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Books > Computing & IT > Computer software packages

Using R and RStudio for Data Management, Statistical Analysis, and Graphics (Hardcover, 2nd edition): Nicholas J. Horton, Ken... Using R and RStudio for Data Management, Statistical Analysis, and Graphics (Hardcover, 2nd edition)
Nicholas J. Horton, Ken Kleinman
R2,273 Discovery Miles 22 730 Ships in 12 - 17 working days

Improve Your Analytical Skills Incorporating the latest R packages as well as new case studies and applications, Using R and RStudio for Data Management, Statistical Analysis, and Graphics, Second Edition covers the aspects of R most often used by statistical analysts. New users of R will find the book's simple approach easy to understand while more sophisticated users will appreciate the invaluable source of task-oriented information. New to the Second Edition The use of RStudio, which increases the productivity of R users and helps users avoid error-prone cut-and-paste workflows New chapter of case studies illustrating examples of useful data management tasks, reading complex files, making and annotating maps, "scraping" data from the web, mining text files, and generating dynamic graphics New chapter on special topics that describes key features, such as processing by group, and explores important areas of statistics, including Bayesian methods, propensity scores, and bootstrapping New chapter on simulation that includes examples of data generated from complex models and distributions A detailed discussion of the philosophy and use of the knitr and markdown packages for R New packages that extend the functionality of R and facilitate sophisticated analyses Reorganized and enhanced chapters on data input and output, data management, statistical and mathematical functions, programming, high-level graphics plots, and the customization of plots Easily Find Your Desired Task Conveniently organized by short, clear descriptive entries, this edition continues to show users how to easily perform an analytical task in R. Users can quickly find and implement the material they need through the extensive indexing, cross-referencing, and worked examples in the text. Datasets and code are available for download on a supplementary website.

Slack For Dummies (Paperback): P. Simon Slack For Dummies (Paperback)
P. Simon
R637 R459 Discovery Miles 4 590 Save R178 (28%) Ships in 9 - 15 working days

You get so much more done when you Slack! Ever wondered what it would be like to be less overwhelmed, more efficient, and much more engaged at work? A way you can make all that happen is, of course, to Slack. Actually, it's to use Slack, the business communications platform that's revolutionized how groups work together. This comprehensive guide shows how--as well as why--there are now millions of users of this flexible, fun, and intuitive workspace tool. Presented in a clear, easy-to-follow style, Slack For Dummies takes you from the basics of getting started with the service all the way through how to get your teams Slacking together for all they're worth. You'll also find case studies showing how Slack increases productivity and how to replicate that in your organization, as well as tips on getting buy-in from the boss. Introduce Slack to your workflo wUnderstand roles and feature sAnalyze user dat aKeep your Slacking secure So, take a peek inside and discover how you can cut the slack using Slack--and clue your teams in on how there is actually a way to Slack off for improved results!

A Handbook of Statistical Analyses Using S-PLUS (Hardcover, 2nd edition): Brian S. Everitt A Handbook of Statistical Analyses Using S-PLUS (Hardcover, 2nd edition)
Brian S. Everitt
R5,194 Discovery Miles 51 940 Ships in 12 - 17 working days

Since the first edition of this book was published, S-PLUS has evolved markedly with new methods of analysis, new graphical procedures, and a convenient graphical user interface (GUI). Today, S-PLUS is the statistical software of choice for many applied researchers in disciplines ranging from finance to medicine. Combining the command line language and GUI of S-PLUS now makes this book even more suitable for inexperienced users, students, and anyone without the time, patience, or background needed to wade through the many more advanced manuals and texts on the market. The second edition of A Handbook of Statistical Analyses Using S-Plus has been completely revised to provide an outstanding introduction to the latest version of this powerful software system. Each chapter focuses on a particular statistical technique, applies it to one or more data sets, and shows how to generate the proposed analyses and graphics using S-PLUS. The author explains S-PLUS functions from both the Windows and command-line perspectives and clearly demonstrates how to switch between the two. This handbook provides the perfect vehicle for introducing the exciting possibilities S-PLUS, S-PLUS 2000, and S-PLUS 6 hold for data analysis. All of the data sets used in the text, along with script files giving the command language used in each chapter, are available for download from the Internet at http://www.iop.kcl.ac.uk/iop/Departments/BioComp/splus.shtml

