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Books > Business & Economics > Industry & industrial studies > Media, information & communication industries > Information technology industries
Both Eric Schmidt and Jonathan Rosenberg came to Google as seasoned Silicon Valley business executives, but over the course of a decade they came to see the wisdom in Coach John Wooden's observation that 'it's what you learn after you know it all that counts'. As they helped grow Google from a young start-up to a global icon, they relearned everything they knew about management. How Google Works is the sum of those experiences distilled into a fun, easy-to-read primer on corporate culture, strategy, talent, decision-making, communication, innovation, and dealing with disruption.The authors explain how the confluence of three seismic changes - the internet, mobile, and cloud computing - has shifted the balance of power from companies to consumers. The companies that will thrive in this ever-changing landscape will be the ones that create superior products and attract a new breed of multifaceted employees whom the authors dub 'smart creatives'. The management maxims ('Consensus requires dissension', 'Exile knaves but fight for divas', 'Think 10X, not 10%') are illustrated with previously unreported anecdotes from Google's corporate history.' Back in 2010, Eric and I created an internal class for Google managers,' says Rosenberg. 'The class slides all read 'Google confidential' until an employee suggested we uphold the spirit of openness and share them with the world. This book codifies the recipe for our secret sauce: how Google innovates and how it empowers employees to succeed.'
Driven by maturing Web service technologies and the wide acceptance of the service-oriented architecture paradigm, the software industry s traditional business models and strategies have begun to change: software vendors are turning into service providers. In addition, in the Web service market, a multitude of small and highly specialized providers offer modular services of almost any kind and economic value is created through the interplay of various distributed service providers that jointly contribute to form individualized and integrated solutions. This trend can be optimally catalyzed by universally accessible service orchestration platforms service value networks (SVNs) which are the underlying organizational form of the coordination mechanisms presented in this book. Here, the authors focus on providing comprehensive business-oriented insights into today s trends and challenges that stem from the transition to a service-led economy. They investigate current and future Web service business models and provide a framework for Web service value networks. Pricing mechanism basics are introduced and applied to the specific area of SVNs. Strategies for platform providers are analyzed from the viewpoint of a single provider, and so are pricing mechanisms in service value networks which are optimal from a network perspective. The extended concept of pricing Web service derivatives is also illustrated. The presentation concludes with a vision of how Web service markets in the future could be structured and what further developments can be expected to happen. This book will be of interest to researchers in business development and practitioners such as managers of SMEs in the service sector, as well as computer scientists familiar with Web technologies. The book s comprehensive content provides readers with a thorough understanding of the organizational, economic and technical implications of dealing with Web services as the nucleus of modern business models, which can be applied to Web services in general and Web service value networks specifically.."
The concept of usability has become an increasingly important consideration in the design of all kinds of technology. As more products are aimed at global markets and developed through internationally distributed teams, usability design needs to be addressed in global terms. Interest in usability as a design issue and specialist area of research and education has developed steadily in North America and Europe since the 1980's. However, it is only over the last ten years that it has emerged as a global concern. Global Usability provides an introduction to the important issues in globalizing design and an insight into the development of usability expertise around the world. The book is divided into two sections. The first section deals with the general issues in cross-cultural design and the methods for conducting usability design and evaluation across geographical boundaries. The second section describes the state of usability development in fifteen countries. The descriptions include a history and review of activities and include some unique perspectives that have developed in relation to usability work. Researchers and practitioners from a variety of design-related disciplines will find the book a useful guide for understanding the issues and an excellent reference source for working in any of the countries covered.
Future Internet and Internet of Things set out a new vision for connectivity, real-time applications and services. Data procured from the use of a large number of heterogeneous physical and virtual devices must be real-time processed and analyzed for the goal of effective resource management and control while maintaining the required performance and quality of service. In addition, the development of the communication networks towards heterogeneous and new generation broadband connectivity brings up new requirements towards the way of managing and controlling of the available resources. Thus for the effective resource management in future internet novel approaches must be proposed and developed. It could be seen that recently a considerable amount of effort has been devoted on behalf of industry and academia, towards the research and design of methods for effective management of resources in internet and multimedia communications. The book reviews some specific topics in the field of future internet and internet technologies that are closely related to the issue of finding effective solutions for the management of resources and performance. Technical topics discussed in the book include: * Future Internet Technologies; * Internet of things; * Multimedia Networks; * Wireless Access Networks; * Software Communications; * Positioning and Localization in Communications; * Resource Management. Resource Management in future Internet is recommended for specialists working in the field of information and communication industries as well as academic staff and researchers working in the field of multimedia communications and telecommunication networks.
