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Books > Computing & IT > Computer programming > General
Software Life Cycle Models. Objectoriented Concepts and Modeling. Formal Specification and Verification. Design Methodologies and Specifications. Programming and Coding. Programming Tools. Declarative Programming. Automatic Program Synthesis and Reuse. Program Verification and Testing. Software Maintenance. Advanced Programming Environments. Other Selected Topics. Index.
The focus of this book is on three influential cognitive motives: achievement, affiliation, and power motivation. Incentive-based theories of achievement, affiliation and power motivation are the basis for competence-seeking behaviour, relationship-building, leadership, and resource-controlling behaviour in humans. In this book we show how these motives can be modelled and embedded in artificial agents to achieve behavioural diversity. Theoretical issues are addressed for representing and embedding computational models of motivation in rule-based agents, learning agents, crowds and evolution of motivated agents. Practical issues are addressed for defining games, mini-games or in-game scenarios for virtual worlds in which computer-controlled, motivated agents can participate alongside human players. The book is structured into four parts: game playing in virtual worlds by humans and agents; comparing human and artificial motives; game scenarios for motivated agents; and evolution and the future of motivated game-playing agents. It will provide game programmers, and those with an interest in artificial intelligence, with the knowledge required to develop diverse, believable game-playing agents for virtual worlds.
Good user interface design isn t just about aesthetics or using
the latest technology. Designers also need to ensure their product
is offering an optimal user experience. This requires user needs
analysis, usability testing, persona creation, prototyping, design
sketching, and evaluation through-out the design and development
process. "User Experience Re-Mastered" takes tried and tested
material from best-selling books in Morgan Kaufmann s Series in
Interactive Technologies and presents it in typical project
framework. Chauncey Wilson guides the reader through each chapter,
introducing each stage, explaining its context, and emphasizing its
significance in the user experience lifecycle. This gives readers
practical and easily applicable direction for creating web sites
and web applications that ensure the ultimate experience. A must
read for students, those new to the field, and anyone designing
interfaces for people *A guided, hands-on tour through the process of creating the ultimate user experience - from testing, to prototyping, to design, to evaluation *Provides tried and tested material from best sellers in Morgan Kaufmann s Series in Interactive Technologies, including leaders in the field such as Bill Buxton and Jakob Nielsen *Features never before seen material from Chauncey Wilson s forthcoming, and highly anticipated Handbook for User Centered Design"
End users have become increasingly integrated into computing environments, necessitating continued inquiry into successful models for end user design and development and the impact that these models have on performance and productivity. End-User Computing, Development and Software Engineering: New Challenges explores the implementation of organizational and end user computing initiatives and provides foundational research to further the understanding of this discipline and its related fields. This book reviews the factors and barriers to ICT adoption in organizations, opportunities and benefits of communities of practice, and impact that end user computing can have on overall firm performance.
This book provides comprehensive coverage of the latest trends/advances in subjective and objective quality evaluation for traditional visual signals, such as 2D images and video, as well as the most recent challenges for the field of multimedia quality assessment and processing, such as mobile video and social media. Readers will learn how to ensure the highest storage/delivery/ transmission quality of visual content (including image, video, graphics, animation, etc.) from the server to the consumer, under resource constraints, such as computation, bandwidth, storage space, battery life, etc.
The Heinz Nixdorf Museum Forum (HNF) is the world's largest c- puter museum and is dedicated to portraying the past, present and future of information technology. In the "Year of Informatics 2006" the HNF was particularly keen to examine the history of this still quite young discipline. The short-lived nature of information technologies means that individuals, inventions, devices, institutes and companies"age" more rapidly than in many other specialties. And in the nature of things the group of computer pioneers from the early days is growing smaller all the time. To supplement a planned new exhibit on "Software and Inform- ics" at the HNF, the idea arose of recording the history of informatics in an accompanying publication. Mysearchforsuitablesourcesandauthorsveryquickly cameupwith the right answer, the very rst name in Germany: Friedrich L. Bauer, Professor Emeritus of Mathematics at the TU in Munich, one of the - thers of informatics in Germany and for decades the indefatigable author of the"Historical Notes" column of the journal Informatik Spektrum. Friedrich L. Bauer was already the author of two works on the history of informatics, published in different decades and in different books. Both of them are notable for their knowledgeable, extremely comp- hensive and yet compact style. My obvious course was to motivate this author to amalgamate, supplement and illustrate his previous work.