A Concise Introduction to Hypercomplex Fractals (Paperback): Andrzej Katunin A Concise Introduction to Hypercomplex Fractals (Paperback)
Andrzej Katunin
R1,422 Discovery Miles 14 220 Ships in 12 - 17 working days

This book presents concisely the full story on complex and hypercomplex fractals, starting from the very first steps in complex dynamics and resulting complex fractal sets, through the generalizations of Julia and Mandelbrot sets on a complex plane and the Holy Grail of the fractal geometry - a 3D Mandelbrot set, and ending with hypercomplex, multicomplex and multihypercomplex fractal sets which are still under consideration of scientists. I tried to write this book in a possibly simple way in order to make it understandable to most people whose math knowledge covers the fundamentals of complex numbers only. Moreover, the book is full of illustrations of generated fractals and stories concerned with great mathematicians, number spaces and related fractals. In the most cases only information required for proper understanding of a nature of a given vector space or a construction of a given fractal set is provided, nevertheless a more advanced reader may treat this book as a fundamental compendium on hypercomplex fractals with references to purely scientific issues like dynamics and stability of hypercomplex systems.

Big Data of Complex Networks (Paperback): Matthias Dehmer, Frank Emmert-Streib, Stefan Pickl, Andreas Holzinger Big Data of Complex Networks (Paperback)
Matthias Dehmer, Frank Emmert-Streib, Stefan Pickl, Andreas Holzinger
R1,455 Discovery Miles 14 550 Ships in 12 - 17 working days

Big Data of Complex Networks presents and explains the methods from the study of big data that can be used in analysing massive structural data sets, including both very large networks and sets of graphs. As well as applying statistical analysis techniques like sampling and bootstrapping in an interdisciplinary manner to produce novel techniques for analyzing massive amounts of data, this book also explores the possibilities offered by the special aspects such as computer memory in investigating large sets of complex networks. Intended for computer scientists, statisticians and mathematicians interested in the big data and networks, Big Data of Complex Networks is also a valuable tool for researchers in the fields of visualization, data analysis, computer vision and bioinformatics. Key features: Provides a complete discussion of both the hardware and software used to organize big data Describes a wide range of useful applications for managing big data and resultant data sets Maintains a firm focus on massive data and large networks Unveils innovative techniques to help readers handle big data Matthias Dehmer received his PhD in computer science from the Darmstadt University of Technology, Germany. Currently, he is Professor at UMIT - The Health and Life Sciences University, Austria, and the Universitat der Bundeswehr Munchen. His research interests are in graph theory, data science, complex networks, complexity, statistics and information theory. Frank Emmert-Streib received his PhD in theoretical physics from the University of Bremen, and is currently Associate professor at Tampere University of Technology, Finland. His research interests are in the field of computational biology, machine learning and network medicine. Stefan Pickl holds a PhD in mathematics from the Darmstadt University of Technology, and is currently a Professor at Bundeswehr Universitat Munchen. His research interests are in operations research, systems biology, graph theory and discrete optimization. Andreas Holzinger received his PhD in cognitive science from Graz University and his habilitation (second PhD) in computer science from Graz University of Technology. He is head of the Holzinger Group HCI-KDD at the Medical University Graz and Visiting Professor for Machine Learning in Health Informatics Vienna University of Technology.

Digital Representations of the Real World - How to Capture, Model, and Render Visual Reality (Paperback): Marcus A. Magnor,... Digital Representations of the Real World - How to Capture, Model, and Render Visual Reality (Paperback)
Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt
R1,533 Discovery Miles 15 330 Ships in 12 - 17 working days

Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements. Overcome Challenges in Your Own Research Experiments This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.

GPGPU Programming for Games and Science (Paperback): David H. Eberly GPGPU Programming for Games and Science (Paperback)
David H. Eberly
R1,476 Discovery Miles 14 760 Ships in 12 - 17 working days

An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD. The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web ResourceAvailable on a supporting website, the author's fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.

