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Books > Computing & IT > Computer software packages
The COVID-19 pandemic affected a wide range of global sectors, but
one of the most important is education. The transition from
classroom to computer screen was a difficult one for many Asian
students, parents, and teachers. Since this transition, global
education systems now mostly depend on online technology. It is
crucial that the impact of the pandemic on education is not only
examined from a Western point of view, but also from Eastern
perspectives. The Handbook of Research on Asian Perspectives of the
Educational Impact of COVID-19 provides the current issues the
education sector is facing in the aftermath of the COVID-19
pandemic. This book investigates the issues and challenges the
education sector is facing as well as the future directions needed
to provide education in a more effective way. Covering topics such
as academic perspectives, university-level employees, and
leadership challenges, this book is a dynamic resource for
students, teachers, pre-service teachers, school administrators,
education providers, faculty, researchers, policymakers, and
academicians.
Got a good game idea? Turn your concept into a hot game app for
iPhone, iPad, or iPod touch with this do-it-yourself guide. Tap,
Move, Shake helps you build multitouch games that take full
advantage of iOS 4, and shows you how to prepare your app for the
App Store. Create your first game with just 20 lines of code, then
learn how to add graphics, sound effects, and key game algorithms.
This book helps you explore practical game examples for iOS
devices.
Data Analytics for the Social Sciences is an introductory,
graduate-level treatment of data analytics for social science. It
features applications in the R language, arguably the fastest
growing and leading statistical tool for researchers. The book
starts with an ethics chapter on the uses and potential abuses of
data analytics. Chapters 2 and 3 show how to implement a broad
range of statistical procedures in R. Chapters 4 and 5 deal with
regression and classification trees and with random forests.
Chapter 6 deals with machine learning models and the "caret"
package, which makes available to the researcher hundreds of
models. Chapter 7 deals with neural network analysis, and Chapter 8
deals with network analysis and visualization of network data. A
final chapter treats text analysis, including web scraping,
comparative word frequency tables, word clouds, word maps,
sentiment analysis, topic analysis, and more. All empirical
chapters have two "Quick Start" exercises designed to allow quick
immersion in chapter topics, followed by "In Depth" coverage. Data
are available for all examples and runnable R code is provided in a
"Command Summary". An appendix provides an extended tutorial on R
and RStudio. Almost 30 online supplements provide information for
the complete book, "books within the book" on a variety of topics,
such as agent-based modeling. Rather than focusing on equations,
derivations, and proofs, this book emphasizes hands-on obtaining of
output for various social science models and how to interpret the
output. It is suitable for all advanced level undergraduate and
graduate students learning statistical data analysis.
Victor Perez brings together the research and expertise of
world-leading color scientists, to create a comprehensive guide for
VFX Artists in Color Management. The book explores the latest
standards of HDR and ACES workflows, in an easily digestible and
widely applicable resource. Its purpose is to make artists
confident and familiar with Color Management and its science, to
improve the quality of visual effects worldwide. Without assuming
any previous knowledge, this self-contained book builds the readers
understanding from the ground up, exploring all the elements of the
Color Workflow at a scientific level. It covers how to setup a
consistent pipeline in relation to other departments, inside and
outside visual effects, from camera to screen, so everybody is
aligned to the same standards, preserving color qualities,
consistency, and maintaining the artistic intent end to end. It
also delves into all the integral concepts for color management,
ranging from Color Theory to Digital Image Fundamentals, and much
more. This book is an invaluable resource for VFX students and
professionals who want to be well-informed of the latest HDR and
ACES pipelines, as well as those at every level of production,
wishing to gain a deeper understanding of managing color in visual
effects projects.
Virtual team leadership and collaborative engineering bring teams,
product engineering, and processes into the 21st century through
the use of e-collaboration technologies. These powerful tools
accomplish work efficiently and effectively, whether communication
takes place only through e-collaboration technologies or in
combination with face-to-face interaction. ""Virtual Team
Leadership and Collaborative Engineering Advancements: Contemporary
Issues and Implications"" addresses a range of e-collaboration
topics, with emphasis on two particularly challenging ones: virtual
team leadership and collaborative engineering. With contributing
authors among the most accomplished e-collaboration, virtual team
leadership, and collaborative engineering researchers in the world
today, this book presents a blend of conceptual, theoretical, and
applied chapters creating a publication that will serve both
academics and practitioners.
