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Books > Computing & IT > Computer software packages
Including the latest Microsoft 365 features and enhanced support for Mac users, Cengage's Illustrated Series (R) Collection, Microsoft (R) 365 (R) & Office (R) 2021 Intermediate, 2nd edition, helps you quickly master the nuances of Microsoft (R) Office. Its concise, student-friendly approach uses a proven two-page layout that allows you to work through an entire task without turning the page. Each module begins with a brief overview of the principles covered while large, full-color screen images illustrate what you see on your computer. Module Learning Objectives are mapped to Microsoft Office Specialist (MOS) certification objectives, and module scenarios are based on Burning Glass market insights data -- helping you sharpen the critical skills you need for real-world success. In addition, MindTap and SAM (Skills Assessment Manager) online resources help maximize your study time -- and results.
Over the past decade, diverse organizations have been turning to open source software for their technological needs, in both internal processes management and public interaction. Turning the data generated by organizations ranging from universities to large corporations into usable information has plagued users for years, making open source solutions one of the primary goals of these institutions. Open Source Solutions for Knowledge Management and Technological Ecosystems addresses the issues surrounding the search for each organization's unique data management needs, defining the tools necessary to fulfill them within their technological ecosystem, along with the selection, interoperability, and integration of these tools. This book is ideal for managers, business professionals, software engineers, information technology professionals, and students of business and IT.
Signals and Systems: A Primer with MATLAB (R) provides clear, interesting, and easy-to-understand coverage of continuous-time and discrete-time signals and systems. Each chapter opens with a historical profile or career talk, followed by an introduction that states the chapter objectives and links the chapter to the previous ones. All principles are presented in a lucid, logical, step-by-step approach. As much as possible, the authors avoid wordiness and detail overload that could hide concepts and impede understanding. In recognition of the requirements by the Accreditation Board for Engineering and Technology (ABET) on integrating computer tools, the use of MATLAB (R) is encouraged in a student-friendly manner. MATLAB is introduced in Appendix B and applied gradually throughout the book. Each illustrative example is immediately followed by a practice problem along with its answer. Students can follow the example step by step to solve the practice problem without flipping pages or looking at the end of the book for answers. These practice problems test students' comprehension and reinforce key concepts before moving on to the next section. Toward the end of each chapter, the authors discuss some application aspects of the concepts covered in the chapter. The material covered in the chapter is applied to at least one or two practical problems or devices. This helps students see how the concepts are applied to real-life situations. In addition, thoroughly worked examples are given liberally at the end of every section. These examples give students a solid grasp of the solutions as well as the confidence to solve similar problems themselves. Some of the problems are solved in two or three ways to facilitate a deeper understanding and comparison of different approaches. Ten review questions in the form of multiple-choice objective items are provided at the end of each chapter with answers. The review questions are intended to cover the "little tricks" that the examples and end-of-chapter problems may not cover. They serve as a self-test device and help students determine chapter mastery. Each chapter also ends with a summary of key points and formulas. Designed for a three-hour semester course on signals and systems, Signals and Systems: A Primer with MATLAB (R) is intended as a textbook for junior-level undergraduate students in electrical and computer engineering. The prerequisites for a course based on this book are knowledge of standard mathematics (including calculus and differential equations) and electric circuit analysis.
This book examines the life of the Australian artist Harry Reade (1927-1998) and his largely overlooked contribution to animation. It constitutes a biography of Reade, tracing his life from his birth to his period of involvement with animation between 1956 and 1969. It explores the forces that shaped Reade and chronicles his experiences as a child, his early working life, the influence of left-wing ideology on his creative development, his introduction to animation through the small but radical Waterside Workers' Federation Film Unit (WWFFU), and the influence he had on the development of Cuban animation as an educational tool of the Revolution. Key Features The text offers an alternative framework for considering the political, social, and cultural themes that characterised 1950s Australia and 1960s Cuba. A rare look into the cultural heritage of labor organizations and the populist power of animation to stimulate radical social consciousness. The book also crosses a range of intellectual disciplines, including Animation Studies, Art History, Cinema Studies, and the Social and Political Histories of Australia and Cuba. Max Bannah lives on Queensland's Sunshine Coast. Between 1976 and 2010, he worked in Brisbane as an animator producing television commercials, short films, and cartoon graphics. He also lectured in Animation History and Practice and Drawing for Animation at the Queensland University of Technology where, in 2007, he completed his Masters by Research thesis, "A Cause for Animation: Harry Reade and the Cuban Revolution."
