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Books > Computing & IT > Computer programming > General

Large-Scale Machine Learning in the Earth Sciences (Paperback): Ashok N. Srivastava, Ramakrishna Nemani, Karsten Steinhaeuser Large-Scale Machine Learning in the Earth Sciences (Paperback)
Ashok N. Srivastava, Ramakrishna Nemani, Karsten Steinhaeuser
R1,393 Discovery Miles 13 930 Ships in 9 - 15 working days

From the Foreword: "While large-scale machine learning and data mining have greatly impacted a range of commercial applications, their use in the field of Earth sciences is still in the early stages. This book, edited by Ashok Srivastava, Ramakrishna Nemani, and Karsten Steinhaeuser, serves as an outstanding resource for anyone interested in the opportunities and challenges for the machine learning community in analyzing these data sets to answer questions of urgent societal interest...I hope that this book will inspire more computer scientists to focus on environmental applications, and Earth scientists to seek collaborations with researchers in machine learning and data mining to advance the frontiers in Earth sciences." --Vipin Kumar, University of Minnesota Large-Scale Machine Learning in the Earth Sciences provides researchers and practitioners with a broad overview of some of the key challenges in the intersection of Earth science, computer science, statistics, and related fields. It explores a wide range of topics and provides a compilation of recent research in the application of machine learning in the field of Earth Science. Making predictions based on observational data is a theme of the book, and the book includes chapters on the use of network science to understand and discover teleconnections in extreme climate and weather events, as well as using structured estimation in high dimensions. The use of ensemble machine learning models to combine predictions of global climate models using information from spatial and temporal patterns is also explored. The second part of the book features a discussion on statistical downscaling in climate with state-of-the-art scalable machine learning, as well as an overview of methods to understand and predict the proliferation of biological species due to changes in environmental conditions. The problem of using large-scale machine learning to study the formation of tornadoes is also explored in depth. The last part of the book covers the use of deep learning algorithms to classify images that have very high resolution, as well as the unmixing of spectral signals in remote sensing images of land cover. The authors also apply long-tail distributions to geoscience resources, in the final chapter of the book.

Flutter For Dummies (Paperback): B Burd Flutter For Dummies (Paperback)
B Burd
R686 R494 Discovery Miles 4 940 Save R192 (28%) Ships in 9 - 15 working days

Create awesome iOS and Android apps with a single tool! Flutter is an app developer's dream come true. With Google's open source toolkit, you can easily build beautiful apps that work across platforms using a single codebase. This flexibility allows you to get your work out to the widest possible audience. With Flutter already being used by thousands of developers worldwide in a market where billions of apps are downloaded every year, now is the right time to get ahead of the curve with this incredible tool. Flutter for Dummies is your friendly, ground-up route to creating multi-platform apps. From how to construct your initial frameworks to writing code in Dart, you'll find the essentials you need to ride the Flutter revolutionary wave to success. This book includes how to create an intuitive and stunning UI, add rich interactivity, and easily pull in data. You'll also see how Flutter features like Hot Reload--providing sub-second refreshes as you refine your work--help you make sure your app is a delight to use. Start simple: follow steps to build a basic app It's alive! Keep connected to online data It moves! Make things fun with animated features Get the word out: use tips to expand your audience Whether you're a fledgling developer or an expert wanting to add a slick feather to your programming cap, join the Flutter revolution now and soar above the rest!

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R4,435 Discovery Miles 44 350 Ships in 12 - 17 working days

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Toward Solving Complex Human Problems - Techniques for Increasing Our Understanding of What Matters in Doing So (Hardcover):... Toward Solving Complex Human Problems - Techniques for Increasing Our Understanding of What Matters in Doing So (Hardcover)
Brian E. White
R1,674 Discovery Miles 16 740 Ships in 12 - 17 working days