Managers are increasingly concerned with the typical methods available for organizational performance measurement and control. Research into performance measurement, within the field of innovation management, has been variously approached through frameworks for performance measurement in general (for example, the Balanced Scorecard by Norton and Kaplan), R&D performance management, and surveys on in-use Key Performance Indicators (KPIs). It is striking, however, that almost no research has focused explicitly on the performance measurement of research activities, or indeed tried to develop a systematic approach to setting KPIs for specific research goals. This work, in co-operation with ABB Research, Deutsche Telekom AG Laboratories, EMC2 Advanced Technology Solutions, IBM Research, Intel Research, Microsoft Research, Philips Research, and SAP Research, develops a systematic approach to performance measurement for industrial research organizations in innovation-driven companies. The following questions are addressed: (1) Which research goals do research departments have? (2) Which KPIs do they use to monitor the achievement of these goals? (3) Is there a systematic best-practice approach to selecting KPIs for performance goals? The outcome is a complete set of eleven performance clusters, such as the transfer of research results to the development or other organizational departments, and each cluster has its own set of KPIs. The eleven clusters are: Technology Transfer, Future Business Opportunities, Technical Achievements, Intellectual Property, Operational Excellence, Talent Pool, Image, Publications, Presence in Scientific Community, Collaboration with Academia, Collaboration with Partners and Customers. This work led to the creation of the Institute for Industrial Research Performance Management that provides ongoing research and insights for managers of industrial research organizations.
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.
Our society has a technology problem. Many want to disconnect from screens but can't help themselves. These days we spend more time online than ever. Some turn to self-help-measures to limit their usage, yet repeatedly fail, while parents feel particularly powerless to help their children. Unwired: Gaining Control over Addictive Technologies shows us a way out. Rather than blaming users, the book shatters the illusion that we autonomously choose how to spend our time online. It shifts the moral responsibility and accountability for solutions to corporations. Drawing lessons from the tobacco and food industries, the book demonstrates why government regulation is necessary to curb technology addiction. It describes a grassroots movement already in action across courts and legislative halls. Groundbreaking and urgent, Unwired provides a blueprint to develop this movement for change, to one that will allow us to finally gain control.
Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don'ts and additional resources
The First Conference on the History of Nordic Computing (HiNC1) was organized in Trondheim, in June 2003. The HiNC1 event focused on the early years of computing, that is the years from the 1940s through the 1960s, although it formally extended to year 1985. In the preface of the proceedings of HiNC1, Janis Bubenko, Jr. , John Impagliazzo, and Arne Solvberg describe well the peculiarities of early Nordic c- puting [1]. While developing hardware was a necessity for the first professionals, quite soon the computer became an industrial product. Computer scientists, among others, grew increasingly interested in programming and application software. P- gress in these areas from the 1960s to the 1980s was experienced as astonishing. The developments during these decades were taken as the focus of HiNC2. During those decades computers arrived to every branch of large and medium-sized businesses and the users of the computer systems were no longer only computer s- cialists but also people with other main duties. Compared to the early years of comp- ing before 1960, where the number of computer projects and applications was small, capturing a holistic view of the history between the 1960s and the 1980s is conside- bly more difficult. The HiNC2 conference attempted to help in this endeavor.
This book contains the refereed proceedings of the 4th International Conference on Software Business (ICSOB) held in Potsdam, Germany, in June 2013. The theme of the event was "From Physical Products to Software Services and Solutions."The 15 full papers, seven short papers, and six doctoral symposium papers accepted for ICSOB were selected from 44 submissions and are organized in sections on: software business models and business process modeling; IT markets and software industry; IT within organizations; software product management; cloud computing; entrepreneurship and startup companies; software platforms and software ecosystems; and doctoral symposium.
