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Books > Computing & IT > Internet > General
The present book highlights studies that show how smart cities promote urban economic development. The book surveys the state of the art of Smart City Economic Development through a literature survey. The book uses 13 in depth city research case studies in 10 countries such as the North America, Europe, Africa and Asia to explain how a smart economy changes the urban spatial system and vice versa. This book focuses on exploratory city studies in different countries, which investigate how urban spatial systems adapt to the specific needs of smart urban economy. The theory of smart city economic development is not yet entirely understood and applied in metropolitan regional plans. Smart urban economies are largely the result of the influence of ICT applications on all aspects of urban economy, which in turn changes the land-use system. It points out that the dynamics of smart city GDP creation takes 'different paths,' which need further empirical study, hypothesis testing and mathematical modelling. Although there are hypotheses on how smart cities generate wealth and social benefits for nations, there are no significant empirical studies available on how they generate urban economic development through urban spatial adaptation. This book with 13 cities research studies is one attempt to fill in the gap in knowledge base.
Cooperative Computer-Aided Authoring and Learning: A Systems Approach describes in detail a practical system for computer assisted authoring and learning. Drawing from the experiences gained during the Nestor project, jointly run between the Universities of Karlsruhe, Kaiserslautern and Freiburg and the Digital Equipment Corp. Center for Research and Advanced Development, the book presents a concrete example of new concepts in the domain of computer-aided authoring and learning. The conceptual foundation is laid by a reference architecture for an integrated environment for authoring and learning. This overall architecture represents the nucleus, shell and common denominator for the R&D activities carried out. From its conception, the reference architecture was centered around three major issues: Cooperation among and between authors and learners in an open, multimedia and distributed system as the most important attribute; Authoring/learning as the central topic; Laboratory as the term which evoked the most suitable association with the envisioned authoring/learning environment. Within this framework, the book covers four major topics which denote the most important technical domains, namely: The system kernel, based on object orientation and hypermedia; Distributed multimedia support; Cooperation support, and Reusable instructional design support. Cooperative Computer-Aided Authoring and Learning: A Systems Approach is a major contribution to the emerging field of collaborative computing and is essential reading for researchers and practitioners alike. Its pedagogic flavor also makes it suitable for use as a text for a course on the subject.
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.
Collecting and Conserving Net Art explores the qualities and characteristics of net art and its influence on conservation practices. By addressing and answering some of the challenges facing net art and providing an exploration of its intersection with conservation, the book casts a new light on net art, conservation, curating and museum studies. Viewing net art as a process rather than as a fixed object, the book considers how this is influenced by and executed through other systems and users. Arguing that these processes and networks are imbued with ambiguity, the book suggests that this is strategically used to create suspense, obfuscate existing systems and disrupt power structures. The rapid obsolescence of hard and software, the existence of many net artworks within restricted platforms and the fact that artworks often act as assemblages that change or mutate, make net art a challenging case for conservation. Taking the performative and interpretive roles conservators play into account, the book demonstrates how practitioners can make more informed decisions when responding to, critically analysing or working with net art, particularly software-based processes. Collecting and Conserving Net Art is intended for researchers, academics and postgraduate students, especially those engaged in the study of museum studies, conservation and heritage studies, curatorial studies, digital art and art history. The book should also be interesting to professionals who are involved in the conservation and curation of digital arts, performance, media and software.
The Internet is quickly becoming a commonly used tool for business-customer interaction. Social media platforms that were once typically reserved for personal use are now becoming a vital part of a business's strategy. Maximizing Commerce and Marketing Strategies through Micro-Blogging examines the various methods and benefits of using micro-blogs within a business context, bringing together the best tools and tactics necessary to properly incorporate this approach. Highlighting current empirical research and insights from various disciplines, this book is an essential reference source for academics, graduate students, social media strategists, and business professionals interested in the positive use of social media in business environments.
Databases have become an integral part of modern life. Today's society is an information-driven society, and database technology has a direct impact on all aspects of daily life. Decisions are routinely made by organizations based on the information collected and stored in databases. Database management systems such as Oracle are crucial to apply data in industrial or commercial systems. Equally crucial is a graphical user interface (GUI) to enable users to access and manipulate data in databases. The Apache NetBeans IDE with Java is an ideal candidate for developing a GUI with programming functionality. Oracle Database Programming with Java: Ideas, Designs, and Implementations is written for college students and software programmers who want to develop practical and commercial database programming with Java and relational databases such as Oracle Database XE 18c. The book details practical considerations and applications of database programming with Java and is filled with authentic examples as well as detailed explanations. Advanced topics in Java Web, like Java Web Applications and Java Web Services, are covered in real project examples to show how to handle the database programming issues in the Apache NetBeans IDE environment. This book features: A real sample database, CSE _ DEPT, which is built with Oracle SQL Developer, provided and used throughout the book Step by step, detailed illustrations and descriptions of how to design and build a practical relational database Fundamental and advanced Java database programming techniques practical to both beginning students and experienced programmers Updated Java desktop and Web database programming techniques, such as Java Enterprise Edition 7, JavaServer Pages, JavaServer Faces, Enterprise Java Beans, Web applications and Web services, including GlassFish and Tomcat Web servers More than 30 real database programming projects with detailed illustrations Actual JDBC APIs and JDBC drivers, along with code explanations Homework and selected solutions for each chapter to strengthen and improve students' learning and understanding of the topics they have studied
For over 1500 years books have weathered numerous cultural changes
remarkably unaltered. Through wars, paper shortages, radio, TV,
computer games, and fluctuating literacy rates, the bound stack of
printed paper has, somewhat bizarrely, remained the more robust and
culturally relevant way to communicate ideas. Now, for the first
time since the Middle Ages, all that is about to change.