Attacks on information systems and applications have become more prevalent with new advances in technology. Management of security and quick threat identification have become imperative aspects of technological applications. Information Technology Risk Management and Compliance in Modern Organizations is a pivotal reference source featuring the latest scholarly research on the need for an effective chain of information management and clear principles of information technology governance. Including extensive coverage on a broad range of topics such as compliance programs, data leak prevention, and security architecture, this book is ideally designed for IT professionals, scholars, researchers, and academicians seeking current research on risk management and compliance.
An easy, step-by-step guide to enable YOU to draw Fortnite's most iconic Outfits, weapons, accessories, and more, brought to you by Epic Games and featuring the authentic Fortnite holographic seal. Think the intricate designs in Fortnite look difficult to reproduce? Think again. This all-new collection breaks down each drawing into simple, step-by-step stages, zeroing in on the details and providing expert tips and hints along the way. Armed with nothing more than a pencil and paper, YOU TOO can create drawings that will strike fear into your enemies. LET'S DO IT! * From Peely to Rippley, Black Shield to Bonesy, Lavawing to Laser Chomp, HOW TO DRAW: VOLUME 2 is crammed full of your favorite Fortnite items * Featuring a drawing tutorial intro to help you brush up on your techniques, plus helpful tips and hints throughout * Aimed at a range of abilities, progressing from easier sketches to more challenging designs
A Tour of Data Science: Learn R and Python in Parallel covers the fundamentals of data science, including programming, statistics, optimization, and machine learning in a single short book. It does not cover everything, but rather, teaches the key concepts and topics in Data Science. It also covers two of the most popular programming languages used in Data Science, R and Python, in one source. Key features: Allows you to learn R and Python in parallel Cover statistics, programming, optimization and predictive modelling, and the popular data manipulation tools - data.table and pandas Provides a concise and accessible presentation Includes machine learning algorithms implemented from scratch, linear regression, lasso, ridge, logistic regression, gradient boosting trees, etc. Appealing to data scientists, statisticians, quantitative analysts, and others who want to learn programming with R and Python from a data science perspective.
Multimedia technology has the potential to evolve the paradigm of end user computing, from the interactive text and graphics model that has developed since the 1950s, into one more compatible with the digital electronic world of the next century. Decreasing hardware costs, a relatively inexpensive storage capacity and a rapid increasing computing power and network bandwidth, all major requirements of multimedia applications, have contributed to the recent tremendous growth in production and use of multimedia contents. Interactive Multimedia Systems addresses these innovative technologies and how they can positively impact a variety of areas.
Drawing upon theories from visual studies, critical visual culture studies, and cognitive psychology, and with a special focus on gender and ethnicity, this book gives students a theoretical foundation for future work as visual communicators. The book takes a closer look at the interwoven character of perception and reception that is present in everyday visual encounters. Chapters present a wide variety of visual examples from art history, digital media, and the images we encounter and use in our daily lives. With the tools to understand how images and text make meaning, students are thus prepared to better communicate through visual media. This book serves as a main or supplementary text for visual communication or visual culture courses.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
A comprehensive guide to automated statistical data cleaning The production of clean data is a complex and time-consuming process that requires both technical know-how and statistical expertise. Statistical Data Cleaning brings together a wide range of techniques for cleaning textual, numeric or categorical data. This book examines technical data cleaning methods relating to data representation and data structure. A prominent role is given to statistical data validation, data cleaning based on predefined restrictions, and data cleaning strategy. Key features: Focuses on the automation of data cleaning methods, including both theory and applications written in R. Enables the reader to design data cleaning processes for either one-off analytical purposes or for setting up production systems that clean data on a regular basis. Explores statistical techniques for solving issues such as incompleteness, contradictions and outliers, integration of data cleaning components and quality monitoring. Supported by an accompanying website featuring data and R code. This book enables data scientists and statistical analysts working with data to deepen their understanding of data cleaning as well as to upgrade their practical data cleaning skills. It can also be used as material for a course in data cleaning and analyses.