In an age when the United Nations has declared access to the
Internet a human right, and universal access to high-speed
broadband is a national goal, urban areas have been largely ignored
by federal policy. The cost of that neglect may well be the failure
to realize the social benefits of broadband and a broadly-connected
digital society.
In recent years, IT application scenarios have evolved in very innovative ways. Highly distributed networks have now become a common platform for large-scale distributed programming, high bandwidth communications are inexpensive and widespread, and most of our work tools are equipped with processors enabling us to perform a multitude of tasks. In addition, mobile computing (referring specifically to wireless devices and, more broadly, to dynamically configured systems) has made it possible to exploit interaction in novel ways. To harness the flexibility and power of these rapidly evolving, interactive systems, there is need of radically new foundational ideas and principles; there is need to develop the theoretical foundations required to design these systems and to cope with the many complex issues involved in their construction; and there is need to develop effective principles for building and analyzing such systems. Reflecting the diverse and wide spectrum of topics and interests within the theoretical computer science community, Exploring New Frontiers of Theoretical Informatics, is presented in two distinct but interrelated tracks: -Algorithms, Complexity and Models of Computation, Exploring New Frontiers of Theoretical Informatics contains 46 original and significant contributions addressing these foundational questions, as well as 4 papers by outstanding invited speakers. These papers were presented at the 3rd IFIP International Conference on Theoretical Computer Science (TCS 2004), which was held in conjunction with the 18th World Computer Congress in Toulouse, France in August 2004 and sponsored by the International Federation for Information Processing (IFIP).
The Dynamic Internet: How Technology, Users, and Businesses are Changing the Network offers a comprehensive history of the Internet and efforts to regulate its use. University of Pennsylvania law professor Christopher S. Yoo contends that rather than engaging in prescriptive regulatory oversight, the government should promote competition in other ways, such as reducing costs for consumers, lowering entry barriers for new producers, and increasing transparency. These reforms would benefit consumers while permitting the industry to develop new solutions for emerging problems. It is fruitless for government to attempt to lock the burgeoning online industry into any particular architecture; rather, policymakers should act with the knowledge that no one actor can foresee how the network is likely to evolve in the future.
No technology seems to have spread so fast around the world in such
a short period of time as computers. It was a phenomenon that
predated the arrival of the Internet and that began to change how
businesses, governments, and whole societies functioned. The
diffusion of information technologies occurred in dozens of
countries all over the world with fascinating similarities and
differences.
We live in a moment of high anxiety around digital transformation. Computers are blamed for generating toxic forms of culture and ways of life. Once part of future imaginaries that were optimistic or even utopian, today there is a sense that things have turned out very differently. Anti-computing is widespread. This book seeks to understand its cultural and material logics, its forms, and its operations. Anti-Computing critically investigates forgotten histories of dissent - moments when the imposition of computational technologies, logics, techniques, imaginaries, utopias have been questioned, disputed, or refused. It asks why dissent is forgotten and how - under what circumstances - it revives. Constituting an engagement with media archaeology/medium theory and working through a series of case studies, this book is compelling reading for scholars in digital media, literary, cultural history, digital humanities and associated fields at all levels. -- .
Jeffrey James is one of the relatively few academics to have systematically taken on the topic of IT and development. In this timely book he undertakes a methodological critique of prominent topics in the debate. Challenging the existing literature by international and governmental institutions, the book looks not only at the digital divide but also at issues such as digital preparedness, leapfrogging and low-cost computers. James also raises important issues which have been largely neglected in the literature, such as the implications for poverty in developing countries and the macroeconomics of mobile phones. The book argues that benefits from IT are captured in a different form in developing as opposed to developed countries. In the latter, gains come from technology ownership and use, whereas in the former, benefits cannot be captured as much in this way because ownership is more limited. Interestingly, the author shows that developing countries have responded to this distinction with a series of local innovations which are often low-cost and pro-poor. This finding contradicts the widely held view that poor countries are unable to generate major innovations within their own borders. Accessible and clearly written, this book will be of great interest to scholars of development economics and development studies, and is relevant to both policy-makers and academics.
