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Books > Computing & IT > General

The Inglorious Years - The Collapse of the Industrial Order and the Rise of Digital Society (Paperback): Daniel Cohen The Inglorious Years - The Collapse of the Industrial Order and the Rise of Digital Society (Paperback)
Daniel Cohen; Translated by Jane Marie Todd
R491 R433 Discovery Miles 4 330 Save R58 (12%) Ships in 10 - 15 working days

How populism is fueled by the demise of the industrial order and the emergence of a new digital society ruled by algorithms In the revolutionary excitement of the 1960s, young people around the world called for a radical shift away from the old industrial order, imagining a future of technological liberation and unfettered prosperity. Industrial society did collapse, and a digital economy has risen to take its place, yet many have been left feeling marginalized and deprived of the possibility of a better life. The Inglorious Years explores the many ways we have been let down by the rising tide of technology, showing how our new interconnectivity is not fulfilling its promise. In this revelatory book, economist Daniel Cohen describes how today's postindustrial society is transforming us all into sequences of data that can be manipulated by algorithms from anywhere on the planet. As yesterday's assembly line was replaced by working online, the leftist protests of the 1960s have given way to angry protests by the populist right. Cohen demonstrates how the digital economy creates the same mix of promises and disappointments as the old industrial order, and how it revives questions about society that are as relevant to us today as they were to the ancients. Brilliant and provocative, The Inglorious Years discusses what the new digital society holds in store for us, and reveals how can we once again regain control of our lives.

Python Programming - An Introduction to Computer Science (Paperback, 3rd Revised edition): John Zelle Python Programming - An Introduction to Computer Science (Paperback, 3rd Revised edition)
John Zelle
R1,382 Discovery Miles 13 820 Ships in 18 - 22 working days

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 “agileâ€) 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.

Virtual World Design (Hardcover): Ann Cudworth Virtual World Design (Hardcover)
Ann Cudworth
R5,368 Discovery Miles 53 680 Ships in 10 - 15 working days

Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author‘s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.

Virtually Obscene - The Case for an Uncensored Internet (Paperback): Amy E. White Virtually Obscene - The Case for an Uncensored Internet (Paperback)
Amy E. White
R911 R676 Discovery Miles 6 760 Save R235 (26%) Ships in 10 - 15 working days

Free porn - this phrase conjures images of search engine scams, computer viruses and spam emails. It also hints at an important debate - not over cost-free porn, per se, but over a regulation-free Internet. As Internet usage exploded in the 1990s, so too did the utopian vision of universal access to unregulated information. Differing ideas of obscenity and the United States government's dominion over the web, though, have forced a serious dilemma, centered on Internet pornography, that involves regulation, freedom of information, first amendment rights, feminism and morality. This book examines the phenomenon of Internet pornography, demonstrating how that debate is an important case study in the wider argument over Internet regulation. Chapters objectively uncover the flaws of the most common arguments for and against regulation, and examine efforts to regulate the Internet; community standards of obscenity as grounds for regulation; the free speech debate; and harm to children, women and the moral environment. The author offers a final analysis that regulation of sexually explicit materials is ultimately futile, and that the utility of an unregulated Internet outweighs arguments against regulated sexually explicit materials.

Deep Learning - A Practical Introduction (Hardcover): Manel Martinez Ramon, Meenu Ajith, Aswathy Rajendra Kurup Deep Learning - A Practical Introduction (Hardcover)
Manel Martinez Ramon, Meenu Ajith, Aswathy Rajendra Kurup
R2,066 Discovery Miles 20 660 Ships in 9 - 17 working days

