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Books > Computing & IT > Applications of computing > Image processing

3D Imaging, Analysis and Applications (Hardcover, 2nd ed. 2020): Yonghuai Liu, Nick Pears, Paul L. Rosin, Patrik Huber 3D Imaging, Analysis and Applications (Hardcover, 2nd ed. 2020)
Yonghuai Liu, Nick Pears, Paul L. Rosin, Patrik Huber
R3,282 Discovery Miles 32 820 Ships in 10 - 15 working days

This textbook is designed for postgraduate studies in the field of 3D Computer Vision. It also provides a useful reference for industrial practitioners; for example, in the areas of 3D data capture, computer-aided geometric modelling and industrial quality assurance. This second edition is a significant upgrade of existing topics with novel findings. Additionally, it has new material covering consumer-grade RGB-D cameras, 3D morphable models, deep learning on 3D datasets, as well as new applications in the 3D digitization of cultural heritage and the 3D phenotyping of crops. Overall, the book covers three main areas: 3D imaging, including passive 3D imaging, active triangulation 3D imaging, active time-of-flight 3D imaging, consumer RGB-D cameras, and 3D data representation and visualisation; 3D shape analysis, including local descriptors, registration, matching, 3D morphable models, and deep learning on 3D datasets; and 3D applications, including 3D face recognition, cultural heritage and 3D phenotyping of plants. 3D computer vision is a rapidly advancing area in computer science. There are many real-world applications that demand high-performance 3D imaging and analysis and, as a result, many new techniques and commercial products have been developed. However, many challenges remain on how to analyse the captured data in a way that is sufficiently fast, robust and accurate for the application. Such challenges include metrology, semantic segmentation, classification and recognition. Thus, 3D imaging, analysis and their applications remain a highly-active research field that will continue to attract intensive attention from the research community with the ultimate goal of fully automating the 3D data capture, analysis and inference pipeline.

Interactive Image Processing for Machine Vision (Hardcover, 1993 ed.): Bruce G. Batchelor, Frederick Waltz Interactive Image Processing for Machine Vision (Hardcover, 1993 ed.)
Bruce G. Batchelor, Frederick Waltz
R4,406 Discovery Miles 44 060 Ships in 10 - 15 working days

Machine vision systems offer great potential in a large number of areas of manufacturing industry and are used principally for Automated Visual Inspection and Robot Vision. This publication presents the state of the art in image processing. It discusses techniques which have been developed for designing machines for use in industrial inspection and robot control, putting the emphasis on software and algorithms. A comprehensive set of image processing subroutines, which together form the basic vocabulary for the versatile image processing language IIPL, is presented. This language has proved to be extremely effective, working as a design tool, in solving numerous practical inspection problems. The merging of this language with Prolog provides an even more powerful facility which retains the benefits of human and machine intelligence. The authors bring together the practical experience and the picture material from a leading industrial research laboratory and the mathematical foundations necessary to understand and apply concepts in image processing. Interactive Image Processing is a self-contained reference book that can also be used in graduate level courses in electrical engineering, computer science and physics.

Game Audio Fundamentals - An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games (Hardcover):... Game Audio Fundamentals - An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games (Hardcover)
Keith Zizza
R4,176 Discovery Miles 41 760 Ships in 12 - 19 working days

Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.

Panoramic Vision - Sensors, Theory, and Applications (Hardcover, 2001 ed.): Ryad Benosman Panoramic Vision - Sensors, Theory, and Applications (Hardcover, 2001 ed.)
Ryad Benosman; Foreword by O. Faugeras; Edited by Sing B. Kang
R4,417 Discovery Miles 44 170 Ships in 10 - 15 working days

Since computer vision¿s humble beginnings in the 1960s, a substantial amount of related research has been biologically inspired, using the human eye and visual perception as a model from which to work. Panoramic vision is a subset of computer vision that focuses on the creation and analysis of images with unusually wide fields of view that extend far beyond a single camera snapshot. It has broad implications for commercial and web-based multimedia applications, such as games, virtual reality, surveillance, and teleconferencing. This volume collects the works of researchers who have worked extensively in the field and covers a wide array of topics in this promising new area. In addition to providing a concise historical perspective on panoramic imaging, the book features representative sections on the design of panoramic image capturing systems, the theory involved in the imaging process, software techniques for creating panoramic images, and applications that use panoramic images. It will help readers to understand the more technical aspects of panoramic vision, such as sensor design and imaging techniques. Interest in panoramic vision will only increase over time, as faster computers and larger bandwidth become available and as specialized cameras become cheaper through economies of scale. Researchers and professionals in computer vision, imaging and robotics (machine vision) will find the book an authoritative and indispensable resource for panoramic vision concepts and methods.