This book reviews the algorithms for processing geometric data, with a practical focus on important techniques not covered by traditional courses on computer vision and computer graphics. Features: presents an overview of the underlying mathematical theory, covering vector spaces, metric space, affine spaces, differential geometry, and finite difference methods for derivatives and differential equations; reviews geometry representations, including polygonal meshes, splines, and subdivision surfaces; examines techniques for computing curvature from polygonal meshes; describes algorithms for mesh smoothing, mesh parametrization, and mesh optimization and simplification; discusses point location databases and convex hulls of point sets; investigates the reconstruction of triangle meshes from point clouds, including methods for registration of point clouds and surface reconstruction; provides additional material at a supplementary website; includes self-study exercises throughout the text.
Mirror Images: Popular Culture and Education is the first international and multidisciplinary effort to coalesce knowledge on education and popular culture studied as broad phenomena and not as a collection of case studies. In this volume, popular culture has been thematically treated as it appears in a variety of media, including movies, digital games, advertising, television, popular songs, and the internet. The book considers education in both formal and informal settings, and looks critically at the accepted dichotomy between education and popular culture. It argues that popular culture is capable of educating and that education shares many characteristics with popular culture, and tries to overcome these dichotomous relationships while also trying to clarify the reciprocal effects between the two. The book calls disciplinary and media boundaries into question in an effort to widen the possibility of enlarging the vocabulary and the verbs of all that stays unnamed by what is considered knowledge.
Graphics and game developers must learn to program for mobility.
This book will teach you how.
While women maintain an increased visibility in the games culture, the issues involving gender in computing gaming is still relevant; and it is evident that the industry could benefit from the involvement of women in all aspects from consumer to developer. Gender Divide and the Computer Game Industry takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. This reference source provides a comprehensive overview on the issue of gender, computer games, and the ICT sector. It supplies students and academics in numerous disciplines with the concerns of the computer games industry, male dominated occupations, and the complexity of gender in the workforce.
"Software Defined Networks" discusses the historical networking
environment that gave rise to SDN, as well as the latest advances
in SDN technology. The book gives you the state of the art
knowledge needed for successful deployment of an SDN, including:
How to explain to the non-technical business decision makers in
your organization the potential benefits, as well as the risks, in
shifting parts of a network to the SDN modelHow to make intelligent
decisions about when to integrate SDN technologies in a networkHow
to decide if your organization should be developing its own SDN
applications or looking to acquire these from an outside vendorHow
to accelerate the ability to develop your own SDN application, be
it entirely novel or a more efficient approach to a long-standing
problem
NewInternetdevelopmentsposegreaterandgreaterprivacydilemmas. Inthe- formation Society, the need for individuals to protect their autonomy and retain control over their personal information is becoming more and more important. Today, informationandcommunicationtechnologies-andthepeopleresponsible for making decisions about them, designing, and implementing them-scarcely consider those requirements, thereby potentially putting individuals' privacy at risk. The increasingly collaborative character of the Internet enables anyone to compose services and contribute and distribute information. It may become hard for individuals to manage and control information that concerns them and particularly how to eliminate outdated or unwanted personal information, thus leavingpersonalhistoriesexposedpermanently. Theseactivitiesraisesubstantial new challenges for personal privacy at the technical, social, ethical, regulatory, and legal levels: How can privacy in emerging Internet applications such as c- laborative scenarios and virtual communities be protected? What frameworks and technical tools could be utilized to maintain life-long privacy? DuringSeptember3-10,2009, IFIP(InternationalFederationforInformation Processing)workinggroups9. 2 (Social Accountability),9. 6/11. 7(IT Misuseand theLaw),11. 4(NetworkSecurity)and11. 6(IdentityManagement)heldtheir5th InternationalSummerSchoolincooperationwiththeEUFP7integratedproject PrimeLife in Sophia Antipolis and Nice, France. The focus of the event was on privacy and identity managementfor emerging Internet applications throughout a person's lifetime. The aim of the IFIP Summer Schools has been to encourage young a- demic and industry entrants to share their own ideas about privacy and identity management and to build up collegial relationships with others. As such, the Summer Schools havebeen introducing participants to the social implications of information technology through the process of informed discussion.
