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In his final book, the late Henry Kissinger joins forces with two
leading technologists to mount a profound exploration of the epochal
challenges and opportunities presented by the revolution in Artificial
Intelligence.
Step up your Excel skills with our 6-page laminated guide focusing on tips and tricks for using data efficiently while ensuring data quality. Curtis Frye, author of multiple books on Excel, creator of many Lynda.com videos and an experienced corporate trainer used his experience and knowledge to cover the most relevant functions for users at different levels. This is the second in the Excel 2016 series. Suggested uses: Workplace -- Kept conveniently at your desk for easy reference; Company Training -- reduce help-desk calls and keep productivity flowing for a team or for your entire company; Students/Teachers/Parents -- help for classroom or homework; College Professors/Students -- offers a range of guides for different levels.
This is the only book you need to understand our new world – from the
ultimate AI insider, the CEO of Microsoft AI and co-founder of the
pioneering AI company DeepMind.
Written in an accessible, conversational style, this comprehensive introduction to usability engineering takes a project-based approach to the development process. Provides detailed coverage of the fundamentals without unnecessary depth or breadth, focusing readers on understanding the goals and process of usability engineering. Covers the entire usability engineering lifecycle, emphasizing select techniques and methodologies. Illustrates the user interface development process with examples from a medium-scale development example. For anyone interested in learning more about usability and user interfaces in computer systems and software.
Updated to cover UML 2.0, this student textbook provides a practical understanding of software design and development using UML. Case studies are used to illustrate good practice.
Games software has its roots in a "cottage" industry, ignoring formal methodologies, instead leaving the programmers to find homespun solutions to the technical problems faced. The picture has now changed: the scale of the problems faced by programmers means that more methodical techniques must be applied to game development to prevent projects spiralling out of control, both in terms of technical complexity and cost. The book addresses how program teams can develop ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies. It establishes a set of best practices tempered with real-world pragmatism, understanding that there is no "one size fits all" solution. No member of the game development team should be working in isolation and the book will be useful to producers, designers and artists as well as the programmers themselves. In addition, the book addresses the needs of the growing number of Game Development courses offered in academia, giving students a much-needed insight into the real world of object-oriented game design.
Database Solutions: A step-by-step guide to building databases 2/eAre you responsible for designing and creating the databases that keep your business running? Or are you studying for a module in database design? If so, Database Solutions is for you This fully revised and updated edition will make the database design and build process smoother, quicker and more reliable.Recipe for database success Take one RDMS - any of the major commercial products will do: Oracle, Informix, SQL Server, Access, Paradox Add one thorough reading of Database Solutions if you are an inexperienced database designer, or one recap of the methodology if you are an old hand Use the design and implementation frameworks to plan your timetable, use a common data model that fits your requirements and adapt as necessaryFeatures Includes hints and tips for success with comprehensive guidance on avoiding pitfalls and traps Shows how to create data models using the UML design notation Includes two full-length coded example databases written on Microsoft Access 2002 and Oracle 9i, plus 15 sample data models to adapt to your needs, chosen from seven common business areasNew for this edition New chapters on SQL (St
New media is like a giant jigsaw puzzle; a combination of different skills and media. We know all about the pieces, but the biggest problem is putting them all together to get the 'big picture' of new media design. Design for New Media gives a unified approach to looking at the area, covering both the separate elements, and putting them in the context of new media design as a whole. The book is divided into four sections; The first section considers some of the issues that arise from designing with new and developing technology. The author then moves on to look at the 'building blocks' of new media (sound, colour and animation), and their role in the design of a new media product is explained. The third section covers interaction design and those elements of new media that are connected with the use and understanding of the product. Finally, the process of design itself is considered in a practical way; how do you take that first step in designing a new media product?
Suitable for those new to nonlinear editing as well as experienced
editors new to Final Cut Express, this book is an introduction to
Apple's editing software package and the digital video format in
general. You will come away with not only an in-depth knowledge of
how to use Final Cut Express, but also a deeper understanding of
the craft of editing and the underlying technical processes that
will serve you well in future projects.
Has the virtual invaded the realm of the real, or has the real expanded its definition to include what once was characterized as virtual? With the continual evolution of digital technology, this distinction grows increasingly hazy. But perhaps the distinction has become obsolete; perhaps it is time to pay attention to the intersections, mutations, and transmigrations of the virtual and the real. Certain it is time to reinterpret the practice and study of music. The Oxford Handbook of Music and Virtuality, edited by Shelia Whiteley and Shara Rambarran, is the first book to offer a kaleidoscope of interdisciplinary perspectives from scholars around the globe on the way in which virtuality mediates the dissemination, acquisition, performance, creation, and reimagining of music. The Oxford Handbook of Music and Virtuality addresses eight themes that often overlap and interact with one another. Questions of the role of the audience, artistic agency, individual and communal identity, subjectivity, and spatiality repeatedly arise. Authors specifically explore phenomena including holographic musicians and virtual bands, and the benefits and detriments surrounding the free circulation of music on the internet. In addition, the book investigates the way in which fans and musicians negotiate gender identities as well as the dynamics of audience participation and community building in a virtual environment. The handbook rehistoricizes the virtual by tracing its progression from cartoons in the 1950s to current industry innovations and changes in practice. Well-grounded and wide-reaching, this is a book that students of any number of disciplines, from Music to Cultural Studies, have awaited.
