|
|
Books > Computing & IT > General
Understanding, appreciating and taking corrective steps to maintain
and enhance social and ethical responsibility in the information
age is important not only because of our increased dependence on
information and communication technologies, but also because
information and communication technologies pose complex challenges.
Ethical Issues of Information Systems strives to address these
pertinent issues. This scholarly and academic book provides insight
on many topics of debate and discussion in the field and lends the
most recent research in the field of IT ethics and social
responsibility.
Now students can master the nuances of Microsoft® Office quickly
with ILLUSTRATED MICROSOFT® OFFICE 365 & ACCESS 2019
COMPREHENSIVE, part of today's popular Illustrated Series. This
focused, user-friendly approach uses a proven two-page layout that
allows students to work through an entire task without turning the
page. Clear Learning Outcomes outline the skills for each lesson,
while large full-color screen images reflect exactly what students
see on their own computers. Each module begins with a brief
overview of the principles covered in the lesson and introduces a
real-world case scenario to engage students and reinforce critical
skills to make them successful in their educational and
professional careers. In addition, MindTap and updated SAM (Skills
Assessment Manager) online resources are available to guide
additional study and ensure successful results.
This book highlights the role that national culture plays in shaping the emergent relationship between IT and organizations. It also shows the mechanisms through which national culture influences IT use. Although a number of studies have investigated relationships between IT and organizations, relatively few studies have conducted international comparisons on the theme, and even fewer have focussed on national culture in their analytical framework.
Master the fundamentals of digital communications systems with this
accessible and hands-on introductory textbook, carefully
interweaving theory and practice. The just-in-time approach
introduces essential background as needed, keeping academic theory
firmly linked to practical applications. The example-led teaching
frames key concepts in the context of real-world systems, such as
5G, WiFi, and GPS. Stark provides foundational material on the
trade-offs between energy and bandwidth efficiency, giving students
a solid grounding in the fundamental challenges of designing
digital communications systems. Features include over 300
illustrative figures, 80 examples, and 130 end-of-chapter problems
to reinforce student understanding, with solutions for instructors.
Accompanied online by lecture slides, computational MATLAB® and
Python resources, and supporting data sets, this is the ideal
introduction to digital communications for senior undergraduate and
graduate students in electrical engineering.
Data Driven Decisions: A Practical Toolkit for Library and
Information Professionals is a simple, jargon-free guide to using
data for decision making in library services. The book walks
readers step-by-step through each stage of implementing, reviewing
and embedding data driven decisions in their organisation,
providing accessible visualisations, top tips, and downloadable
tools to support readers on their data journey. Staring with the
absolute basics of using data, the author creates a framework for
building skills and knowledge slowly until the reader is
comfortable with even complex uses of data. The book begins with an
exploration of explore the foundations of data driven decisions in
libraries including a look at the impact of the current financial
climate on resources, theoretical foundations of data collection
and analysis, and how this book can be used in practice. The next
section takes readers through the data driven decisions model,
providing the guide for understanding and manual for implementation
of the model. Finally, the book provides further perspectives and
reading surrounding analysis and implementation of data driven
decisions. This section aims to give supplementary and focused
information on different areas of data driven decisions which can
be included in processes once the reader understands the foundation
of the book from earlier chapters. Highly practical and written in
an accessible style, this book is an essential resource for
librarians and information professionals who increasingly need to
justify decisions on programmes and services through quantifiable
data.
Explore numerous techniques to improve the way you write CSS as you
build 12 tiny projects. For readers who know the basics of HTML and
frontend development. No previous experience of CSS is required. In
Tiny CSS Projects, you will build twelve exciting and useful web
projects with CSS — a must-know tool. This textbook teaches you
how to make beautiful websites and applications by gilding you
through a dozen fun coding challenges. You will learn important
skills through hands-on practice as you tinker with your own coding
and will make actual creative decisions about the projects you re
building. You will rapidly master the basic features, including A
loading screen created by styling SVG graphics A responsive
newspaper layout with multi-columns Animating social media buttons
with pseudo-elements Designing layouts using CSS grids Summary
cards that utilise hover interactions Styling forms to make them
more appealing to your users The projects may be tiny, but the CSS
skills you will learn are huge! Press on with CSS s exciting layout
features, including grid and flexbox, animations, transitions, and
media queries. About the technology Cascading Style Sheets (CSS)
make the web beautiful. Where HTML structures a page and JavaScript
gives it additional functionality, CSS handles colours, layouts,
and typography — everything your users love about your site.
While CSS is an established tool used in almost all production
websites, it s also evolving to include new features.
