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Books > Computing & IT > Computer programming > General

Game Feel - A Game Designer's Guide to Virtual Sensation (Paperback): Steve Swink Game Feel - A Game Designer's Guide to Virtual Sensation (Paperback)
Steve Swink
R1,500 Discovery Miles 15 000 Ships in 9 - 15 working days

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
--Swink demystifies this crucial, fundamental, and unexplored aspect ofgame design with case studies, fully interactive examples
--Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle.
--What draws players in? Makes them addicted to game play? Feel is the key element that is so central to game design. Finally a book that covers the topic in an in-depth, practical way, with interactive exercises.
--Website: Fully playable interactive playset with ready-made tools for game and feel design, six key components to creating virtual sensation, and a play palette - so that designers can first experience the sensations before applying to own projects.

The XML Companion (Paperback, 3rd edition): Neil Bradley The XML Companion (Paperback, 3rd edition)
Neil Bradley
R1,154 R267 Discovery Miles 2 670 Save R887 (77%) Ships in 9 - 15 working days

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Paperback): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Paperback)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R1,264 Discovery Miles 12 640 Ships in 12 - 17 working days

Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.

Artificial Intelligence Techniques in IoT Sensor Networks (Paperback): Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar Artificial Intelligence Techniques in IoT Sensor Networks (Paperback)
Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar
R1,383 Discovery Miles 13 830 Ships in 12 - 17 working days

Artificial Intelligence Techniques in IoT Sensor Networks is a technical book which can be read by researchers, academicians, students and professionals interested in artificial intelligence (AI), sensor networks and Internet of Things (IoT). This book is intended to develop a shared understanding of applications of AI techniques in the present and near term. The book maps the technical impacts of AI technologies, applications and their implications on the design of solutions for sensor networks. This text introduces researchers and aspiring academicians to the latest developments and trends in AI applications for sensor networks in a clear and well-organized manner. It is mainly useful for research scholars in sensor networks and AI techniques. In addition, professionals and practitioners working on the design of real-time applications for sensor networks may benefit directly from this book. Moreover, graduate and master's students of any departments related to AI, IoT and sensor networks can find this book fascinating for developing expert systems or real-time applications. This book is written in a simple and easy language, discussing the fundamentals, which relieves the requirement of having early backgrounds in the field. From this expectation and experience, many libraries will be interested in owning copies of this work.

Role-play as a Heritage Practice - Historical Larp, Tabletop RPG and Reenactment (Paperback): Michal Mochocki Role-play as a Heritage Practice - Historical Larp, Tabletop RPG and Reenactment (Paperback)
Michal Mochocki
R1,301 Discovery Miles 13 010 Ships in 12 - 17 working days

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover)
David L Craddock
R2,581 Discovery Miles 25 810 Ships in 12 - 17 working days

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.

Spring Security in Action (Paperback): Laurentiu Spilca Spring Security in Action (Paperback)
Laurentiu Spilca
R1,330 Discovery Miles 13 300 Ships in 12 - 17 working days

Spring Security in Action shows you how to use Spring Security to create applications you can be confident will withstand even the most dedicated attacks. Starting with essential "secure by design" principles, you'll learn common software vulnerabilities and how to avoid them right from the design stage. Through hands-on projects, you'll learn to manage system users, configure secure endpoints, and use, OAuth2 and OpenID Connect for authentication and authorization. As you go, you'll learn how to adapt Spring Security to different architectures, such as configuring Spring Security for Reactive applications and container-based applications orchestrated with Kubernetes. When you're done, you'll have a complete understanding of how to use Spring Security to protect your Java enterprise applications from common threats and attacks. Key Features * The principles of secure by design * The architecture of Spring Security * Spring Security contracts for password encoding, cryptography, and authentication * Applying Spring Security to different architecture styles For experienced Java developers with knowledge of other Spring tools. About the technology Your applications, along with the data they manage, are one of your organization's most valuable assets. No company wants their applications easily cracked by malicious attackers or left vulnerable by avoidable errors. The specialized Spring Security framework reduces the time and manpower required to create reliable authorization, authentication, and other security features for your Java enterprise software. Thanks to Spring Security, you can easily bake security into your applications, from design right through to implementation. Laurentiu Spilca is a dedicated development lead and trainer at Endava, where he leads the development of a project in the financial market of European Nordic countries. He has over ten years experience as a Java developer and technology teacher.

