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Contemporary developments in the book publishing industry are
changing the system as we know it. Changes in established
understandings of authorship and readership are leading to new
business models in line with the postulates of Web 2.0. Socially
networked authorship, book production and reading are among the
social and discursive practices starting to define this emerging
system. Websites offering socially networked, collaborative and
shared reading are increasingly important. Social Reading maps
socially networked reading within the larger framework of a
changing conception of books and reading. This book is structured
into chapters covering topics in: social reading and a new
conception of the book; an evaluation of social reading platforms;
an analysis of social reading applications; the personalization of
system contents; reading in the Cloud and the development of new
business models; and Open Access e-books.
This book is dedicated to recent advancements in theoretical and computational studies on the interactions of hydrogen and hydrogenated molecules with metal surfaces. These studies are driven by the development of high-performance computers, new experimental findings, and the extensive work of technological applications towards the realization of a sustainable hydrogen economy. Understanding of the elementary processes of physical and chemical reactions on the atomic scale is important in the discovery of new materials with high chemical reactivity and catalytic activity, as well as high stability and durability. From this point of view, the book focuses on the behavior of hydrogen and hydrogenated molecules on flat, stepped, and reconstructed metal surfaces. It also tackles the quantum mechanical properties of hydrogen and related adsorbates; namely, molecular orbital angular momentum (spin) and diffusion along the minimum potential energy landscape on metal surfaces. All of these profoundly influence the outcomes of (1) catalytic reactions that involve hydrogen; (2) hydrogen storage in metals; and (3) hydrogen purification membranes. Lastly, it surveys the current status of the technology, outlook, and challenges for the long-desired sustainable hydrogen economy in relation to the topics covered in the book.
This book gathers contributions by researchers from several countries on all major areas of robotic research, development and innovation, as well as new applications and current trends. The topics covered include: novel designs and applications of robotic systems, intelligent cooperating and service robots, advanced robot control, human-robot interfaces, robot vision systems, mobile robots, humanoid and walking robots, bio-inspired and swarm robotic systems, aerial, underwater and spatial robots, robots for ambient assisted living, medical robots and bionic prostheses, cognitive robots, cloud robotics, ethical and social issues in robotics, etc. Given its scope, the book offers a source of information and inspiration for researchers seeking to improve their work and gather new ideas for future developments. The contents reflect the outcomes of the activities of RAAD (International Conference on Robotics in Alpe-Adria-Danube Region) in 2020.
This Handbook strives to enhance knowledge and application within sustainability in management education (SiME) across different academic programs, geographic regions and personal/professional contexts. Cross-disciplinary and boundary spanning, this book focuses on specific themes and is therefore split into four distinct sections: one on theory and practice, one on transformational interventions in business programs, one on the role of external agents and the last on innovative approaches in SiME. The co-editors expertly provide a roadmap for sustainability in management education while discussing key implications, applications and utilities that explore motivations and project possible outcomes for advances and integration of SiME. In addition to identifying new discursive strategies in SiME research, the co-editors provide a critical narrative and discussion on newly identified commonalities and connections within the Handbook's chapters. This content assessment highlights prevalent intersections for advancing, challenging, and questioning how to implement SiME in various programs. Management scholars, researchers, educators and practitioners as well as current, emerging and future leaders in various academic and private sectors will find this Handbook invaluable. It will serve as a key reference for more advanced studies in this rapidly developing field. Contributors include: F. Ahen, M. Albert, J.A. Arevalo, K.R. Bandyopadhyay, L. Barin Cruz, R.G. Bell, S. Benn, M. Bidart Carneiro de Novaes, N. Boyd, J. Bressler, M. Brueckner, J. Brunstein, T. Bunn Hiller, N. Christopher, M. Edwards, Q. Evansluong, D. Fodness, C.J. Fox, A. Girardi, T.A. Hart, J.R. Hendry, S. Husig, P.R. Jacobi, Y. Jakobcic, S. Klomp, J. Korstad, L. Krzykowski, R. Mahajan, S.L. Manring, E. Martin, E. Meliou, P. Miesing, R. Miller, S.F. Mitchell, E.E. Nill, F.S. Nobre, E.E. Nordman, M. Paull, M. Pozzebon, M. Ramirez Pasillas, E. Raufflet, E. Rich, A.J. Richardson, I. Rimanoczy, M.F. Sambiase, P. Schmitt Figueiro, S. Schutel, C.A. Simmers, S. Soderstrom, R. Spencer, R. Sroufe, M. Starik, A. Sulkowski, D. Vazquez-Brust, A. Vidal da Silva Martins, J.L. Whittington, J. Williams, L.T. Wong, N. Yakovleva
More than half of all stars in the universe formed and evolved as binary systems and their study is essential for understanding stellar and galactic evolution. The six lectures in this book give both a readable introduction and an up-to-date review of nearly all aspects of research into binary stars, including the range from common binaries to more exotic systems composed of white dwarfs, neutron stars and black holes.
Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games. * Build a complete game from start to finish. * Learn what the pros use: construct all assets using the tools used at industries across the world. * All software used are free to students. * When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.
Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games. * Build a complete game from start to finish. * Learn what the pros use: construct all assets using the tools used at industries across the world. * All software used are free to students. * When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.
This textpresents current information on retinal and choroidal manifestations of systemic diseases from leading experts in the field. Topics include retinal and choroidal manifestations of AIDS, pediatric diseases, toxicity of systemic drugs, diseases of the gastrointestinal tract, diffuse unilateral subacute neuroretinitis (DUSN), viral and fungal diseases, sarcoidosis, Behcet's disease, carotid artery and renal diseases, changes related to pregnancy, intraocular lymphoma, and more. Their knowledge and experience will assist ophthalmologists, retina specialists, uveitis and ocular oncology specialists, and general physicians approach a level of knowledge about retinal and choroidal manifestations of systemic diseases to benefit patients in everyday clinical practice."
Unlike some other reproductions of classic texts (1) We have not used OCR(Optical Character Recognition), as this leads to bad quality books with introduced typos. (2) In books where there are images such as portraits, maps, sketches etc We have endeavoured to keep the quality of these images, so they represent accurately the original artefact. Although occasionally there may be certain imperfections with these old texts, we feel they deserve to be made available for future generations to enjoy.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.
Clara has gone to the park, but there's nobody to play with. She finds an umbrella on the ground and does a good deed by putting it on a bench. The umbrella says `thank you' and invites Clara to make a wish. So unfolds a magical chain of events where kindness and forgiveness go hand-in-hand. An amusing way to explore themes of empathy, choice-making and citizenship.
This book is dedicated to recent advancements in theoretical and computational studies on the interactions of hydrogen and hydrogenated molecules with metal surfaces. These studies are driven by the development of high-performance computers, new experimental findings, and the extensive work of technological applications towards the realization of a sustainable hydrogen economy. Understanding of the elementary processes of physical and chemical reactions on the atomic scale is important in the discovery of new materials with high chemical reactivity and catalytic activity, as well as high stability and durability. From this point of view, the book focuses on the behavior of hydrogen and hydrogenated molecules on flat, stepped, and reconstructed metal surfaces. It also tackles the quantum mechanical properties of hydrogen and related adsorbates; namely, molecular orbital angular momentum (spin) and diffusion along the minimum potential energy landscape on metal surfaces. All of these profoundly influence the outcomes of (1) catalytic reactions that involve hydrogen; (2) hydrogen storage in metals; and (3) hydrogen purification membranes. Lastly, it surveys the current status of the technology, outlook, and challenges for the long-desired sustainable hydrogen economy in relation to the topics covered in the book.
This book gathers contributions by researchers from several countries on all major areas of robotic research, development and innovation, as well as new applications and current trends. The topics covered include: novel designs and applications of robotic systems, intelligent cooperating and service robots, advanced robot control, human-robot interfaces, robot vision systems, mobile robots, humanoid and walking robots, bio-inspired and swarm robotic systems, aerial, underwater and spatial robots, robots for ambient assisted living, medical robots and bionic prostheses, cognitive robots, cloud robotics, ethical and social issues in robotics, etc. Given its scope, the book offers a source of information and inspiration for researchers seeking to improve their work and gather new ideas for future developments. The contents reflect the outcomes of the activities of RAAD (International Conference on Robotics in Alpe-Adria-Danube Region) in 2020.