OpenGL Insights (Paperback): Patrick Cozzi, Christophe Riccio OpenGL Insights (Paperback)
Patrick Cozzi, Christophe Riccio
R1,571 Discovery Miles 15 710 Ships in 12 - 17 working days

Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the BasicsThe book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your SkillsFocusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

Symbolic Dynamics and Geometry - Using D* in Graphics and Game Programming (Paperback): Brian Guenter, Sung-Hee Lee Symbolic Dynamics and Geometry - Using D* in Graphics and Game Programming (Paperback)
Brian Guenter, Sung-Hee Lee
R1,437 Discovery Miles 14 370 Ships in 12 - 17 working days

This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical behavior in real time. The symbolic differentiation capabilities of D* can be used in a wide variety of technical applications, including computer graphics, engineering, and mechanical simulation. Two Lagrangian physics simulation and procedural 3D geometric modeling are developed in great detail.

Nonparametric Statistical Methods Using R (Paperback): John Kloke, Joseph W. McKean Nonparametric Statistical Methods Using R (Paperback)
John Kloke, Joseph W. McKean
R1,289 Discovery Miles 12 890 Ships in 12 - 17 working days

A Practical Guide to Implementing Nonparametric and Rank-Based Procedures Nonparametric Statistical Methods Using R covers traditional nonparametric methods and rank-based analyses, including estimation and inference for models ranging from simple location models to general linear and nonlinear models for uncorrelated and correlated responses. The authors emphasize applications and statistical computation. They illustrate the methods with many real and simulated data examples using R, including the packages Rfit and npsm. The book first gives an overview of the R language and basic statistical concepts before discussing nonparametrics. It presents rank-based methods for one- and two-sample problems, procedures for regression models, computation for general fixed-effects ANOVA and ANCOVA models, and time-to-event analyses. The last two chapters cover more advanced material, including high breakdown fits for general regression models and rank-based inference for cluster correlated data. The book can be used as a primary text or supplement in a course on applied nonparametric or robust procedures and as a reference for researchers who need to implement nonparametric and rank-based methods in practice. Through numerous examples, it shows readers how to apply these methods using R.

Ready Technology - Fast-Tracking New Business Technologies (Paperback): Stephen J Andriole Ready Technology - Fast-Tracking New Business Technologies (Paperback)
Stephen J Andriole
R1,432 Discovery Miles 14 320 Ships in 12 - 17 working days

Companies understand that their ability to compete is tied directly to their ability to leverage the very latest technology advances. Fortunately, deploying new technology has never been easier, primarily due to early maturity and cloud delivery. One approach that is helping companies rapidly pilot and affordably deploy new technologies is ready technology, a new category of information technology (IT). This book explains the ready technology adoption process in detail, enabling companies to exploit new technology immediately and effectively. In this book, the author challenges the traditional "requirements-first/technology-second" approach to technology deployment. Espousing a "technology-first/requirements-second" approach, the author explains how business solutions are "discovered" by deploying-not studying-ready technology. The book covers the latest trends and processes in ready technology. It also describes the characteristics of ready companies and recommends ready technology pilots that should be launched by the following industries: higher education, retail, and healthcare.

Multiple Factor Analysis by Example Using R (Hardcover): Jerome Pages Multiple Factor Analysis by Example Using R (Hardcover)
Jerome Pages
R2,553 Discovery Miles 25 530 Ships in 12 - 17 working days

Multiple factor analysis (MFA) enables users to analyze tables of individuals and variables in which the variables are structured into quantitative, qualitative, or mixed groups. Written by the co-developer of this methodology, Multiple Factor Analysis by Example Using R brings together the theoretical and methodological aspects of MFA. It also includes examples of applications and details of how to implement MFA using an R package (FactoMineR). The first two chapters cover the basic factorial analysis methods of principal component analysis (PCA) and multiple correspondence analysis (MCA). The next chapter discusses factor analysis for mixed data (FAMD), a little-known method for simultaneously analyzing quantitative and qualitative variables without group distinction. Focusing on MFA, subsequent chapters examine the key points of MFA in the context of quantitative variables as well as qualitative and mixed data. The author also compares MFA and Procrustes analysis and presents a natural extension of MFA: hierarchical MFA (HMFA). The final chapter explores several elements of matrix calculation and metric spaces used in the book.