The Web Accessibility Project - Development and Testing Best Practices (Hardcover): Narayanan Palani The Web Accessibility Project - Development and Testing Best Practices (Hardcover)
Narayanan Palani
R5,191 Discovery Miles 51 910 Ships in 12 - 17 working days

Approximately 15% of the global population is affected by some sort of disability, according to the World Report on Disability. Many C-Suite executives perceive digital accessibility (DA) as an endless task. Among the engineering leaders, one in four leaders are reliant on very limited knowledge about digital accessibility. Many countries are increasing their legislative efforts to make web accessibility an important part in web development and testing of software releases. Numerous organizations are facing extreme turbulence when not adhering to international accessibility guidelines while developing their software's and website applications. Web Content Accessibility Guidelines (WCAG) is a global guide on accessibility recommendations that are developed through the World Wide Web Consortium (W3C) to help organizations to meet minimum standard accessibility guidelines. It has become critical for every organization to focus on implementing the accessibility checks at every stage of their application development to avoid costly mistakes. Meanwhile, the need for front-end engineers and Quality Assurance (QA) test analysts to learn WCAG best practices is immensely important for the growing need to incorporate accessibility-focused inclusive design, development, and extensive accessibility testing, which are essential for most of the customer-facing websites. In a fast-paced world, incorporating shift left accessibility within development and testing is the new normal. The Web Accessibility Project: Development and Testing Best Practices helps developers address right accessibility attributes to user interface (UI) components. It also helps developers focus on developing manual and automation tests for QA professionals to inject accessibility audit, accessibility functional tests, and accessibility automation tests as part of their Continuous Integration and Continuous Development (CI/CD) models. The book is filled with readily usable best practices to adapt web accessibility early in application development. By applying the accessibility best practices covered in this book, developers can help their organizations rise to a whole new level of accessibility adherence, innovation, and inclusive design. They will also see greater work satisfaction in their professional lives and a way to help improve digital accessibility for end users.

Digital Icons - Memes, Martyrs and Avatars (Paperback): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Paperback)
Yasmin Ibrahim
R1,249 Discovery Miles 12 490 Ships in 12 - 17 working days

This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.

Developing Graphics Frameworks with Java and OpenGL (Hardcover): Lee Stemkoski, James Cona Developing Graphics Frameworks with Java and OpenGL (Hardcover)
Lee Stemkoski, James Cona
R4,600 Discovery Miles 46 000 Ships in 12 - 17 working days

a balanced blend of theoretical and practical information that enables readers to develop 3D worlds quickly and efficiently.

Mathematical Logic through Python (Paperback, New edition): Yannai A. Gonczarowski, Noam Nisan Mathematical Logic through Python (Paperback, New edition)
Yannai A. Gonczarowski, Noam Nisan
R821 R777 Discovery Miles 7 770 Save R44 (5%) Ships in 12 - 17 working days

Using a unique pedagogical approach, this text introduces mathematical logic by guiding students in implementing the underlying logical concepts and mathematical proofs via Python programming. This approach, tailored to the unique intuitions and strengths of the ever-growing population of programming-savvy students, brings mathematical logic into the comfort zone of these students and provides clarity that can only be achieved by a deep hands-on understanding and the satisfaction of having created working code. While the approach is unique, the text follows the same set of topics typically covered in a one-semester undergraduate course, including propositional logic and first-order predicate logic, culminating in a proof of Goedel's completeness theorem. A sneak peek to Goedel's incompleteness theorem is also provided. The textbook is accompanied by an extensive collection of programming tasks, code skeletons, and unit tests. Familiarity with proofs and basic proficiency in Python is assumed.

Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual... Storytelling for New Technologies and Platforms - A Writer's Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More (Hardcover)
Ross Berger
R3,984 Discovery Miles 39 840 Ships in 12 - 17 working days

Expert advice from several industrial professionals who have worked for some of the world's biggest tech and interactive companies. Best practices that not only prepare writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today's popular technologies and traditional gaming platforms.

News Search, Blogs and Feeds - A Toolkit (Paperback, New): Lars Vage, Lars Iselid News Search, Blogs and Feeds - A Toolkit (Paperback, New)
Lars Vage, Lars Iselid
R1,489 R1,388 Discovery Miles 13 880 Save R101 (7%) Ships in 12 - 17 working days

This book is about news search and monitoring. Aimed at professionals with a strategic need of monitoring the surrounding world, users with a need to find the best news sources, monitoring services and news search strategies and techniques will benefit from reading this book. The main purpose is to present a practical handbook with an analysis of readily available tools, blending with passages of a theoretical nature. It is also useful for students at LIS programmes and related information programmes and for librarians and information professionals. The authors aim to aid the reader in reaching a greater understanding of the core in news search and monitoring.
Presents effective tools to evaluate news search engines and databasesHarness the power of RSS (Real Simple Syndication) feeds in online news search and monitoringLearn how to navigate and critically question the news found in the blogosphere

Fifty Key Video Games (Hardcover): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Hardcover)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R4,140 Discovery Miles 41 400 Ships in 12 - 17 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

Role-play as a Heritage Practice - Historical Larp, Tabletop RPG and Reenactment (Hardcover): Michal Mochocki Role-play as a Heritage Practice - Historical Larp, Tabletop RPG and Reenactment (Hardcover)
Michal Mochocki
R4,076 Discovery Miles 40 760 Ships in 9 - 15 working days

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

Writing for Games - Theory and Practice (Hardcover): Hannah Nicklin Writing for Games - Theory and Practice (Hardcover)
Hannah Nicklin
R4,005 Discovery Miles 40 050 Ships in 12 - 17 working days

A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.

Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback): Steven Rabin Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback)
Steven Rabin
R1,857 Discovery Miles 18 570 Ships in 12 - 17 working days

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover): Alex Josef, Alex Van... The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover)
Alex Josef, Alex Van Lepp, Marshal D. Carper
R3,853 Discovery Miles 38 530 Ships in 12 - 17 working days

Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics

Oracle Database Programming with Visual Basic.NET - Concepts, Designs and Implementations (Paperback): Y. Bai Oracle Database Programming with Visual Basic.NET - Concepts, Designs and Implementations (Paperback)
Y. Bai
R2,072 Discovery Miles 20 720 Ships in 12 - 17 working days

Oracle Database Programming with Visual Basic.NET Discover a detailed treatment of the practical considerations and applications of Oracle database programming with Visual Basic 2019 Oracle Database Programming with Visual Basic.NET: Concepts, Designs, and Implementations delivers a comprehensive exploration of the foundations of Oracle database programming using Visual Basic.NET. Using Visual Basic.NET 2019, Visual Studio.NET 2019, and Oracle 18c XE, the book introduces the Oracle database development system, Oracle SQL Developer and Modeler, and teaches readers how to implement a sample database solution. The distinguished author also demonstrates the use of dotConnect for Oracle to show readers how to create an effective connection to an Oracle 18c XE database. The current versions of the .NET framework, ASP.NET, and ASP.NET 4.7 are also explored and used to offer readers the most up to date web database programming techniques available today. The book provides practical example projects and detailed, line-by-line descriptions throughout to assist readers in the development of their database programming skill. Students will also benefit from the inclusion of: A thorough introduction to databases, including definitions, examples, descriptions of keys and relationships, and some database components in popular databases, like Access, SQL, and Oracle An exploration of ADO.NET, including its architecture and components, like the DataReader class, DataSet component, DataTable component, and the command and parameter classes A discussion of Language Integrated Query (LINQ), including its architecture and components, its relationship to objects, DataSet, Oracle, and Entities An explanation of how to access data in ASP.NET and ASP.NET Web Services with multiple real project examples. Perfect for college and university students taking courses related to database programming and applications, Oracle Database Programming with Visual Basic.NET will also earn a place in the libraries of programmers and software engineers seeking a comprehensive reference for database coding in Visual Basic.NET.