La inspiracion te hace ahondar de forma natural y espontanea en el significado de las cosas, al combinarla con la imaginacion, podemos ir mas alla de la mera apariencia que se refleja en la pantalla de nuestra mente, para recibir la ensenanza de la verdadera imagen que se halla escondida en si misma. Imagina "Volar a ras de cielo," te da "Fortaleza" real para realizar tu "Ensayo de Vida," con plena "Libertad" y llenar poco a poco tu "Costal de Decisiones" del "Desequilibrado Equilibrio" del interminable "Ciclo" de la Vida. Este libro descubre el Potencial Humano, oculto en el interior de tu mente, que te hara encontrar tu prosperidad y felicidad interna.
More than half of all stars in the universe formed and evolved as binary systems and their study is essential for understanding stellar and galactic evolution. The six lectures in this book give both a readable introduction and an up-to-date review of nearly all aspects of research into binary stars, including the range from common binaries to more exotic systems composed of white dwarfs, neutron stars and black holes.
OCT is a relatively new imaging technique that is becoming increasingly popular among ophthalmologists in both private and academic settings. Imaging has been a slow moving area in ophthalmology for some time, but now OCT is providing another, more detailed source of demonstrable change in the eye, in diagnostic, therapeutic or post-surgical setting. OCT and ultrasound both measure advancing disease states and post surgical healing. The difference is that OCT shows more subtle changes, particularly post-surgically.
This text presents current information on retinal and choroidal manifestations of systemic diseases from leading experts in the field. Topics include retinal and choroidal manifestations of AIDS, pediatric diseases, toxicity of systemic drugs, diseases of the gastrointestinal tract, diffuse unilateral subacute neuroretinitis (DUSN), viral and fungal diseases, sarcoidosis, Behcet's disease, carotid artery and renal diseases, changes related to pregnancy, intraocular lymphoma, and more. Their knowledge and experience will assist ophthalmologists, retina specialists, uveitis and ocular oncology specialists, and general physicians approach a level of knowledge about retinal and choroidal manifestations of systemic diseases to benefit patients in everyday clinical practice.
"Offering clear and comprehensive instructions for low-tech growing for a range of budgets, interests, and scales, this book offers practical inspiration and a sense that "hey, I can do this!" -- DANIELLE STEVENSON, owner, DIY Fungi DIY Mushroom Cultivation is full of proven, reliable, low-cost techniques for home-scale cultivation that eliminate the need for a clean-air lab space to grow various mushrooms and their mycelium. Beautiful full-color photos and step-by-step instructions accompany a foundation of mushroom biology and ecology to support a holistic understanding of the practice. Growing techniques are applicable year-round, for any space from house to apartment, and for any climate, budget, or goal. Techniques include: Setting up a home growing space Inexpensive, simple DIY equipment Culture creation from mushroom tissue or spores Growing and using liquid cultures and grain spawn Growing mushrooms on waste streams Indoor fruiting Outdoor mushroom gardens and logs Harvesting, processing, tinctures, and cooking. Whether you hunt mushrooms or dream about growing and working with them but feel constrained by a small living space, DIY Mushroom Cultivation is the ideal guide for getting started in the fascinating and delicious world of fungiculture.
Radiative transfer is essential for obtaining information from the spectra of astrophysical objects. This volume provides an overview of the physical and mathematical background of radiative transfer, and its applications to stellar and planetary atmospheres. It covers the phenomenology and physics of early-type and late-type stars, as well as ultra-cool dwarf stars and extrasolar planets. Importantly, it provides a bridge between classical radiative transfer and stellar atmosphere modelling and novel approaches, from both theoretical and computational standpoints. With new fields of application and a dramatic improvement in both observational and computational facilities, it also discusses the future outlook for the field. Chapters are written by eminent researchers from across the astronomical disciplines where radiative transfer is employed. Using the most recent observations, this is a go-to resource for graduate students and researchers in astrophysics. |
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