Essential Skills for 3D Modeling, Rendering, and Animation (Paperback): Nicholas Bernhardt Zeman Essential Skills for 3D Modeling, Rendering, and Animation (Paperback)
Nicholas Bernhardt Zeman
R1,770 Discovery Miles 17 700 Ships in 9 - 15 working days

The Key to Fully Understanding the Basics of a 3D World Prominently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines the complexities of 3D computer-generated art, and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D-modeling, rendering, and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist, it includes step-by-step instruction with ample examples, and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information-presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts, enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types, polygons and NURBS surfaces, showing the student basic modeling techniques with both. While more techniques are available, an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling, Rendering, and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers, animators, texture artists, render artists, game developers, and production artists, as well as educators teaching an undergrad or tech course in 3D animation.

Exploring Roguelike Games (Hardcover): John Harris Exploring Roguelike Games (Hardcover)
John Harris
R4,043 Discovery Miles 40 430 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.

Enterprise AI For Dummies (Paperback): Z Jarvinen Enterprise AI For Dummies (Paperback)
Z Jarvinen
R830 R586 Discovery Miles 5 860 Save R244 (29%) Ships in 9 - 15 working days

Master the application of artificial intelligence in your enterprise with the book series trusted by millions In Enterprise AI For Dummies, author Zachary Jarvinen simplifies and explains to readers the complicated world of artificial intelligence for business. Using practical examples, concrete applications, and straightforward prose, the author breaks down the fundamental and advanced topics that form the core of business AI. Written for executives, managers, employees, consultants, and students with an interest in the business applications of artificial intelligence, Enterprise AI For Dummies demystifies the sometimes confusing topic of artificial intelligence. No longer will you lag behind your colleagues and friends when discussing the benefits of AI and business. The book includes discussions of AI applications, including: Streamlining business operations Improving decision making Increasing automation Maximizing revenue The For Dummies series makes topics understandable, and as such, this book is written in an easily understood style that's perfect for anyone who seeks an introduction to a usually unforgiving topic.

Microsoft Office Project 2007 Step by Step (Paperback): Carl Chatfield, Timothy Johnson Microsoft Office Project 2007 Step by Step (Paperback)
Carl Chatfield, Timothy Johnson
R1,416 Discovery Miles 14 160 Ships in 12 - 17 working days

Experience learning made easy-and quickly teach yourself how to manage your projects with Project 2007. With Step By Step, you set the pace-building and practicing the skills you need, just when you need them! Build a project plan and fine-tune the details Schedule tasks, assign resources, and manage dependencies Monitor progress and costs-and keep your project on track Format Gantt charts and other views to communicate project data Begin exploring enterprise project management systems Your all-in-one learning experience includes: Files for building skills and practicing the book's lessons Fully searchable eBook Bonus guide to the Ribbon, the new Microsoft Office interface Quick course on project management in the Appendix Windows Vista Product Guide eReference-plus other resources on CD For customers who purchase an ebook version of this title, instructions for downloading the CD files can be found in the ebook.

IBM SPSS for Intermediate Statistics - Use and Interpretation, Fifth Edition (Hardcover, 5th edition): Nancy L. Leech, Karen C... IBM SPSS for Intermediate Statistics - Use and Interpretation, Fifth Edition (Hardcover, 5th edition)
Nancy L. Leech, Karen C Barrett, George A. Morgan
R5,384 Discovery Miles 53 840 Ships in 12 - 17 working days

Designed to help readers analyze and interpret research data using IBM SPSS, this user-friendly book shows readers how to choose the appropriate statistic based on the design; perform intermediate statistics, including multivariate statistics; interpret output; and write about the results. The book reviews research designs and how to assess the accuracy and reliability of data; how to determine whether data meet the assumptions of statistical tests; how to calculate and interpret effect sizes for intermediate statistics, including odds ratios for logistic and discriminant analyses; how to compute and interpret post-hoc power; and an overview of basic statistics for those who need a review. Unique chapters on multilevel linear modeling; multivariate analysis of variance (MANOVA); assessing reliability of data; multiple imputation; mediation, moderation, and canonical correlation; and factor analysis are provided. SPSS syntax with output is included for those who prefer this format.