Initially announced as 'Project Dolphin', the GameCube would
represent Nintendo's transition to the world of digital media. The
GameCube Anthology is a unique and original book celebrating the
machine's memory, and was written by the same author who brought
you the Nintendo 64 Anthology. The year was 1999. As the new
century and millennium dawned, so did a new era of gaming. The
graphic quality of console productions was nearing that of the
pre-rendered 3D that had astonished us a few years earlier on the
PlayStation especially. In the space of a few years, our hopes
became reality. Brought to life by the new, so-called '128-bit
generation' of consoles. Nintendo would have to play the pioneers
if they hoped to compete. Up against their old enemy (Sega), a new
and successful console (PlayStation), and the powerful newcomer
from the PC industry (Microsoft), the Kyoto-based company geared up
for a new console war. From the Cube's origins to the end of its
life cycle, the GameCube Anthology covers it all in this new and
richly illustrated account. CONTENTS: GameCube History Complete
Software Library (647 games) Hardware Collectible Games and Objects
Collector's Special (1272 versions of the GameCube releases
This work contains an up-to-date coverage of the last 20 years'
advances in Bayesian inference in econometrics, with an emphasis on
dynamic models. It shows how to treat Bayesian inference in non
linear models, by integrating the useful developments of numerical
integration techniques based on simulations (such as Markov Chain
Monte Carlo methods), and the long available analytical results of
Bayesian inference for linear regression models. It thus covers a
broad range of rather recent models for economic time series, such
as non linear models, autoregressive conditional heteroskedastic
regressions, and cointegrated vector autoregressive models. It
contains also an extensive chapter on unit root inference from the
Bayesian viewpoint. Several examples illustrate the methods. This
book is intended for econometrics and statistics postgraduates,
professors and researchers in economics departments, business
schools, statistics departments, or any research centre in the same
fields, especially econometricians.
This book provides the foundation and understanding necessary for
proper design of databases for today's distributed and
multi-database architectures. Introductory chapters help novices
understand essential topics such as SQL, relational databases,
transaction processing, and deadlock detection, while subsequent
sections dealing with homogeneous, distributed databases,
heterogeneous multi-databases, and federated databases enable
readers to understand the complexities of distributed database
design. Packed with over 200 illustrations, 50 equations, and two
full chapters of examples.
Renowned Excel experts Bill Jelen (MrExcel) and Tracy Syrstad help
you automate Excel tasks to get more done, faster than ever. Use
this guide to automate virtually any routine Excel task: save
yourself hours, days, maybe even weeks. Make Excel do things you
thought were impossible, discover macro techniques you won't find
anywhere else, and create automated reports that are amazingly
powerful. Bill Jelen and Tracy Syrstad help you instantly visualize
information to make it actionable; capture data from anywhere, and
use it anywhere; and automate the best new features in Microsoft
Excel. You'll find simple, step-by-step instructions, real-world
case studies, and 50 workbooks packed with examples and complete,
easy-to-adapt solutions. By reading this book, you will: Quickly
master Excel macro development Work more efficiently with ranges,
cells, and formulas Generate automated reports and quickly adapt
them for new requirements Learn to automate PivotTables to
summarize, analyze, explore, and present data Leverage more of
Excel VBA's power with classes, collections, and Advanced Filter
Make the most of User-Defined Functions (UDFs), including new
LAMBDA functions Build sophisticated UserForm custom dialogs to
collect data from other Excel users Integrate data from the
Internet, Access and SQL Server databases, and other sources
Automatically generate charts, visualizations, sparklines, and Word
documents Extend Excel's power by controlling other Office programs
and Windows itself Create Office Add-ins to expand worksheet
functionality or streamline retrieval of external information Get
started creating brand-new TypeScript applications for Excel Online
About This Book * For everyone who wants to get more done with
Microsoft Excel in less time * For business and financial
professionals, entrepreneurs, students, and others who need to
efficiently manage and analyze data
Like all other forms of modern media, video games impact society
and human behavior in often surprising ways. Understanding the
growing effect of digital entertainment on twenty-first century
culture is critical to anticipating the future of social
interactions. Cases on the Societal Effects of Persuasive Games
investigates the connection between multimedia technologies and
game-based learning for an improved understanding of the impact and
effectiveness of serious games in modern societies. With examples
from the fields of education, business, healthcare, and more, this
book serves as a crucial reference source for researchers,
educators, developers, and students in higher and continuing
education.
What happens when a group of people see things that others do not
and begin acting accordingly? The Augmented Reality of Pokemon GO:
Chronotopes, Moral Panic, and Other Complexities explores this
question by examining what happened after Pokemon GO, a smartphone
augmented reality game, was released in July, 2016. The game
overlaid the world of Pokemon onto the "real" physical world,
drawing 30 million players in the first two weeks. Pokemon GO has
created new ways of sensing the environment, reading things around
us, walking the street, and dwelling in certain areas, i.e.,
inhabiting the world. Through detailed text analyses of the game
and auto-ethnographies of the contributing authors' experiences
playing the game analyzed from anthropological perspectives, this
volume provides nuanced analyses of this new way of relating to the
world: the augmented reality world of Pokemon GO. Each chapter
focuses on specific aspects of this new experience of the world:
the cosmology of the world of Pokemon and the multifaceted ways we
relate to our environment through Pokemon GO; the notion of space
and time in Pokemon GO and its interface with that of real world as
it guides our actions; the phenomenology of Pokemon GO in urban
walking with its complex relationships to public space, "nature" as
constructed through modernity, cell phone infrastructure, and urban
landscapes where insects, animals, birds, human, history,
transportation infrastructure, and trash all intermingle to create
its ambiance; and the game's link to the wider social issue as it
gets appropriated for "friendly authoritarian" goals of civil
society, imposing various ideologies and accruing commercial gains.