Murach's ASP.NET 3.5 Web Programming with C# 2008 (Paperback): Anne Boehm Murach's ASP.NET 3.5 Web Programming with C# 2008 (Paperback)
Anne Boehm
R1,625 R1,372 Discovery Miles 13 720 Save R253 (16%) Ships in 12 - 17 working days

This book is for C# developers who want to learn how to develop professional web applications with Microsoft's ASP.NET 3.5. The first 4 chapters present a quick-start course that works both for beginners and for experienced web developers who are new to ASP.NET. Then, the next four sections present (1) the skills you need for any business application, (2) the skills you need for database applications, (3) the skills you need for e-commerce applications, and (4) the skills you need for developing code that can be reused in other web applications. Along the way, you'll learn about .NET 3.5 enhancements that streamline web development, like the ListView and DataPager controls, LINQ, and AJAX.

3D Game Development with Unity (Hardcover): Franz Lanzinger 3D Game Development with Unity (Hardcover)
Franz Lanzinger
R4,029 Discovery Miles 40 290 Ships in 12 - 17 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

Practical Rendering and Computation with Direct3D 11 (Paperback): Jason Zink, Matt Pettineo, Jack Hoxley Practical Rendering and Computation with Direct3D 11 (Paperback)
Jason Zink, Matt Pettineo, Jack Hoxley
R1,533 Discovery Miles 15 330 Ships in 9 - 15 working days

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3.codeplex.com By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key Features Presents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithms Explains each of the major components of the Direct3D 11 library Shows how Direct3D 11 can be used in a variety of real-world situations Provides source code and sample programs on a supplementary website

One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Hardcover): David L Craddock One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Hardcover)
David L Craddock
R2,327 Discovery Miles 23 270 Ships in 12 - 17 working days

Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.

Architecture for the Commons - Participatory Systems in the Age of Platforms (Paperback): Jose Sanchez Architecture for the Commons - Participatory Systems in the Age of Platforms (Paperback)
Jose Sanchez
R1,166 Discovery Miles 11 660 Ships in 9 - 15 working days

Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends.

Prediction and Analysis for Knowledge Representation and Machine Learning - Prediction and Analysis for Knowledge... Prediction and Analysis for Knowledge Representation and Machine Learning - Prediction and Analysis for Knowledge Representation and Machine Learning (Hardcover)
Avadhesh Kumar, Shrddha Sagar, T. Ganeshkumar, K Sampath Kumar
R3,995 Discovery Miles 39 950 Ships in 12 - 17 working days

1) This book illustrates different techniques and structures t used in knowledge representation and machine learning. It will give the readers an insight into various challenges and also design a structure for knowledge representation in machine learning. 2) The aim of this book is to draw the attention of the researchers and practitioners who all are working in field of information technology and computer science in knowledge representation in machine learning for basic and advance concepts as well. These days it has become very essential to develop adaptive, robust, scalable and reliable applications and also design solutions for day to day problems. The edited book will be helpful for the industry people and will also help beginners as well as high level users for learning latest things which includes basic and advance concepts. It's highly complementary to other books in the market. 3) Unlike its competition, this book has a strong focus on applications

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