Statistics is made simple with this award-winning guide to using R and applied statistical methods. With a clear step-by-step approach explained using real world examples, learn the practical skills you need to use statistical methods in your research from an expert with over 30 years of teaching experience. With a wealth of hands-on exercises and online resources created by the author, practice your skills using the data sets and R scripts from the book with detailed screencasts that accompany each script. This book is ideal for anyone looking to: * Complete an introductory course in statistics * Prepare for more advanced statistical courses * Gain the transferable analytical skills needed to interpret research from across the social sciences * Learn the technical skills needed to present data visually * Acquire a basic competence in the use of R and RStudio. This edition also includes a gentle introduction to Bayesian methods integrated throughout. The author has created a wide range of online resources, including: over 90 R scripts, 36 datasets, 37 screen casts, complete solutions for all exercises, and 130 multiple-choice questions to test your knowledge.
When the pressure is on to resolve an elusive software or hardware glitch, what's needed is a cool head courtesy of a set of rules guaranteed to work on any system, in any circumstance. Written in a frank but engaging style, this book provides simple, foolproof principles guaranteed to help find any bug quickly. Recognized tech expert and author David Agans changes the way you think about debugging, making those pesky problems suddenly much easier to find and fix. Agans identifies nine simple, practical rules that are applicable to any software application or hardware system, which can help detect any bug, no matter how tricky or obscure. Illustrating the rules with real-life bug-detection war stories, Debugging shows you how to: Understand the system: how perceiving the ""roadmap"" can hasten your journey Quit thinking and look: when hands-on investigation can't be avoided Isolate critical factors: why changing one element at a time can be an essential tool Keep an audit trail: how keeping a record of the debugging process can win the day Whether the system or program you're working on has been designed wrong, built wrong, or used wrong, Debugging helps you think correctly about bugs, so the problems virtually reveal themselves.
Understanding Regression Analysis unifies diverse regression applications including the classical model, ANOVA models, generalized models including Poisson, Negative binomial, logistic, and survival, neural networks, and decision trees under a common umbrella -- namely, the conditional distribution model. It explains why the conditional distribution model is the correct model, and it also explains (proves) why the assumptions of the classical regression model are wrong. Unlike other regression books, this one from the outset takes a realistic approach that all models are just approximations. Hence, the emphasis is to model Nature's processes realistically, rather than to assume (incorrectly) that Nature works in particular, constrained ways. Key features of the book include: Numerous worked examples using the R software Key points and self-study questions displayed "just-in-time" within chapters Simple mathematical explanations ("baby proofs") of key concepts Clear explanations and applications of statistical significance (p-values), incorporating the American Statistical Association guidelines Use of "data-generating process" terminology rather than "population" Random-X framework is assumed throughout (the fixed-X case is presented as a special case of the random-X case) Clear explanations of probabilistic modelling, including likelihood-based methods Use of simulations throughout to explain concepts and to perform data analyses This book has a strong orientation towards science in general, as well as chapter-review and self-study questions, so it can be used as a textbook for research-oriented students in the social, biological and medical, and physical and engineering sciences. As well, its mathematical emphasis makes it ideal for a text in mathematics and statistics courses. With its numerous worked examples, it is also ideally suited to be a reference book for all scientists.
In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.
This book explores the historical and cultural significance of comics in languages other than English, examining the geographic and linguistic spheres which these comics inhabit and their contributions to comic studies and academia. The volume brings together texts across a wide range of genres, styles and geographic locations including the Netherlands, Latin America, Greece, Sweden, Poland, Finland, Portugal, Ireland, the Czech Republic, among others. These works have remained out of reach for speakers of languages other than the original and do not receive the scholarly attention they deserve due to their lack of English translations. This book highlights the richness and diversity these works add to the corpus of comic art and comic studies that Anglophone comics scholars can access to broaden the collective perspective of the field and forge links across regions, genres and comic traditions. Part of the Global Perspectives in Comics Studies series, this volume spans many continents and languages. It will be of interest to researchers and students of comics studies, literature, cultural studies, popular culture, art and design, illustration, history, film studies and sociology.
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
The information environments that modern society requires us to master and engage in are based in literacy and digital communication. Mediated information not only passes through our brains, it alters and rewires them. Since our environment, to a large extent, is shaped by the way we perceive, understand, and communicate information, we can even think of mental disorders as symptoms of maladaptation to our media environments. This book uses this "media ecology" model to explore the effects of media on mental disorders. It traces the development of media from the most basic forms--the sights and sounds expressed by the human body--to the most technologically complex media created to date, showing how each medium of communication relates to specific mental disorders such as anxiety, depression, schizophrenia, and autism. As the digital age proceeds to envelop us in an environment of infinite and instantly accessible information, it's crucial to our own mental health to understand how the various forms of media influence and shape our minds and behaviors. |
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