The new edition features:

IBM SPSS version 22; although the book can be used with most older and newer versions

New discusiion of intraclass correlations (Ch. 3)

Expanded discussion of effect sizes that includes confidence intervals of effect sizes (ch.5)

New information on part and partial correlations and how they are interpreted and a new discussion on backward elimination, another useful multiple regression method (Ch. 6)

New chapter on how use a variable as a mediator or a moderator (ch. 7)

Revised chapter on multilevel and hierarchical linear modeling (ch. 12)

A new chapter (ch. 13) on multiple imputation that demonstrates how to deal with missing data

Updated web resources for instructors including PowerPoint slides, answers to interpretation questions, extra SPSS problems and for students, data sets, and chapter outlines and study guides. "

IBM SPSS for Intermediate Statistics, Fifth Edition "provides helpful teaching tools:

all of the key SPSS windows needed to perform the analyses

outputs with call-out boxes to highlight key points

interpretation sections and questions to help students better understand and interpret the output

extra problems with realistic data sets for practice using intermediate statistics

Appendices on how to get started with SPSS, write research questions, and basic statistics.

An ideal supplement for courses in either intermediate/advanced statistics or research methods taught in departments of psychology, education, and other social, behavioral, and health sciences. This book is also appreciated by researchers in these areas looking for a handy reference for SPSS"

Semantic Multimedia Analysis and Processing (Hardcover): Evaggelos Spyrou, Dimitris Iakovidis, Phivos Mylonas Semantic Multimedia Analysis and Processing (Hardcover)
Evaggelos Spyrou, Dimitris Iakovidis, Phivos Mylonas
R5,962 Discovery Miles 59 620 Ships in 12 - 17 working days

Broad in scope, Semantic Multimedia Analysis and Processing provides a complete reference of techniques, algorithms, and solutions for the design and the implementation of contemporary multimedia systems. Offering a balanced, global look at the latest advances in semantic indexing, retrieval, analysis, and processing of multimedia, the book features the contributions of renowned researchers from around the world. Its contents are based on four fundamental thematic pillars: 1) information and content retrieval, 2) semantic knowledge exploitation paradigms, 3) multimedia personalization, and 4) human-computer affective multimedia interaction. Its 15 chapters cover key topics such as content creation, annotation and modeling for the semantic web, multimedia content understanding, and efficiency and scalability. Fostering a deeper understanding of a popular area of research, the text: Describes state-of-the-art schemes and applications Supplies authoritative guidance on research and deployment issues Presents novel methods and applications in an informative and reproducible way Contains numerous examples, illustrations, and tables summarizing results from quantitative studies Considers ongoing trends and designates future challenges and research perspectives Includes bibliographic links for further exploration Uses both SI and US units Ideal for engineers and scientists specializing in the design of multimedia systems, software applications, and image/video analysis and processing technologies, Semantic Multimedia Analysis and Processing aids researchers, practitioners, and developers in finding innovative solutions to existing problems, opening up new avenues of research in uncharted waters.

Learn to Play - Designing Tutorials for Video Games (Paperback): Matthew M. White Learn to Play - Designing Tutorials for Video Games (Paperback)
Matthew M. White
R1,791 Discovery Miles 17 910 Ships in 12 - 17 working days

See How to Unobtrusively Incorporate Good Teaching into Your Game's Mechanics Learn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human-computer interaction, and user interface and experience that equip you to make dynamic tutorials that help players enjoy your games. The book links game design principles with psychology through the game tutorial. It offers easy-to-implement changes that can make a huge difference in how players receive your games. It explains how you can educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies. Transcending disciplinary boundaries, this book improves your understanding of the science of learning and the art of teaching. It helps you design game mechanics, or tutorials, that teach people how to have fun with your games without ever feeling as though they're being instructed.

Algorithms for Next-Generation Sequencing (Paperback): Wing-Kin Sung Algorithms for Next-Generation Sequencing (Paperback)
Wing-Kin Sung
R1,460 Discovery Miles 14 600 Ships in 12 - 17 working days

Advances in sequencing technology have allowed scientists to study the human genome in greater depth and on a larger scale than ever before - as many as hundreds of millions of short reads in the course of a few days. But what are the best ways to deal with this flood of data? Algorithms for Next-Generation Sequencing is an invaluable tool for students and researchers in bioinformatics and computational biology, biologists seeking to process and manage the data generated by next-generation sequencing, and as a textbook or a self-study resource. In addition to offering an in-depth description of the algorithms for processing sequencing data, it also presents useful case studies describing the applications of this technology.