This book looks at the history of computing in education from two
points of view - as a history of the impact of computing on
education over the past forty years and as the use of the history
of computing as a pedagogical tool in computing education. These
two intertwined views look back at computer education and the ways
in which organizations have attempted to use computers to enhance
teaching and learning from elementary education through university
studies in several countries. The topics include: considerations of
cybernetics and informatics; government sponsored open source
software for school education; learning with the artificial
sciences; technology leading to historic changes; ICT in Catalan
schools; streams in the history of computer education in Australia;
growth of computing technology for education in India; computing
and education in the UK; evolution of e-inclusion for the disabled;
educational hypermedia computing; keyboard training; studies of
educational computing projects; and using computing history to
enhance teaching. History of Computing in Education is unique in
its topic, the field having not been the subject of extensive study
in the past. the impact of computing on education is only now
receiving due attention. This book derives from contributions made
at the History of Computing in Education conference at the IFIP
18th World Computer Congress, held in August 2004 in Toulouse,
France and sponsored by the International Federation for
Information Processing (IFIP). Teachers, students, researchers,
authors, and education developers should find this work as a
welcome addition to their educational repertoire. It will also
provide new dimensions of breadth and depth in the evolution of
computing in education.
With the advent of advanced hand-held technology and the widespread
nature of the Internet, the world of animated filmmaking is more
exciting and accessible than ever. Due to this cultural and
technological development, the success of independent animated film
makers is on the rise. Independent Animation: Developing, Producing
and Distributing Your Animated Films, Second Edition showcases some
of the greatest, most innovative giants in the field and helps
guide readers through the artistic process and production
techniques. Story development, casting, color theory, distribution
and the intimidating aspects of production are elucidated using
various examples of acclaimed, viral and award-winning animated
films from all over the world. Readers will also explore the
changing nature of audiences, festivals and distributors’
relationships with animation and be granted first-hand guidance in
navigating the diverse fields of animated filmmaking. Key Features:
Covers the entire process of creating an independent animated film
from story development and casting to editing and distribution
Presents a comprehensive array of classic and contemporary case
studies covering all manner of production methods from traditional
pipelines to avant-garde, auteur and experimental approaches
Features input and exclusive insight into the working processes of
some of the industry’s most noteworthy indie animation talents,
including Signe Baumane, Adam Elliot, Don Hertzfeldt, Kirsten
Lepore, Robert Morgan, David OReilly, PES, Bill Plympton, Rosto,
Chris Shepherd and dozens more Additional resources and interviews
are available through a special section of Skwigly Online Animation
Magazine.
This is the 3rd volume of Advances in Telecommunication Management,
focusing on Information Technology and Crisis Management.
This textbook offers an accessible introduction to the historical,
technical, and strategic context of global cyber conflict. The
second edition has been revised and updated throughout, with three
new chapters. Cyber warfare involves issues of doctrine, strategy,
policy, international relations (IR) and operational practice
associated with computer network attack, computer network
exploitation and computer network defense. However, it is conducted
within complex sociopolitical settings alongside related forms of
digital contestation. This book provides students with a
comprehensive perspective on the technical, strategic and policy
issues associated with cyber conflict, as well as an introduction
to key state and non-state actors. Specifically, the book provides
a comprehensive overview of several key issue areas: The historical
context of the emergence and evolution of cyber warfare, including
the basic characteristics and methods of computer network attack,
exploitation and defense An interdisciplinary set of theoretical
perspectives on conflict in the digital age from the point of view
of the fields of IR, security studies, psychology and science,
technology and society (STS) studies Current national perspectives,
policies, doctrines and strategies relevant to cyber warfare An
examination of key challenges in international law, norm
development and deterrence; and The role of emerging information
technologies like artificial intelligence and quantum computing in
shaping the dynamics of global cyber conflict This textbook will be
essential reading for students of cybersecurity/cyber conflict and
information warfare, and highly recommended for students of
intelligence studies, security and strategic studies, defense
policy, and IR in general.
In a significant contribution to the study of the brain and
behavior, Coward develops a system model for the human brain based
on a new physiologically based theory of learning and memory. The
work is primarily intended for neuropsychologists, but will be of
interest to anyone concerned with understanding the brain as a
functioning system. The author has twenty years' experience in most
of the different aspects of designing complex electronic systems.
Such a system today has up to several billion hardware components
such as individual transistors, and millions of lines of software.
Coward argues that the methodology used to handle the design of
such systems can be modified and adapted to understand the brain.