This book serves three basic purposes: (1) a tutorial-type reference for complex systems engineering (CSE) concepts and associated terminology, (2) a recommendation of a proposed methodology showing how the evolving practice of CSE can lead to a more unified theory, and (3) a complex systems (CSs) initiative for organizations to invest some of their resources toward helping to make the world a better place. A wide variety of technical practitioners-e.g., developers of new or improved systems (particularly systems engineers), program and project managers, associated staff/workers, funders and overseers, government executives, military officers, systems acquisition personnel, contract specialists, owners of large and small businesses, professional society members, and CS researchers-may be interested in further exploring these topics. Readers will learn more about CS characteristics and behaviors and CSE principles and will therefore be able to focus on techniques that will better serve them in their everyday work environments in dealing with complexity. The fundamental observation is that many systems inherently involve a deeper complexity because stakeholders are engaged in the enterprise. This means that such CSs are more difficult to invent, create, or improve upon because no one can be in total control since people cannot be completely controlled. Therefore, one needs to concentrate on trying to influence progress, then wait a suitable amount of time to see what happens, iterating as necessary. With just three chapters in this book, it seems to make sense to provide a tutorial introduction that readers can peruse only as necessary, considering their background and understanding, then a chapter laying out the suggested artifacts and methodology, followed by a chapter emphasizing worthwhile areas of application.

Artificial Intelligence Techniques in IoT Sensor Networks (Hardcover): Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar Artificial Intelligence Techniques in IoT Sensor Networks (Hardcover)
Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar
R3,918 Discovery Miles 39 180 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.

2D Game Development with Unity (Paperback): Franz Lanzinger 2D Game Development with Unity (Paperback)
Franz Lanzinger
R1,817 Discovery Miles 18 170 Ships in 12 - 17 working days

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: 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 toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

Knowledge Integration Methods for Probabilistic Knowledge-based Systems (Hardcover): Van Tham Nguyen, Ngoc Thanh Nguyen, Trong... Knowledge Integration Methods for Probabilistic Knowledge-based Systems (Hardcover)
Van Tham Nguyen, Ngoc Thanh Nguyen, Trong Hieu Tran
R3,034 Discovery Miles 30 340 Ships in 12 - 17 working days

Provides a wide snapshot of building knowledge-based systems, inconsistency measures, methods for handling consistency, and methods for integrating knowledge bases. Provides the mathematical background to solve problems of restoring consistency and problems of integrating probabilistic knowledge bases in the integrating process. The research results presented in the book can be applied in decision support systems, semantic web systems, multimedia information retrieval systems, medical imaging systems, cooperative information systems, and more.

iOS 11 Programming Fundamentals with Swift (Paperback): Matt Neuberg iOS 11 Programming Fundamentals with Swift (Paperback)
Matt Neuberg
R1,348 R266 Discovery Miles 2 660 Save R1,082 (80%) Ships in 9 - 15 working days

Move into iOS development by getting a firm grasp of its fundamentals, including the Xcode 9 IDE, Cocoa Touch, and the latest version of Apple's acclaimed programming language, Swift 4. With this thoroughly updated guide, you'll learn the Swift language, understand Apple's Xcode development tools, and discover the Cocoa framework. Explore Swift's object-oriented concepts Become familiar with built-in Swift types Dive deep into Swift objects, protocols, and generics Tour the lifecycle of an Xcode project Learn how nibs are loaded Understand Cocoa's event-driven design Communicate with C and Objective-C In this edition, catch up on the latest iOS programming features. Multiline strings and improved dictionaries Object serialization Key paths and key-value observing Expanded git integration Code refactoring And more! Once you master the fundamentals, you'll be ready to tackle the details of iOS app development with author Matt Neuburg's companion guide, Programming iOS 11

PIC16F1847 Microcontroller-Based Programmable Logic Controller - Hardware and Basic Concepts (Hardcover): Murat Uzam PIC16F1847 Microcontroller-Based Programmable Logic Controller - Hardware and Basic Concepts (Hardcover)
Murat Uzam
R3,226 Discovery Miles 32 260 Ships in 12 - 17 working days

Programmable logic controllers (PLCs) have been used extensively and are offered in terms of functions, program memories, and the number of inputs/outputs (I/Os), ranging from a few to thousands. With a focus on how to design and implement a PLC, this volume explains hardware and associated basic concepts of PLC. Authors have used PIC16F1847 microcontroller with: 8192 words of Flash program memory, 1024 bytes of SRAM data memory, 256 bytes of EEPROM data memory, the maximum operating speed of 32 MHz, 16-level deep hardware stack, an enhanced instruction set consisting of 49 single-word instructions. Flowcharts are provided to help the understanding of macros (instructions). Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Explains how to design and use a PIC16F1847 microcontroller-based PLC. Provides easy to use software structures written by using the PIC Assembly programming language. Describes a PLC from a designer's perspective. Explains the basic hardware and basic software structures of the PIC16F1847 based PLC. Focuses on concepts like Contact and Relay Based Macros, Flip-Flop Macros, Timer Macros, Counter Macros and Comparison Macros.

