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Showing 1 - 20 of 20 matches in All Departments
This book explores total information awareness empowered by social media. At the FBI Citizens Academy in February 2021, I asked the FBI about the January 6 Capitol riot organized on social media that led to the unprecedented ban of a sitting U.S. President by all major social networks. In March 2021, Facebook CEO Mark Zuckerberg, Google CEO Sundar Pichai, and Twitter CEO Jack Dorsey appeared before Congress to face criticism about their handling of misinformation and online extremism that culminated in the storming of Capitol Hill. With more than three billion monthly active users, Facebook family of apps is by far the world's largest social network. Facebook as a nation is bigger than the top three most populous countries in the world: China, India, and the United States. Social media has enabled its users to inform and misinform the public, to appease and disrupt Wall Street, to mitigate and exacerbate the COVID-19 pandemic, and to unite and divide a country. Mark Zuckerberg once said, "We exist at the intersection of technology and social issues." He should have heeded his own words. In October 2021, former Facebook manager-turned-whistleblower Frances Haugen testified at the U.S. Senate that Facebook's products "harm children, stoke division, and weaken our democracy." This book offers discourse and practical advice on information and misinformation, cybersecurity and privacy issues, cryptocurrency and business intelligence, social media marketing and caveats, e-government and e-activism, as well as the pros and cons of total information awareness including the Edward Snowden leaks. "Highly recommended." - T. D. Richardson, Choice Magazine "A great book for social media experts." - Will M., AdWeek "Parents in particular would be well advised to make this book compulsory reading for their teenage children..." - David B. Henderson, ACM Computing Reviews
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.
The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper. A strong supporter of science, technology, engineering and mathematics programs in schools, The Black Eyed Peas founding member will.i.am announced in July 2013 his plan to study computer science. Leonardo da Vinci, the epitome of a Renaissance man, was an Italian polymath at the turn of the 16th century. Since the Industrial Revolution in the 18th century, the division of labor has brought forth specialization in the workforce and university curriculums. The endangered species of polymaths is facing extinction. Computer science has come to the rescue by enabling practitioners to accomplish more than ever in the field of music. In this book, Newton Lee recounts his journey in executive producing a Billboard-charting song like managing agile software development; M. Nyssim Lefford expounds producing and its effect on vocal recordings; Dennis Reidsma, Mustafa Radha and Anton Nijholt survey the field of mediated musical interaction and musical expression; Isaac Schankler, Elaine Chew and Alexandre Francois describe improvising with digital auto-scaffolding; Shlomo Dubnov and Greg Surges explain the use of musical algorithms in machine listening and composition; Juan Pablo Bello discusses machine listening of music; Stephen and Tim Barrass make smart things growl, purr and sing; Raffaella Folgieri, Mattia Bergomi and Simone Castellani examine EEG-based brain-computer interface for emotional involvement in games through music and last but not least, Kai Ton Chau concludes the book with computer and music pedagogy. Digital Da Vinci: Computers in Music is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
From Google search to self-driving cars to human longevity, is Alphabet creating a neoteric Garden of Eden or Bentham's Panopticon? Will King Solomon's challenge supersede the Turing test for artificial intelligence? Can transhumanism mitigate existential threats to humankind? These are some of the overarching questions in this book, which explores the impact of information awareness on humanity starting from the Book of Genesis to the Royal Library of Alexandria in the 3rd century BC to the modern day of Google Search, IBM Watson, and Wolfram|Alpha. The book also covers Search Engine Optimization, Google AdWords, Google Maps, Google Local Search, and what every business leader must know about digital transformation. "Search is curiosity, and that will never be done," said Google's first female engineer and Yahoo's sixth CEO Marissa Mayer. The truth is out there; we just need to know how to Google it!
