Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Books > Computing & IT > Internet
This book systematically reviews world Internet development over the past 50 years, and comprehensively discusses the great contributions it has made to economic and social advances. Further, it describes the development, status and trends related to the Internet in major countries around the globe in 2019, and provides an in-depth analysis of the latest conditions, dynamics and development trends in key areas, including information infrastructure, information technology, digital economy, digital government, Internet media, cyberspace security, and international cyberspace governance. Moreover, the book further modifies and enhances the Global Internet Development Index System, in order to better show the Internet development strengths and advantages in various countries, and to reflect the global development trends more comprehensively, accurately and objectively. This book reviews the significant developments and summarizes the lessons learned as well as the future challenges. From a global perspective, it offers a vision of building a community with a shared future in cyberspace based on the new concepts, new ideas and new achievements of various countries participating in cyberspace development and construction. As such it is a valuable reference resource for anyone working in Internet related fields, such as those in government departments, internet enterprises, scientific research institutions, colleges and universities wanting to fully understand world Internet development.
Is your website project out of control?
Originally published in 1995. The WWW, a global information system which revolutionized the world of information search and browsing via the Internet, was a new phenomenon in the 1990s. This book acted as an authoritative introduction to the concepts and design. It includes a brief history of the origin of the www and information on running pages in HTML as well as specific case studies in projects from academic and commercial projects. A fascinating insight into the early days of widespread internet use, this look at a new communication mechanism showcases the discussions underway at the time about the uses and future of the www.
The struggle with balancing creative products that are innovative, technically feasible, and financially sound is one designers and web professionals go through every day. The Design Studio Method is a creative problem solving process that allows you to quickly generate ideas, evaluate them, and reach consensus, achieving that balancing act. Brian Sullivan's The Design Studio Method gives answers that you have been looking for, showing you how to be innovative and efficient without sacrificing quality and collaboration. This book simplifies the complicated method, explaining each step, each participant's involvement, and how to adapt the method to your needs. The Design Studio Method provides step-by-step procedures to ensure your success. From illumination, to generation, to presentation, all the way to iteration, this book provides the road map you'll need to start generating innovate products. Shows you how to involve all members of the creative process-from clients to directors-so that everyone participates, critiques, and innovates. Features real-world examples of Design Studio projects that highlight the successes of this method and ways to adapt it to your needs. Includes a website that showcases videos covering each step of the method and other procedures that crop up along the way.
In the world of web design, if one wants to create a successful web site, one needs an effective content strategy. Return on Engagement shows web designers and developers how to implement an effective content strategy and how to stay ahead in the rapidly changing industry of web design. It presents best practices in terms of web design through a marketing function: content strategy, SEO, social media marketing, and success measurement to help web designers implement a strategy that ensures success for the site they are building. Return on Engagement shows web designers and developers how to not just design an aesthetically pleasing, functional website. This book shows those professionals how to implement marketing strategies and analysis into their website, thus ensuring its success. Nearly 3 years since the previous edition published, new best practices have been formed. Tools in which web developers use to analyze website metrics have advanced. New social media networks and communities have cropped up. New research in how audiences read and receive content has been done, subsequently refining best digital marketing practices. Return on Engagement features a step-by-step breakdown of how to use new tools, techniques, and technologies. The new edition also includes updated case studies of industry leaders who implement best practices on projects. Return on Engagement also features a regularly updated companion site that offers readers sample content, easy sharing tools, and web-based resources to help measure marketing viability of web properties.
In the 21st century technology has become an essential part of teaching and learning. This manual provides practical advice on teaching in a wide range of technologies, including the internet and multimedia packages. Using case studies to illustrate the key concepts, this book aims to promote student learning and understanding, and show educators how to use technology to motivate learners and encourage productive interaction.
In the 21st century technology has become an essential part of teaching and learning. This manual provides practical advice on teaching in a wide range of technologies, including the internet and multimedia packages. Using case studies to illustrate the key concepts, this book aims to promote student learning and understanding, and show educators how to use technology to motivate learners and encourage productive interaction.