Why should the digital bring about ideas of progress in the theatre arts? This question opens up a rich seam of provocative and original thinking about the uses of new media in theatre, about new forms of cultural practice and artistic innovation, and about the widening purposes of the theatre's cultural project in a changing digital world. Through detailed case-studies on the work of key international theatre companies such as the Elevator Repair Service and The Mission Business, Bill Blake explores how the digital is providing new scope for how we think about the theatre, as well as how the theatre in turn is challenging how we might relate to the digital.
Towards collaborative business ecosystems Last decade was fertile in the emerging of new collaboration mechanisms and forms of dynamic virtual organizations, leading to the concept of dynamic business ecosystem, which is supported (or induced ?) by the progress of the ubiquitous I pervasive computing and networking. The new technologies, collaborative business models, and organizational forms supported by networking tools "invade" all traditional businesses and organizations what requires thinking in terms of whole systems, i. e. seeing each business as part of a wider economic ecosystem and environment. It is also becoming evident that the agile formation of very dynamic virtual organizations depends on the existence of a proper longer-term "embedding" or "nesting" environment (e. g. regional industry cluster), in order to guarantee certain basic requirements such as trust building ("Trusting your partner" is a gradual and long process); common interoperability, ontology, and distributed collaboration infrastructures; agreed business practices (requiring substantial engineering Ire-engineering efforts); a sense of community ("we vs. the others"), and some sense of stability (when is a dynamic state or a stationary state useful). The more frequent situation is the case in which this "nesting" environment is formed by organizations located in a common region, although geography is not a major facet when cooperation is supported by computer networks.
The explosive expansion of the Internet has led to dramatic shifts in the methodology of conducting business, allowing for instantaneous communication and activities. ""Proliferation of the Internet Economy: E-Commerce for Global Adoption, Resistance, and Cultural Evolution"" provides deep insight into the globalization of e-commerce and the minimization of the digital divide between developed and developing countries. This book specifically addresses and explains the adoption and proliferation of global e-commerce.
This book is the second edition of the popular 1996 title "Electronic Publishing and Libraries: Planning for the Impact and Growth to 2003," which is an essential update arising from the need for scholarly information dissemination in this area due to the rapid pace of change. There are two noticeable improvements to this edition compared to the last one. Firstly, the organization of the material is separated into groups involved in the electronic publishing industry, making it easier for users to find relevant information. Secondly, the book is now larger in size allowing it to present the detailed diagrams more clearly. Like the previous edition, the title still aims to quantify the future size of the electronic publishing industry and provides practical data to support investment decisions in information systems for electronic media and serves as an aid to forward planning. Plus, all the sources of the original book are revisited and updated.
How is the internet changing the way you think? That is one of the dominant questions of our time, one which affects almost every aspect of our life and future. And it's exactly what John Brockman, publisher of Edge.org, posed to more than 150 of the world's most influential minds. Brilliant, farsighted, and fascinating, Is the Internet Changing the Way You Think? is an essential guide to the Net-based world.
This book takes a multidisciplinary approach to the question of esports and their role in society A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. Tap into the Internet of Things (IoT) with innovative projects! The Internet of Things:Do-It-Yourself at Home Projects for Arduino, Raspberry Pi, and BeagleBone Black gets you started working with the most popular processing platforms and wireless communication technologies to connect devices and systems to the Internet using sensors. You'll learn the basics of object-oriented programming and relational databases so you can complete your projects with ease. Each project features a list of required tools and components, how-to explanations with photos and illustrations, and complete programming code. Take advantage of the power and versatility of the IoT with help from this practical, easy-to-follow guide. Inventive DIY projects include: Home temperature monitoring system Raspberry Pi home weather station Webcam and Raspberry Pi camera Internet-enabled, Arduino-powered garage door opener Arduino irrigation control system Arduino lighting controller BeagleBone Black message controller BeagleBone Black temperature sensor with cloud service Machine-to-Machine communications Software downloads for the book are available at www.mhprofessional.com/iot
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
The A to Z Facebook guide for users, marketers, and developers alike Facebook has more than a billion users worldwide. Whether you enjoy spending time on Facebook every day, use it to advertise and market your product, or develop Facebook apps, this go-to guide has something you need. Its six minibooks cover creating a personal timeline, connecting with others, connecting Facebook to other social media, building a fan page, marketing a business on Facebook, and developing Facebook apps. It's fully updated to cover the latest Facebook changes, including Graph Search, mobile apps, Timeline enhancements, and news feed redesign. * Facebook has more than one billion active users who share more than 30 billion pieces of content each month * More than 37 million brands have Pages on Facebook * This complete guide has been fully updated to cover Facebook's latest changes, including Graph Search, mobile apps for both users and Page managers, a redesigned news feed, and enhancements to the Timeline * Minibooks cover creating a personal timeline, connecting with others, connecting Facebook to other social media, building a fan page, marketing a business on Facebook, and developing Facebook apps Facebook All-in-One For Dummies, 2nd Edition is packed with helpful information, great ideas, and ways to help you get even more out of Facebook.