Software Engineering for Real-Time Systems is a comprehensive introduction to the systematic design of real-time and embedded software systems. The text provides arguments, examples, techniques, and methodologies to demonstrate what software engineering can offer a real-time software developer. Written in an accessible style and complemented by numerous diagrams, the reader is guided through the steps of a total design approach, from the initial definition of the task all the way through to documentation.
Sophisticated development organizations worldwide are discovering the advantages of software architectures in building systems that deliver higher quality, lower development and maintenance costs, and shorter time to market. In this book, one of the field's leading experts addresses the two most important factors in making software architectures work: effective design, and leveraging architectures across product lines.KEY TOPICS:Jan Bosch begins by outlining the rationale for software architectures, and reviewing the limits of traditional approaches to software reuse. Next, Bosch introduces a comprehensive approach to software architecture design that includes explicit quality goals, is carefully optimized up front, and still accounts for the inevitability of change. In Part II, Bosch presents today's best practices for defining architectures that can be reused across entire "lines" or "families" of software. Bosch covers each phase of the software product line lifecycle, including development, usage, and evolution of software assets, showing how to manage interdependencies, and cope with new requirements that were not part of the original design. The book includes several running case studies from real companies that have achieved competitive advantage through software architecture.MARKET:For all software architects; IT managers responsible for development projects; designers; and developers.
The latest volume in this influential series brings together topical and authoritative contributions from leading international professionals involved in the use of games and simulations. With contributors offering examples drawn from a wide variety of countries including the US, the UK, the Netherlands, Australia and Russia, the book provides a global perspective on a key topic.
This is a thorough introduction to the fundamental concepts of functional programming.KEY TOPICS:The book clearly expounds the construction of functional programming as a process of mathematical calculation, but restricts itself to the mathematics relevant to actual program construction. It covers simple and abstract datatypes, numbers, lists, examples, trees, and efficiency. It includes a simple, yet coherent treatment of the Haskell class; a calculus of time complexity; and new coverage of monadic input-output.MARKET:For anyone interested in the theory and practice of functional programming.
Software Reqiuirements and Specifications is the latest book from Michael Jackson, one of the foremost contributors to software development method and practice. The book brings together some 75 short pieces about principles and techniques for requirements analysis, specification and design. The ideas discussed are deep, but at the same time lightly and wittily expressed. The book is fun to read, rewarding the reader with many valuble and novel insights. Some sacred cows, including top-down development, dataflow diagrams and the distinction between What and How, are led to the slaughter. Readers will be provoked--perhaps to fury, perhaps to enthusiasm, but surely to think more deeply about topics and issues of central importance in the field of software development. There are new ideas about problem structuring, based on the concept of a problem frame, leading to a clearer notion of complexity and how to deal with it. And other important topics include:
0201877120B04062001
Zero-defect software is the Holy Grail of all software developers. It has proved to be an elusive goal - until now. The Inspection techniques illustrated in this book have brought clear benefits in terms of lower (or even zero) defects, higher productivity, better project tracking and improved documentation. Features
WELCOME TO LAWBRANDAuroboros: Coils of the Serpent is a 5E campaign setting by Chris Metzen and Warchief Gaming. The first release in this universe, Worldbook: Lawbrand, is based on the roleplaying campaign that Chris ran with his childhood friends in the eighties and nineties, before heading to Blizzard to work on worlds such as Warcraft, StarCraft, and more.As a 5E compatible source book, Worldbook: Lawbrand gives players and GMs all the tools they'll need to create their own adventures in this epic fantasy world.Containing over a hundred pages of lore, as well as being loaded to the brim with new options for character customization, Worldbook: Lawbrand also features a comprehensive Adventures section, designed to give GMs a way to launch imaginative adventures for their party.Key Features: - Background and lore for each Trade-City, faction, and key players that run them.- Four brand new sub-classes and five new races unique to the setting, as well as new magic items, spells, and magical tattoos known as sigils.- Guides and recommendations on how to run adventures in Lawbrand, including creating compelling stories, using the Mark of the Serpent in your party, and more.Will you tame the world - or shatter it?
Eran Eyal had it all: a trendy New York apartment, a jet-set lifestyle
and investors lining up to get in on his million-dollar cryptocurrency
start-up, Shopin. He had come a long way from an ordinary middle-class
childhood in Durban and the burgeoning tech start-up world of Cape
Town.