Through "participant observation" -all contributors have been avid
Pokemon GO players themselves-this volume offers snapshots of the
Pokemon GO effect from its initial stage as a social phenomenon to
Spring 2018.
This adapted version of CBSD for the Fundamentals Series explores
the characteristics of IT-driven business services, their
requirements and how to gather the right requirements to improve
the service lifecycle throughout design, development and
maintenance until decommissioning. By understanding IT-driven
business services and anchoring them in a service design statement
(SDS), you will be able to accelerate the translation of the needs
of the business to the delivery of IT-intensive business services.
Product overview CBSD supports portfolio, programme and project
management by identifying key questions and structuring the
creative process of designing services. Insight into the CBSD
approach to deriving an SDS is therefore a practical and powerful
tool to help you: - Promote a coherent design so that fundamental
issues and requirements of needs are mapped, based on different
perspectives between demand and supply; - Gain insight into the
dynamics between stakeholders within an enterprise; - Reflect on
and formulate a practical and realistic roadmap; and - Guide the
development, build, programme management and maintenance of
IT-driven business services. CBSD complements existing frameworks
such as TOGAF(R), IT4IT, BiSL(R) Next and ITIL(R) by focusing on
business architecture, a subject rarely discussed before designing
an IT-intensive, complex business service. Who should read this
book This book is intended for anyone responsible for designing and
implementing IT-driven services or involved in their operation.
This includes: - Internal and external service providers, such as
service managers, contract managers, bid managers, lead architects
and requirement analysts; - Business, financial, sales, marketing
and operations managers who are responsible for output and outcome;
- Sales and product managers who need to present and improve
service offerings; - Developers who need to develop new and
improved services; - Contract managers and those responsible for
purchasing; and - Consultants, strategists, business managers,
business process owners, business architects, business information
managers, chief information officers, information systems owners
and information architects. Collaborative Business Design: The
Fundamentals is part of the Fundamentals Series. Authors Brian
Johnson has published more than 30 books, including a dozen
official titles in the IT Infrastructure Library (ITIL), all of
which are used worldwide. He designed and led the programme for
ITIL version 2. He has fulfilled many roles during his career,
including vice president, chief architect, senior director and
executive consultant. One of his current roles is chief architect
at the ASL BiSL Foundation, which provides guidance on business
information management to a wide range of public and private-sector
businesses in the Benelux region. Brian is chief architect for the
redesign of all guidance and is the author of new strategic
publications. Leon-Paul de Rouw studied technical management and
organisation sociology. He worked for several years as a consultant
and researcher in the private sector. Since 2003, he has been a
programme manager with the central government in the Netherlands.
He is responsible for all types of projects and programmes that
focus on business enabled by IT.
Game Audio Fundamentals takes the reader on a journey through game
audio design: from analog and digital audio basics, to the art and
execution of sound effects, soundtracks, and voice production, as
well as learning how to make sense of a truly effective soundscape.
Presuming no pre-existing knowledge, this accessible guide is
accompanied by online resources - including practical examples and
incremental DAW exercises - and presents the theory and practice of
game audio in detail, and in a format anyone can understand. This
is essential reading for any aspiring game audio designer, as well
as students and professionals from a range of backgrounds,
including music, audio engineering, and game design.
Do demons and devils have free will? Does justice exist in
Menzoberranzan? What's the morality involved with player characters
casting necromancy and summoning spells?
"Dungeons & Dragons and Philosophy" probes the rich terrain
of philosophically compelling concepts and ideas that underlie
"Dungeons & Dragons," the legendary fantasy role-playing game
that grew into a world-wide cultural phenomenon. A series of
accessible essays reveals what the imaginary worlds of "D&D"
can teach us about ethics, morality, metaphysics and
more.Illustrates a wide variety of philosophical concepts and ideas
that arise in "Dungeons & Dragons" gameplay and presents them
in an accessible and entertaining mannerReveals how the strategies,
tactics, improvisations, and role-play employed by "D&D"
enthusiasts have startling parallels in the real world of
philosophyExplores a wide range of philosophical topics, including
the nature of free will, the metaphysics of personal identity, the
morality of crafting fictions, sex and gender issues in tabletop
gameplay, and friendship and collaborative storytellingProvides
gamers with deep philosophical insights that can lead to a richer
appreciation of "D&D" and any gaming experience
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