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Books > Computing & IT > Internet > General
With the rise of mobile and wireless technologies, more sustainable
networks are necessary to support such communications. These next
generation networks can now be utilized to strengthen the growing
era of the Internet of Things. Powering the Internet of Things With
5G Networks is a comprehensive reference source for the latest
scholarly research on the progression and design of fifth
generation networks and their role in supporting the Internet of
Things. Including a range of perspectives on topics such as privacy
and security, large scale monitoring, and scalable architectures,
this book is ideally designed for technology developers, academics,
researchers, and practitioners interested in the convergence of the
Internet of Things and 5G networks. Topics Covered The many
academic areas covered in this publication include, but are not
limited to: Autonomous Computing Big Data Management Cyber Threats
Disruptive technologies Large Scale Monitoring Privacy and security
Scalable Architectures Wireless sensor networks
Artificial intelligence has been utilized in a diverse range of
industries as more people and businesses discover its many uses and
applications. A current field of study that requires more
attention, as there is much opportunity for improvement, is the use
of artificial intelligence within literary works and social media
analysis. Artificial Intelligence Applications in Literary Works
and Social Media presents contemporary developments in the adoption
of artificial intelligence in textual analysis of literary works
and social media and introduces current approaches, techniques, and
practices in data science that are implemented to scrap and analyze
text data. This book initiates a new multidisciplinary field that
is the combination of artificial intelligence, data science, social
science, literature, and social media study. Covering key topics
such as opinion mining, sentiment analysis, and machine learning,
this reference work is ideal for computer scientists, industry
professionals, researchers, scholars, practitioners, academicians,
instructors, and students.
The lead singer on Supercell's eponymous first album is Hatsune
Miku-a Vocaloid character created by Crypton Future Media with
voice synthesizers. A virtual superstar, over 100,000 songs,
uploaded mostly by fans, are attributed to her. Supercell is a
Japanese creator music group with the composer Ryo leading ten
artists, who design album illustrations and make music videos.
These videos are uploaded onto Niconico and other video-sharing
sites. By the time Supercell was released in March 2009, the
group's Vocaloid works were already well-known to Niconico users
and fans. This book explores the Vocaloid and DTM (desktop music)
phenomena through the lenses of media and fan studies, looking
closely at online social media platforms, the new technology for
composing, avid fans of the Vocaloid character, and these fans'
performative practices. It provides a sense of how interactive new
media and an empowered fan base combine to engage in the creation
processes and enhance the circulation of DTM works. 33 1/3 Global,
a series related to but independent from 33 1/3, takes the format
of the original series of short, music-basedbooks and brings the
focus to music throughout the world. With initial volumes focusing
on Japanese and Brazilian music, the series will also include
volumes on the popular music of Australia/Oceania, Europe, Africa,
the Middle East, and more.
Continual advancements in web technology have highlighted the need
for formatted systems that computers can utilize to easily read and
sift through the hundreds of thousands of data points across the
internet. Therefore, having the most relevant data in the least
amount of time to optimize the productivity of users becomes a
priority. Semantic Web Science and Real-World Applications provides
emerging research exploring the theoretical and practical aspects
of semantic web science and real-world applications within the area
of big data. Featuring coverage on a broad range of topics such as
artificial intelligence, social media monitoring, and microblogging
recommendation systems, this book is ideally designed for IT
consultants, academics, professionals, and researchers of web
science seeking the current developments, requirements and
standards, and technology spaces presented across academia and
industries.
Welcome to the third volume of Game Audio Programming: Principles
and Practices-the first series of its kind dedicated to the art and
science of game audio programming. This volume contains 14 chapters
from some of the top game audio programmers and sound designers in
the industry. Topics range across game genres (ARPG, RTS, FPS,
etc.), and from low-level topics such as DSP to high-level topics
like using influence maps for audio. The techniques in this book
are targeted at game audio programmers of all abilities, from
newbies who are just getting into audio programming to seasoned
veterans. All of the principles and practices in this book have
been used in real shipping games, so they are all very practical
and immediately applicable. There are chapters about split-screen
audio, dynamic music improvisation, dynamic mixing, ambiences,
DSPs, and more. This book continues the tradition of collecting
modern, up-to-date knowledge and wisdom about game audio
programming. So, whether you've been a game audio programmer for
one year or ten years, or even if you've just been assigned the
task and are trying to figure out what it's all about, this book is
for you! Key Features Cutting-edge advanced game audio programming
concepts with examples from real game audio engines Includes both
high-level and low-level topics Practical code examples, math, and
diagrams that you can apply directly to your game audio engine. Guy
Somberg has been programming audio engines for his entire career.
