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Books > Computing & IT > Computer programming > General
Videogame history is not just a history of one successful
technology replacing the next. It is also a history of platforms
and communities that never quite made it; that struggled to make
their voices heard; that aggravated against the conventions of the
day; and that never enjoyed the commercial success or recognition
of their major counterparts. In Minor Platforms in Videogame
History, Benjamin Nicoll argues that 'minor' videogame histories
are anything but insignificant. Through an analysis of
transitional, decolonial, imaginary, residual, and minor videogame
platforms, Nicoll highlights moments of difference and
discontinuity in videogame history. From the domestication of
vector graphics in the early years of videogame consoles to the
'cloning' of Japanese computer games in South Korea in the 1980s,
this book explores case studies that challenge taken-for-granted
approaches to videogames, platforms, and their histories.
Data Quality: The Accuracy Dimension is about assessing the quality
of corporate data and improving its accuracy using the data
profiling method. Corporate data is increasingly important as
companies continue to find new ways to use it. Likewise, improving
the accuracy of data in information systems is fast becoming a
major goal as companies realize how much it affects their bottom
line. Data profiling is a new technology that supports and enhances
the accuracy of databases throughout major IT shops. Jack Olson
explains data profiling and shows how it fits into the larger
picture of data quality.
* Provides an accessible, enjoyable introduction to the subject of
data accuracy, peppered with real-world anecdotes.
* Provides a framework for data profiling with a discussion of
analytical tools appropriate for assessing data accuracy.
* Is written by one of the original developers of data profiling
technology.
* Is a must-read for any data management staff, IT management
staff, and CIOs of companies with data assets.
Software is infested with security flaws that can be misused by
hackers. Current test automation does not cover negative or crash
testing of software, and security experts are relying on
penetration tests that focus on finding old known flaws rather than
new. This book approaches the problem with the mindset of a hacker
and explores the method they use to find flaws in software. The aim
is give you a powerful new tool to fix worm-size holes in your own
design, testing and building without adding expense or time to
already tight software development schedules and budgets. Fuzzing
is a software testing approach where carefully designed or just
randomly generated unexpected inputs are sent to software a device
in order to crash it. It's the most used technique hackers use to
find security bugs. The book shows how to make it a standard
practice that integrates seamlessly with other development
activities and goes through each phase of software development and
points out where testing and auditing can tighten security. The
book also identifies cases where available tools fall short and
surveys other popular fuzzing tools and techniques that work
better.
Web service technologies are constantly being recreated,
continuously challenging Web service professionals and examiners.
Modern Technologies in Web Services Research facilitates
communication and networking among Web services and e-business
researchers and engineers in a period where considerable changes
are taking place in Web services technologies innovation. Modern
Technologies in Web Services Research provides mathematic
foundations for service oriented computing, Web services
architecture and security, frameworks for building Web service
applications, and dynamic invocation mechanisms for Web services
among other innovative approaches.
The computer graphics (CG) industry is an attractive field for
undergraduate students, but employers often find that graduates of
CG art programmes are not proficient. The result is that many
positions are left vacant, despite large numbers of job applicants.
This book investigates how student CG artists develop proficiency.
The subject is important to the rapidly growing number of educators
in this sector, employers of graduates, and students who intend to
develop proficiency for the purpose of obtaining employment.
Educators will see why teaching software-oriented knowledge to
students does not lead to proficiency, but that the development of
problem-solving and visualisation skills do. This book follows a
narrow focus, as students develop proficiency in a cognitively
challenging task known as 'NURBS modelling'. This task was chosen
due to an observed relationship between students who succeeded in
the task, and students who successfully obtained employment after
graduation. In the study this is based on, readers will be shown
that knowledge-based explanations for the development of
proficiency do not adequately account for proficiency or expertise
in this field, where visualisation has been observed to develop
suddenly rather than over an extended period of time. This is an
unusual but not unique observation. Other studies have shown rapid
development of proficiency and expertise in certain professions,
such as among telegraph operators, composers and chess players.
