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Books > Computing & IT > Computer software packages > Multimedia

Multimedia - A Critical Introduction (Hardcover, illustrated edition): Richard Wise Multimedia - A Critical Introduction (Hardcover, illustrated edition)
Richard Wise
R1,338 Discovery Miles 13 380 Ships in 10 - 15 working days


Multimedia: A Critical Introduction is a comprehensive guide to the new media form which has resulted from the application of computer technology to existing techniques of broadcasting and telecommunications transmission. The rapid growth of multimedia technologies such as the internet, e-mail and digital television holds the promise of a new 'information age' in which individual tastes are catered for, citizens become better informed, and new wealth is created. But are new media technologies really designed to achieve these utopian aims?
Multimedia: A Critical Introduction provides a historical, cultural and political context to the development of multimedia, as both a technology and a concept. Individual chapters address:
* the origins of multimedia in the unlikely interaction between the military and 1960s counter-culture: how the phenomenal US budgets allocated to US military research resulted in the microchip, and why the efforts of counter-culture computer hobbyists evolved into a multi-billion dollar industry.
* the wider democratic and cultural implications of multimedia in the wake of the deregulation of the media industries by 'new right' governments in the 1980s, which has led to the domination of the media by transnational conglomerates.
* issues of privacy and censorship in relation to new media, including discussion of cryptography, electronic surveillance, and attempts to regulate material such as pornography on the internet.
* the use of digital technology to create special effects in feature films

eBook available with sample pages: PB:0415121515

Future Information Technology, Application, and Service - FutureTech 2012 Volume 1 (Hardcover, 2012 ed.): James (Jong Hyuk)... Future Information Technology, Application, and Service - FutureTech 2012 Volume 1 (Hardcover, 2012 ed.)
James (Jong Hyuk) Park, Victor C. M. Leung, Cho-Li Wang, Taeshik Shon
R5,315 Discovery Miles 53 150 Ships in 18 - 22 working days

This book is proceedings of the 7th FTRA International Conference on Future Information Technology (FutureTech 2012). The topics of FutureTech 2012 cover the current hot topics satisfying the world-wide ever-changing needs. The FutureTech 2012 is intended to foster the dissemination of state-of-the-art research in all future IT areas, including their models, services, and novel applications associated with their utilization. The FutureTech 2012 will provide an opportunity for academic and industry professionals to discuss the latest issues and progress in this area. In addition, the conference will publish high quality papers which are closely related to the various theories, modeling, and practical applications in many types of future technology. The main scope of FutureTech 2012 is as follows. Hybrid Information Technology Cloud and Cluster Computing Ubiquitous Networks and Wireless Communications Multimedia Convergence Intelligent and Pervasive Applications Security and Trust Computing IT Management and Service Bioinformatics and Bio-Inspired Computing Database and Data Mining Knowledge System and Intelligent Agent Human-centric Computing and Social Networks The FutureTech is a major forum for scientists, engineers, and practitioners throughout the world to present the latest research, results, ideas, developments and applications in all areas of future technologies.

Spatial Multimedia and Virtual Reality (Hardcover): Antonio S. Camara, Jonathan Raper Spatial Multimedia and Virtual Reality (Hardcover)
Antonio S. Camara, Jonathan Raper
R3,362 Discovery Miles 33 620 Ships in 10 - 15 working days

The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation.
The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field.

Two- and Three-Dimensional Patterns of the Face (Hardcover): Peter W. Hallinan, Gaile Gordon, A. L. Yuille, Peter Giblin, David... Two- and Three-Dimensional Patterns of the Face (Hardcover)
Peter W. Hallinan, Gaile Gordon, A. L. Yuille, Peter Giblin, David Mumford
R2,443 Discovery Miles 24 430 Ships in 10 - 15 working days

The human face is perhaps the most familiar and easily recognized object in the world, yet both its three-dimensional shape and its two-dimensional images are complex and hard to characterize. This book develops the vocabulary of ridges and parabolic curves, of illumination eigenfaces and elastic warpings for describing the perceptually salient features of a face and its images. The book also explores the underlying mathematics and applies these mathematical techniques to the computer vision problem of face recognition, using both optical and range images.

