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Books > Computing & IT > General
Advanced Topics in Global Information Management includes original material concerned with all aspects of global information management in three broad areas: Global Information Systems in Business Fuctions, Information Technology in Specific Regions of the World, Management of Global Information Resources and Applications. Both researchers and practitioners disseminate the evolving knowledge in these broad categories and the book examines a variety of aspects of global information management dealing with development, usage, failure, success, policies, strategies and applications of this valuable organizational resources.
Managers and executives know the importance of integrating business strategy and IT strategy for competitive advantage. Via numerous real-world examples and anecdotes, this book investigates myriad issues regarding the application of business strategy and IT strategy. Specifically, it focuses on how business/IT alignment is assessed, the factors that aid or hinder its integration, a maturity assessment and way in which managers can implement strategic information systems within their firms using various constructs and models. Strategic Information Technology: Opportunities for Competitive Advantage provides managers with an understanding and appreciation for the development of business and information technologies strategies to yield competitive advantage.
A discussion of technology and entrepreneurship. The papers are divided into three sections which focus on: the context of technological entrepreneurship; venture capital in technological entrepreneurship; and case studies in technological entrepreneurship - managing in turbulent environments.
We all are users of technology and services, but the way we use them strongly depends on who our 'interlocutor' is: a machine, a software application or a person. The contributions of this volume look at the concept of the user from various perspectives and continue to discuss the theme started in volume three on the user of the artificial.
The fourth book in Chris Scullion's critically acclaimed series of video game encyclopedias, The N64 Encyclopedia is dedicated to the Nintendo 64, one of the most well-loved games consoles ever released. Although the Nintendo 64 didn't sell as well as some of Nintendo's other systems, and although it struggled in the shadow of the bold newcomer that was the Sony PlayStation, everyone who owned an N64 was in love with it and the four-player multiplayer it provided as standard. Despite its relatively small library, the Nintendo 64 had a healthy number of groundbreaking titles that would revolutionise the way we played video games. The likes of Super Mario 64, GoldenEye 007, Mario Kart 64 and The Legend of Zelda: Ocarina of Time remain iconic in the eyes of video game fans 25 years down the line. This book naturally contains those games, but it also contains every other game released for the system, no matter how obscure. It also covers every game released in Japan, including those for the ill-fated Nintendo 64DD add-on which never left the country. With over 400 games covered, screenshots for every title and a light-hearted writing style designed to make reading it a fun experience, the N64 Encyclopedia is the definitive guide to a truly revolutionary gaming system.
In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media. The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and handheld gaming devices. Narrative chapters explore the ongoing debates surrounding whether video games lead to violence in children and teens-as was the case with the Columbine High School shootings-in addition to other hot-button topics, such as the evolution of adventure games and first-person shooters. Inside readers will discover: l dblHow video games as a novelty grew into a worldwide multi-billion dollar industryl dblHow ethical worldviews can be embodied in video gamesl dblHow to get a job in the video game industryl dbl The storybehind the battle between Sony's PlayStation 3, Nintendo's Wii, and Microsoft's Xbox 360l dbl The pioneers who developed such video games as Pac-Man, Donkey Kong, Myst, and more
Public Information Technology: Policy and Management Issues constitutes a survey of many of the most important dimensions of managing information technology in the public sector. Written by noted academics and public administration practitioners, this book addresses general policy and administrative issues in this arena as well as the information technology skills needed by public managers.
In almost all depictions of the future, one technology plays a prominent role - the robot. Science fiction movies and stories tell us that, in the not so distant future, robots - from Robbie the Robot to C3PO to the Terminator - will be everywhere, taking care of every human need. Those are projections of the future. But robots have a history as well, and The Robot: A Life Story of a Technology tells their story. During the Englightenment, "automata" were mechnical toys that could simulate human actions. Robots became essential parts of factories, performing tasks perfectly that would be either too dangerous or boring for humans. And recent advances in artificial intelligence have made robots that can behave with intelligence. The Robot covers all aspects of the history of robotics: BLThe mechanical toys in the Enlightenment, from mechanical timepieces and early computational devices, to music boxes and automated human-like figures designed to amuse royalty. BLThe use of automation in the Industrial Revolution, such as the Jacquard punch card loom and the famous "difference engine" of Charles Babbage and Ada Lovelace, and the use of robotic arms in automation. How by the mid-20th century robots became the icon for the future, and became an important feature of the popular culture. BLCurrent trends in robotics, such as research into artificial intelligence and the creation of "friendly robots" that could make an impact in the marketplace. The volume includes a timeline of important events, a glossary of terms, and a bibliography of important primary and secondary sources that are useful for further research.
Selected papers presented by leading professionals at a Mid-Year Conference of the American Society for Information Science, along with additional commentary by guest editors comprise this volume, which condenses a broad range of information into a cohesive overview of the state of the art of interface design. The current status of human-computer interaction is examined, and major trends identified in an effort to project the future significance of interfaces to information retrieval systems. The need to establish and implement standards for design involving the redefinition of tools and the reevaluation of information science theories and systems is central to the text, and the facts and data presented serve to initiate the development of these models. This compilation explores the present and the future of interface design from a variety of perspectives. The volume introduction reviews the highlights of the conference proceedings and is followed by a concentration on six major topics ranging from interface style to case studies and standards. Each chapter touches on some aspect of those factors which impact user interface design, and end of chapter bibliographies facilitate further study. In a field which is rapidly evolving, this work furnishes computer system developers and library and information science researchers with new insight into the potential for innovative computer design.
A guide to security written for business executives to help them better lead security efforts. Enterprise Security for the Executive: Setting the Tone from the Top is designed to help business executives become familiar with security concepts and techniques to make sure they are able to manage and support the efforts of their security team. It is the first such work to define the leadership role for executives in any business's security apparatus. In Enterprise Security for the Executive, author Jennifer Bayuk, a highly regarded information security specialist and sought-after consultant and speaker, explains protocols and technologies at just the right level of depth for the busy executive—in their language, not the tech-speak of the security professional. Throughout, the book draws a number of fact-based scenarios to illustrate security management basics, including 30 security "horror stories," and other analogies and terminology not commonly shared outside of the security profession.
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