This book provides a game theoretic model of interaction among VoIP telecommunications providers regarding their willingness to enter peering agreements with one another. The author shows that the incentive to peer is generally based on savings from otherwise payable long distance fees. At the same time, termination fees can have a countering and dominant effect, resulting in an environment in which VoIP firms decide against peering. Various scenarios of peering and rules for allocation of the savings are considered. The first part covers the relevant aspects of game theory and network theory, trying to give an overview of the concepts required in the subsequent application. The second part of the book introduces first a model of how the savings from peering can be calculated and then turns to the actual formation of peering relationships between VoIP firms. The conditions under which firms are willing to peer are then described, considering the possible influence of a regulatory body.
This book contains the refereed proceedings of the Third International Conference on Software Business (ICSOB) held in Cambridge, MA, USA, in June 2012. The software business refers to commercial activities in the software industry, aimed at generating revenues from the design, delivery, and maintenance of software products and IT services to enterprises and individual customers, as well as from digital content. Although this business shares common features with other knowledge-intensive markets, it carries many inherent features making it a challenging domain for research. The 20 full and 10 short papers accepted for ICSOB were selected from 60 submissions and are organized in sections on software product management, organizational transformation, industry transformation, software platforms and ecosystems, and emerging trends.
"Gamers at Work is a critical resource for new and experienced business leadersfor anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the MasqueradeBloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7 What you'll learn How to lead and execute strategy as an entrepreneur About developing meaningful, long-term business relationships Recognize strategic opportunities and threats How and when to take the next step without compromising principles About balancing dreams with practical considerations To avoidthe pitfalls that can trigger disaster To learn from mistakes and make informed course corrections Who this book is for Software professionals or managers, usually working in the video games industry Game developers interested in starting an independent studio Gamers who are interested in the history of games and game studios Table of Contents 1. Trip Hawkins Electronic Arts, 3DO, Digital Chocolate 2. Nolan Bushnell Atari 3. Wild Bill Stealey MicroProse Software 4. Tony Goodman Ensemble Studios 5. Feargus Urquhart Obsidian Entertainment 6. Tim Cain Troika Games 7. Warren Spector Junction Point Studios 8. Doug & Gary Carlston Broderbund Software 9. Don Daglow Stormfront Studios 10. John Smedley Verant Interactive 11. Ken Williams Sierra On-Line 12. Lorne Lanning Oddworld Inhabitants 13. Chris Ulm Malibu Comics, High Moon Studios, Appy Entertainment 14. Tobi Saulnier 1st Playable Productions 15. Christopher Weaver Bethesda Softworks 16. Jason Rubin Naughty Dog 17. Ted Price Insomniac Games
Online news sites play an ever-pervasive role in the daily gathering and flow of political information. Media has always played an intermediary role in the way that citizens receive and process news, but, with the speed of information transmission, the segmentation of news sources, and the rise of citizen journalism, issues of authority, audience, and even the definition of "news " have shifted and become blurred. News on the Internet synthesizes research on developing and current patterns of online news provision with the literature on traditional, offline media to create a conceptual map for understanding the way that public affairs and news are presented and consumed on the internet. Tewksbury and Rittenberg look at the dual role of the internet as a source of authoritative news and as a vehicle for citizens in contemporary democracies to create and share political information. Throughout, they address the tension between the benefits of internet news provision, specifically increased citizen engagement, and the negative, perhaps counterintuitive, effects: the fragmentation of knowledge and polarization of opinion in contemporary democracies. News on the Internet focuses on these points of conflict and contradiction in the online news environment and offers conclusions and predictions for how these phenomena will develop in the future.
