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Books > Computing & IT > General
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.
Explores new perspectives on social media entertainment There is a
new class of cultural producers—YouTube vloggers, Twitch
gameplayers, Instagram influencers, TikTokers, Chinese wanghong,
and others—who are part of a rapidly emerging and highly
disruptive industry of monetized “user-generated†content. As
this new wave of native social media entrepreneurs emerge, so do
new formations of culture and the ways they are studied. In this
volume, contributors draw on scholarship in media and communication
studies, science and technology studies, and social media,
Internet, and platform studies, in order to define this new field
of study and the emergence of creator culture. Creator Culture
introduces readers to new paradigms of social media entertainment
from critical perspectives, demonstrating both relations to and
differentiations from the well-established media forms and
institutions traditionally within the scope of media studies. This
volume does not seek to impose a uniform perspective; rather, the
goal is to stimulate in-depth, globally-focused engagement with
this burgeoning industry and establish a dynamic research agenda
for scholars, teachers, and students, as well as creators and
professionals across the media, communication, creative, and social
media industries. Contributors include: Jean Burgess, Zoë Glatt,
Sarah Banet-Weiser, Brent Luvaas, Carlos A. Scolari, Damián
Fraticelli, José M. Tomasena, Junyi Lv, Hector Postigo, Brooke
Erin Duffy, Megan Sawey, Jarrod Walzcer, Sangeet Kumar, Sriram
Mohan, Aswin Punathambekar, Mohamed El Marzouki, Elaine Jing Zhao,
Arturo Arriagada, Jeremy Shtern, Stephanie Hill
We live in a three-dimensional world. To design objects for
everyday living, users must learn how to create in three
dimensions. For precise modern designs that must conform to
specific tolerances, we use computers to create a digital model
first, and then pass that model on to a machine, such as a CNC
router or 3D printer for fabrication. Â
     There are many software
packages that are used to create digital models. One such
package that is popular for industrial, product, and graphic design
and architecture is Rhinoceros 3D, or “Rhino.â€Â
Grasshopper is a visual scripting platform for Rhino. With
it, the user can build precise, customizable Rhino objects by
simply dragging boxes around the screen and connecting them with
virtual “wires.â€Â No knowledge of programming is
necessary!       This
work provides an introduction to modeling objects with
Grasshopper. Through a series of examples and tutorials,
readers will learn how to build complex objects by combining simple
components. Applications include both NURBS surface modeling
and mesh manipulation techniques.
     In Part I, Bachman offers a
brief overview of scripting with Grasshopper, with simple examples
used to introduce the reader to the most common Grasshopper
components. In Part II, more complicated Grasshopper scripts
are presented, showcasing the variety of objects readers can
create. These examples were carefully chosen so that readers
can see how the concepts from Part I can be put together to create
increasingly complex designs. Finally, Part III features a
reference guide from Grasshopper’s own help files containing
descriptions of some of the most common Grasshopper components.
David Bachman is a Professor of Mathematics at Pitzer College
(Claremont, CA). His is the author of two previous works,
Advanced Calculus Demystified, published by McGraw-Hill, and A
Geometric Approach to Differential Forms, published by Birkhäuser,
as well as more than 20 research articles. Through his
company, David Bachman Design, Inc., he regularly consults with an
international clientele of artists and product designers. In
addition, Bachman’s own designs have been shown in a variety of
galleries across the US. ◠Part I: Learning
Grasshopper—Chapter 1: Getting Started; Chapter 2: Lists; Chapter
3: Adding More Interactivity; Chapter 4: Curves and Surfaces;
Chapter 5: Surface Transformations; Chapter 6: Advanced List
Manipulation; Chapter 7: Meshes ◠Part II: Case Studies—Chapter
8: Seashells; Chapter 9: A Striped Torus; Chapter 10: A Randomly
Faceted Cylinder; Chapter 11: Creating Custom Bevels â— Part III:
Component Reference: Params Tab; Maths Tab; Sets Tab; Vector Tab;
Curve Tab; Surface Tab; Mesh Tab; Intersect Tab; Transform Tab;
Display Tab.
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 unique, practical guide to the power of simulation in the art
of logistics management. Authors show better ways to manage complex
logistics systems than seat of the pants decision making, and argue
that information systems people must provide management with
simulations that are timely and easily understood. In doing so,
Nersesian and Swartz demonstrate the inadequacy of conventional
quantitative methods in dealing with complex logistical systems,
and show how simulation can address various logistics management
issues. Important reading for logistics managers and computer
staffs and for educators seeking better ways to make logistical
decisions.
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.
A few lawsuits have changed the entire shape of the computer
industry as nearly every aspect of computers has come under
litigation. These courtroom battles have confused not only computer
and legal amateurs, but lawyers, juries, and judges too. The result
has been illogical legal opinions, reversals on appeal, and an
environment in which the outcome of key legal battles is not only
unpredictable but could change the industry's direction yet again.
Graham surveys the past and shows how it points to the future. He
illustrates how the absence of statutes specifically protecting
software has frequently forced courts to simultaneously create and
apply the law. Graham covers the whole spectrum of computer
hardware and software, addressing the litigation that affected each
part of the product chain. In 23 chapters he cuts through the
legalese while still offering enough substance to introduce lawyers
unfamiliar with intellectual property law to the evolving legal
landscape of this dynamic and contentious industry. No prior legal
background is required to understand GrahaM's presentation,
however. The result is a comprehensive and fascinating study of
this newest of new century industries, and a book that will guide
--and caution -- anyone now in it or who expects to be a part of it
tomorrow.
Graham shows how the course of litigation in the computer
industry has substantially paralleled the growth of the industry
itself. Yet, while computer law has been an active field, it is
also an unpredictable one. The law governing computers was
particularly sketchy prior to 1976, Graham explains, when it was
unclear whether programmers had any legal rights to the software
they developed. In l976 Congress modified the statutes to specify
that software was indeed eligible but unfortunately offered little
guidance to the courts on how to apply copyright laws to software.
With each lawsuit the courts added to the sketchy foundation of
copyright laws, developing the law as they went along. Graham shows
that because the courts have so often made the law as they applied
it, many computer-related lawsuits had an especially profound
impact on the industry. By outlining this history of the
development of computer law and its effect on the computer
industry, Graham provides a broad outline of the state of computer
law today, and a fascinating look at the industry itself.
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