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Books > Computing & IT > Computer software packages
Computational photography refers broadly to imaging techniques that enhance or extend the capabilities of digital photography. This new and rapidly developing research field has evolved from computer vision, image processing, computer graphics and applied optics-and numerous commercial products capitalizing on its principles have already appeared in diverse market applications, due to the gradual migration of computational algorithms from computers to imaging devices and software. Computational Photography: Methods and Applications provides a strong, fundamental understanding of theory and methods, and a foundation upon which to build solutions for many of today's most interesting and challenging computational imaging problems. Elucidating cutting-edge advances and applications in digital imaging, camera image processing, and computational photography, with a focus on related research challenges, this book: Describes single capture image fusion technology for consumer digital cameras Discusses the steps in a camera image processing pipeline, such as visual data compression, color correction and enhancement, denoising, demosaicking, super-resolution reconstruction, deblurring, and high dynamic range imaging Covers shadow detection for surveillance applications, camera-driven document rectification, bilateral filtering and its applications, and painterly rendering of digital images Presents machine-learning methods for automatic image colorization and digital face beautification Explores light field acquisition and processing, space-time light field rendering, and dynamic view synthesis with an array of cameras Because of the urgent challenges associated with emerging digital camera applications, image processing methods for computational photography are of paramount importance to research and development in the imaging community. Presenting the work of leading experts, and edited by a renowned authority in digital color imaging and camera image processing, this book considers the rapid developments in this area and addresses very particular research and application problems. It is ideal as a stand-alone professional reference for design and implementation of digital image and video processing tasks, and it can also be used to support graduate courses in computer vision, digital imaging, visual data processing, and computer graphics, among others.
This Study Guide helps you understand the job role and responsibilities of a Microsoft 365 Teams Administrator. It's your one-stop resource for learning new skills, preparing to take the exam, and boosting your career! Cloud technology has become a major component of how services are delivered to customers. It's creating new roles and expanding others in all areas of technology. The Microsoft 365 Certified Associate Teams Administrator certification shows you're keeping pace with today's technology. MCA Microsoft 365 Certified Teams Administrator Study Guide is your best resource for understanding the job roles and responsibilities of a Teams Administrator and preparing to take the certification Exam MS-700. Microsoft 365 Teams Administrators focus on efficient and effective collaboration and communication in an enterprise environment. This Study Guide can help you understand best practices for configuring, deploying, and managing Office 365 workloads for Microsoft Teams that focus on efficient and effective collaboration and communication in an enterprise environment. Test your knowledge of all key exam objectives, including planning, deploying, and managing Teams chat, apps, channels, meetings, audio conferencing, live events, and calling. This Sybex Study Guide also covers upgrading from Skype for Business to Teams, managing Teams settings by using PowerShell, and understanding integration points with other apps and services. Review everything you need to know to pass the Exam MS-700 and you're your Microsoft 365 Certified Associate Teams Administrator certification Use Sybex's exclusive online test bank to improve your ability to plan and configure a Microsoft Teams Environment Master the process of managing Chat, Calling, and Meetings within Microsoft Teams Become an expert at configuring Teams and App Policies, including integrating third-party apps and services Readers will also have access to Sybex's online test bank, including hundreds of practice questions, flashcards, and a glossary. Take your career to a new level with this Study Guide!
Algorithms that control the computational processes relating sensors and actuators are indispensable for robot navigation and the perception of the world in which they move. Therefore, a deep understanding of how algorithms work to achieve this control is essential for the development of efficient and usable robots in a broad field of applications. An interdisciplinary group of scientists gathers every two years to document the progress in algorithmic foundations of robotics. This volume addresses in particular the areas of control theory, computational and differential geometry in robotics, and applications to core problems such as motion planning, navigation, sensor-based planning, and manipulation.
Computer simulations based on mathematical models have become ubiquitous across the engineering disciplines and throughout the physical sciences. Successful use of a simulation model, however, requires careful interrogation of the model through systematic computer experiments. While specific theoretical/mathematical examinations of computer experiment design are available, those interested in applying proposed methodologies need a practical presentation and straightforward guidance on analyzing and interpreting experiment results. Written by authors with strong academic reputations and real-world practical experience, Design and Modeling for Computer Experiments is exactly the kind of treatment you need. The authors blend a sound, modern statistical approach with extensive engineering applications and clearly delineate the steps required to successfully model a problem and provide an analysis that will help find the solution. Part I introduces the design and modeling of computer experiments and the basic concepts used throughout the book. Part II focuses on the design of computer experiments. The authors present the most popular space-filling designs - like Latin hypercube sampling and its modifications and uniform design - including their definitions, properties, construction and related generating algorithms. Part III discusses the modeling of data from computer experiments. Here the authors present various modeling techniques and discuss model interpretation, including sensitivity analysis. An appendix reviews the statistics and mathematics concepts needed, and numerous examples clarify the techniques and their implementation. The complexity of real physical systems means that there is usually no simple analytic formula that sufficiently describes the phenomena. Useful both as a textbook and professional reference, this book presents the techniques you need to design and model computer experiments for practical problem solving.
