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.
Augmented reality is not a technology.Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.One "reads" a book.One "watches" a movie.One "experiences" augmented reality."Understanding Augmented Reality" addresses the elements that are required to create "compelling "augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the "content" of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. "Understanding Augmented Reality" addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches
used in developing AR applications. This book helps untangle the
seemingly endless different approaches that are being taken in the
market today.
Written to bridge the information needs of management and computational scientists, this book presents the first comprehensive treatment of Computational Red Teaming (CRT). The author describes an analytics environment that blends human reasoning and computational modeling to design risk-aware and evidence-based smart decision making systems. He presents the Shadow CRT Machine, which shadows the operations of an actual system to think with decision makers, challenge threats, and design remedies. This is the first book to generalize red teaming (RT) outside the military and security domains and it offers coverage of RT principles, practical and ethical guidelines. The author utilizes Gilbert's principles for introducing a science. Simplicity: where the book follows a special style to make it accessible to a wide range of readers. Coherence: where only necessary elements from experimentation, optimization, simulation, data mining, big data, cognitive information processing, and system thinking are blended together systematically to present CRT as the science of Risk Analytics and Challenge Analytics. Utility: where the author draws on a wide range of examples, ranging from job interviews to Cyber operations, before presenting three case studies from air traffic control technologies, human behavior, and complex socio-technical systems involving real-time mining and integration of human brain data in the decision making environment.
"Managing Data in Motion" describes techniques that have been developed for significantly reducing the complexity of managing system interfaces and enabling scalable architectures. Author April Reeve brings over two decades of experience to present a vendor-neutral approach to moving data between computing environments and systems. Readers will learn the techniques, technologies, and best practices for managing the passage of data between computer systems and integrating disparate data together in an enterprise environment. The average enterprise's computing environment is comprised of hundreds to thousands computer systems that have been built, purchased, and acquired over time. The data from these various systems needs to be integrated for reporting and analysis, shared for business transaction processing, and converted from one format to another when old systems are replaced and new systems are acquired. The management of the "data in motion" in organizations is
rapidly becoming one of the biggest concerns for business and IT
management. Data warehousing and conversion, real-time data
integration, and cloud and "big data" applications are just a few
of the challenges facing organizations and businesses today.
"Managing Data in Motion" tackles these and other topics in a style
easily understood by business and IT managers as well as
programmers and architects. |
You may like...
Railways - A History in Drawings
Christopher Valkoinen
Hardcover
|