NURBS for Curve & Surface Design - From Projective Geometry to Practical Use (Hardcover, 2nd edition): Gerald Farin NURBS for Curve & Surface Design - From Projective Geometry to Practical Use (Hardcover, 2nd edition)
Gerald Farin
R2,350 Discovery Miles 23 500 Ships in 10 - 15 working days

Non-Uniform Rational B-Splines have become the de facto standard in CAD/CAM and computer graphics. This well-known book covers NURBS from their geometric beginnings to their industrial applications. The second edition incorporates new results and a chapter on Pythagorean curves, a development that shows promise in applications such as NC machining or robot motion control. Includes more than fifty new figures.

Biomedical Image Processing (Hardcover, 2011 Ed.): Thomas Martin Deserno Biomedical Image Processing (Hardcover, 2011 Ed.)
Thomas Martin Deserno
R5,283 Discovery Miles 52 830 Ships in 18 - 22 working days

In modern medicine, imaging is the most effective tool for diagnostics, treatment planning and therapy. Almost all modalities have went to directly digital acquisition techniques and processing of this image data have become an important option for health care in future. This book is written by a team of internationally recognized experts from all over the world. It provides a brief but complete overview on medical image processing and analysis highlighting recent advances that have been made in academics. Color figures are used extensively to illustrate the methods and help the reader to understand the complex topics.

The Developer's Handbook of Interactive Multimedia (Hardcover): Robin Phillips The Developer's Handbook of Interactive Multimedia (Hardcover)
Robin Phillips
R1,171 Discovery Miles 11 710 Ships in 10 - 15 working days

New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application. Practical examples are included in the text from projects that the the Curtin Computing Centre has worked on in collaboration with its staff.

How To Cheat in Photoshop Elements 11 - Release Your Imagination (Hardcover): David Asch How To Cheat in Photoshop Elements 11 - Release Your Imagination (Hardcover)
David Asch
R4,225 Discovery Miles 42 250 Ships in 10 - 15 working days

Have you ever wanted to summon magical powers? Create a stained glass style masterpiece? Or turn Summer into Fall? There's a whole world of opportunity out there for creating fun photomontages, powerful panoramas, and dynamic distortions. Redesigned and completely rewritten for Elements 11, this book starts you at the basics of photomontage with selection techniques, layers and transformations; leading up to full-length projects for creating magazine covers, fantasy scenes, poster artwork and much, much more. This book also features a dedicated website where you can download images and tutorial videos that show you how to expand, develop, and master top techniques. As well as, full color images, a glossary of terms, useful keyboard shortcuts, and a detailed index that will help you locate that fantastic technique in a flash.

Buying and Selling Multimedia Services (Paperback): Gerry Souter Buying and Selling Multimedia Services (Paperback)
Gerry Souter
R1,278 R1,160 Discovery Miles 11 600 Save R118 (9%) Ships in 10 - 15 working days

This book is a comprehensive guide to buying and developing multimedia in the most cost-effective manner. Focusing on the human factors in producing multimedia, rather than just the software, Buying and Selling Multimedia Services is aimed at both buyers and sellers of multimedia services and draws on real-world anecdotes|war stories|from project diaries and first-hand experience, to provide examples of the key ideas delineated within the book. These are true stories culled from 25 years of working on both sides of the desk as a purchaser of creative services for a Fortune 500 company and as a producer and seller for one of the largest multimedia production shops in the country. This book helps the multimedia producer and buyer to recognize flaws in past performances and to anticipate situations in future projects in order to save money and eliminate boardroom confrontations. Accusations, altercations, and recriminations can be avoided and the bottom line enhanced with the production of an effective product targeted to a receptive audience. Souter examines the skills necessary to both the producer and the purchaser of multimedia, allowing each to see the others' problems and viewpoints. Viewing the multimedia project from both sides, as both buyer and seller, Souter highlights the issues which will allow for effective communication between parties, resulting in a better product and a more creative relationship among all involved. In the second part of the book, Souter provides a comprehensive guide to all the digital formats available, to help the buyer and the developer select the most appropriate for a given project.