The explosive development of the Internet and ICT means that many teachers are now aware of the possibilities that the Internet offers in schools. However, many remain unfamiliar with the Web. Others, having got online, are now seeking guidance on how to get even more from the Internet.;This book is written for all of these people. Whether a novice or a seasoned surfer, this practical, down-to-earth and straightforward guide should help readers to get to grips with the Internet in all aspects of teaching. It offers practical suggestions for improving the use of the Internet, online resources and ICT in teaching, planning and professional life.;Fully updated, the book has been expanded to include national curriculum materials and lesson plans, alongside an invaluable, jargon-free guide to the nuts-and-bolts of using the Internet in schools. The key features included are: lesson plans and online teaching resources for Key Stages 3 & 4; curriculum activities in mathematics, English, science, citizenship, geography, history, design & technology, modern foreign languages, music, RE and art & design; lesson preparation and activity notes; links to DfEE schemes of work; well-established and proven Web resources; tried and tested advice from practising teachers; and tips on getting online and using Web facilities productively.
This handy textbook covers all you need to get started with spreadsheets.Learning Made Simple books give you skills without frills. They are matched to the main qualifications, and written by experienced teachers and authors to make often tricky subjects simple to learn. Every book is designed carefully to provide bite-sized lessons matched to your needs.Learning Made Simple titles provide both a new colorful way to study and a useful adjunct to any training course. Using full color throughout, and written by leading teachers and writers, Learning Made Simple books will help you learn new skills and develop your talents. Whether studying at college, training at work, or reading at home, aiming for a qualification or simply getting up to speed, Learning Made Simple books will give you the advantage of easy, well-organised training materials in a handy volume with two or four-page sections for each topic for ease of use.
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.
Get the latest information about online GIS using ArcGIS apps and functionality. Capabilities of Web GIS keep expanding, and Getting to Know Web GIS, fifth edition, describes some of the most cutting-edge and exciting innovations. From publishing data as services and configuring engaging web and mobile apps to automation, scripting, and real-world applications, this book shares how to use the most current software and apps for using ArcGIS in the cloud. In the newest edition of Getting to Know Web GIS, you can work with the latest releases of ArcGIS Online, ArcGIS Pro, ArcGIS StoryMaps , and ArcGIS mobile apps. You can experience ArcGIS Experience Builder, ArcGIS Field Maps, ArcGIS Instant Apps, ArcGIS Image for ArcGIS Online, ArcGIS Mission, and the latest advances in artificial intelligence, virtual reality, and tools for spatial data science. No programming is required, but you can learn more about Web GIS programming in this book using JavaScript, webhooks, and ArcGIS Arcade. Use the fifth edition to: improve your online visual storytelling, work with 2D smart mapping and 3D web scenes, create informative web experiences and dashboards, support field operations and data collection using mobile apps, use new data science tools for spatial analysis and geoprocessing, detect objects using deep learning packages, program a triggered notification using a visual interface, and more. GIS expert, instructor, and author Pinde Fu provides lecture slides and additional resources in an online story using ArcGIS StoryMaps. Today's modern GIS is Web GIS-get onboard with one of the most interesting and creative areas of GIS
An exploration of the teaching and learning material available on the Internet. It provides practical information on the appropriate way to handle and use the Internet as a delivery tool in education, and considers the implications that this will have on the role and relationship of the teacher and learner. Written in a jargon-free style, this third edition has been rewritten to bring it up to date with developments, improvements and techniques for using the Internet.
Focusing on the meanings, uses, and impacts of new media in
childhood, family life, peer culture, and the relation between home
and school, this volume sets out to address many of the questions,
fears, and hopes regarding the changing place of media in the lives
of today's children and young people.
We tell stories about who we are. Through telling these stories, we connect with others and affirm our own sense of self. Spaces, be they online or offline; private or public; physical, augmented or virtual; or of a hybrid nature, present the performative realms upon which our stories unfold. This volume focuses on how digital platforms support, enhance, or confine the networked self. Contributors examine a range of issues relating to storytelling, platforms, and the self, including the live-reporting of events, the curation of information, emerging modalities of journalism, collaboratively formed memories, and the instant historification of the present.
Logistics and fulfillment management (LFM) - the management of the flow of goods, services and information throughout a value chain - is becoming an important part of e-business. This book shows the reader what is involved in running an e-business: operating a warehouse; pulling inventory from shelves and packing it for shipment and retaining a shipping service; and forecasting, planning, tracking orders until they arrive at their destination. The author also highlights the need for after-sales care: returned products; warranties; and technical support. To support all of these things an e-business should implement an automated LFMS to fulfil their needs.