From humble beginnings writing a low-level audio mixer for slot
machines, he quickly transitioned to writing game audio engines for
all manner of games. He has written audio engines that shipped AAA
games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight
3, as well as smaller titles like Minion Master, Tales from the
Borderlands, and Game of Thrones. Guy has also given several talks
at the Game Developer Conference, the Audio Developer Conference,
and CppCon. When he's not programming or writing game audio
programming books, he can be found at home reading, playing video
games, and playing the flute.
Adolescence, Girlhood, and Media Migration: US Teens' Use of Social
Media to Negotiate Offline Struggles considers teens' social media
use as a lens through which to more clearly see American
adolescence, girlhood, and marginality in the twenty-first century.
Detailing a year-long ethnography following a racially, ethnically,
and economically diverse group of female, rural, teenaged
adolescents living in the Midwest region of the United States, this
book investigates how young women creatively call upon social media
in everyday attempts to address, mediate, and negotiate the
struggles they face in their offline lives as minors, females, and
ethnic and racial minorities. In tracing girls' appreciation and
use of social media to roots anchored well outside of the
individual, this book finds American girls' relationships with
social media to be far more culturally nuanced than adults
typically imagine. There are material reasons for US teens' social
media use explained by how we do girlhood, adolescence, family,
class, race, and technology. And, as this book argues, an unpacking
of these areas is essential to understanding adolescent girls'
social media use.
Although many developments surrounding the Internet campaign are
now considered to be standard fare, there were a number of new
developments in 2016. Drawing on original research conducted by
leading experts, The Internet and the 2016 Presidential Campaign
attempts to cover these developments in a comprehensive fashion.
How are campaigns making use of the Internet to organize and
mobilize their ground game? To communicate their message? The book
also examines how citizens made use of online sources to become
informed, follow campaigns, and participate. Contributions also
explore how the Internet affected developments in media reporting,
both traditional and non-traditional, about the campaign. What
other messages were available online, and what effects did these
messages have had on citizen's attitudes and vote choice? The book
examines these questions in an attempt to summarize the 2016 online
campaign.
Discover why privacy is a counterproductive, if not obsolete,
concept in this startling new book It's only a matter of time-- the
modern notion of privacy is quickly evaporating because of
technological advancement and social engagement. Whether we like it
or not, all our actions and communications are going to be revealed
for everyone to see. Exposed: How Revealing Your Data and
Eliminating Privacy Increases Trust and Liberates Humanity takes a
controversial and insightful look at the concept of privacy and
persuasively argues that preparing for a post-private future is
better than exacerbating the painful transition by attempting to
delay the inevitable. Security expert and author Ben Malisow
systematically dismantles common notions of privacy and explains
how: Most arguments in favor of increased privacy are wrong Privacy
in our personal lives leaves us more susceptible to being bullied
or blackmailed Governmental and military privacy leads to an
imbalance of power between citizen and state Military supremacy
based on privacy is an obsolete concept Perfect for anyone
interested in the currently raging debates about governmental,
institutional, corporate, and personal privacy, and the proper
balance between the public and the private, Exposed also belongs on
the shelves of security practitioners and policymakers everywhere.
User opinions about service experiences have been extensively
acknowledged to play a key role in influencing the consumption
decisions of other customers. The widespread adoption of internet
technologies has amplified enormously the volume and the potential
impact of such customer-generated content in the form of electronic
word-of-mouth (eWOM). Exploring the Power of Electronic
Word-of-Mouth in the Services Industry is an essential research
book that explores the importance of consumer perception and the
influence of word-of-mouth in the digital world. Featuring a range
of topics such as data mining, online engagement, and social media,
this book is ideal for academicians, researchers, IT developers,
marketers, managers, media specialists, and professionals.
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