Back in 1983 I was chatting with Dick Coleman, publisher of Traffic World magazine, when he unexpectedly proposed that I write a column for the magazine on computer applications in the transportation/physical distribution industry. "But, Dick, I don't know all that much about computers," I protested. "You use one, don't you?" he asked logically. Yes, I did; I'd been running my consulting business with it for two years. But that didn't, I explained, make me an expert. "Think about it," he said. That's typical Coleman; he drops these studiedly casual ideas and just lets them lay there until you pick them up and wind up doing just what he wanted you to do all along. Sure enough, the longer I pondered the notion the more it appealed to me. OK, I wasn't a computer expert (I'm still not). But I was a computer user, in the transportation/distribution field; maybe from that perspective I might have some useful things to say to other transportation/distribution users and would-be users of computers. Thus was born the "Computer Software for Transportation" column. The first one appeared in the April 11, 1983, issue of Traffic World, and it's been a once-a-month schedule ever since. And thus, too, was ultimately born this book.
Chance discovery means discovering chances - the breaking points in systems, the marketing windows in business, etc. It involves determining the significance of some piece of information about an event and then using this new knowledge in decision making. The techniques developed combine data mining methods for finding rare but important events with knowledge management, groupware, and social psychology. The reader will find many applications, such as finding information on the Internet, recognizing changes in customer behavior, detecting the first signs of an imminent earthquake, etc. This first book dedicated to chance discovery covers the state of the art in the theory and methods and examines typical scenarios, and it thus appeals to researchers working on new techniques and algorithms and also to professionals dealing with real-world applications.
Th s book developed as the collective product of the Internat onal Federat on for Informat on Process ng (IFIP) Wo k ng Group 8 6, a workmg group ded cated to the study of d ffus on and adoptlon of nformat on technology nnovat ons The book proceeds from the IFIP Workmg Conference on Busmess Aglhty and IT D ffus on held In Atlanta, Georg a, In May of 2005 The conference employed a p bl c call for papers and attracted a total of 42 subm ss ons These ncluded 27 full research papers, and 15 other papers, case stud es, pract t oner experlence reports, posters, and panels The conference program committee efereed subm ss ons In a double-blmd revlew process Select on of the papels for ncluslon In thls book (and appearance at the conference) was d fficult, as the quahty of these subm ss ons led to an Impresswe number of pos t ve revlews Ult mately we selected 13 research papers, two case stud es, and three experlence reports, along with three panels The papers s ibm tted by the conference's three keynote speakers here ed torlally rev ewed and also appear In th s book Staglng a conference and p oduclng a book 1s never poss ble w thout the commitment and hard work of many nd v duals and organlzatlons We want to thank IFIP and the sponsors for promotmg the confe ence and prov d ng support and fimdmg for ts lmplementat on The sponsors are IFIP, Georg a State Unners ty, Rob nson College of Busmess, Gartner, M crosoft, and Intel Also the conference has been supported by the Computer Informat on Systems Department and Center for Process Innovat on at Georg a State Unl ers ty
Written with the verve of such works as The Big Short, The History of the Future, and The Spider Network, here is the fascinating, true story of the rise of Ethereum, the second-biggest digital asset in the world, the growth of cryptocurrency, and the future of the internet as we know it. Everyone has heard of Bitcoin, but few know about the second largest cryptocurrency, Ethereum, which has been heralded as the "next internet." The story of Ethereum begins with Vitalik Buterin, a supremely gifted nineteen-year-old autodidact who saw the promise of blockchain when the technology was in its earliest stages. He convinced a crack group of coders to join him in his quest to make a super-charged, global computer. The Infinite Machine introduces Vitalik's ingenious idea and unfolds Ethereum's chaotic beginnings. It then explores the brilliant innovation and reckless greed the platform-an infinitely adaptable foundation for experimentation and new applications-has unleashed and the consequences that resulted as the frenzy surrounding it grew: increased regulatory scrutiny, incipient Wall Street interest, and the founding team's effort to get the Ethereum platform to scale so it can eventually be accessible to the masses. Financial journalist and cryptocurrency expert Camila Russo details the wild and often hapless adventures of a team of hippy-anarchists, reluctantly led by an ambivalent visionary, and lays out how this new foundation for the internet will spur both transformation and fraud-turning some into millionaires and others into felons-and revolutionize our ideas about money. |
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