The second edition of Disney Stories: Getting to Digital will be of interest to lovers of Disney history and also to lovers of Hollywood history in general. The first edition was planned as a short history of the companies evolution from analog storytelling to a digital online presence that closed the chapter on early Disney films with the release of the groundbreaking Snow White. The purpose of the new edition is to bring to readers a more complete view of the analog-digital story by including three new chapters on film that cover key developments from the live-animation hybrids of the 1940s to CAPS and CGI in the 1990s and VR in the 2010s. It also includes in the discussion of cross-media storytelling the acquisition of the exceptional story property, Star Wars, and discusses how Disney has brought the epic into the Disney Master Narrative by creating Galaxy's Edge in its US theme parks. Krystina Madej's engaging portrayal of the long history of Disney's love affair with storytelling and technology brings to life the larger focus of innovation in creating characters and stories that captivate an audience, and together with Newton Lee's detailed experience of Disney during the crucial 1995-2005 era when digital innovation in online and games was at its height in the company, makes for a fast-paced captivating read. Disney Stories first edition explored the history of Disney, both analog and digital. It described in detail how Walt Disney used inventive and often ground-breaking approaches in the use of sound, color, depth, and the psychology of characters to move the animation genre from short visual gags to feature-length films with meaningful stories that engaged audience's hearts as well as tickled their funny bones. It showed Walt's comprehensive approach to engaging the public across all media as he built the Disney Master Narrative by using products, books, comics, public engagements, fan groups such as the Mickey Mouse club, TV, and, of course, Disneyland, his theme park. Finally it showed how, after his passing, the company continued to embrace Walt's enthusiasm for using new technology to engage audiences through their commitment to innovation in digital worlds. It describes in detail the innovative storybook CD-ROMs, their extensive online presence, the software they used and created for MMORGs such as Toontown, and the use of production methods such as agile methodology. This new edition provides insight on major developments in Disney films that moved them into the digital world.
"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown." "Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
Modern humanity with some 5,000 years of recorded history has been experiencing growing pains, with no end in sight. It is high time for humanity to grow up and to transcend itself by embracing transhumanism. Transhumanism offers the most inclusive ideology for all ethnicities and races, the religious and the atheists, conservatives and liberals, the young and the old regardless of socioeconomic status, gender identity, or any other individual qualities. This book expounds on contemporary views and practical advice from more than 70 transhumanists. Astronaut Neil Armstrong said on the Apollo 11 moon landing in 1969, "One small step for a man, one giant leap for mankind." Transhumanism is the next logical step in the evolution of humankind, and it is the existential solution to the long-term survival of the human race.
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
From 9/11 to Charlie Hebdo along with Sony-pocalypse and DARPA's $2 million Cyber Grand Challenge, this book examines counterterrorism and cyber security history, strategies and technologies from a thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from thought leaders and the make-believe of Hollywood such as 24, Homeland and The Americans. President Barack Obama also said in his 2015 State of the Union address, "We are making sure our government integrates intelligence to combat cyber threats, just as we have done to combat terrorism. In this new edition, there are seven completely new chapters, including three new contributed chapters by healthcare chief information security officer Ray Balut and Jean C. Stanford, DEF CON speaker Philip Polstra and security engineer and Black Hat speaker Darren Manners, as well as new commentaries by communications expert Andy Marken and DEF CON speaker Emily Peed. The book offers practical advice for businesses, governments and individuals to better secure the world and protect cyberspace.
The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper. A strong supporter of science, technology, engineering and mathematics programs in schools, The Black Eyed Peas founding member will.i.am announced in July 2013 his plan to study computer science. Leonardo da Vinci, the epitome of a Renaissance man, was an Italian polymath at the turn of the 16th century. Since the Industrial Revolution in the 18th century, the division of labor has brought forth specialization in the workforce and university curriculums. The endangered species of polymaths is facing extinction. Computer science has come to the rescue by enabling practitioners to accomplish more than ever in the field of music. In this book, Newton Lee recounts his journey in executive producing a Billboard-charting song like managing agile software development; M. Nyssim Lefford expounds producing and its effect on vocal recordings; Dennis Reidsma, Mustafa Radha and Anton Nijholt survey the field of mediated musical interaction and musical expression; Isaac Schankler, Elaine Chew and Alexandre Francois describe improvising with digital auto-scaffolding; Shlomo Dubnov and Greg Surges explain the use of musical algorithms in machine listening and composition; Juan Pablo Bello discusses machine listening of music; Stephen and Tim Barrass make smart things growl, purr and sing; Raffaella Folgieri, Mattia Bergomi and Simone Castellani examine EEG-based brain-computer interface for emotional involvement in games through music and last but not least, Kai Ton Chau concludes the book with computer and music pedagogy. Digital Da Vinci: Computers in Music is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
Facebook's psychological experiments and Edward Snowden's NSA leaks epitomize a world of increasing information awareness in the social media ecosystem. With over a billion monthly active users, Facebook as a nation is overtaking China as the largest country in the world. President Barack Obama, in his 2011 State of the Union Address, called America "the nation of Edison and the Wright brothers" and "of Google and Facebook." U.S. Chief Information Officer Steven VanRoekel opines that America has become a "Facebook nation" that demands increased transparency and interactivity from the federal government. Ubiquitous social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies, infrastructures, and big data necessary for Total Information Awareness - a controversial surveillance program proposed by DARPA after the 9/11 attacks. NSA's secret PRISM program has reinvigorated WikiLeaks founder Julian Assange's accusation that "Facebook is the most appalling spying machine that has ever been invented." Facebook CEO Mark Zuckerberg once said, "We exist at the intersection of technology and social issues." This book offers discourse and practical advice on the privacy issue in the age of big data, business intelligence in social media, e-government and e-activism, as well as personal total information awareness. This expanded edition also includes insights from Wikipedian Emily Temple-Wood and Facebook ROI experts Dennis Yu and Alex Houg.