An Introduction to Digital Media (Paperback): Tony Feldman An Introduction to Digital Media (Paperback)
Tony Feldman
R1,179 Discovery Miles 11 790 Ships in 10 - 15 working days

An Introduction to Digital Media is a clear and comprehensive account of the development and future possibilities of digital media by one of their most authoritative analysts. Tony Feldman addresses fundamental questions about digital media and their potential use in our everyday lives. What are digital media? What is special about them? How do digital media systems work, technologically and commercially? And where is the digital media revolution taking us? Tony Feldman considers the new digital media in two distinct but increasingly converging areas: the world of packaged 'offline' media such as CD-ROM and the world of transmitted media, including digital broadcasting and interactive online services. He begins with an overview of the digital media landscape, and goes on to describe the impact of CD-based media and the development of a consumer market for multimedia products. Feldman then traces the equally dramatic growth of online services and the Internet in particular, assessing myths and realities about the information superhighway and its commercial possibilities. An Introduction to Digital Media concludes with an assessment of the strategic implications of going digital for media industries such as publishing, broadcasting, cinema and music, and considers the key role that individuals will play in determining the course of the digital revolution.

Methods for Statistical Data Analysis of Multivariate Observations 2e (Hardcover, 2nd Edition): R. Gnanadesikan Methods for Statistical Data Analysis of Multivariate Observations 2e (Hardcover, 2nd Edition)
R. Gnanadesikan
R4,961 Discovery Miles 49 610 Ships in 18 - 22 working days

A practical guide for multivariate statistical techniques-- now updated and revised
In recent years, innovations in computer technology and statistical methodologies have dramatically altered the landscape of multivariate data analysis. This new edition of Methods for Statistical Data Analysis of Multivariate Observations explores current multivariate concepts and techniques while retaining the same practical focus of its predecessor. It integrates methods and data-based interpretations relevant to multivariate analysis in a way that addresses real-world problems arising in many areas of interest.
Greatly revised and updated, this Second Edition provides helpful examples, graphical orientation, numerous illustrations, and an appendix detailing statistical software, including the S (or Splus) and SAS systems. It also offers
* An expanded chapter on cluster analysis that covers advances in pattern recognition
* New sections on inputs to clustering algorithms and aids for interpreting the results of cluster analysis
* An exploration of some new techniques of summarization and exposure
* New graphical methods for assessing the separations among the eigenvalues of a correlation matrix and for comparing sets of eigenvectors
* Knowledge gained from advances in robust estimation and distributional models that are slightly broader than the multivariate normal

This Second Edition is invaluable for graduate students, applied statisticians, engineers, and scientists wishing to use multivariate techniques in a variety of disciplines.

An Introduction to Digital Media (Hardcover): Tony Feldman An Introduction to Digital Media (Hardcover)
Tony Feldman
R4,200 Discovery Miles 42 000 Ships in 10 - 15 working days


Series Information:
Blueprint

Autodesk Combustion 4 Fundamentals Courseware (Hardcover): Autodesk Autodesk Combustion 4 Fundamentals Courseware (Hardcover)
Autodesk
R5,242 Discovery Miles 52 420 Ships in 10 - 15 working days

Whether this is your first experience with Combustion software or you're upgrading to take advantage of the many new features and tools, this guide will serve as your ultimate resource to this all-in-one professional compositing application. Much more than a point-and-click manual, this guide explains the principles behind the software, serving as an overview of the package and associated techniques. Written by certified Autodesk training specialists for motion graphic designers, animators, and visual effects artists, Combustion 4 Fundamentals Courseware provides expert advice for all skill levels.