Digital Ageism - How it Operates and Approaches to Tackling it (Hardcover): Andrea Rosales, Mireia Fernandez-Ardevol, Jakob... Digital Ageism - How it Operates and Approaches to Tackling it (Hardcover)
Andrea Rosales, Mireia Fernandez-Ardevol, Jakob Svensson
R4,475 Discovery Miles 44 750 Ships in 12 - 19 working days

This anthology contributes to creating awareness on how digital ageism operates in relation to the widely spread symbolic representations of old and young age, the (lack of) representation of diverse older individuals in the design, development, and discourses and in the actual algorithms and datasets. It also shows how individuals and institutions deal with digital ageism in everyday life. In the past decades, digital technologies permeated most aspects of everyday life and became ingrained into human existence. With a focus on how age is represented and experienced in relation to digital technologies leading to digital ageism, digitalisation's reinforcement of spirals of exclusion and loss of autonomy of some collectives is explored, when it could be natural for a great part of society and represent a sort of improvement. The book addresses social science students and scholars interested in everyday digital technologies, society and the power struggles about it, providing insights from different parts of the globe. By using different methods and touching upon different aspects of digital ageism and how it plays out in contemporary connected data societies, this volume will raise awareness, challenge power, initiate discussions and spur further research into this field.

Photogrammetry - Geometry from Images and Laser Scans (Hardcover, 2nd. ed.): Karl Kraus Photogrammetry - Geometry from Images and Laser Scans (Hardcover, 2nd. ed.)
Karl Kraus; Translated by Ian A. Harley, Stephen Kyle
R2,275 R1,836 Discovery Miles 18 360 Save R439 (19%) Ships in 10 - 15 working days

This textbook deals with the basics and methods of photogrammetry and laser scanning which are used to determine the form and location of objects, with measurements provided by sensors placed in air planes as well as on terrestrial platforms. Many examples and exercises with solutions are included. Photogrammetry, Laserscanning.

Media Analytics - Understanding Media, Audiences, and Consumers in the 21st Century (Hardcover): Ann Hollifield, Amy Jo Coffey Media Analytics - Understanding Media, Audiences, and Consumers in the 21st Century (Hardcover)
Ann Hollifield, Amy Jo Coffey
R4,479 Discovery Miles 44 790 Ships in 12 - 19 working days

This textbook takes a case study approach to media and audience analytics. Realizing the best way to understand analytics in the digital age is to practice it, the authors have created a collection of cases using data sets that present real and hypothetical scenarios for students to work through. Media Analytics introduces the key principles of media economics and management. It outlines how to interpret and present results, the principles of data visualization and storytelling and the basics of research design and sampling. Although shifting technology makes measurement and analytics a dynamic space, this book takes an evergreen, conceptual approach, reminding students to focus on the principles and foundations that will remain constant. Aimed at upper-level students in the fast-growing area of media analytics in a cross-platform world, students using this text will learn how to find the stories in the data and to present those stories in an engaging way to others. Instructor and Student Resources include an Instructor's Manual, discussion questions, short exercises and links to additional resources. They are available online at www.routledge.com/cw/hollifield.

Soft Computing Techniques in Vision Science (Hardcover, 2012 ed.): Srikanta Patnaik, Yeon-Mo Yang Soft Computing Techniques in Vision Science (Hardcover, 2012 ed.)
Srikanta Patnaik, Yeon-Mo Yang
R2,887 Discovery Miles 28 870 Ships in 10 - 15 working days