Quick and Easy Access to Key Elements of Documentation Includes worked examples across a wide variety of applications, tasks, and graphics A unique companion for statistical coders, Using SAS for Data Management, Statistical Analysis, and Graphics presents an easy way to learn how to perform an analytical task in SAS, without having to navigate through the extensive, idiosyncratic, and sometimes unwieldy software documentation. Organized by short, clear descriptive entries, the book covers many common tasks, such as data management, descriptive summaries, inferential procedures, regression analysis, multivariate methods, and the creation of graphics. Through the extensive indexing, cross-referencing, and worked examples in this text, users can directly find and implement the material they need. The text includes convenient indices organized by topic and SAS syntax. Demonstrating the SAS code in action and facilitating exploration, the authors present example analyses that employ a single data set from the HELP study. They also provide several case studies of more complex applications. Data sets and code are available for download on the book's website. Helping to improve your analytical skills, this book lucidly summarizes the features of SAS most often used by statistical analysts. New users of SAS will find the simple approach easy to understand while more expert SAS programmers will appreciate the invaluable source of task-oriented information.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.
In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and fun'. In the process, play with computers became computer gaming a new cultural practice with its own values. From the late 1980s gaming became a resource for people to draw upon as they faced the challenges of life in a new, globalizing digital economy. Gamer identity furnishes a revivified capitalism with compliant and streamlined' workers, but at times gaming culture also challenges the corporations that control game production. Analysing topics such as the links between technology and power, the formation of gaming culture and the subjective impact of play with computer games, this insightful text will be of great interest to students and scholars of digital media, games studies and the information society.
Technological improvements continue to push back the frontier of processor speed in modern computers. Unfortunately, the computational intensity demanded by modern research problems grows even faster. Parallel computing has emerged as the most successful bridge to this computational gap, and many popular solutions have emerged based on its concepts, such as grid computing and massively parallel supercomputers. The Handbook of Parallel Computing and Statistics systematically applies the principles of parallel computing for solving increasingly complex problems in statistics research. This unique reference weaves together the principles and theoretical models of parallel computing with the design, analysis, and application of algorithms for solving statistical problems. After a brief introduction to parallel computing, the book explores the architecture, programming, and computational aspects of parallel processing. Focus then turns to optimization methods followed by statistical applications. These applications include algorithms for predictive modeling, adaptive design, real-time estimation of higher-order moments and cumulants, data mining, econometrics, and Bayesian computation. Expert contributors summarize recent results and explore new directions in these areas. Its intricate combination of theory and practical applications makes the Handbook of Parallel Computing and Statistics an ideal companion for helping solve the abundance of computation-intensive statistical problems arising in a variety of fields.
Both pragmatic and motivational, this book addresses what it means to have a successful long-term career in the arts, taking stock of the current landscape of the art world, introducing new venues in the field, reflecting on issues of social media and exhibition, and ultimately encouraging artists to take control of their professional lives. Weaving conversations from a range of internationally based artists who have negotiated alternative paths to success, lauded artist and teacher Stacy Miller provides a practical, lively reflection on what it takes to be an artist in our new global landscape. This book covers practical needs, different approaches, and philosophical ways of creating a life and career in the arts. It lays out conventional and nonconventional means to representation, describes being an entrepreneur versus funding independent creative projects, and examines social media for the potential powerhouse it is. Most importantly, it gives artists a way to think about being a professional and the different paths to a successful career in the arts. Perfect for emerging, mid-career, and experienced artists, this book encourages readers to redefine personal success and to act locally, nationally, and internationally in an expanding art world.
