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Books > Computing & IT > Computer hardware & operating systems > Personal computers > General
This book constitutes the refereed proceedings of the First International Conference on Pervasive Computing, Pervasive 2002, held in Zürich, Switzerland in August 2002.The 20 revised full papers presented together with an invited paper were carefully reviewed and selected from a total of 162 submissions. The papers are organized in topical sections on system design; applications; identification and authentication; models, platforms, and architectures; location and mobility; and device independence and content distribution.
This book constitutes the refereed proceedings of the Third International Conference on Ubiquitous Computing, Ubicomp 2001, held in Atlanta, GA, USA in September/October 2001. The 14 revised full papers and 15 revised technical notes were carefully selected during a highly competitive reviewing process from a total of 160 submissions (90 paper submissions and 70 technical notes submissions). All current aspects of research and development in the booming area of ubiquitous computing are addressed. The book offers topical sections on location awareness, tools and infrastructure, applications for groups, applications and design spaces, research challenges and novel input, and output.
This book constitutes the refereed proceedings of the 4th International Conference on Ubiquitous Computing, UbiComp 2002, held in Göteborg, Sweden in September/October 2002.The 15 revised full papers and 14 technical notes presented were carefully reviewed and selected from a total of 195 submissions. The book offers topical sections on mobile and context-aware systems, user studies and design, perceptual interfaces and responsive environments, sharing and accessing information - public and private, location, and sensors and applications.
This book constitutes the refereed proceedings of the Second International Symposium on Handheld and Ubiquitous Computing, HUC 2000, held in Bristol, UK in September 2000. The 18 revised full papers presented were carefully reviewed and selected from 70 submissions. The book offers topical sections on intelligent environments, user experience, multimedia augmentation, location-based services, context-aware messaging, intelligent devices, infrastructure engineering, and wearable computing.
"Bootstrapping" analyzes the genesis of personal computing from
both technological and social perspectives, through a close study
of the pathbreaking work of one researcher, Douglas Engelbart. In
his lab at the Stanford Research Institute in the 1960s, Engelbart,
along with a small team of researchers, developed some of the
cornerstones of personal computing as we know it, including the
mouse, the windowed user interface, and hypertext. Today, all these
technologies are well known, even taken for granted, but the
assumptions and motivations behind their invention are not.
"Bootstrapping" establishes Douglas Engelbart's contribution
through a detailed history of both the material and the symbolic
constitution of his system's human-computer interface in the
context of the computer research community in the United States in
the 1960s and 1970s.
The FM 8501 microprocessor was invented as a generic microprocessor
somewhat similar to a PDP-11. The principal idea of the FM 8501
effort was to see if it was possible to express the user-level
specification and the design implementation using a formal logic,
the Boyer-Moore logic; this approach permitted a complete
mechanically checked proof that the FM 8501 implementation fully
implemented its specification. The implementation model for the FM
8501 was inadequate for industrial hardware design but the effort
was an important step in the evolution to the design verification
methodology now employed by the author.
The return of the bestselling Chromebook guide on the market. Chromebook For Dummies, Third Edition, is your easy-to-follow guide to the low-cost alternative to a traditional laptop. This beginner’s manual walks you through setting up your Chromebook, transitioning from using a traditional computer, and customizing the system to fit your needs. In case you’re wondering, the Chromebook can be used for anything you'd normally do online―checking email, browsing websites, watching videos. This book takes you through all of it, giving you the latest updates on new Chromebook hardware and software features. Navigate apps, apply advanced settings and features, and turn to this guide time and again as you customize and optimize your Chromebook’s performance.
New and novice Chromebook users will love this approachable intro to Google’s little portable computer.
Auf einen Rechner ein informationsverarbeitendes System aus Hardware und Software sollte Verlass sein. Das ist eine Anforderung, die in der Praxis oft nur mit sehr grossem Aufwand oder in unbefriedigendem Masse zu erfullen ist. "Test von Rechnern" vermittelt einen umfassenden Uberblick uber die Probleme und Massnahmen, mit denen die Verlasslichkeit informationsverarbeitender Systeme gesichert wird. Grosser Wert wurde auf abschatzbare Kenngrossen und anschauliche Experimente fur ihre Abschatzung gelegt. Da die Systeme immer grosser werden und es immer schwieriger wird, sie von aussen ausreichend grundlich zu testen, wird im abschliessenden Kapitel das Thema Selbsttest ausfuhrlich behandelt. Test und Verlasslichkeit ist ein Lehrbuch fur Studierende der Fachrichtungen Informatik, Informationstechnik in hoheren Semestern. Praktiker aus den Bereichen Entwicklung, Test und Qualitatssicherung werden in dem Buch zahlreiche interessante Anregungen finden."