Based on these observations, the book argues that threshold
concepts play a key role in the development of expertise among CG
artists.
This book is the best way to make the leap from SQL-92 to SQL:
1999, but it is much more than just a simple bridge between the
two. The latest from celebrated SQL experts Jim Melton and Alan
Simon, "SQL: 1999" is a comprehensive, eminently practical account
of SQL's latest incarnation and a potent distillation of the
details required to put it to work. Written to accommodate both
novice and experienced SQL users, "SQL: 1999" focuses on the
language's capabilities, from the basic to the advanced, and the
way that real applications take advantage of them. Throughout, the
authors illustrate features and techniques with clear and often
entertaining references to their own custom database, which can be
downloaded from the companion Web site.
* Gives authoritative coverage from an expert team that includes
the editor of the SQL-92 and SQL: 1999 standards.
* Provides a general introduction to SQL that helps you understand
its constituent parts, history, and place in the realm of computer
languages.
* Explains SQL: 1999's more sophisticated features, including
advanced value expressions, predicates, advanced SQL query
expressions, and support for active databases.
* Explores key issues for programmers linking applications to SQL
databases.
* Provides guidance on troubleshooting, internationalization, and
changes anticipated in the next version of SQL.
* Contains appendices devoted to database design, a complete SQL:
1999 example, the standardization process, and more.
As both intelligence and software science revolutionizes the modern
world, the contributions that each make to the other combine into a
new transdisciplinary field. Breakthroughs in Software Science and
Computational Intelligence charts the new ground broken by
researchers exploring these two disciplines. A vital resource to
students and practitioners working in computer science, theoretical
software engineering, cognitive science, cognitive informatics, and
intelligence science, this book establishes itself in this new
field, emphasizing the abundance of future applications and
advancement.
Java Card is one of the latest developments in the area of
multi-application and platform-independent smart cards. As a
working tool for professionals, this easy-to-understand resource
provides clear, detailed guidance on smart cards, credit and debit
cards, Java Card and Open Card Framework (OCF). It offers in-depth
coverage of important standards, open specifications and critical
security issues, including common threats and security mechanisms
regarding the card and its connection interface. The book explains
how to program a Java Card applet, an OCF card service and a
terminal application. What's more, the book presents an informative
case study on the credit-debit application, offering a detailed
road map of the application development process.
Whether searching, shopping, or socializing, Web users leave behind
a great deal of data revealing their information needs, mindset,
and approaches used, creating vast opportunities for Web service
providers as well as a host of security and privacy concerns for
consumers. The Handbook of Research on Web Log Analysis reflects on
the multifaceted themes of Web use and presents various approaches
to log analysis. This expansive collection reviews the history of
Web log analysis and examines new trends including the issues of
privacy, social interaction and community building. Over XX
research contributions from XX international experts
comprehensively cover the latest user-behavior analytic and log
analysis methodologies, and consider new research directions and
novel applications. An essential holding for library reference
collections, this Handbook of Research will benefit academics,
researchers, and students in a variety of fields, as well as
technology professionals interested in the opportunities and
challenges presented by the massive collection of Web usage data.
As semantic technologies prove their value with targeted
applications, there are increasing opportunities to consider their
usefulness in social contexts for knowledge, learning, and human
development. ""Social Web Evolution: Integrating Semantic
Applications and Web 2.0 Technologies"" explores the potential of
Web 2.0 and its synergies with the Semantic Web and provides
state-of-the-art theoretical foundations and technological
applications. A reference edition for academicians, practitioners,
policy makers, and government officers eager for knowledge on Web
2.0 and social Web, this book emphasizes practical aspects of the
integration of semantic applications into social Web technologies.
