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Books > Computing & IT > General
Innovation and IT are intertwined. In order to understand how, this book takes an interdisciplinary view of innovation in an international and digital world. It addresses strategic and operational aspects of R and D and new product development, emphasizing knowledge management, configurational design, distance and diversity.
This book, the first of its kind, bridges the gap between the increasingly interlinked fields of nanophotonics and artificial intelligence (AI). While artificial intelligence techniques, machine learning in particular, have revolutionized many different areas of scientific research, nanophotonics holds a special position as it simultaneously benefits from AI-assisted device design whilst providing novel computing platforms for AI. This book is aimed at both researchers in nanophotonics who want to utilize AI techniques and researchers in the computing community in search of new photonics-based hardware. The book guides the reader through the general concepts and specific topics of relevance from both nanophotonics and AI, including optical antennas, metamaterials, metasurfaces, and other photonic devices on the one hand, and different machine learning paradigms and deep learning algorithms on the other. It goes on to comprehensively survey inverse techniques for device design, AI-enabled applications in nanophotonics, and nanophotonic platforms for AI. This book will be essential reading for graduate students, academic researchers, and industry professionals from either side of this fast-developing, interdisciplinary field. Â
This book presents part of the proceedings of the Manufacturing and Materials track of the iM3F 2021 conference held in Malaysia. This collection of articles deliberates on the key challenges and trends related to manufacturing as well as materials engineering and technology in setting the stage for the world in embracing the Fourth Industrial Revolution. It presents recent findings with regard to manufacturing and materials that are pertinent toward the realizations and ultimately the embodiment of Industry 4.0, with contributions from both industry and academia.
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin’s Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period., highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.
- The book discusses the recent techniques in NGS data analysis which is the most needed material by biologists (students and researchers) in the wake of numerous genomic projects and the trend toward genomic research. - The book includes both theory and practice for the NGS data analysis. So, readers will understand the concept and learn how to do the analysis using the most recent programs. - The steps of application workflows are written in a manner that can be followed for related projects. - Each chapter includes worked examples with real data available on the NCBI databases. Programming codes and outputs are accompanied with explanation. - The book content is suitable as teaching material for biology and bioinformatics students. Meets the requirements of a complete semester course on Sequencing Data Analysis Covers the latest applications for Next Generation Sequencing Covers data reprocessing, genome assembly, variant discovery, gene profiling, epigenetics, and metagenomics
Signal Processing and Machine Learning Theory, authored by world-leading experts, reviews the principles, methods and techniques of essential and advanced signal processing theory. These theories and tools are the driving engines of many current and emerging research topics and technologies, such as machine learning, autonomous vehicles, the internet of things, future wireless communications, medical imaging, etc.
With the political and social changes taking place in Eastern Europe combined with the changes in Western European markets and Japanese global marketing strategies, American corporations now can utilize information technology as the ultimate weapon in reshaping/expanding their global marketing strategies. Today, global information technology is not just a set of tools for computing, but rather is viewed as a strategic tool to bring organizations growth and prosperity. The Global Issues of Information Technology Management is the right source for discovering untapped potential of your information technology. It is a global tool for the growth and prosperity of your organization.
This book is designed to be used as a primary textbook in a college-level first course in computing. It takes a fairly traditional approach, emphasizing problem solving, design, and programming as the core skills of computer science. However, these ideas are illustrated using a non-traditional language, namely Python. This textbook was written with a single overarching goal: to introduce fundamental computer science concepts as simply as possible without being simplistic. Using Python is central to this goal. Traditional systems languages such as C , Ada, and Java evolved to solve problems in large-scale programming, where the primary emphasis is on structure and discipline. They were not designed to make writing small- or medium-scale programs easy. The recent rise in popularity of scripting (sometimes called “agile”) languages, such as Python, suggests an alternative approach. Python is very flexible and makes experimentation easy. Solutions to simple problems are simply and elegantly expressed. Python provides a great laboratory for the neophyte programmer. Python has a number of features that make it a near-perfect choice as a first programming language. The basic structures are simple, clean, and well designed, which allows students to focus on the primary skills of algorithmic thinking and program design without getting bogged down in arcane language details. Concepts learned in Python carry over directly to subsequent study of systems languages such as C and Java. But Python is not a “toy language.” It is a real-world production language that is freely available for virtually every programming platform and comes standard with its own easy-to-use integrated programming environment. The best part is that Python makes learning to program fun again. New to the Third Edition The third edition continues the tradition of updating the text to reflect new technologies while maintaining a time-tested approach to teaching introductory computer science. An important change to this edition is the removal of most uses of eval and the addition of a discussion of its dangers. In our increasingly connected world, it’s never too early to begin considering computer security issues. Several new graphics examples, developed throughout chapters 4–12, have been added to introduce new features of the graphics library that support animations, including simple video game development. This brings the text up to date with the types of final projects that are often assigned in modern introductory classes. Smaller changes have been made throughout the text, including: Material on file dialogs has been added in Chapter 5. Chapter 6 has been expanded and reorganized to emphasize value-returning functions. Coverage has been streamlined and simplified to use IDLE (the standard “comes-with-Python” development environment) consistently. This makes the text more suitable for self-study as well as for use as a classroom textbook. Technology references have been updated. To further accommodate self-studiers, end-of-chapter solutions for this third edition will be freely available online. Classroom instructors wishing to use alternative exercises can request those from the publisher. Self-studiers and instructors alike will be able to visit this website to download the solutions.