Processing - An Introduction to Programming (Hardcover): Jeffrey L Nyhoff, Larry R. Nyhoff Processing - An Introduction to Programming (Hardcover)
Jeffrey L Nyhoff, Larry R. Nyhoff
R4,064 Discovery Miles 40 640 Ships in 10 - 15 working days

This book demonstrates how Processing is an excellent language for beginners to learn the fundamentals of computer programming. Originally designed to make it simpler for digital artists to learn to program, Processing is a wonderful first language for anyone to learn. Given its origins, Processing enables a multimodal approach to programming instruction, well suited to students with interests in computer science or in the arts and humanities. The book uses Processing's capabilities for graphics and interactivity in order to create examples that are simple, illustrative, interesting, and fun. It is designed to appeal to a broad range of readers, including those who want to learn to program to create digital art, as well as those who seek to learn to program to process numerical information or data. It can be used by students and instructors in a first course on programming, as well as by anyone eager to teach them self to program. Following a traditional sequence of topics for introducing programming, the book introduces key computer science concepts, without overwhelming readers with extensive detail. Additional exercises are available, as are other supplementary materials for instructors looking to introduce even more computer science concepts associated with the topics. Several online chapters are also provided that introduce slightly more advanced topics in Processing, such as two-dimensional arrays, manipulation of strings, and file input and output. The conversational style and pace of the book are based upon the authors' extensive experience with teaching programming to a wide variety of beginners in a classroom. No prior programming experience is expected.

How to Cheat in Adobe Flash CS5 - The art of design and animation (Hardcover): Chris Georgenes How to Cheat in Adobe Flash CS5 - The art of design and animation (Hardcover)
Chris Georgenes; Series edited by Steve Caplin
R4,948 Discovery Miles 49 480 Ships in 10 - 15 working days

Need to solve problems quickly to develop creative projects to time and to budget? Want to hone your Flash skills so you can concentrate on your animation? Then How to Cheat in Flash is for you! Chris Georgenes shows how to work from the problem to the solution - from the viewpoint of an animator who has been commissioned to create a job and is working to a deadline and to a budget. With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS5, How to Cheat in Flash CS5, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step workthroughs that you'll wonder how you survived without it. Each techniques is designed as a double-page spread so you can prop the book up behind your keyboard or next to your monitor as a visual reference while working alongside it. Many of these workthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else!

The Art and Technique of Matchmoving - Solutions for the VFX Artist (Hardcover): Erica Hornung The Art and Technique of Matchmoving - Solutions for the VFX Artist (Hardcover)
Erica Hornung
R4,946 Discovery Miles 49 460 Ships in 10 - 15 working days

Matchmoving has become a standard visual effects procedure for almost every situation where live action materials and CG get combined. It allows virtual and real scenes that have been composited together to seamlessly appear as though they are from the same perspective. This authoritative step-by-step guide from one of the best matchmovers in the business allows you to master this technique that has been called the foundation upon which all VFX work stands. Author Erica Hornung (sr. matchmover for Lord of the Rings: The Two Towers, Matrix: Revolutions, and more) imparts her techniques, tips, and wisdom from the trenches that will have you matchmoving like a true professional in no time. Lessons in the most popular matchmoving software (Maya, Boujou, and others) are included, as well as tips and techniques for surveying on set, dolly moves, and operating nodal cameras. Individual chapters dedicated to object and character matchmoves show you how to matchmove for shadow casting, adding weapons and other objects, focusing on center of gravity, as well as complete CG character support. The downloadable resources include Quicktime examples of techniques shown in the book, as well as project files that allow you to master these techniques yourself by working alongside the lessons featured in the text.

Pattern Book: Fractals, Art And Nature, The (Hardcover): Clifford A. Pickover Pattern Book: Fractals, Art And Nature, The (Hardcover)
Clifford A. Pickover
R4,008 Discovery Miles 40 080 Ships in 18 - 22 working days

This book will allow you to travel through time and space. To facilitate your journey, the editor has scoured the four corners of the earth in a quest for unusual people and their fascinating patterns. From Mozambique, to Asia, to many European countries, the contributors to The Pattern Book include world-famous cancer researchers, little-known artists and eclectirc computer programmers. Some of the patterns are ultramodern, while others are centuries old. Many of the patterns are drawn from the universe of mathematics. Computer recipes are scattered throughout.Although the emphasis is on computer-generated patterns, the book is informal and the intended audience spans several fields. The emphasis is on the fun that the true pattern lover finds in doing, rather than in reading about the doing! The book is organized into three main parts: Representing Nature (for those patterns which describe or show real physical phenomena, e.g., visualizations of protein motion, sea lilies, etc.), Mathematics and Symmetry (for those patterns which describe or show mathematical behavior, e.g. fractals), and Human Art (for those patterns which are artistic works of humans and made without the aid of a computer, e.g. Moslem tiling patterns.)