This Special Edited Volume is a unique approach towards Computational solution for the upcoming field of study called Vision Science. From a scientific firmament Optics, Ophthalmology, and Optical Science has surpassed an Odyssey of optimizing configurations of Optical systems, Surveillance Cameras and other Nano optical devices with the metaphor of Nano Science and Technology. Still these systems are falling short of its computational aspect to achieve the pinnacle of human vision system. In this edited volume much attention has been given to address the coupling issues Computational Science and Vision Studies. It is a comprehensive collection of research works addressing various related areas of Vision Science like Visual Perception and Visual system, Cognitive Psychology, Neuroscience, Psychophysics and Ophthalmology, linguistic relativity, color vision etc. This issue carries some latest developments in the form of research articles and presentations. The volume is rich of contents with technical tools for convenient experimentation in Vision Science. There are 18 research papers having significance in an array of application areas. The volume claims to be an effective compendium of computing developments like Frequent Pattern Mining, Genetic Algorithm, Gabor Filter, Support Vector Machine, Region Based Mask Filter, 4D stereo camera systems, Principal Component Analysis etc. The detailed analysis of the papers can immensely benefit to the researchers of this domain. It can be an Endeavour in the pursuit of adding value in the existing stock of knowledge in Vision Science.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R1,210 Discovery Miles 12 100 Ships in 12 - 19 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover): Rob Bridgett Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover)
Rob Bridgett
R4,315 Discovery Miles 43 150 Ships in 12 - 19 working days

Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R4,453 Discovery Miles 44 530 Ships in 12 - 19 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

The Routledge Companion to Video Game Studies (Hardcover, 2nd edition): Mark J.P. Wolf, Bernard Perron The Routledge Companion to Video Game Studies (Hardcover, 2nd edition)
Mark J.P. Wolf, Bernard Perron
R6,763 Discovery Miles 67 630 Ships in 12 - 19 working days

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Digital Character Creation for Video Games and Collectibles (Paperback): Samuel King Digital Character Creation for Video Games and Collectibles (Paperback)
Samuel King
R1,549 Discovery Miles 15 490 Ships in 9 - 17 working days

This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables. The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.

Introduction to Image Acquisition and Display Technologies - Photon manipulation in image sensors and displays (Hardcover):... Introduction to Image Acquisition and Display Technologies - Photon manipulation in image sensors and displays (Hardcover)
Ichiro Fujieda
R2,911 Discovery Miles 29 110 Ships in 12 - 19 working days

• Readers will gain an understanding of the optical technology, material science, and semiconductor device technology behind image acquisition devices • Research on image information is stable but slowly growing and several universities globally teach related courses for which this is valuable supplementary reading • This book offers a unique focus on the devices used in image sensors and displays

The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover): Anna Megill The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover)
Anna Megill
R3,566 Discovery Miles 35 660 Ships in 12 - 19 working days

This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.

Groups and Interaction (Hardcover): Binxing Fang, Yan Jia Groups and Interaction (Hardcover)
Binxing Fang, Yan Jia; Contributions by Publishing House of Electronics Industry
R3,007 R2,360 Discovery Miles 23 600 Save R647 (22%) Ships in 10 - 15 working days

The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.

Scalar Diffraction from a Circular Aperture (Hardcover, 2000 ed.): Charles J. Daly, Navalgund A. H. K. Rao Scalar Diffraction from a Circular Aperture (Hardcover, 2000 ed.)
Charles J. Daly, Navalgund A. H. K. Rao
R4,456 Discovery Miles 44 560 Ships in 10 - 15 working days

Scalar diffraction from a circular aperture is a ubiquitous problem that arises in a variety of disciplines, such as optics (lenses), acoustics (speakers), electromagnetics (dish antennas), and ultrasonics (piston transducers). The problem endures despite centuries of research because each new generation of researchers rediscovers it and adds some novel insight or new result to the existing literature. Scalar Diffraction from a Circular Aperture promises a few new results and several novel insights, particularly with regard to spatial averaging. Although the text emphasizes ultrasonic diffraction, the results and insights developed are general and may be applied to the many practical problems involving scalar diffraction from a circular aperture. Included are novel insights on mirror-image diffraction, autoconvolution diffraction, and coherent and incoherent averaging. Examples from ultrasonic imaging, a coherent imaging modality, are used to develop a fairly general theory that connects over a century of research on scalar diffraction from a circular aperture. The material is based on a synthesis of mathematics, physical optics, linear systems theory, and scalar diffraction theory. Thus, engineers, scientists, mathematicians, and students working in optics, acoustics, antenna design, biomedical engineering, non-destructive testing, and astronomy will find Scalar Diffraction from a Circular Aperture interesting, provocative, and useful.