Modern Operating Systems incorporates the latest developments and technologies in operating systems (OS) technologies. Author Andy Tanenbaum's clear and entertaining writing style outlines the concepts every OS designer needs to master. In-depth topic coverage includes processes, threads, memory management, file systems, I/O, deadlocks, interface design, multimedia, performance tradeoffs, and trends in OS design. Case studies explore popular OS and provide real-world context. Tanenbaum also provides information on current research based on his experience as an operating systems researcher. The 5th Edition keeps pace with modern OS with a new chapter on Windows 11, new security coverage, an emphasis on flash-based solid-state drives and more. Â
Kryptografie ist ein wichtiges Mittel um IT-Systeme zu schützen. Sie ermöglicht nicht nur die Verschlüsselung von Nachrichten, sondern auch digitale Unterschriften, die Authentifizierung und die Anonymisierung von Kommunikationspartnern. Das hier vorliegende Buch ist eine Einführung in die Kryptografie für Studierende ? von der symmetrischen über die asymmetrische Verschlüsselung bis hin zu Hash-Funktionen. Mit Übungsaufgaben und Lösungen können Sie Ihr frisch erworbenes Wissen überprüfen und festigen. So ist dieses Buch umfassend, keinesfalls oberflächlich, aber ohne Vorwissen verständlich.
The platformer is one of the most well-loved video game genres ever, having entertained players for over 40 years. Jumping For Joy is a celebration of everything platform games have to offer, spanning their entire history. The first part of the book is a complete guide to every platform game starring Mario, Nintendo's mascot and the most popular video game character of all time. With nearly 80 games featured in this section, it's the definitive history of a true gaming hero. There are always two sides to every story, though, so the second part of the book focuses on every one of the 50+ platformers starring Sonic the Hedgehog, Mario's former rival. After this it's the book's main course: a huge 100-page section detailing 50 other iconic and notable platform games covering the entire history of gaming, from the days of the Atari 2600 and ZX Spectrum all the way up to the Nintendo Switch, PS5 and Xbox Series X/S. Whether you're a long-time veteran of platform gaming or a newcomer who wants to learn more about one of the most entertaining genres in video games, this is the perfect book for you. And there are some bad jokes in there too, if that's your thing.
Breaking down the 40-year history of the world’s most popular art form, one video game at a timePong. The Legend of Zelda.Final Fantasy VII. Rock Band.Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be.From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier (Blood, Sweat, and Pixels; Kotaku), Max Scoville (IGN), Rebekah Valentine (IGN), Blessing Adeoye Jr. (Kinda Funny), and Devindra Hardawar (Engadget), this year-by-year anthology is a loving reflection on the world’s most popular art form. Featured Games: 1977 - Pong; 1978 - Space Invaders; 1979 - Speed Freak; 1980 - Pac-Man; 1981 - Donkey Kong; 1982 - Pitfall!; 1983 - Dragon’s Lair; 1984 - Tetris; 1985 - Super Mario Bros.; 1986 - Dragon Quest; 1987 - The Legend of Zelda; 1988 - Mega Man 2; 1989 - SimCity; 1990 - The Secret of Monkey Island; 1991 - Sonic the Hedgehog; 1992 - Wolfenstein 3D; 1993 - NBA Jam; 1994 - Super Street Fighter II Turbo; 1995 - Donkey Kong Country 2; 1996 - Super Mario 64; 1997 - Final Fantasy VII; 1998 - Metal Gear Solid; 1999 - System Shock 2; 2000 Counter-Strike; 2001 - Halo: Combat Evolved; 2002 - Grand Theft Auto: Vice City; 2003 - The Legend of Zelda: The Wind Waker; 2004 - World of Warcraft; 2005 - Resident Evil 4; 2006 - Wii Sports; 2007 - Rock Band; 2008 - Spore; 2009 - Uncharted 2; 2010 - Super Meat Boy; 2011 - Minecraft; 2012 - Telltale’s The Walking Dead; 2013 - Depression Quest; 2014 - Destiny; 2015 - Witcher 3; 2016 - Pokemon Go; 2017 - Fortnite; 2018 - Super Smash Bros. Ultimate; 2019 - Sekiro: Shadows Die Twice; 2020 - Animal Crossing: New Horizons; 2022 - The Stanley Parable: Ultra Deluxe
Grid Technologies for E-Health: Applications for Telemedicine Services and Delivery examines innovations to further improve medical management using grid computing. A defining collection of field advancements, this publication discusses the significance of automation and IT resources in healthcare technology previously infeasible due to computing and data-integration constraints.