Vintage Games - An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time... Vintage Games - An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time (Hardcover)
Bill Loguidice, Matt Barton
R4,945 Discovery Miles 49 450 Ships in 10 - 15 working days

Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Time for Mapping - Cartographic Temporalities (Hardcover): Sybille Lammes, Chris Perkins, Alex Gekker, Sam Hind, Clancy... Time for Mapping - Cartographic Temporalities (Hardcover)
Sybille Lammes, Chris Perkins, Alex Gekker, Sam Hind, Clancy Wilmott, …
R908 Discovery Miles 9 080 Ships in 10 - 15 working days

Maps take place in time as well as representing space. The Google map on your smartphone appears to fix the world, serving as a practical spatial tool, but in practice is deployed in ways that draw attention to memories, rhythm, synchronicity, sequence and duration. This interdisciplinary collection focuses on how these temporal aspects of mapping might be understood, at a time when mapping technologies have been profoundly changed by digital developments. It contrasts different aspects of this temporality, bringing together experts from critical cartography, media studies and science and technology studies. Together the chapters offer a unique interdisciplinary focus revealing the complex and social ways in which time in wrapped up with digital technologies and revealed in everyday mapping tasks: from navigating across cities, to serving as scientific groundings for news stories; from managing smart cities, to visual art practice. It brings time back into the map! -- .

Buying and Selling Multimedia Services (Hardcover): Gerry Souter Buying and Selling Multimedia Services (Hardcover)
Gerry Souter
R3,796 Discovery Miles 37 960 Ships in 10 - 15 working days

This book is a comprehensive guide to buying and developing multimedia in the most cost-effective manner. Focusing on the human factors in producing multimedia, rather than just the software, Buying and Selling Multimedia Services is aimed at both buyers and sellers of multimedia services and draws on real-world anecdotes war stories from project diaries and first-hand experience, to provide examples of the key ideas delineated within the book. These are true stories culled from 25 years of working on both sides of the desk as a purchaser of creative services for a Fortune 500 company and as a producer and seller for one of the largest multimedia production shops in the country. This book helps the multimedia producer and buyer to recognize flaws in past performances and to anticipate situations in future projects in order to save money and eliminate boardroom confrontations. Accusations, altercations, and recriminations can be avoided and the bottom line enhanced with the production of an effective product targeted to a receptive audience. Souter examines the skills necessary to both the producer and the purchaser of multimedia, allowing each to see the others' problems and viewpoints. Viewing the multimedia project from both sides, as both buyer and seller, Souter highlights the issues which will allow for effective communication between parties, resulting in a better product and a more creative relationship among all involved. In the second part of the book, Souter provides a comprehensive guide to all the digital formats available, to help the buyer and the developer select the most appropriate for a given project.

Aesthetic 3D Lighting - History, Theory, and Application (Hardcover): Lee Lanier Aesthetic 3D Lighting - History, Theory, and Application (Hardcover)
Lee Lanier
R5,345 Discovery Miles 53 450 Ships in 10 - 15 working days

Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation. In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and its ability to communicate information to the viewer. Lee examines the history of lighting as applied to the fine arts, film, photography, and 3D animation. He discusses the use of light color, light location and direction, and light shadow types to recreate specific locations and to generate moods. He includes guides for successful lighting in 3D animation. Software-agnostic examples lead you through useful 3D lighting set-ups. Chapter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompanying eResource (www.routledge.com/9781138737570) features 3D model files, scene files, and texture bitmaps, allowing you to practice the discussed techniques in Autodesk Maya and many other 3D programs. The lighting techniques covered in this book include: History of lighting as used in the fine arts The scientific mechanisms of light Light types and light application in 3D programs Light qualities including shadows variations Basic and advanced 3D lighting approaches 1-, 2-, 3-point, naturalistic, and stylistic lighting techniques Replication of real-world lighting scenarios and locations Overview of advanced 3D lighting and rendering systems