In the design of electronic systems, the concept instruction makes
it possible to rigorously translate from high level operational
descriptions to detailed descriptions in terms of machine code and
transistor structures. In the brain, the concept pattern can make
it possible to translate between the descriptions of psychology and
physiology and make functional understanding possible. Any change
in the state of a neuron can be interpreted on a system level as
the recognition of a pattern. Pattern is precisely defined and
includes both objects and changes to objects. Based on these
observations, Coward designs a model called the cascaded pattern
extraction hierarchy to explain the functioning of the brain,
showing that the brain can be visualized as a pattern extraction
template, in which successive layers are able to extract
increasingly complex patterns from relatively simple input.
Coward demonstrates that as a pattern extraction template, the
brain forms a hierarchy in connectivity space. Early layers--those
closest to sensory input--can be interpreted as extracting patterns
from simple sensory input. Later layers generate action
recommendations, and later still, they select actions, all within
the same pattern extraction paradigm. According to the model, the
firing of a neuron at these points constitutes both pattern
recognition and action recommendation. Coward's system model not
only provides a framework for understanding and predicting
psychological phenomena, including the functioning of personality,
but also accounts for such apparent anomalies as the difference
between short and long term memory and the fact that localized
brain damage does not remove the memory of individual events.
Widely useful for studies of brain and behavior, Pattern Thinking
also suggests how to identify promising areas to investigate in the
treatment of psychological illnesses.
A comprehensive guide to the Java programming language and the Java
SE 11 and Java SE 17 Developer certification exams, this complete
reference contains so much information, we had to split the print
edition into two volumes for ease of use. This two-volume set
features exhaustive coverage of all the Java language features and
APIs covered by the exam objectives. Both volumes of this print
edition are included in your purchase and are not sold separately.
OCP Oracle Certified Professional Java SE 17 Developer (Exam
1Z0-829) Programmer's Guide is a unique guide that combines a
rigorous introduction to programming in Java with meticulous
coverage of the Java SE 17 and Java SE 11 Developer exam
objectives. Fully updated to reflect changes in the latest exams,
it features an increased focus on analyzing code scenarios--not
just individual language constructs. Each objective is thoroughly
addressed, reflecting the latest features and APIs, as well as best
practices for taking the exam. The only book anyone needs to study
for Java SE 17 Developer or Java SE 11 Developer certification.
Book features include: Easy to find coverage of key topics relevant
to each exam objective An introduction to essential concepts in
object-oriented programming (OOP) and functional-style programming
In-depth coverage of declarations, access control, operators, flow
control, OOP techniques, lambda expressions, streams, modules,
concurrency, Java I/O, key API classes and much more Program output
demonstrating expected results from complete Java programs Unique
diagrams to illustrate important concepts, such as Java I/O,
modules, and streams Extensive use of Unified Modeling Language
(UML) to illustrate program design Dozens of review questions with
annotated answers to help prepare for the exam and a complete mock
exam Contents, Volume I (print): Figures xxiii Tables xxvii
Examples xxxi Foreword xxxix Preface xli Chapter 1: Basics of Java
Programming 1 Chapter 2: Basic Elements, Primitive Data Types, and
Operators 29 Chapter 3: Declarations 97 Chapter 4: Control Flow 151
Chapter 5: Object-Oriented Programming 189 Chapter 6: Access
Control 323 Chapter 7: Exception Handling 363 Chapter 8: Selected
API Classes 423 Chapter 9: Nested Type Declarations 489 Chapter 10:
Object Lifetime 531 Chapter 11: Generics 563 Chapter 12:
Collections, Part I: ArrayList 643 Chapter 13: Functional-Style
Programming 673 Chapter 14: Object Comparison 741 Chapter 15:
Collections: Part II 781 Index Contents, Volume II (print): Chapter
16: Streams 879 Chapter 17: Date and Time 1023 Chapter 18:
Localization 1095 Chapter 19: Java Module System 1161 Chapter 20:
Java I/O: Part I 1231 Chapter 21: Java I/O: Part II 1285 Chapter
22: Concurrency: Part I 1365 Chapter 23: Concurrency: Part II 1419
Chapter 24: Database Connectivity 1511 Chapter 25: Annotations 1555
Chapter 26: Secure Coding 1599 Appendix A: Taking the Java SE 17
and Java SE 11 Developer Exams 1615 Appendix B: Exam Topics: Java
SE 17 Developer 1623 Appendix C: Exam Topics: Java SE 11 Developer
1629 Appendix D: Annotated Answers to Review Questions 1635
Appendix E: Mock Exam: Java SE 17 Developer 1709 Appendix F:
Annotated Answers to Mock Exam 1737 Appendix G: Java Logging API
Overview 1747 Index 1753 Register your book for convenient access
to downloads, updates, and/or corrections as they become available.
See inside book for details.
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.
|
|