Over the last century, developments in electronic music and art have enabled new possibilities for creating audio and audio-visual artworks. With this new potential has come the possibility for representing subjective internal conscious states, such as the experience of hallucinations, using digital technology. Combined with immersive technologies such as virtual reality goggles and high-quality loudspeakers, the potential for accurate simulations of conscious encounters such as Altered States of Consciousness (ASCs) is rapidly advancing. In Inner Sound, author Jonathan Weinel traverses the creative influence of ASCs, from Amazonian chicha festivals to the synaesthetic assaults of neon raves; and from an immersive outdoor electroacoustic performance on an Athenian hilltop to a mushroom trip on a tropical island in virtual reality. Beginning with a discussion of consciousness, the book explores how our subjective realities may change during states of dream, psychedelic experience, meditation, and trance. Taking a broad view across a wide range of genres, Inner Sound draws connections between shamanic art and music, and the modern technoshamanism of psychedelic rock, electronic dance music, and electroacoustic music. Going beyond the sonic into the visual, the book also examines the role of altered states in film, visual music, VJ performances, interactive video games, and virtual reality applications. Through the analysis of these examples, Weinel uncovers common mechanisms, and ultimately proposes a conceptual model for Altered States of Consciousness Simulations (ASCSs). This theoretical model describes how sound can be used to simulate various subjective states of consciousness from a first-person perspective, in an interactive context. Throughout the book, the ethical issues regarding altered states of consciousness in electronic music and audio-visual media are also examined, ultimately allowing the reader not only to consider the design of ASCSs, but also the implications of their use for digital society.
CompTIA (R) Data+ DA0-001 Exam Cram is an all-inclusive study guide designed to help you pass the CompTIA Data+ DA0-001 exam. Prepare for test day success with complete coverage of exam objectives and topics, plus hundreds of realistic practice questions. Extensive prep tools include quizzes, Exam Alerts, and our essential last-minute review CramSheet. The powerful Pearson Test Prep practice software provides real-time assessment and feedback with two complete exams. Covers the critical information needed to score higher on your Data+ DA0-001 exam! Understand data concepts, environments, mining, analysis, visualization, governance, quality, and controls Work with databases, data warehouses, database schemas, dimensions, data types, structures, and file formats Acquire data and understand how it can be monetized Clean and profile data so it;s more accurate, consistent, and useful Review essential techniques for manipulating and querying data Explore essential tools and techniques of modern data analytics Understand both descriptive and inferential statistical methods Get started with data visualization, reporting, and dashboards Leverage charts, graphs, and reports for data-driven decision-making Learn important data governance concepts
Many of the technological and managerial challenges of operating in the international environment are being addressed through global IT applications at the functional level of the organization. Global Information Systems and Technology: Focus on the Organization and Its Functional Areas provides a forum for identifying the specific impacts of IT in each of these areas and for understanding how the various challenges and solutions in the functional areas are being integrated via information technology. With a total of 27 chapters, this book examines several functional areas -- marketing, financial services, accounting, manufacturing and logistics, research and development, human resources -- all within the context of today's international business enterprise.
The Internet stock bubble wasn't just about goggle-eyed day traderstrying to get rich on the Nasdaq and goateed twenty-five-year-olds playing wannabe Bill Gates. It was also about an America that believed it had discovered the secret of eternal prosperity: it said something about all of us, and what we thought about ourselves, as the twenty-first century dawned. John Cassidy's Dot.con brings this tumultuous episode to life. Moving from the Cold War Pentagon to Silicon Valley to Wall Street and into the homes of millions of Americans, Cassidy tells the story of the great boom and bust in an authoritative and entertaining narrative. Featuring all the iconic figures of the Internet era -- Marc Andreessen, Jeff Bezos, Steve Case, Alan Greenspan, and many others -- and with a new Afterword on the aftermath of the bust, Dot.con is a panoramic and stirring account of human greed and gullibility.
With Computational Thinking in Sound, veteran educators Gena R. Greher and Jesse M. Heines provide the first book ever written for music fundamentals educators which is devoted specifically to music, sound, and technology. The authors demonstrate how the range of mental tools in computer science - for example, analytical thought, system design, and problem design and solution - can be fruitfully applied to music education, including examples of successful student work. While technology instruction in music education has traditionally focused on teaching how computers and software work to produce music, Greher and Heines offer context: a clear understanding of how music technology can be structured around a set of learning challenges and tasks of the type common in computer science classrooms. Using a learner-centered approach that emphasizes project-based experiences, the book provides music educators with multiple strategies to explore, create, and solve problems with music and technology in equal parts. It also provides examples of hands-on activities which encourage students, alone and in interdisciplinary groups, to explore the basic principles that underlie today's music technology and which expose them to current multimedia development tools. |
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