More than any other entertainment medium, video games offer the chance for us to participate in a world beyond the ordinary. Whether you are playing as a supersonic hedgehog, an athletic archeologist, or a moustachioed Italian plumber, video games allow their players to inhabit spaces where the usual parameters of existence do not apply. The medium's history is chronicled through the individual stories of 151 of the most iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. The story of each game is accompanied by trivia and quotations, and illustrated with photographs, screenshots and artwork. This celebratory reference, and up-to-date history, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompanied . by fascinating trivia, memorable quotes, and information on the year of publication and where the game can be played today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, from Computer Space to Fortnite - Compulsively illustrated with over 1000 action screenshots, game artworks and photographs
Applies the Principles of Informatics to the Pharmacy Profession Emphasizes Evidence-Based Practice and Quality Improvement Approaches Leading the way in the integration of information technology with healthcare, Pharmacy Informatics reflects some of the rapid changes that have developed in the pharmacy profession. Written by educators and professionals at the forefront in this field, the book shows how informatics plays a central role in providing productive and efficient healthcare services. After defining pharmacy informatics, the text explores the information and biomedical technologies that are the drivers of change. It then discusses the basics of maintaining the reliability and security of computers in a connected world, the need for standardization in the healthcare industry, and effective strategies for searching, evaluating, and managing the wide variety of information resources available today. The next section covers the types of information systems that exist in hospitals and pharmacies, including bar coding. The book then presents tools for evidence-based practice, computerized clinical pharmacokinetics methods, clinical decision support, and data mining methods to improve therapy, reduce adverse outcomes, and cut costs. The final section examines various developments driven by the Internet and how current informatics solutions must evolve to maximize their potential. The continual growth and increasing complexity of therapeutic information necessitate new ways for effectively handling medical data and ultimately providing better patient care. This book discusses how these changes affect pharmacy students and practicing pharmacists, preparing them for what lies ahead in this evolving field.
Choice Outstanding Academic Title Software is more than a set of instructions for computers: it enables (and disables) political imperatives and policies. Nowhere is the potential for radical social and political change more apparent than in the practice and movement known as "free software." Free software makes the knowledge and innovation of its creators publicly available. This liberation of code celebrated in free software s explicatory slogan "Think free speech, not free beer" is the foundation, for example, of the Linux phenomenon. Decoding Liberation provides a synoptic perspective on the relationships between free software and freedom. Focusing on five main themes the emancipatory potential of technology, social liberties, the facilitation of creativity, the objectivity of computing as scientific practice, and the role of software in a cyborg world the authors ask: What are the freedoms of free software, and how are they manifested? This book is essential reading for anyone interested in understanding how free software promises to transform not only technology but society as well.
Master the tools of MATLAB through hands-on examples The mathematical software MATLAB integrates computation, visualization, and programming to produce a powerful tool for a number of different tasks in mathematics. Focusing on the MATLAB toolboxes especially dedicated to science, finance, and engineering, MATLAB with Applications to Engineering, Physics and Finance explains how to perform complex mathematical tasks with relatively simple programs. This versatile book is accessible enough for novices and users with only a fundamental knowledge of MATLAB, yet covers many sophisticated concepts to make it helpful for experienced users as well. The author first introduces the basics of MATLAB, describing simple functions such as differentiation, integration, and plotting. He then addresses advanced topics, including programming, producing executables, publishing results directly from MATLAB programs, and creating graphical user interfaces. The text also presents examples of Simulink that highlight the advantages of using this software package for system modeling and simulation. The applications-dedicated chapters at the end of the book explore the use of MATLAB in digital signal processing, chemical and food engineering, astronomy, optics, financial derivatives, and much more.
Electrical Machines with MATLAB(r) encapsulates the invaluable insight and experience that eminent instructor Turan Gonen has acquired in almost 40 years of teaching. With simple, versatile content that separates it from other texts on electrical machines, this book is an ideal self-study tool for advanced students in electrical and other areas of engineering. In response to the often inadequate, rushed coverage of fundamentals in most basic circuit analysis books and courses, this resource is intelligently designed, easy to read, and packed with in-depth information on crucial concepts. Topics include three-phase circuits, power measurement in AC circuits, magnetic circuits, transformers, and induction, synchronous, and direct-current machines. The book starts by reviewing more basic concepts, with numerous examples to clarify their application. It then explores new "buzzword" topics and developments in the area of electrical machine applications and electric power systems, including:
Using International Systems (IS) units throughout, this cross-disciplinary design guide delves into commonly used vocabulary and symbols associated with electrical machinery. Several new appendices contain tools such as an extensive glossary to explain important terms. Outlining a wide range of information-and the many different ways to apply it-this book is an invaluable, multifunctional resource for students and professors, as well as practicing professionals looking to refresh and update their knowledge.