If you've dreamed about having a customized multimedia PC or one tricked out for your favorite games, build your own and make your dreams come true! Build Your Own PC Do-It-Yourself For Dummies makes it easy. Not only is building your own PC a really rewarding project, it can also save you a nice chunk of cash. This step-by-step guide helps you decide what you need, teaches you what all those computer terms mean, and tells you exactly how to put the pieces together. It shows you: What tools you need (not as many as you might think!) All about operating systems How to install CD and DVD drives The scoop on sound and video, and how to put a sound system together from start to finish How to connect a monitor and install a modem All about setting up and configuring the hard drive Secrets for securing your system, and more Included is a bonus DVD showing you how to install the motherboard, CPU, RAM, ports, hard drive, video and sound cards, a DVD drive, and more. With Build Your Own PC Do-It-Yourself For Dummies, you can have the computer you want plus the satisfaction of doing it yourself! Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Discover everything you want to know about computer basics in this easy to use guide, from the most essential tasks that you'll want to perform, to solving the most common problems you'll encounter. Computer Basics In Simple Steps covers every practical aspect of choosing and using a PC; from understanding its features, programs and applications, to Internet and email connection, to keeping your PC safe and secure. Easy to understand practical tasks will help you to achieve immediate results. This series of vibrant books will teach you exactly what you need to know - A friendly, visual approach. Easy-to-understand language. Practical hands-on tasks Full-colour large format screenshots Practical hints, tips and shortcuts feature on every page.
IT-Projekte mussen durch Projektvertrage auf allen Stufen gezielt gesteuert und kontrolliert werden, um erfolgreich zu sein. Der Autor geht auf die Verantwortlichkeit des Managements fur die Projektfuhrung ein und erlautert die aktuellen Normvorgaben fur IT-Projekte aus ISO 20.000 und ITIL. Behandelt werden auch Outsourcing und ASP sowie IT-Security, gewissermassen Dauerprojekte, ebenso die Sanierung von Projekten und die Anwenderrechte bei Anbieterinsolvenz. Ausfuhrliche Checklisten fur CIOs und Geschaftsleitungen sollen schliesslich aus deren Blickwinkel die Projektkontrolle erleichtern. In dieser Themenkombination gibt es am Buchmarkt gegenwartig keine gleichartige Darstellung."
Dieses zweibandige, grundlegende und tiefgehende Werk uber analoge und digitale Schaltungstechnik bietet neben einer verstandlichen Darstellung des Lehrstoffs viele umfangreiche Lernhilfen. Es ist daher besonders fur Einsteiger und zum Selbst- und Fernstudium geeignet. Eine Vielzahl von detailliert durchgerechneten Beispielen, Aufgaben mit ausfuhrlichen Losungsvorschlagen, Merksatzen und Kapitelzusammenfassungen erleichtern das Lernen ebenso wie die zahlreichen Abbildungen und Tabellen. Das Werk entstand aus einer Vorlesung an der Fernuniversitat Hagen. Der erste Band behandelt die Modellbildung fur passive und aktive Bauelemente, die Signalbeschreibung im Hinblick auf die Schaltungstechnik, die Schaltungsanalyse, Ruckkopplung und Stabilitat sowie das Rauschen."
This book takes the reader through the design and implementation of the Sinclair ZX Spectrum's custom chip, revealing for the first time the decisions behind its design and its hidden secrets. By using it as case study, the techniques required to design an 8-bit microcomputer are explained, along with comprehensive details of the Ferranti ULA manufacturing process. If you have ever wanted to design your own computer or wondered what was behind the most successful microcomputer of the 1980s, then this is the book for you. For the first time, the inner working of the Sinclair ZX Spectrum's custom chip and heart of the computer, the Ferranti ULA, is exposed in minute detail. Packed with over 140 illustrations and circuit diagrams, this book takes the reader through the cutting edge technology that was the Ferranti ULA and the design of the ZX Spectrum home computer, illustrating the principles and techniques involved in creating a cost effective computer that required nothing more than a television set and a cassette recorder. The ZX Spectrum ULA is an essential read for the electronics hobbyist, student or electronic engineer wishing to design their own retro-style microcomputer or anyone with an interest in historical micro-electronic and digital design. All topics are explained in simple yet precise terms, building on their careful introduction towards the full functionality presented by the Sinclair computer. Some of the topics covered are: The architecture of the standard microcomputer, Ferranti and their ULA, manufacturing process and structure, The functional layout of the ZX Spectrum ULA, Video display generation, Memory contention and timing, ZX Spectrum design bugs such as "The Snow Effect," Hidden features, ULA version differences.
This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.