Imagine James Bond meets Sherlock Holmes: Counterterrorism and Cybersecurity is the sequel to Facebook Nation in the Total Information Awareness book series by Newton Lee. The book examines U.S. counterterrorism history, technologies, and strategies from a unique and thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from great thought leaders, and even the make-believe of Hollywood. Demystifying Total Information Awareness, the author expounds on the U.S. intelligence community, artificial intelligence in data mining, social media and privacy, cyber attacks and prevention, causes and cures for terrorism, and longstanding issues of war and peace. The book offers practical advice for businesses, governments, and individuals to better secure the world and protect cyberspace. It quotes U.S. Navy Admiral and NATO's Supreme Allied Commander James Stavridis: "Instead of building walls to create security, we need to build bridges." The book also provides a glimpse into the future of Plan X and Generation Z, along with an ominous prediction from security advisor Marc Goodman at TEDGlobal 2012: "If you control the code, you control the world." Counterterrorism and Cybersecurity: Total Information Awareness will keep you up at night but at the same time give you some peace of mind knowing that "our problems are manmade - therefore they can be solved by man [or woman]," as President John F. Kennedy said at the American University commencement in June 1963.
President Barack Obama, in his 2011 State of the Union Address, called America "the nation of Edison and the Wright brothers" and "of Google and Facebook." U.S. Chief Information Officer, Steven VanRoekel, said that America has become a "Facebook nation" that demands increased transparency and interactivity from the federal government. Facebook as a nation in 2012 would be the third largest country in the world with over 900 million citizens, after China and India. This book portrays the social media ecosystem as a world of increasing Total Information Awareness, which is essentially a civilian version of the controversial Total Information Awareness program unveiled in 2002 by the Defense Advanced Research Projects Agency (DARPA) at the U.S. Department of Defense. Back in the 60's, DARPA initiated and funded the research and development of Advanced Research Projects Agency Network (ARPANET) that went online in 1969. The success of ARPANET gave rise to the global commercial Internet in the 90's and the new generation of Fortune 500 companies today including Amazon.com, Google, eBay, and Yahoo!. As if life comes full circle in the 21st century, private businesses and the ubiquity of social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies and infrastructures necessary for the DARPA-proposed Total Information Awareness program. WikiLeaks founder Julian Assange called Facebook "the most appalling spying machine that has ever been invented." Indeed, military and civilian technologies have interwoven into every fabric of our society, as Facebook co-founder and CEO Mark Zuckerberg said, "We exist at the intersection of technology and social issues." This book offers discourse and practical advice on the privacy issue in the age of big data, the rise of Facebook nation, and Total Information Awareness. Opening with President Ronald Reagan's 1984 National Security Decision Directive and ending with George Orwell's novel 1984, the author takes us on a roller-coaster ride through Facebook's botched IPO, Carrier IQ, Kony 2012, SOPA/PIPA blackout, cyber bullying, crime fighting, and a host of other timely issues facing our Facebook nation. Social media strategists, information architects, social scientists, policymakers, and academic scholars in the Program in Science, Technology, and Society (STS) will find this book a valuable asset.