An engaging and accessible introduction to deep learning perfect for students and professionals In Deep Learning: A Practical Introduction, a team of distinguished researchers delivers a start-to-finish instruction book with complete coverage of the theoretical and practical elements of deep learning. The book includes extensive examples, end-of-chapter exercises, homework, exam material and a GitHub repository containing code and data for all provided examples. Combining contemporary deep learning theory with state-of-the-art tools, the chapters are structured to maximize accessibility for both beginning and intermediate students. The authors have included coverage of TensorFlow, Keras, and Pytorch. Readers will also find: Thorough introductions to deep learning and deep learning tools Comprehensive explorations of convolutional neural networks, including discussions of their elements, operation, training, and architectures Practical discussions of recurrent neural networks and non-supervised approaches to deep learning Fulsome treatments of generative adversarial networks as well as deep Bayesian Neural networks. Perfect for undergraduate and graduate students studying computer vision, computer science, artificial intelligence, and neural networks, Deep Learning: A Practical Introduction will also benefit practitioners and researchers in the fields of deep learning and machine learning in general.

Not with a Bug, But with a Sticker - Attacks on Machine Learning Systems and What To Do About Them (Hardcover): Ram Shankar... Not with a Bug, But with a Sticker - Attacks on Machine Learning Systems and What To Do About Them (Hardcover)
Ram Shankar Siva Kumar, Hyrum Anderson; Foreword by Bruce Schneier
R570 R525 Discovery Miles 5 250 Save R45 (8%) Ships in 10 - 15 working days

A robust and engaging account of the single greatest threat faced by AI and ML systems In Not With A Bug, But With A Sticker: Attacks on Machine Learning Systems and What To Do About Them, a team of distinguished adversarial machine learning researchers deliver a riveting account of the most significant risk to currently deployed artificial intelligence systems: cybersecurity threats. The authors take you on a sweeping tour – from inside secretive government organizations to academic workshops at ski chalets to Google’s cafeteria – recounting how major AI systems remain vulnerable to the exploits of bad actors of all stripes. Based on hundreds of interviews of academic researchers, policy makers, business leaders and national security experts, the authors compile the complex science of attacking AI systems with color and flourish and provide a front row seat to those who championed this change. Grounded in real world examples of previous attacks, you will learn how adversaries can upend the reliability of otherwise robust AI systems with straightforward exploits. The steeplechase to solve this problem has already begun: Nations and organizations are aware that securing AI systems brings forth an indomitable advantage: the prize is not just to keep AI systems safe but also the ability to disrupt the competition’s AI systems. An essential and eye-opening resource for machine learning and software engineers, policy makers and business leaders involved with artificial intelligence, and academics studying topics including cybersecurity and computer science, Not With A Bug, But With A Sticker is a warning—albeit an entertaining and engaging one—we should all heed. How we secure our AI systems will define the next decade. The stakes have never been higher, and public attention and debate on the issue has never been scarcer. The authors are donating the proceeds from this book to two charities: Black in AI and Bountiful Children’s Foundation.

Yearbook of the Artificial, v. 4 - Nature, Culture & Technology Kyosei, Culture and Sustainable Technology (Paperback): Massimo... Yearbook of the Artificial, v. 4 - Nature, Culture & Technology Kyosei, Culture and Sustainable Technology (Paperback)
Massimo Negrotti, Fumihiko Satofuka
R2,035 Discovery Miles 20 350 Ships in 10 - 15 working days

We all are users of technology and services, but the way we use them strongly depends on who our 'interlocutor' is: a machine, a software application or a person. The contributions of this volume look at the concept of the user from various perspectives and continue to discuss the theme started in volume three on the user of the artificial.