100 Videogames (Hardcover, 2007 ed.): James Newman, Iain Simons 100 Videogames (Hardcover, 2007 ed.)
James Newman, Iain Simons
R2,660 Discovery Miles 26 600 Ships in 12 - 17 working days

Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products that synthesize cutting edge technology, ease of use, accessibility and, most importantly, fun. It is hardly surprising then that every day, millions of adults and children around the globe dedicate countless hours to exploring virtual worlds, assuming alternative identities and engaging in digital play. Yet for all this, there is relatively little critical discussion of videogames and they remain the poor relation of contemporary media criticism, leaving those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles. James Newman and Iain Simons' guide provides a map of the most important games from the 1960s to the present day that will satisfy both novices and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.

The Digital Gaming Handbook (Hardcover): Roberto Dillon The Digital Gaming Handbook (Hardcover)
Roberto Dillon
R4,622 Discovery Miles 46 220 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.

Business Risk and Simulation Modelling in Practice  - Using Excel, VBA and @RISK +Website (Hardcover): M Rees Business Risk and Simulation Modelling in Practice - Using Excel, VBA and @RISK +Website (Hardcover)
M Rees
R2,637 Discovery Miles 26 370 Ships in 10 - 15 working days

The complete guide to the principles and practice of risk quantification for business applications. The assessment and quantification of risk provide an indispensable part of robust decision-making; to be effective, many professionals need a firm grasp of both the fundamental concepts and of the tools of the trade. Business Risk and Simulation Modelling in Practice is a comprehensive, in depth, and practical guide that aims to help business risk managers, modelling analysts and general management to understand, conduct and use quantitative risk assessment and uncertainty modelling in their own situations. Key content areas include: * Detailed descriptions of risk assessment processes, their objectives and uses, possible approaches to risk quantification, and their associated decision-benefits and organisational challenges. * Principles and techniques in the design of risk models, including the similarities and differences with traditional financial models, and the enhancements that risk modelling can provide. * In depth coverage of the principles and concepts in simulation methods, the statistical measurement of risk, the use and selection of probability distributions, the creation of dependency relationships, the alignment of risk modelling activities with general risk assessment processes, and a range of Excel modelling techniques. * The implementation of simulation techniques using both Excel/VBA macros and the @RISK Excel add-in. Each platform may be appropriate depending on the context, whereas the core modelling concepts and risk assessment contexts are largely the same in each case. Some additional features and key benefits of using @RISK are also covered. Business Risk and Simulation Modelling in Practice reflects the author s many years in training and consultancy in these areas. It provides clear and complete guidance, enhanced with an expert perspective. It uses approximately one hundred practical and real-life models to demonstrate all key concepts and techniques; these are accessible on the companion website.

Displays - Fundamentals & Applications, Second Edition (Paperback, 2nd edition): Rolf R. Hainich, Oliver Bimber Displays - Fundamentals & Applications, Second Edition (Paperback, 2nd edition)
Rolf R. Hainich, Oliver Bimber
R1,341 Discovery Miles 13 410 Ships in 12 - 17 working days

In the extensive fields of optics, holography and virtual reality, technology continues to evolve. Displays: Fundamentals and Applications, Second Edition addresses these updates and discusses how real-time computer graphics and vision enable the application and displays of graphical 2D and 3D content. This book explores in detail these technological developments, as well as the shifting techniques behind projection displays, projector-camera systems, stereoscopic and autostereoscopic displays. This new edition contains many updates and additions reflecting the changes in fast developing areas such as holography and near-eye displays for Augmented and Virtual reality applications. Perfect for the student looking to sharpen their developing skill or the master refining their technique, Rolf Hainich and Oliver Bimber help the reader understand the basics of optics, light modulation, visual perception, display technologies, and computer-generated holography. With almost 500 illustrations Displays will help the reader see the field of augmentation and virtual reality display with new eyes. Features: * Covers physics, technology and techniques behind flat-panel as well as projection displays, projector-camera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays * Discusses how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content * Augmented by close to 500 rich illustrations, which give readers a clear understanding of existing and emerging display technology

Real-Time Shadows (Paperback): Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer Real-Time Shadows (Paperback)
Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer
R1,542 Discovery Miles 15 420 Ships in 12 - 17 working days

Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.

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