'Fifteen years ago, the internet felt like a special place my friends and I had built for each other; by 2020, we were standing on its ruins, wondering if we'd played a part in its destruction.' Journalist Marie Le Conte was born in 1991, the same year the World Wide Web was invented. She had her first blog at twelve, a successful music website at fifteen, a Wikipedia page at seventeen and now, at thirty, over 80,000 followers on Twitter. From MSN, Tumblr and MySpace, to chat rooms, forums and blogs; Marie is part of the millennial generation that grew up while the internet was growing up with them. Where did it go all wrong? How did the internet go from a place where you went to escape real life to where real life is shaped? A place where you could be yourself and find like-minded people to a world of filters and ads? A place we are all now desperately trying to escape from? Escape is a fascinating exploration of the rise and demise of the internet. It's a look back on the platforms, the people and the online places. It's an analysis of the lessons being online has taught us, how the internet has changed us - and a celebration of the tools it gives us to feel less alone. The online generation have forever altered the world we live in, but is the internet still a place for the people that shaped it?
This excellent book covers editing in the digital age, demonstrating the tools needed for effective text editing. Learn how to write powerful headlines and captions, and how to edit body text quickly and cleanly. It also concentrates on design in the digital environment, introducing typography and the related issues of readability and legibility. The skills of picture editing are explored, including image selection, cropping, manipulation and the ethics involved. These core skills and methods are then applied to the World Wide Web. Recent research into how people navigate Web pages is considered, and recommends ways to write more effectively for the online medium. The first section concentrates on editing in the digital age,
demonstrating the tools needed for effective text editing. Dr Quinn
shows how to write powerful headlines and captions, and how to edit
body text quickly and cleanly.
A guide to teaching and learning online. It presents a wide range of experience and research findings from leading practitioners and organizations around the world, including case studies from the Open University, the BBC, ICL and leading international academics.
A guide to developing Web-based learning materials, this work provides proven advice, tools and techniques to allow readers to harness the potential of on-line methods of instruction and education. Taking a simple step-by-step approach, the book handholds readers from the basics through to developing learning systems, and operating and managing computer managed learning. There is an accompanying Web site with reviews of supporting software packages and other links.
This volume comprises a collection of papers from the 12th international conference on information networking. (ICOIN-12) held in Tokyo 1998. Technical papers on communication networks and distributed systems were presented, along side internet-based electronic commerce network systems, academic research papers, e.g. high-speed communication ATM, multimedia communications and systems, and distributed algorithms.
Visual Basic .NET is the most recent version of Microsoft's language for creating Windows programs and developing Internet applications. Visual Basic .NET forms part of the .NET Framework, the development environment now used for all Microsoft programming languages.Visual Basic .NET is an enhanced edition of this popular language, incorporating all the functionality of Visual Basic 6 but with the addition of new object oriented features. Some of the terminology has changed in this new version of the product and the development environment has been enhanced but the main principles remain the same.Visual Basic .NET Made Simple is intended for new programmers, as well as those who are upgrading from earlier versions of Visual Basic and those who have worked in different languages or environments and need to acquire new skills. No previous knowledge of Visual Basic, other languages or object oriented programming is required. However, readers are expected to have a basic knowledge of Windows and its operation.Main topics covered include: Creating applications for Windows XP Writing and testing Visual Basic .NET code Accessing external databases Developing Internet applications
Visual Experiences: A Concise Guide to Digital Interface Design provides step-by-step examples to enable readers to create an interface, guiding them from sketching an idea to creating an interactive prototype. This creation of a visual experience is achieved in three steps: thought, design, and interaction. This book focuses on the visual experience of digital interface design from the initial idea to end-user prototype. Key Features Shows how to design visual digital interface experiences: a concise guide to creating successful prototypes without programming. Teaches the whole process of how to sketch, design, and create interactions. Unlike other books, this book does not just give a list of terminologies, but workable examples and methods. Includes a wide range of basic to advanced exercises geared towards professionals and students alike. Includes many illustrations throughout the book, guiding the reader through the process.
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren't sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print and play" tabletop games, links to online games, game design resources, and articles about designing and developing games.
This technical dictionary defines the 2,500 most-used words in the embedded systems field, with over 4,500 entries and cross-references. Designed to serve both the technical and non-technical audience, this book defines advanced terms in two steps. The fi |
You may like...
|