Take your design work to the next level with Making and Breaking the Grid: A Graphic Design Layout Workshop (Third Edition), the essential easy-to-use guide for designers working in every medium. With over 150,000 copies in print, this new edition makes a classic text relevant to a new generation of designers. Updates include:  A cross-cultural inclusive re-envisioning of design history related to the grid, including alternative approaches to layout Expanded discussion of grid use in interactive, UX/UI scenarios Greater equity in the representation of design work by women and BIPOC designers Grids are the most basic and essential forms in graphic design—and they can be the most rigid. This book shows you how to understand the rules of the grid to use them effectively, and then how to break them, resulting in phenomenal cohesive layouts. Timothy Samara explains the history of the grid and shows examples of grid basics, such as column, compound, and modular grids. He shows methods for building and using grids, and offers numerous examples of stunning design projects using a variety of imagery and typography. Pages are filled with hundreds of large, full-color layout concepts and diagrams that educate and inspire. After mastering the grid, discover how to break it using conceptual designs that deconstruct and flip the grid successfully. Split, splice, and shift; create spontaneous compositions; make narrative constructs; work on an axis; use intuitive design; and more to create unique layouts or other projects. See ideas in action with eye-catching layout examples. With this book you will:  learn how grids work. be inspired to explore new concepts for using—or not using—grids. discover achievable alternatives for boring layouts. get the results you want using fresh design elements. learn designers’ processes via fascinating case studies. see numerous examples of successful layouts created with and without grids. communicate ideas effectively using visual language. This new, expanded edition presents the most comprehensive, accessible, in-depth exposition of layout concepts ever published.
This book contains selected papers from International Symposium for Production Research 2022, held on October 6-9, 2022, Turkey. The book reports recent advances in production engineering and operations. It explores topics including: production research; production management; operations management; industry 4.0; industrial engineering; mechanical engineering; engineering management; and operational research. Presenting real-life applications, case studies, and mathematical models, this book is of interest to researchers, academics, and practitioners in the field of production and operation engineering. It provides both the results of recent research and practical solutions to real-world problems.
One of the realities characterizing the globe is the exclusion of marginalized communities in digital transformation. Their exclusion has resulted in a lack of participation in the digital space, which has catastrophic consequences on the digital economy. To promote digital inclusiveness in marginalized communities, there is a need to deconstruct the illusion that digital transformation is an urban phenomenon. Digital Transformation for Promoting Inclusiveness in Marginalized Communities discusses how digital transformation can be utilized to promote inclusiveness in marginalized communities by exploring opportunities and challenges and determining change mechanisms required to enhance digital transformation in marginalized communities. Covering a range of topics such as augmented reality and remote communities, this reference work is ideal for government employees, technologists, policymakers, industry professionals, researchers, scholars, academicians, instructors, and students.
This handbook focuses on new threats to psychological security that are posed by the malicious use of AI and how it can be used to counteract such threats. Studies on the malicious use of AI through deepfakes, agenda setting, sentiment analysis and affective computing and so forth, provide a visual representation of the various forms and methods of malicious influence on the human psyche, and through this on the political, economic, cultural processes, the activities of state and non-state institutions. Separate chapters examine the malicious use of AI in geopolitical confrontation, political campaigns, strategic deception, damage to corporate reputation, and activities of extremist and terrorist organizations. This is a unique volume that brings together a multidisciplinary range of established scholars and upcoming new researchers from 11 countries. This handbook is an invaluable resource for students, researchers, and professionals interested in this new and developing field of social practice and knowledge. |
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