Computer Visualization - Graphics Techniques for Engineering and Scientific Analysis (Hardcover, Reissue): Richard S.... Computer Visualization - Graphics Techniques for Engineering and Scientific Analysis (Hardcover, Reissue)
Richard S. Gallagher, Solomon Press; Contributions by Alain-Fournier, John Buchanan, Mark S. Shephard, …
R7,197 Discovery Miles 71 970 Ships in 10 - 15 working days

Rapid advances in 3-D scientific visualization have made a major impact on the display of behavior. The use of 3-D has become a key component of both academic research and commercial product development in the field of engineering design. Computer Visualization presents a unified collection of computer graphics techniques for the scientific visualization of behavior. The book combines a basic overview of the fundamentals of computer graphics with a practitioner-oriented review of the latest 3-D graphics display and visualization techniques. Each chapter is written by well-known experts in the field. The first section reviews how computer graphics visualization techniques have evolved to work with digital numerical analysis methods. The fundamentals of computer graphics that apply to the visualization of analysis data are also introduced. The second section presents a detailed discussion of the algorithms and techniques used to visualize behavior in 3-D, as static, interactive, or animated imagery. It discusses the mathematics of engineering data for visualization, as well as providing the current methods used for the display of scalar, vector, and tensor fields. It also examines the more general issues of visualizing a continuum volume field and animating the dimensions of time and motion in a state of behavior. The final section focuses on production visualization capabilities, including the practical computational aspects of visualization such as user interfaces, database architecture, and interaction with a model. The book concludes with an outline of successful practical applications of visualization, and future trends in scientific visualization.

Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Hardcover): Jeff Howard Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Hardcover)
Jeff Howard
R5,505 Discovery Miles 55 050 Ships in 10 - 15 working days

Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Computers and Education - Towards a Lifelong Learning Society (Paperback, Softcover reprint of the original 1st ed. 2003): M.... Computers and Education - Towards a Lifelong Learning Society (Paperback, Softcover reprint of the original 1st ed. 2003)
M. Llamas-Nistal, Manuel J. Fernandez Iglesias, L. E. Anido-Rifon
R4,038 Discovery Miles 40 380 Ships in 18 - 22 working days

This volume contains a selection of papers on the most up-to-date experiences in the field of computers and education. It includes most relevant case studies and novel research results addressing technical and methodological aspects of computers and educations. It is relevant to researchers, practitioners, teaching staff and developers working in e-learning, computer-based education, educational software, distributed learning, lifelong learning, and open and distance learning.

IT Investment: Making a Business Case (Hardcover): Dan Remenyi, Michael Sherwood-Smith IT Investment: Making a Business Case (Hardcover)
Dan Remenyi, Michael Sherwood-Smith
R5,484 Discovery Miles 54 840 Ships in 10 - 15 working days

Frequently not enough attention is given to producing a comprehensive business case or to producing an economic justification for an information systems investment. In fact many organizations are not clear as to what constitutes a sound business case and how to go about producing one. This Professional level book for the Computer Weekly Professional Series will show how to go about justification for I.T. spend. This book is designed for all those who are involved in the decision to invest in information systems. This book is especially relevant to senior business executives, senior financial managers and IT executives. Business consultants, computer and corporate advisors will also find the ideas and material addressed in this text of particular benefit as will anyone involved in corporate and strategic planning.In addition, senior students such as those working towards their MBAs will find this book of use.A business case is a statement or a series of statements that demonstrate the economic value of a particular intervention, a course of action or a specific investment. A business case is not simply a financial forecast of the hardware and software costs and the expected benefits. A business case for an information systems investment involves a comprehensive understanding of both the likely resources as well as the business drivers which will assist business managers improve their performance and thereby obtain a stream of benefits from the investment.In general there are approximately six steps in producing a business case for an information systems investment.1. Determine the high-level business outcomes that will be clearly and comprehensively expressed as a set of opportunities the organization can take advantage of, or problems that need to be rectified.2

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