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Books > Computing & IT > General
Keep track of your online passwords in this gorgeous,
alphabetically tabbed notebook featuring a modern floral design. In
this 4 Ć 5.75āinch, 128-page hardcover notebookĀ with
removable cover band, record the necessarily complex passwords and
user login names required to thwart hackers. Youāll find: Ā
Internet password safety and naming tips A to Z tabbed pages with
space to list website, username, and five passwords for each
Dedicated pages to record software license information, with spaces
for license number, purchase date, renewal date, and monthly fee
Dedicated pages to record network settings and passwords, including
for modem, router, WAN, LAN, and wireless A notes section with
blank lined pages Just say ānoā to piles of sticky notes and
scraps of paper with your passwords and logins! This internet
password logbook provides an easy way to keep track of website
addresses, usernames, and passwords in one discreet and convenient
location.
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 live in a three-dimensional world.Ā To design objects for
everyday living, users must learn how to create in three
dimensions.Ā 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.Ā Ā
Ā Ā Ā Ā Ā There are many software
packages that are used to create digital models.Ā One such
package that is popular for industrial, product, and graphic design
and architecture is Rhinoceros 3D, or āRhino.āĀ
Grasshopper is a visual scripting platform for Rhino.Ā With
it, the user can build precise, customizable Rhino objects by
simply dragging boxes around the screen and connecting them with
virtual āwires.āĀ No knowledge of programming is
necessary!Ā Ā Ā Ā Ā Ā Ā This
work provides an introduction to modeling objects with
Grasshopper.Ā Through a series of examples and tutorials,
readers will learn how to build complex objects by combining simple
components.Ā Applications include both NURBS surface modeling
and mesh manipulation techniques.
Ā Ā Ā Ā Ā 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.Ā In Part II, more complicated Grasshopper scripts
are presented, showcasing the variety of objects readers can
create.Ā 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.Ā Finally, Part III features a
reference guide from Grasshopperās 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).Ā His is the author of two previous works,
Advanced Calculus Demystified, published by McGraw-Hill, and A
Geometric Approach to Differential Forms, published by BirkhƤuser,
as well as more than 20 research articles.Ā Through his
company, David Bachman Design, Inc., he regularly consults with an
international clientele of artists and product designers.Ā In
addition, Bachmanās own designs have been shown in a variety of
galleries across the US.Ā ā Part I: Learning
GrasshopperāChapter 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 ā Part II: Case StudiesāChapter
8: Seashells; Chapter 9: A Striped Torus; Chapter 10: A Randomly
Faceted Cylinder; Chapter 11: Creating Custom Bevels ā Part III:
Component Reference: Params Tab; Maths Tab; Sets Tab; Vector Tab;
Curve Tab; Surface Tab; Mesh Tab; Intersect Tab; Transform Tab;
Display Tab.
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
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.
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.
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.
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