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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
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
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.       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 â— 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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