Recent advancements have put Gaming and Computer-Mediated
Simulations at the forefront of technology and learning. A closer
look at these topic areas opens the door for development and
innovation and the implications that go with it. Discoveries in
Gaming and Computer-Mediated Simulations: New Interdisciplinary
Applications explores and promotes a deep conceptual and empirical
understanding of the roles of electronic games and
computer-mediated simulations across multiple disciplines. This
book helps build a significant bridge between research and practice
on electronic gaming and simulations, supporting the work of
researchers, practitioners, and policymakers. Drawing on history
allows this publication to help move this field forward.
Although the field of mixed reality has grown significantly over
the last decade, there have been few published books about
augmented reality, particularly the interface design aspects.
""Emerging Technologies of Augmented Reality: Interfaces and
Design"" provides a foundation of the main concepts of augmented
reality (AR), with a particular emphasis on user interfaces,
design, and practical AR techniques, from tracking algorithms to
design principles for AR interfaces. ""Emerging Technologies of
Augmented Reality: Interfaces and Design"" contains comprehensive
information focusing on the following topics: technologies that
support AR, development environments, interface design and
evaluation of applications, and case studies of AR applications.
The computing power and Internet connectivity of handheld devices
has increased exponentially, creating a vast realm of potential
applications in mobile commerce and personal information
management. Internet-Enabled Handheld Devices, Computing, and
Programming: Mobile Commerce and Personal Data Applications
comprehensively reviews the state of handheld computing technology
and application development, with coverage of such cutting-edge
topics as Advanced Wireless Markup Language and J2ME programming.
Uniquely focused on innovations that can drive mobile commerce and
personal information management to new levels of utility and added
value, this book provides a much-needed resource for academics and
students engaged in mobile-technology research. It will also guide
the efforts of developers and managers in industry seeking to
maximize the evolving commercial opportunities presented by the
current generation of internet-enabled handheld devices.
The junction of software development and engineering combined with
the study of intelligence has created a bustling intersection of
theory, design, engineering, and conceptual thought. Software and
Intelligent Sciences: New Transdisciplinary Findings sits at a
crossroads and informs advanced researchers, students, and
practitioners on the developments in computer science, theoretical
software engineering, cognitive science, cognitive informatics, and
intelligence science. The crystallization of accumulated knowledge
by the fertilization of these areas, have led to the emergence of a
transdisciplinary field known as software and intelligence
sciences, to which this book is an important contribution and a
resource for both fields alike.
Game design has shifted from the development of games for
entertainment to the creation of games with a more meaningful
purpose. Game principles and theories can be applied to interactive
programs in a variety of fields and professions. Researchers
continue to examine the many ways games can be applied to
real-world settings. Emerging Research and Trends in Gamification
brings together innovative and scholarly research on the use of
game-based design and technology in a variety of settings.
Including discussions from both industry and academic perspectives,
this publication explores the growing research in this interesting
and dynamic field, serving as an essential reference source for
academicians, professionals, researchers, and upper level students
interested in the applications of game-thinking and gaming dynamics
across various disciplines including marketing, journalism,
education, and human resources. This publication presents timely,
research-based chapters on the development of games and the
real-world applications of game-thinking and game dynamics, as well
as additional topics including, but not limited to, digital
development, game design, human resource processes, market
research, online journalism, social change, and video game
learning.
This book provides insights into the First International Conference
on Communication, Devices and Computing (ICCDC 2017), which was
held in Haldia, India on November 2-3, 2017. It covers new ideas,
applications and the experiences of research engineers, scientists,
industrialists, scholars and students from around the globe. The
proceedings highlight cutting-edge research on communication,
electronic devices and computing, and address diverse areas such as
5G communication, spread spectrum systems, wireless sensor
networks, signal processing for secure communication, error control
coding, printed antennas, analysis of wireless networks, antenna
array systems, analog and digital signal processing for
communication systems, frequency selective surfaces, radar
communication, and substrate integrated waveguide and microwave
passive components, which are key to state-of-the-art innovations
in communication technologies.
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