Digital Applications for Cultural and Heritage Institutions (Hardcover, New Ed): James Hemsley, Vito Cappellini, Gerd Stanke Digital Applications for Cultural and Heritage Institutions (Hardcover, New Ed)
James Hemsley, Vito Cappellini, Gerd Stanke
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

Electronic imaging and digital applications have brought numerous benefits for museums, galleries, archives and other organizations in the arts, culture and heritage sectors. Bringing together leading international practitioners from different disciplines, the EVA (Electronic Imaging and the Visual Arts) conferences help those working in the field to gain the most from developments in multimedia technology. This accessible volume collects recent papers from EVA conferences, covering case studies from the world's greatest institutions, as well as from some of the smallest and most innovative. Topics covered include virtual reconstruction of destroyed buildings, digital image archiving, 2D and 3D digitization projects, website evaluation, virtual archaeology, handheld interactive visitor support, exploiting digital cultural heritage and electronic aids for non-speaking people, as well as summaries of international research and technology development. The volume presents in convenient form the wealth of experience of a great variety of international specialists, allowing readers to further enhance the visitor experience of their collections.

Mathematical Principles for Scientific Computing and Visualization (Paperback): Gerald Farin, Dianne Hansford Mathematical Principles for Scientific Computing and Visualization (Paperback)
Gerald Farin, Dianne Hansford
R1,588 Discovery Miles 15 880 Ships in 10 - 15 working days

This non-traditional introduction to the mathematics of scientific computation describes the principles behind the major methods, from statistics, applied mathematics, scientific visualization, and elsewhere, in a way that is accessible to a large part of the scientific community. Introductory material includes computational basics, a review of coordinate systems, an introduction to facets (planes and triangle meshes) and an introduction to computer graphics. The scientific computing part of the book covers topics in numerical linear algebra (basics, solving linear system, eigen-problems, SVD, and PCA) and numerical calculus (basics, data fitting, dynamic processes, root finding, and multivariate functions). The visualization component of the book is separated into three parts: empirical data, scalar values over 2D data, and volumes.

Handbook of Digital Image Synthesis - Scientific Foundations of Rendering (Paperback): Vincent Pegoraro Handbook of Digital Image Synthesis - Scientific Foundations of Rendering (Paperback)
Vincent Pegoraro
R1,500 Discovery Miles 15 000 Ships in 10 - 15 working days

The Handbook of Digital Image Synthesis is the most up-to-date reference guide in the rapidly developing field of computer graphics. A wide range of topics, such as, applied mathematics, data structures, and optical perception and imaging help to provide a well-rounded view of the necessary formulas for computer rendering. In addition to this diverse approach, the presentation of the material is substantiated by numerous figures and computer-generated images. From basic principles to advanced theories, this book, provides the reader with a strong foundation of computer formulas and rendering through a step-by-step process. . Key Features: Provides unified coverage of the broad range of fundamental topics in rendering Gives in-depth treatment of the basic and advanced concepts in each topic Presents a step-by-step derivation of the theoretical results needed for implementation Illustrates the concepts with numerous figures and computer-generated images Illustrates the core algorithms using platform-independent pseudo-code

Computer Facial Animation (Paperback, 2nd edition): Frederic I. Parke, Keith Waters Computer Facial Animation (Paperback, 2nd edition)
Frederic I. Parke, Keith Waters
R1,499 Discovery Miles 14 990 Ships in 10 - 15 working days

This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. These topics are described in the context of existing facial animation principles. The second edition provides an up-to-date source for professionals and academic researchers working in the field of facial animation.

Misteaks. . . and how to find them before the teacher does. . . - A Calculus Supplement, 3rd Edition (Hardcover, 3rd edition):... Misteaks. . . and how to find them before the teacher does. . . - A Calculus Supplement, 3rd Edition (Hardcover, 3rd edition)
Barry Cipra
R5,607 Discovery Miles 56 070 Ships in 10 - 15 working days

An unusual supplement to every calculus textbook, Misteaks and How to Find Them before the Teacher Does is popular with students and teachers alike. Teachers love the way it encourages students to truly think about mathematics rather than simply plugging numbers into equations to crank out answers, and students love the author's straightforward, tongue-in-cheek style. The title of this light-hearted and amusing book might well have been "Going Gray in Elementary Calculus and How to Avoid it." Changing the metaphor, Barry has hit the nail on the finger in hundreds of fine examples. --Philip J. Davis, coauthor of The Mathematical Experience. "How I wish that something like this had been available when I was a student!" --Ralph P. Boas, former editor of The American Mathematical Monthly. Bonus: Solution to LeWitt Puzzle