Vision Models for High Dynamic Range and Wide Colour Gamut Imaging - Techniques and Applications (Paperback): Marcelo Bertalmio Vision Models for High Dynamic Range and Wide Colour Gamut Imaging - Techniques and Applications (Paperback)
Marcelo Bertalmio
R3,148 Discovery Miles 31 480 Ships in 12 - 19 working days

To enhance the overall viewing experience (for cinema, TV, games, AR/VR) the media industry is continuously striving to improve image quality. Currently the emphasis is on High Dynamic Range (HDR) and Wide Colour Gamut (WCG) technologies, which yield images with greater contrast and more vivid colours. The uptake of these technologies, however, has been hampered by the significant challenge of understanding the science behind visual perception. Vision Models for High Dynamic Range and Wide Colour Gamut Imaging provides university researchers and graduate students in computer science, computer engineering, vision science, as well as industry R&D engineers, an insight into the science and methods for HDR and WCG. It presents the underlying principles and latest practical methods in a detailed and accessible way, highlighting how the use of vision models is a key element of all state-of-the-art methods for these emerging technologies.

The Definitive Guide to Taxes for Indie Game Developers (Hardcover, 2nd edition): Rachel Presser The Definitive Guide to Taxes for Indie Game Developers (Hardcover, 2nd edition)
Rachel Presser
R1,889 Discovery Miles 18 890 Ships in 12 - 19 working days

Indie developers and other people who work on games for a living face all kinds of interesting income tax and small business formation issues that more traditional businesses simply don't: not being geographically bound, relying on alternative funding, long periods of time with no income, and having multiple options for tax treatment of game development costs. The Definitive Guide to Taxes for Indie Game Developers addresses income tax issues that the average indie game developer is most likely to encounter, in the context of the American Internal Revenue Code and types of taxes. Written by a former tax law practitioner turned game developer and industry consultant with a decade of tax and accounting experience, the newly revised Second Edition includes key provisions of the 2018 tax reform such as the new qualified business income deduction, R&D credit expansion, and permanent reduction to corporate income taxes. In-depth explanations and examples are provided along with references to Tax Court and Supreme Court cases relevant to each tax benefit. Key Features: Includes authoritative sources with relevant IRS publications, Revenue Rulings, and Tax Court cases. Features easy to read, accessible and humorous language No legalese! Approaches how business decisions as an indie developer affect personal finances. Readers will gain a thorough understanding of taxation's role in managing a game studio of any size and going indie with any lifestyle. The accompanying companion website is a valuable resource that is annually updated to keep current on any tax reforms.

A Practical Guide to Level Design - From Theory to Practice, Diplomacy, and Production (Hardcover): Benjamin Bauer A Practical Guide to Level Design - From Theory to Practice, Diplomacy, and Production (Hardcover)
Benjamin Bauer
R3,590 Discovery Miles 35 900 Ships in 12 - 19 working days

Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry. The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry. This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.

Image Processing and Intelligent Computing Systems (Hardcover): Prateek Singhal, Abhishek Verma, Prabhat Kumar Srivastava, Ram... Image Processing and Intelligent Computing Systems (Hardcover)
Prateek Singhal, Abhishek Verma, Prabhat Kumar Srivastava, Ram Kumar, Virender Ranga
R3,141 Discovery Miles 31 410 Ships in 12 - 19 working days

1. Covers latest concepts in image processing and intelligent computing systems. 2. Presents the applications of image processing based intelligent systems. 3. Covers latest research topics in the field. 4. Written in a comprehensive and simple manner. 5. The text is accompanied by tables and illustrative figures for better understanding of the topic.