PIC16F1847 Microcontroller-Based Programmable Logic Controller - Advanced Concepts (Hardcover): Murat Uzam PIC16F1847 Microcontroller-Based Programmable Logic Controller - Advanced Concepts (Hardcover)
Murat Uzam
R3,174 Discovery Miles 31 740 Ships in 12 - 17 working days

The PIC16F1847-Based PLC project supports up to 4 analog inputs and 1 analog output, 1 High Speed Counter, 2 PWM (pulse width modulation) outputs, 1 Drum Sequencer Instruction with up to 16 steps, the implementation of Sequential Function Charts (SFCs) with up to 24 steps. This volume presents advanced concepts of the PIC16F1847-Based PLC project and consists of topics like program control, high speed counter and PWM macros. It further explains memory related drum sequencer instruction, sequential functional charts, and analog input and output modules. Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Presents program control macros to enable or disable a block of PLC program or to move execution of a program from one place to another. Proposes a High-Speed Counter and four PWM Macros for high speed counting and PWM operations. Develops memory related macros to enable the user to do memory read/write operations. Provides a Drum Sequencer instruction with up to 16 steps and 16 outputs on each step. Discusses the implementation of Sequential Function Chart (SFC) elements with up to 24 steps.

20th Century Media and the American Psyche - A Strange Love (Paperback): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Paperback)
Charisse L'Pree Corsbie-Massay
R1,146 Discovery Miles 11 460 Ships in 12 - 17 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

20th Century Media and the American Psyche - A Strange Love (Hardcover): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Hardcover)
Charisse L'Pree Corsbie-Massay
R3,904 Discovery Miles 39 040 Ships in 12 - 17 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover)
Thorsten Quandt, Rachel Kowert
R4,046 Discovery Miles 40 460 Ships in 12 - 17 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Digital Icons - Memes, Martyrs and Avatars (Hardcover): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Hardcover)
Yasmin Ibrahim
R3,907 Discovery Miles 39 070 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.

PIC16F1847 Microcontroller-Based Programmable Logic Controller - Intermediate Concepts (Hardcover): Murat Uzam PIC16F1847 Microcontroller-Based Programmable Logic Controller - Intermediate Concepts (Hardcover)
Murat Uzam
R3,366 Discovery Miles 33 660 Ships in 12 - 17 working days

The volume focusses on intermediate concepts of the PIC16F1847-Based PLC project, and covers arithmetical operation ability of PLCs, logical function performers and operations like AND, NAND, OR, NOR. Further, it explains shift and rotate macros moving bits in a register to right or left, and selection macros enabling one value to be selected from several given values according to certain criteria. Demultiplexer circuit is illustrated, which is used to send a signal to one of many devices. Finally, it explains decoder, priority encoder and conversion macros. All the concepts are supported using flowcharts. Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Presents arithmetical and logical macros to carry out arithmetical and logical operations to be used for 8-bit or 16-bit variables and/or constant values. Provides shift and rotate macros to do arithmetical or logical shift and rotate operations to be used for 8-bit or 16-bit variables. Proposes selection macros to enable the user to do 8-bit or 16-bit move, load, selection, maximum, minimum, limiting, multiplexing and byte multiplexing operations. Develops demultiplexer macros, decoder macros and priority encoder macros to be used as combinational circuits. Presents conversion macros to provide functions to convert given data from one format to another one.

HTML & CSS - Design and Build Websites (Hardcover): J Duckett HTML & CSS - Design and Build Websites (Hardcover)
J Duckett 1
R1,027 R916 Discovery Miles 9 160 Save R111 (11%) Ships in 12 - 17 working days

A full-color introduction to the basics of HTML and CSS from the publishers of Wrox! Every day, more and more people want to learn some HTML and CSS. Joining the professional web designers and programmers are new audiences who need to know a little bit of code at work (update a content management system or e-commerce store) and those who want to make their personal blogs more attractive. Many books teaching HTML and CSS are dry and only written for those who want to become programmers, which is why this book takes an entirely new approach. * Introduces HTML and CSS in a way that makes them accessible to everyone hobbyists, students, and professionals and it s full-color throughout * Utilizes information graphics and lifestyle photography to explain the topics in a simple way that is engaging * Boasts a unique structure that allows you to progress through the chapters from beginning to end or just dip into topics of particular interest at your leisure This educational book is one that you will enjoy picking up, reading, then referring back to. It will make you wish other technical topics were presented in such a simple, attractive and engaging way! This book is also available as part of a set in hardcover - Web Design with HTML, CSS, JavaScript and jQuery, 9781119038634; and in softcover - Web Design with HTML, CSS, JavaScript and jQuery, 9781118907443.