In e-learning, the learner spends a significant amount of time online, interacting with Web-based applications. This interaction carries tremendous weight in the learning process, because it directly influences the way the learner receives, comprehends, and ultimately retains information. Affective, Interactive, and Cognitive Methods for E-Learning Design: Creating an Optimal Education Experience brides a current gap in e-learning literature through focus on the study and application of human computer interaction principles in the design of online education in order to offer students the optimal learning experience. This advanced publication gives insight into the most significant design issues encountered and offers solutions to help in the creation of an ideal learning environment.
Each day, new applications and methods are developed for utilizing technology in the field of medical sciences, both as diagnostic tools and as methods for patients to access their medical information through their personal gadgets. However, the maximum potential for the application of new technologies within the medical field has not yet been realized. Mobile Devices and Smart Gadgets in Medical Sciences is a pivotal reference source that explores different mobile applications, tools, software, and smart gadgets and their applications within the field of healthcare. Covering a wide range of topics such as artificial intelligence, telemedicine, and oncology, this book is ideally designed for medical practitioners, mobile application developers, technology developers, software experts, computer engineers, programmers, ICT innovators, policymakers, researchers, academicians, and students.
Visual Knowledge Modeling for Semantic Web Technologies: Models and Ontologies aims to make visual knowledge modeling available to individuals as an intellectual method and a set of tools at different levels of formalization. It aims to provide to its readers a simple, yet powerful visual language to structure their thoughts, analyze information, transform it to personal knowledge, and communicate information to support knowledge acquisition in collaborative activities.
Through a series of step-by-step tutorials and numerous hands-on exercises, this book aims to equip the reader with both a good understanding of the importance of space in the abstract world of engineers and the ability to create a model of a product in virtual space - a skill essential for any designer or engineer who needs to present ideas concerning a particular product within a professional environment. The exercises progress logically from the simple to the more complex; while Solid Works or NX is the software used, the underlying philosophy is applicable to all modeling software. In each case, the explanation covers the entire procedure from the basic idea and production capabilities through to the real model; the conversion from 3D model to 2D manufacturing drawing is also clearly explained. Topics covered include modeling of prism, axisymmetric, symmetric and sophisticated shapes; digitization of physical models using modeling software; creation of a CAD model starting from a physical model; free form surface modeling; modeling of product assemblies following bottom-up and top-down principles; and the presentation of a product in accordance with the rules of technical documentation. This book, which includes more than 500 figures, will be ideal for students wishing to gain a sound grasp of space modeling techniques. Academics and professionals will find it to be an excellent teaching and research aid, and an easy-to-use guide.
In recent years there has been an explosion of research into linear programming, as well as further steady advances in integer programming. This research has been reported in the research literature but there has been little done from the view of a "combined whole". This book aims to overcome this. With an international authorship of contributors from acknowledged experts in their field, this book provides a clear exposition on such topics as simplex algorithms, and interior point algorithms, both from a theoretical and a computational viewpoint. Surveying recent research that is currently only available in journals this topical book will be of interest not only in the field of mathematics, but also in computer science and operations research as well.
Constraint programming is a powerful paradigm for solving
combinatorial search problems that draws on a wide range of
techniques from artificial intelligence, computer science,
databases, programming languages, and operations research.
Constraint programming is currently applied with success to many
domains, such as scheduling, planning, vehicle routing,
configuration, networks, and bioinformatics.
This text on geometry is devoted to various central geometrical topics including: graphs of functions, transformations, (non-)Euclidean geometries, curves and surfaces as well as their applications in a variety of disciplines. This book presents elementary methods for analytical modeling and demonstrates the potential for symbolic computational tools to support the development of analytical solutions. The author systematically examines several powerful tools of MATLAB (R) including 2D and 3D animation of geometric images with shadows and colors and transformations using matrices. With over 150 stimulating exercises and problems, this text integrates traditional differential and non-Euclidean geometries with more current computer systems in a practical and user-friendly format. This text is an excellent classroom resource or self-study reference for undergraduate students in a variety of disciplines. |
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