Semantics and ontologies offer an extension to traditional information systems in which information is given well-defined meaning, enabling computers and people to work in cooperation. With expanding uses and integrations of semantics and ontologies, research in Semantic Web engineering has grown immensely. Semantic Web Engineering in the Knowledge Society brings together contributions from researchers and scientists from both industry and academia and representatives from different communities for the understanding and exploration of the theories, tools, and applications of semantics and ontologies. This authoritative reference serves as the platform for exchange of both practical technologies and far reaching implications, offering academicians and practitioners a compendium of knowledge in Semantic Web engineering.
The first section of Semantic Web and Education surveys the basic aspects and features of the Semantic Web. After this basic review, the book turns its focus to its primary topic of how Semantic Web developments can be used to build attractive and more successful education applications. The book analytically discusses the technical areas of architecture, metadata, learning objects, software engineering trends, and more. Integrated with these technical topics are the examinations of learning-oriented topics such as learner modeling, collaborative learning, learning management, learning communities, ontological engineering of web-based learning, and related topics. The result is a thorough and highly useful presentation on the confluence of the technical aspects of the Semantic Web and the field of Education or the art of teaching. The book will be of considerable interest to researchers and students in the fields Information Systems, Computer Science, and Education.
Packed with projects and inspirational ideas you can do any time, any place, become an accomplished photographer while feeding your creativity with this guide that reveals what just what your smartphone camera is capable of. A camera phone is something we always have on us and creativity is something we all have in us but often we struggle to use them properly, feeling like we don't have the time, space or inclination to dedicate to it. Here, photography expert and bestselling author Jo Bradford supplies a collection of practical exercises that allow you to master the features on your smartphone camera to take incredible images and also help you to easily reconnect with your creative side. By encouraging you to try something different with your camera and seek out creative opportunities - from light painting to collage, image stacking to time-lapse landscapes - soon you will once again feel the satisfaction of thinking and acting creatively, with the added benefit of taking you from a snapper to an accomplished photographer with visual literacy. Smartphone photography is addictive with a tangible feel-good factor; it's time to embrace it and capture the moments that matter to you in all their glory.
The Second International Workshop on Cooperative Internet Computing (CIC2002) has brought together researchers, academics, and industry practitioners who are involved and interested in the development of advanced and emerging cooperative computing technologies. Cooperative computing is an important computing paradigm to enable different parties to work together towards a pre defined non-trivial goal. It encompasses important technological areas like computer supported cooperative work, workflow, computer assisted design and concurrent programming. As technologies continue to advance and evolve, there is an increasing need to research and develop new classes of middlewares and applications to leverage on the combined benefits of Internet and web to provide users and programmers with highly interactive and robust cooperative computing environment. It is the aim of this forum to promote close interactions and exchange of ideas among researchers, academics and practitioners on the state-of-the art researches in all of these exciting areas. We have partnered with Kluwer Acedamic Press this year to bring to you a book compilation of the papers that were presented at the CIC2002 workshop. The importance of the research area is reflected both in the quality and quantity of the submitted papers, where each paper was reviewed by at least three PC members. As a result, we were able to only accept 14 papers for full presentation at the workshop, while having to reject several excellent papers due to the limitations of the program schedule."
An Interdisciplinary Approach to Modern Network Security presents the latest methodologies and trends in detecting and preventing network threats. Investigating the potential of current and emerging security technologies, this publication is an all-inclusive reference source for academicians, researchers, students, professionals, practitioners, network analysts and technology specialists interested in the simulation and application of computer network protection. It presents theoretical frameworks and the latest research findings in network security technologies, while analyzing malicious threats which can compromise network integrity. It discusses the security and optimization of computer networks for use in a variety of disciplines and fields. Touching on such matters as mobile and VPN security, IP spoofing and intrusion detection, this edited collection emboldens the efforts of researchers, academics and network administrators working in both the public and private sectors. This edited compilation includes chapters covering topics such as attacks and countermeasures, mobile wireless networking, intrusion detection systems, next-generation firewalls, web security and much more. Information and communication systems are an essential component of our society, forcing us to become dependent on these infrastructures. At the same time, these systems are undergoing a convergence and interconnection process that has its benefits, but also raises specific threats to user interests. Citizens and organizations must feel safe when using cyberspace facilities in order to benefit from its advantages. This book is interdisciplinary in the sense that it covers a wide range of topics like network security threats, attacks, tools and procedures to mitigate the effects of malware and common network attacks, network security architecture and deep learning methods of intrusion detection.
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