Advanced Computer Architectures (Hardcover): Sajjan G. Shiva Advanced Computer Architectures (Hardcover)
Sajjan G. Shiva
R4,514 Discovery Miles 45 140 Ships in 10 - 15 working days

Despite the tremendous advances in performance enabled by modern architectures, there are always new applications and demands arising that require ever-increasing capabilities. Keeping up with these demands requires a deep-seated understanding of contemporary architectures in concert with a fundamental understanding of basic principles that allows one to anticipate what will be possible over the system's lifetime. Advanced Computer Architectures focuses on the design of high performance supercomputers with balanced coverage of the hardware, software structures, and application characteristics. This book is a timeless distillation of underlying principles punctuated by real-world implementations in popular current and past commercially available systems. It briefly reviews the basics of uniprocessor architecture before outlining the most popular processing paradigms, performance evaluation, and cost factor considerations. This builds to a discussion of pipeline design and vector processors, data parallel architectures, and multiprocessor systems. Rounding out the book, the final chapter explores some important current and emerging trends such as Dataflow, Grid, biology-inspired, and optical computing. More than 220 figures, tables, and equations illustrate the concepts presented. Based on the author's more than thirty years of teaching and research, Advanced Computer Architectures endows you with the tools necessary to reach the limits of existing technology, and ultimately, to break them.

Mathematical Principles of the Internet, Two Volume Set (Mixed media product): Nirdosh Bhatnagar Mathematical Principles of the Internet, Two Volume Set (Mixed media product)
Nirdosh Bhatnagar
R2,936 Discovery Miles 29 360 Ships in 10 - 15 working days

This two-volume set on Mathematical Principles of the Internet provides a comprehensive overview of the mathematical principles of Internet engineering. The books do not aim to provide all of the mathematical foundations upon which the Internet is based. Instead, these cover only a partial panorama and the key principles. Volume 1 explores Internet engineering, while the supporting mathematics is covered in Volume 2. The chapters on mathematics complement those on the engineering episodes, and an effort has been made to make this work succinct, yet self-contained. Elements of information theory, algebraic coding theory, cryptography, Internet traffic, dynamics and control of Internet congestion, and queueing theory are discussed. In addition, stochastic networks, graph-theoretic algorithms, application of game theory to the Internet, Internet economics, data mining and knowledge discovery, and quantum computation, communication, and cryptography are also discussed. In order to study the structure and function of the Internet, only a basic knowledge of number theory, abstract algebra, matrices and determinants, graph theory, geometry, analysis, optimization theory, probability theory, and stochastic processes, is required. These mathematical disciplines are defined and developed in the books to the extent that is needed to develop and justify their application to Internet engineering.

Yearbook of the Artificial - Nature, Culture & Technology Cultural Dimensions of the User (Paperback, illustrated edition):... Yearbook of the Artificial - Nature, Culture & Technology Cultural Dimensions of the User (Paperback, illustrated edition)
Massimo Negrotti
R2,147 Discovery Miles 21 470 Ships in 10 - 15 working days

The concept of the user is not a well-established sociological concept even though the

Indigeneity in Real Time - The Digital Making of Oaxacalifornia (Hardcover): Ingrid Kummels Indigeneity in Real Time - The Digital Making of Oaxacalifornia (Hardcover)
Ingrid Kummels
R2,957 Discovery Miles 29 570 Ships in 10 - 15 working days
Toward a Gameic World - New Rules of Engagement from Japanese Video Games (Paperback): Ben Whaley Toward a Gameic World - New Rules of Engagement from Japanese Video Games (Paperback)
Ben Whaley
R580 Discovery Miles 5 800 Ships in 10 - 15 working days

Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan’s biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

Toward a Gameic World - New Rules of Engagement from Japanese Video Games (Hardcover): Ben Whaley Toward a Gameic World - New Rules of Engagement from Japanese Video Games (Hardcover)
Ben Whaley
R1,807 Discovery Miles 18 070 Ships in 10 - 15 working days

Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan’s biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

Cognitive Technology - Essays on the Transformation of Thought and Society (Paperback): W. Richard Walker, Douglas J. Herrman Cognitive Technology - Essays on the Transformation of Thought and Society (Paperback)
W. Richard Walker, Douglas J. Herrman
R1,199 R863 Discovery Miles 8 630 Save R336 (28%) Ships in 10 - 15 working days

Rapidly growing cognitive technologies (such as word processors, web browsers, cell phones, and personal data assistants) aid learning, memory, and problem solving, and contribute to every part of modern life from interviewing crime witnesses to learning a foreign language to calling one's mother. This collection of essays on cognitive technology examines the interaction between the human mind and the tools people create to enhance it, studying which technologies assist cognition the most and what features are most effective. It also considers the point at which the technological enhancement of human ability begins to restrict that very ability, such as the risk of some cognitive technologies impairing cognition or creating disadvantages for individuals or groups. This collection of 11 essays discusses the most recent psychological research in cognitive technology, showcasing the paradigms and theories that have driven the development of new cognitive technologies. It explores the impact of technology on cognitive psychology, the classroom, and social interaction and group problem solving. Topics covered include the distracting characteristics of new technologies (such as the effects of cell phone use on driving ability and of distracting advertisements on problem solving), the study of mass media through assessing memories for media experiences, the media's role in advancing gender and racial prejudices, and the misuse of cognitive technology through identity theft and cyberterrorism. Each essay concludes with a bibliography.

Massively Multiplayer Online Role-Playing Games - The People, the Addiction and the Playing Experience (Paperback): R.V. Kelly Massively Multiplayer Online Role-Playing Games - The People, the Addiction and the Playing Experience (Paperback)
R.V. Kelly
R765 R678 Discovery Miles 6 780 Save R87 (11%) Ships in 10 - 15 working days

This book is about the fastest growing form of electronic game in the world - the Massively Multiplayer Online Role Playing Game (MMORPG). It introduces these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, and describes their evolution; it also delves into the psychology of the people who inhabit the game universe and explores the development of unique cultures, economies, moral codes, and slang in virtual communities. The work describes MMORPGs' ever-greater effect on society: for example, players can sell virtual goods for real money, creating a separate economy, and several governments have labeled the games a public health threat. It explains how the games are built, the spin-offs that players create to enhance their game lives, and peeks at the future of MMORPGs as they evolve from a form of amusement to an educational, scientific, and business tool. Based on hundreds of interviews over a three-year period, the work explores reasons people are attracted to and addicted to these games. It also surveys many existing and upcoming games, identifying their unique features and attractions. Two appendices list online addiction organizations and MMORPG information sites.

Educause - Organizing & Managing Information Resources on Your Campus V 7 (Paperback, Volume 7): P.A. Mcclure Educause - Organizing & Managing Information Resources on Your Campus V 7 (Paperback, Volume 7)
P.A. Mcclure
R754 Discovery Miles 7 540 Ships in 10 - 15 working days

In recent years, colleges and universities have experienced tremendous growth in the applications of electronic information and the technologies that support the effective manipulation, transmission, storage, and use of that information. Because the growth has been so rapid, campus leaders are often challenged to effectively manage this increasingly critical function. Organizing and Managing Information Resources on Your Campus provides an overview of current thinking about the most important issues involved in managing information technology and services on campus. This vital resource offers information on how to plan, organize, fund, assess, and govern these strategic assets. It also compares and contrasts approaches appropriate for large versus small institutions, research versus teaching missions, and private verses public models. And the book provides a synthesis of practical advice interwoven with general background discussion.