Systems Approach to the Design of Commercial Aircraft (Hardcover): Scott Jackson, Ricardo Moraes dos Santos Systems Approach to the Design of Commercial Aircraft (Hardcover)
Scott Jackson, Ricardo Moraes dos Santos
R2,441 Discovery Miles 24 410 Ships in 12 - 17 working days

While aviation fatalities have thankfully fallen dramatically in recent years, the phenomena of complexity and cognitive bias have been shown to be factors in many accidents. An understanding of these phenomena promises to bring the fatality rate even lower, and a deeper understanding of commercial aircraft in the context of systems engineering will contribute to that trend. Systems Approach to the Design of Commercial Aircraft describes commercial aircraft from an advanced systems point of view, addressing complexity, cybersecurity, and systems architecting. In addition, it provides an explanation of systems engineering, describes how systems engineering forms a framework for commercial aircraft, covers how systems engineering and systems architecting relate to commercial aircraft, addresses complexity, and shows how humans fit into systems engineering and the importance for commercial aircraft. It goes onto present how cybersecurity plays an important role in the mix and how human interface fits in. The readership includes designers of aircraft, manufacturers, researchers, systems engineers, and students. Scott Jackson is a fellow of the International Council on Systems Engineering (INCOSE) and the author of Systems Engineering for Commercial Aircraft (1997 and 2015) in English and Chinese. Ricardo Moraes dos Santos is a senior systems engineer at EMBRAER S/A and an INCOSE Brazil chapter director. He works with Architecting process (Corporate) and is head of Cybersecurity and Safety (STPA Applications) at EMBRAER S/A.

Videogames and Agency (Hardcover): Bettina Bodi Videogames and Agency (Hardcover)
Bettina Bodi
R3,770 Discovery Miles 37 700 Ships in 12 - 17 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Gaming Culture(s) in India - Digital Play in Everyday Life (Hardcover): Aditya Deshbandhu Gaming Culture(s) in India - Digital Play in Everyday Life (Hardcover)
Aditya Deshbandhu
R3,915 Discovery Miles 39 150 Ships in 12 - 17 working days

This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player's perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products' many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants' gaming habits, practices and contexts from a cultural perspective and analyzes the participants' responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Evolutionary Psychology and Digital Games - Digital Hunter-Gatherers (Paperback): Johannes Breuer, Daniel Pietschmann, Benny... Evolutionary Psychology and Digital Games - Digital Hunter-Gatherers (Paperback)
Johannes Breuer, Daniel Pietschmann, Benny Liebold, Benjamin P. Lange
R1,262 Discovery Miles 12 620 Ships in 12 - 17 working days

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in psychology, anthropology, media studies and communication as well as video game designers who are interested in learning more about the evolutionary roots of player behaviors and experiences.

Natural Language Processing with Python (Paperback): Steven Bird Natural Language Processing with Python (Paperback)
Steven Bird
R1,504 R1,018 Discovery Miles 10 180 Save R486 (32%) Ships in 12 - 17 working days

This book offers a highly accessible introduction to natural language processing, the field that supports a variety of language technologies, from predictive text and email filtering to automatic summarization and translation. With it, you'll learn how to write Python programs that work with large collections of unstructured text. You'll access richly annotated datasets using a comprehensive range of linguistic data structures, and you'll understand the main algorithms for analyzing the content and structure of written communication. Packed with examples and exercises, Natural Language Processing with Python will help you: * Extract information from unstructured text, either to guess the topic or identify "named entities" * Analyze linguistic structure in text, including parsing and semantic analysis * Access popular linguistic databases, including WordNet and treebanks * Integrate techniques drawn from fields as diverse as linguistics and artificial intelligence This book will help you gain practical skills in natural language processing using the Python programming language and the Natural Language Toolkit (NLTK) open source library. If you're interested in developing web applications, analyzing multilingual news sources, or documenting endangered languages -- or if you're simply curious to have a programmer's perspective on how human language works -- you'll find Natural Language Processing with Python both fascinating and immensely useful.