With more than 60 practical and creative hacks, this book helps you turn Raspberry Pi into the centerpiece of some cool electronics projects. Want to create a controller for a camera or a robot? Set up Linux distributions for media centers or PBX phone systems? That's just the beginning of what you'll find inside "Raspberry Pi Hacks." If you're looking to build either a software or hardware project with more computing power than Arduino alone can provide, Raspberry Pi is just the ticket. And the hacks in this book will give you lots of great ideas.Use configuration hacks to get more out of your PiBuild your own web server or remote print serverTake the Pi outdoors to monitor your garden or control holiday lightsConnect with SETI or construct an awesome Halloween costumeHack the Pi's Linux OS to support more complex projectsDecode audio/video formats or make your own music playerAchieve a low-weight payload for aerial photographyBuild a Pi computer cluster or a solar-powered lab
This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Der erste funktionsfahige Computer wurde von Konrad Zuse gebaut. Er war 1941 betriebsbereit. Der Erfinder dieser ersten vollautomatischen, programmgesteuerten, frei programmierbaren, in binarer Gleitpunktzahlrechnung arbeitenden Rechenanlage ware am 22. Juni 2010 hundert Jahre alt geworden. In diesem Buch erzahlt er die Geschichte seines Lebens, das wie kaum ein anderes mit der Geschichte der bedeutendsten technischen Entwicklung seines Jahrhunderts verbunden ist - einer Entwicklung, die mit der "Abneigung" des Bauingenieurstudenten Zuse gegen die statischen Rechnungen begonnen hat... "Von der ersten bis zur letzten Seite ist diese Autobiographie eine faszinierende Lekture, weil aus jeder Zeile das personliche Erleben des Autors spricht. Diese Unmittelbarkeit macht Buch und Autor sympathisch." (ntz Nachrichtentechnische Zeitschrift) ..".Fur entspannende und erholsame Stunden, informativ und allgemeinbildend, eigentlich genau das, was im Zusammenhang mit dem Thema Computer sehr oft gefragt und verlangt wird... Unser Tipp: Sehr empfehlenswert (PASCAL)"
This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Learn how to deploy Chromebook computers in a classroom or lab situation and how to navigate the hardware and software choices you face. This book equips you with the skills and knowledge to plan and execute a deployment of Chromebook computers in the classroom. Teachers and IT administrators at schools will see how to set up the hardware and software swiftly on your own or with the help of your students. Step-by-step instructions and practical examples walk you through assessing the practicability of deploying Chromebooks in your school, planning the deployment, and executing it. You'll become an expert in using a Chromebook, developing plans to train your colleagues and students to use Chromebooks, and learn how to run lessons with Google Classroom. You'll learn to manage the computers and the network and troubleshoot any problems that arise. Make Deploying Chromebooks in the Classroom a part of your instructional library today. What You'll Learn Put an easily-manageable computer on each desk for students to learn Internet use and essential office software skills Image, configure, and plan a classroom deployment of Chromebook computers Manage your classroom Chromebook computers and keeping them up and running smoothly and efficiently Who This Book Is For Primary audience would be teachers and IT administrators at schools or colleges. It will also appeal to administrators at social clubs or organizations that provide less formal tuition or simply provide Internet access.
Over the last decade, there has been a growing interest in human behavior analysis, motivated by societal needs such as security, natural interfaces, affective computing, and assisted living. However, the accurate and non-invasive detection and recognition of human behavior remain major challenges and the focus of many research efforts. Traditionally, in order to identify human behavior, it is first necessary to continuously collect the readings of physical sensing devices (e.g., camera, GPS, and RFID), which can be worn on human bodies, attached to objects, or deployed in the environment. Afterwards, using recognition algorithms or classification models, the behavior types can be identified so as to facilitate advanced applications. Although such traditional approaches deliver satisfactory performance and are still widely used, most of them are intrusive and require specific sensing devices, raising issues such as privacy and deployment costs. In this book, we will present our latest findings on non-invasive sensing and understanding of human behavior. Specifically, this book differs from existing literature in the following senses. Firstly, we focus on approaches that are based on non-invasive sensing technologies, including both sensor-based and device-free variants. Secondly, while most existing studies examine individual behaviors, we will systematically elaborate on how to understand human behaviors of various granularities, including not only individual-level but also group-level and community-level behaviors. Lastly, we will discuss the most important scientific problems and open issues involved in human behavior analysis.
This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi'an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient "Quick Reference" boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.
Mastering ARM hardware architecture opens a world of programming for nearly all phones and tablets including the iPhone/iPad and most Android phones. It's also the heart of many single board computers like the Raspberry Pi. Gain the skills required to dive into the fundamentals of the ARM hardware architecture with this book and start your own projects while you develop a working knowledge of assembly language for the ARM 64-bit processor. You'll review assembly language programming for the ARM Processor in 64-bit mode and write programs for a number of single board computers, including the Nvidia Jetson Nano and the Raspberry Pi (running 64-bit Linux). The book also discusses how to target assembly language programs for Apple iPhones and iPads along with 64-Bit ARM based Android phones and tablets. It covers all the tools you require, the basics of the ARM hardware architecture, all the groups of ARM 64-Bit Assembly instructions, and how data is stored in the computer's memory. In addition, interface apps to hardware such as the Raspberry Pi's GPIO ports. The book covers code optimization, as well as how to inter-operate with C and Python code. Readers will develop enough background to use the official ARM reference documentation for their own projects. With Programming with 64-Bit ARM Assembly Language as your guide you'll study how to read, reverse engineer and hack machine code, then be able to apply these new skills to study code examples and take control of both your ARM devices' hardware and software. What You'll Learn Make operating system calls from assembly language and include other software libraries in your projects Interface apps to hardware devices such as the Raspberry Pi GPIO ports Reverse engineer and hack code Use the official ARM reference documentation for your own projects Who This Book Is For Software developers who have already learned to program in a higher-level language like Python, Java, C#, or even C and now wish to learn Assembly programming. |
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