Over the last fifteen years, professional communications have changed drastically. Presentations are the primary way we communicate. There is a proliferation of presentation software in the workplace, but there are no documented best-practices for how to communicate optimally in this ubiquitous medium. There has never been a gold standard collection of best practices for telling the visual story until now. Whether you're a CEO, senior manager or educator, you create presentations that have incredibly high stakes. Stock value, sales revenue, career promotions and behavior changes are all influenced by presentations daily. Those of us who want to get ahead have had a few guides that teach us how to create 'sticky' verbal messages and make a successful delivery. But what about the slides themselves? Are they art or science, or both?If you 're tired of stagnating in your career or getting marginal feedback when you present to pivotal audiences, this book will change your approach, process and expectations for developing visual aides. It will make the difference between a good presentation and a great one. The personality of the book is smart and informative. It would be like the merging of an informative Strunk and White's "Elements of Style" with a spunky Anne Lamott - but it happens to all be in living color. Useful, yet with doses of reality sprinkled in. It will be referenced enough to be kept permanently on a desk as an essential guide yet profound enough to spark viral intrigue. For the first time, we have translated much of the design language into laymen 's terms.
The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples
The understanding and control of transport phenomena in materials processing play an important role in the improvement of conventional processes and in the development of new techniques. Computer modeling of these phenomena can be used effectively for this purpose. Although there are several books in the literature covering the analysis of heat transfer and fluid flow, Computer Modelling of Heat and Fluid Flow in Materials Processing specifically addresses the understanding of these phenomena in materials processing situations. Written at a level suitable for graduate students in materials science and engineering and subjects, this book is ideal for those wishing to learn how to approach computer modeling of transport phenomena and apply these techniques in materials processing. The text includes a number of relevant case studies and each chapter is supported by numerous examples of transport modeling programs.
Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today. This exciting volume explores the ever-developing scene of graphic novels, graphic narratives and related visual cultures in South Asia. Covering topics such as Tamil comics, material memory, the politics of graphic adaptation, the fandom of Ms Marvel as well as watching Pakistani social lives on Indian TV, this collection of essays are testament to how visual cultures across South Asia are responding to a new world order. The collection of work explores how certain visual cultures in South Asia are attempting to re-shape previous modes of visuality by unpacking what it means to be living in South Asia today. Through its inclusion of articles, visual essays and in-conversation pieces, this collection offers insight into the ways in which this narrative is unfolding, the kind of stories which are being told and how, in telling these stories, South Asian society is called upon to engage and crucially, to react to what we see, how and why we see it. This book was originally published as a special issue of the South Asian Popular Culture journal.
New to CINEMA 4D and looking for an accessible way to get up to speed quickly? Do you already know the basics of the software but need to know the new features or take your skills and understanding a little deeper? If so, look no further than CINEMA 4D Apprentice, your one-stop shop for learning this powerful application. With guidance that takes you beyond just the button-pushing, author Kent McQuilkin guides you through 10 core lessons, starting with the basics before moving onto more complex techniques and concepts and then tying it all together with a final project. CINEMA 4D Apprentice walks you through the software with a project-based approach, allowing you to put lessons learned into immediate practice. Best practices and workflows for motion graphics artists that can be applied to any software application are included. A companion website (www.focalpress.com/cw/mcquilkin) features project files and videos of the techniques in action. Topics covered include: creating basic scenes, modeling, texture mapping mograph in-depth integration with After Effects via CINEWARE lighting, animation, rendering and more motion tracking with the new tools included in R16
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Master the game before your friends! The Big Book of APEX LEGENDS provides all the information and strategies to dominate the latest free-to-play battle royale game, no matter the platform. Abundantly illustrated with color screenshots, the guide presents: basic information on weapons, gear and loot; essential combat techniques; tips to master your Legend's abilities; offensive and defensive tactics; advanced techniques and strategies and much more!
R for College Mathematics and Statistics encourages the use of R in mathematics and statistics courses. Instructors are no longer limited to ``nice'' functions in calculus classes. They can require reports and homework with graphs. They can do simulations and experiments. R can be useful for student projects, for creating graphics for teaching, as well as for scholarly work. This book presents ways R, which is freely available, can enhance the teaching of mathematics and statistics. R has the potential to help students learn mathematics due to the need for precision, understanding of symbols and functions, and the logical nature of code. Moreover, the text provides students the opportunity for experimenting with concepts in any mathematics course. Features: Does not require previous experience with R Promotes the use of R in typical mathematics and statistics course work Organized by mathematics topics Utilizes an example-based approach Chapters are largely independent of each other |
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