Trends and Advancements of Image Processing and Its Applications (Hardcover, 1st ed. 2022): Prashant Johri, Mario Jose Divan,... Trends and Advancements of Image Processing and Its Applications (Hardcover, 1st ed. 2022)
Prashant Johri, Mario Jose Divan, Ruqaiya Khanam, Marcelo Marciszack, Adrian Will
R3,905 Discovery Miles 39 050 Ships in 12 - 19 working days

This book covers current technological innovations and applications in image processing, introducing analysis techniques and describing applications in remote sensing and manufacturing, among others. The authors include new concepts of color space transformation like color interpolation, among others. Also, the concept of Shearlet Transform and Wavelet Transform and their implementation are discussed. The authors include a perspective about concepts and techniques of remote sensing like image mining, geographical, and agricultural resources. The book also includes several applications of human organ biomedical image analysis. In addition, the principle of moving object detection and tracking - including recent trends in moving vehicles and ship detection - is described. Presents developments of current research in various areas of image processing; Includes applications of image processing in remote sensing, astronomy, and manufacturing; Pertains to researchers, academics, students, and practitioners in image processing.

Face Detection and Gesture Recognition for Human-Computer Interaction (Hardcover): Ming-Hsuan Yang, Narendra Ahuja Face Detection and Gesture Recognition for Human-Computer Interaction (Hardcover)
Ming-Hsuan Yang, Narendra Ahuja
R2,985 Discovery Miles 29 850 Ships in 10 - 15 working days

Traditionally, scientific fields have defined boundaries, and scientists work on research problems within those boundaries. However, from time to time those boundaries get shifted or blurred to evolve new fields. For instance, the original goal of computer vision was to understand a single image of a scene, by identifying objects, their structure, and spatial arrangements. This has been referred to as image understanding. Recently, computer vision has gradually been making the transition away from understanding single images to analyzing image sequences, or video understanding. Video understanding deals with understanding of video sequences, e. g., recognition of gestures, activities, facial expressions, etc. The main shift in the classic paradigm has been from the recognition of static objects in the scene to motion-based recognition of actions and events. Video understanding has overlapping research problems with other fields, therefore blurring the fixed boundaries. Computer graphics, image processing, and video databases have obvious overlap with computer vision. The main goal of computer graphics is to gener ate and animate realistic looking images, and videos. Researchers in computer graphics are increasingly employing techniques from computer vision to gen erate the synthetic imagery. A good example of this is image-based rendering and modeling techniques, in which geometry, appearance, and lighting is de rived from real images using computer vision techniques. Here the shift is from synthesis to analysis followed by synthesis."

Modelling and Simulation - Exploring Dynamic System Behaviour (Hardcover, 3rd ed. 2019): Louis G. Birta, Gilbert Arbez Modelling and Simulation - Exploring Dynamic System Behaviour (Hardcover, 3rd ed. 2019)
Louis G. Birta, Gilbert Arbez
R2,369 Discovery Miles 23 690 Ships in 10 - 15 working days

This hands-on textbook/reference presents an introduction to the fundamental aspects of modelling and simulation, both for those wishing to learn about this methodology and also for those who have a need to apply it in their work. The text is supported by illustrative examples, drawn from projects formulated within the domains of discrete-event dynamic systems (DEDS) and continuous-time dynamic systems (CTDS). This updated new edition has been enhanced with new illustrative case studies, and additional examples demonstrating some new features and the effectiveness of the ABCmod conceptual modelling framework. Changes that facilitate the development of simulation models with ABSmod/J are illustrated. New material includes a presentation of the experimentation strategy called "design of experiments" and three new chapters that explore the optimization-simulation interface. Topics and features: presents a goal-based and project-oriented perspective of modelling and simulation; describes the ABCmod framework, an activity-based conceptual modelling framework for DEDS; examines the simulation-optimization interface in both the CTDS and DEDS domains; provides numerous illustrative examples, case studies and useful algorithms, as well as exercises and projects at the end of most chapters; includes appendices on probability and statistics, the GPSS programming environment, and relevant MATLAB features; provides supplementary software and teaching support material at an associated website, including lecture slides and a methodology for organizing student projects. Serving as an essential guide to the foundations of modelling and simulation, this practical primer is ideal for senior undergraduate and junior graduate-level students. Also suitable for self-study, the book will be of great benefit to professionals seeking insight into the vast potential of this rapidly evolving problem-solving paradigm.

The Board Game Designer's Guide to Getting Published - How to Find the Right Publisher, Know What to Look for in a... The Board Game Designer's Guide to Getting Published - How to Find the Right Publisher, Know What to Look for in a Contract, and Get Your Board Game Signed (Hardcover)
Joe Slack
R2,812 Discovery Miles 28 120 Ships in 12 - 19 working days

Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.

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