Computer Simulation - A Foundational Approach Using Python (Paperback): Yahya Esmail Osais Computer Simulation - A Foundational Approach Using Python (Paperback)
Yahya Esmail Osais
R1,484 Discovery Miles 14 840 Ships in 12 - 17 working days

Computer simulation is an effective and popular universal tool that can be applied to almost all disciplines. Requiring only basic knowledge of programming, mathematics, and probability theory, Computer Simulation: A Foundational Approach Using Python takes a hands-on approach to programming to introduce the fundamentals of computer simulation. The main target of the book is computer science and engineering students who are interested mainly in directly applying the techniques to their research problems. The book will be of great interest to senior undergraduate and starting graduate students in the fields of computer science and engineering and industrial engineering.

Nature-Inspired Computing - Physics and Chemistry-Based Algorithms (Paperback): Hojjat Adeli, Nazmul H. Siddique Nature-Inspired Computing - Physics and Chemistry-Based Algorithms (Paperback)
Hojjat Adeli, Nazmul H. Siddique
R1,469 Discovery Miles 14 690 Ships in 12 - 17 working days

Nature-Inspired Computing: Physics and Chemistry-Based Algorithms provides a comprehensive introduction to the methodologies and algorithms in nature-inspired computing, with an emphasis on applications to real-life engineering problems. The research interest for Nature-inspired Computing has grown considerably exploring different phenomena observed in nature and basic principles of physics, chemistry, and biology. The discipline has reached a mature stage and the field has been well-established. This endeavour is another attempt at investigation into various computational schemes inspired from nature, which are presented in this book with the development of a suitable framework and industrial applications. Designed for senior undergraduates, postgraduates, research students, and professionals, the book is written at a comprehensible level for students who have some basic knowledge of calculus and differential equations, and some exposure to optimization theory. Due to the focus on search and optimization, the book is also appropriate for electrical, control, civil, industrial and manufacturing engineering, business, and economics students, as well as those in computer and information sciences. With the mathematical and programming references and applications in each chapter, the book is self-contained, and can also serve as a reference for researchers and scientists in the fields of system science, natural computing, and optimization.

Forms and Functions of Endings in Narrative Digital Games (Hardcover): Michelle Herte Forms and Functions of Endings in Narrative Digital Games (Hardcover)
Michelle Herte
R4,073 Discovery Miles 40 730 Ships in 12 - 17 working days

This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media - such as novels or movies - they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story's finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player's effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.

Image Processing and Acquisition using Python (Hardcover, 2nd edition): Ravishankar Chityala, Sridevi Pudipeddi Image Processing and Acquisition using Python (Hardcover, 2nd edition)
Ravishankar Chityala, Sridevi Pudipeddi
R3,651 Discovery Miles 36 510 Ships in 12 - 17 working days

Image Processing and Acquisition using Python provides readers with a sound foundation in both image acquisition and image processing-one of the first books to integrate these topics together. By improving readers' knowledge of image acquisition techniques and corresponding image processing, the book will help them perform experiments more effectively and cost efficiently as well as analyze and measure more accurately. Long recognized as one of the easiest languages for non-programmers to learn, Python is used in a variety of practical examples. A refresher for more experienced readers, the first part of the book presents an introduction to Python, Python modules, reading and writing images using Python, and an introduction to images. The second part discusses the basics of image processing, including pre/post processing using filters, segmentation, morphological operations, and measurements. The second part describes image acquisition using various modalities, such as x-ray, CT, MRI, light microscopy, and electron microscopy. These modalities encompass most of the common image acquisition methods currently used by researchers in academia and industry. Features Covers both the physical methods of obtaining images and the analytical processing methods required to understand the science behind the images. Contains many examples, detailed derivations, and working Python examples of the techniques. Offers practical tips on image acquisition and processing. Includes numerous exercises to test the reader's skills in Python programming and image processing, with solutions to selected problems, example programs, and images available on the book's web page. New to this edition Machine learning has become an indispensable part of image processing and computer vision, so in this new edition two new chapters are included: one on neural networks and the other on convolutional neural networks. A new chapter on affine transform and many new algorithms. Updated Python code aligned to the latest version of modules.

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