Understanding the New European Data Protection Rules (Paperback): Paul Lambert Understanding the New European Data Protection Rules (Paperback)
Paul Lambert
R1,491 Discovery Miles 14 910 Ships in 10 - 15 working days

Compared to the US, European data and privacy protection rules seem Draconian. The European rules apply to any enterprise doing business in the EU. The new rules are far more stringent than the last set. This book is a quick guide to the directives for companies, particularly US, that have to comply with them. Where US organizations and businesses who collect or receive EU personal data fail to comply with the rule, the bottom line can suffer from very significant official fines and penalties, as well as from users, customers or representative bodies to pursuing litigation. This guide is essential for all US enterprises who directly or indirectly deal with EU personal data.

50 Codes that Changed the World - . . . And Your Chance to Solve Them! (Paperback): Sinclair McKay 50 Codes that Changed the World - . . . And Your Chance to Solve Them! (Paperback)
Sinclair McKay
R319 R291 Discovery Miles 2 910 Save R28 (9%) Ships in 9 - 17 working days

A CUNNING CHRONICLE OF THE 50 CODES THAT ALTERED THE COURSE OF HISTORY AND CHANGED THE WORLD From the bestselling author of Bletchley Park Brainteasers and The Scotland Yard Puzzle Book. There have been secret codes since before the Old Testament, and there were secret codes in the Old Testament too. Almost as soon as writing was invented, so too were the devious means to hide messages and keep them under the wraps of secrecy. In 50 Codes that Changed the World, Sinclair McKay explores these uncrackable codes, secret cyphers and hidden messages from across time to tell a new history of a secret world. From the temples of Ancient Greece to the court of Elizabeth I; from antique manuscripts whose codes might hold prophecies of doom to the modern realm of quantum mechanics, you will see how a few concealed words could help to win wars, spark revolutions and even change the faces of great nations. Here is the complete guide to the hidden world of codebreaking, with opportunities for you to see if you could have cracked some of the trickiest puzzles and lip-chewing codes ever created. ----------------------- Praise for Sinclair McKay's books: 'This book [The Secret Life of Bletchley Park] seems a remarkably faithful account of what we did, why it mattered, and how it all felt at the time by someone who couldn't possibly have been born then. - THE GUARDIAN [Bletchley Park Brainteasers] is outrageously difficult but utterly fascinating. - THE EXPRESS 'Sinclair McKay's account of this secret war of the airwaves in [Secret Listeners] is as painstakingly researched and fascinating as his bestselling The Secret Life Of Bletchley Park, and an essential companion to it.' - DAILY MAIL

Mediating Science Learning through Information and Communications Technology (Hardcover): Richard Holliman, Eileen Scanlon Mediating Science Learning through Information and Communications Technology (Hardcover)
Richard Holliman, Eileen Scanlon
R5,476 Discovery Miles 54 760 Ships in 10 - 15 working days

Developments in information technology are bringing about changes in science education. This Reader focuses on the theoretical and practical consideration of using information and communications technologies in teaching and learning. It examines current approaches to teaching and learning in science at various levels of education, and ways in which science in made more accessible. This will include the future potential of such current developments as access to practical work delivered on the web. The Reader is divided into three sections: What are the current issues in using ICT to teach and learn in science? Designing and evaluating ICT to teach and learn science Extending access to science learning This is a companion book to Reconsidering Science Education, also published by RoutledgeFalmer. Mediating Science Learning Through ICT is a valuable resource for teachers on Masters courses in science education and academics in science education.

Indigeneity in Real Time - The Digital Making of Oaxacalifornia (Paperback): Ingrid Kummels Indigeneity in Real Time - The Digital Making of Oaxacalifornia (Paperback)
Ingrid Kummels
R797 Discovery Miles 7 970 Ships in 10 - 15 working days
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