The second edition of Disney Stories: Getting to Digital will be of interest to lovers of Disney history and also to lovers of Hollywood history in general. The first edition was planned as a short history of the companies evolution from analog storytelling to a digital online presence that closed the chapter on early Disney films with the release of the groundbreaking Snow White. The purpose of the new edition is to bring to readers a more complete view of the analog-digital story by including three new chapters on film that cover key developments from the live-animation hybrids of the 1940s to CAPS and CGI in the 1990s and VR in the 2010s. It also includes in the discussion of cross-media storytelling the acquisition of the exceptional story property, Star Wars, and discusses how Disney has brought the epic into the Disney Master Narrative by creating Galaxy's Edge in its US theme parks. Krystina Madej's engaging portrayal of the long history of Disney's love affair with storytelling and technology brings to life the larger focus of innovation in creating characters and stories that captivate an audience, and together with Newton Lee's detailed experience of Disney during the crucial 1995-2005 era when digital innovation in online and games was at its height in the company, makes for a fast-paced captivating read. Disney Stories first edition explored the history of Disney, both analog and digital. It described in detail how Walt Disney used inventive and often ground-breaking approaches in the use of sound, color, depth, and the psychology of characters to move the animation genre from short visual gags to feature-length films with meaningful stories that engaged audience's hearts as well as tickled their funny bones. It showed Walt's comprehensive approach to engaging the public across all media as he built the Disney Master Narrative by using products, books, comics, public engagements, fan groups such as the Mickey Mouse club, TV, and, of course, Disneyland, his theme park. Finally it showed how, after his passing, the company continued to embrace Walt's enthusiasm for using new technology to engage audiences through their commitment to innovation in digital worlds. It describes in detail the innovative storybook CD-ROMs, their extensive online presence, the software they used and created for MMORGs such as Toontown, and the use of production methods such as agile methodology. This new edition provides insight on major developments in Disney films that moved them into the digital world.
Modern humanity with some 5,000 years of recorded history has been experiencing growing pains, with no end in sight. It is high time for humanity to grow up and to transcend itself by embracing transhumanism. Transhumanism offers the most inclusive ideology for all ethnicities and races, the religious and the atheists, conservatives and liberals, the young and the old regardless of socioeconomic status, gender identity, or any other individual qualities. This book expounds on contemporary views and practical advice from more than 70 transhumanists. Astronaut Neil Armstrong said on the Apollo 11 moon landing in 1969, "One small step for a man, one giant leap for mankind." Transhumanism is the next logical step in the evolution of humankind, and it is the existential solution to the long-term survival of the human race.
From Google search to self-driving cars to human longevity, is Alphabet creating a neoteric Garden of Eden or Bentham's Panopticon? Will King Solomon's challenge supersede the Turing test for artificial intelligence? Can transhumanism mitigate existential threats to humankind? These are some of the overarching questions in this book, which explores the impact of information awareness on humanity starting from the Book of Genesis to the Royal Library of Alexandria in the 3rd century BC to the modern day of Google Search, IBM Watson, and Wolfram|Alpha. The book also covers Search Engine Optimization, Google AdWords, Google Maps, Google Local Search, and what every business leader must know about digital transformation. "Search is curiosity, and that will never be done," said Google's first female engineer and Yahoo's sixth CEO Marissa Mayer. The truth is out there; we just need to know how to Google it!
From the author of "Counterterrorism and Cybersecurity: Total Information Awareness" Since 2009, more than 120 million online passwords have been stolen by cybercriminals. Chances are that some of your passwords are already in the wrong hands. Password protection is more than meets the eye. This booklet offers you step-by-step instructions in creating strong passwords that are easy for you to remember but difficult for hackers to crack. It also tells you how to properly handle password security questions. The booklet also discusses smartphone and WiFi security. Moreover, it reveals the most effective method for identity theft prevention. In 2012, more than 12.6 million Americans were victims of identity fraud. It's high time we fought back. This booklet shows you a simple preemptive measure to protect yourself and your family.
From the coauthor of "Disney Stories: Getting to Digital" To code, or not to code? Bill Gates, Mark Zuckerberg, will.i.am, and other luminaries appeared in a 2013 YouTube video encouraging everyone to code. At Disney Online, I produced and engineered over 100 games between 1996 and 2006. While games are fun to play, children should grow up not just being the consumers of technology but also the creators of technology. With the help of this book, parents can sit down with their kids and create a game with their favorite songs on their Android smartphones or tablets using professional tools. Teachers and students can follow the step-by-step instructions with troubleshooting in the book to learn how to create a commercial game and publish it in the Google Play Android Market and the Amazon Appstore. Using the commercial mobile game Be.X as an example, complete source code is included in the book. You may freely use, modify, and adapt the game source code for any commercial and noncommercial software development projects. This book is meant to inspire and motivate novices. It does not teach Java programming. Instead, it aims to instill curiosity and excitement in kids and adults about software game development.
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