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Viral BS: Medical Myths and Why We Fall for Them

by Seema Yasmin

Dissecting the biggest medical myths and pseudoscience, Viral BS explores how misinformation can spread faster than microbes.Can your zip code predict when you will die? Should you space out childhood vaccines? Does talcum powder cause cancer? Why do some doctors recommend e-cigarettes while other doctors recommend you stay away from them? Health information—and misinformation—is all around us, and it can be hard to separate the two. A long history of unethical medical experiments and medical mistakes, along with a host of celebrities spewing anti-science beliefs, has left many wary of science and the scientists who say they should be trusted. How do we stay sane while unraveling the knots of fact and fiction to find out what we should really be concerned about, and what we can laugh off? In Viral BS, journalist, doctor, professor, and CDC-trained disease detective Seema Yasmin, driven by a need to set the record straight, dissects some of the most widely circulating medical myths and pseudoscience. Exploring how epidemics of misinformation can spread faster than microbes, Dr. Yasmin asks why bad science is sometimes more believable and contagious than the facts. Each easy-to-read chapter covers a specific myth, whether it has endured for many years or hit the headlines more recently. Dr. Yasmin explores such pressing questions as• Do cell phones, Nutella, or bacon cause cancer?• Are we running out of antibiotics?• Does playing football cause brain disease?• Is the CDC banned from studying guns?• Do patients cared for by female doctors live longer? • Is trauma inherited?• Is suicide contagious?and much more.Taking a deep dive into the health and science questions you have always wanted answered, this authoritative and entertaining book empowers readers to reach their own conclusions. Viral BS even comes with Dr. Yasmin's handy Bulls*%t Detection Kit.

VipIMAGE 2019: Proceedings of the VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing, October 16–18, 2019, Porto, Portugal (Lecture Notes in Computational Vision and Biomechanics #34)

by João Manuel R. S. Tavares Renato Manuel Natal Jorge

This book gathers full papers presented at the VipIMAGE 2019—VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing—held on October 16-18, 2019, in Porto, Portugal. It discusses cutting-edge methods, findings, and applications related to 3D vision, bio- and medical imaging, computer-aided diagnosis, image enhancement, image processing and analysis, virtual reality, and also describes in detail advanced image analysis techniques, such as image segmentation and feature selection, as well as statistical and geometrical modeling. The book provides both researchers and professionals with extensive and timely insights into advanced imaging techniques for various application purposes.

Violence. Speed. Momentum.

by DrDisrespect

Too much power. Wow. Too much energy. Wow. Too much anticipation. WOW. It&’s the nationally bestselling memoir from the biggest star in gaming: Dr Disrespect.Dr Disrespect is a 6-foot-8 freak of nature with a 37-inch vertical, the two-time, back-to-back 1993–94 Blockbuster Video Game Champion, and in his factual opinion, the most dominant international gaming superstar in the history of the world.It was just a matter of time before Western civilization came begging Doc to save literature by writing a memoir that reads like a vicious, muscular lion clawing his way through the rocks, roaring in anger and dominance. Here you will find his deepest, most intimate secrets. The untold history of his mysterious, legendary origins and his rise to unparalleled dominance. And most of all, you will find out what, exactly, Doc&’s a doctor of. Are you ready for a book with the rhythm of a sleazy &’70s muscleman and the ruthlessness of a &’90s serial killer? A journey that stares down the long, dark alley of your fears and never looks back? Does your warrior&’s heart yearn to reach the tippity top of the mountain just to realize you&’re still only halfway up? If so, firm handshakes, Champion: Welcome to the salvation of literature.

The Violence of the Image: Photography and International Conflict (International Library Of Visual Culture Ser.)

by Liam Kennedy

Photography has visualized international relations and conflicts from the midnineteenth century onwards and continues to be an important medium in framing the worlds of distant, suffering others. Although photojournalism has been challenged in recent decades, claims that it is dead are premature. The Violence of the Image examines the roles of image producers and the functions of photographic imagery in the documentation of wars, violent conflicts and human rights issues; tackling controversial ideas such as 'witnessing', the making of appeals based on displays of human suffering and the much-cited concept of 'compassion fatigue'. In the twenty-first century, the advent of digital photography, camera phones and socialmedia platforms has altered the relationship between photographers, the medium and the audience- as well as contributing to an ongoing blurring of the boundaries between news and entertainment and professional and amateur journalism. The Violence of the Image explores how new vernacular and artistic modes of photographic production articulate international friction.This innovative, timely book makes a major contribution to discussions about the power of the image in conflict.

Violence in Today's School Workplace: Protecting Teachers and School Employees in a Violent Age

by Diane H. Williamson David E. Strecker Henry Townsend

Increasingly, headlines today report out-of-control student violence occurring in our schools and colleges. Yet so little concrete action is being taken to protect the bystanding victims of this trauma, the school worker. Classroom teachers, administrators, coaches, school bus drivers, cafeteria workers, custodians, and other school employees a

Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time

by Matt Barton

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time

by Bill Loguidice Matt Barton

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.

Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time

by Bill Loguidice Matt Barton

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

The VimL Primer: Edit Like a Pro with Vim Plugins and Scripts

by Benjamin Klein

Build on your editor's capabilities and tailor your editing experience with VimL, the powerful scripting language built into Vim. With VimL you can configure basic settings or add entirely new functionality. Use this quick and easy introduction to create your own Vim plugin while learning the concepts and syntax of VimL.VimL is the scripting language of the Vim editor. If you've ever edited or saved a vimrc file, you've written VimL. And VimL can do much more than simply configure settings and specify option values--you can write entire plugins in VimL. But without a background in scripting Vim, it can be hard to know where to start.The VimL Primer gives you the tools and confidence you need. It gets you comfortable in VimL quickly, walking you through creating a working plugin that you can run yourself as you write it in Vim. You'll learn how to script common commands and buffer interaction, work with windows and buffers from within a plugin script, and how to use autocommands to have Vim recognize entirely new filetypes. You'll discover how to declare filetype-specific settings and define your own syntax elements for use with Vim's syntax highlighting. And you'll see how you can write your own command-line commands and define new mappings to call them.With this introduction to scripting Vim, your own Vim extensions are only plugins away. Take control of your editor!What You Need::Vim version 7 or later is required, and it's available on any of the major operating systems. This book uses the "Huge" version of Vim 7.4.

Views on Evolvability of Embedded Systems

by Pierre Van de Laar Teade Punter

Evolvability, the ability to respond effectively to change, represents a major challenge to today's high-end embedded systems, such as those developed in the medical domain by Philips Healthcare. These systems are typically developed by multi-disciplinary teams, located around the world, and are in constant need of upgrading to provide new advanced features, to deal with obsolescence, and to exploit emerging enabling technologies. Despite the importance of evolvability for these types of systems, the field has received scant attention from the scientific and engineering communities. Views on Evolvability of Embedded Systems focuses on the topic of evolvability of embedded systems from an applied scientific perspective. In particular, the book describes results from the Darwin project that researched evolvability in the context of Magnetic Resonance Imaging (MRI) systems. This project applied the Industry-as-Laboratory paradigm, in which industry and academia join forces to ensure continuous knowledge and technology transfer during the project's lifetime. The Darwin project was a collaboration between the Embedded Systems Institute, the MRI business unit of Philips Healthcare, Philips Research, and five Dutch universities. Evolvability was addressed from a system engineering perspective by a number of researchers from different disciplines such as software-, electrical- and mechanical engineering, with a clear focus on economic decision making. The research focused on four areas: data mining, reference architectures, mechanisms and patterns for evolvability, in particular visualization & modelling, and economic decision making. Views on Evolvability of Embedded Systems is targeted at both researchers and practitioners; they will not only find a state-of-the-art overview on evolvability research, but also guidelines to make systems more evolvable and new industrially-validated techniques to improve the evolvability of embedded systems.

View Updating and Relational Theory: Solving the View Update Problem

by C. J. Date

<p>Views are a key part of database technology, but they're often considered read-only. In this book, Chris Date&#8212;a leading expert in relational databases&#8212;offers practical techniques that allow you to update the views that a database presents to you.</p>

A View of Operations Research Applications in Italy, 2018 (AIRO Springer Series #2)

by Mauro Dell’Amico Manlio Gaudioso Giuseppe Stecca

This book presents expert descriptions of the successful application of operations research in both the private and the public sector, including in logistics, transportation, product design, production planning and scheduling, and areas of social interest. Each chapter is based on fruitful collaboration between researchers and companies, and company representatives are among the co-authors. The book derives from a 2017 call by the Italian Operations Research Society (AIRO) for information from members on their activities in promoting the use of quantitative techniques, and in particular operations research techniques, in society and industry. A booklet based on this call was issued for the annual AIRO conference, but it was felt that some of the content was of such interest that it deserved wider dissemination in more detailed form. This book is the outcome. It equips practitioners with solutions to real-life decision problems, offers researchers examples of the practical application of operations research methods, and provides Master’s and PhD students with suggestions for research development in various fields.

The View from Flyover Country: Dispatches from the Forgotten America

by Sarah Kendzior

From the St. Louis–based journalist often credited with first predicting Donald Trump’s presidential victory."A collection of sharp-edged, humanistic pieces about the American heartland...Passionate pieces that repeatedly assail the inability of many to empathize and to humanize." — KirkusIn 2015, Sarah Kendzior collected the essays she reported for Al Jazeera and published them as The View from Flyover Country, which became an ebook bestseller and garnered praise from readers around the world. Now, The View from Flyover Country is being released in print with an updated introduction and epilogue that reflect on the ways that the Trump presidency was the certain result of the realities first captured in Kendzior’s essays.A clear-eyed account of the realities of life in America’s overlooked heartland, The View from Flyover Country is a piercing critique of the labor exploitation, race relations, gentrification, media bias, and other aspects of the post-employment economy that gave rise to a president who rules like an autocrat. The View from Flyover Country is necessary reading for anyone who believes that the only way for America to fix its problems is to first discuss them with honesty and compassion.“Please put everything aside and try to get ahold of Sarah Kendzior’s collected essays, The View from Flyover Country. I have rarely come across writing that is as urgent and beautifully expressed. What makes Kendzior’s writing so truly important is [that] it . . . documents where the problem lies, by somebody who lives there.”—The Wire“Sarah Kendzior is as harsh and tenacious a critic of the Trump administration as you’ll find. She isn’t some new kid on the political block or a controversy machine. . . .Rather she is a widely published journalist and anthropologist who has spent much of her life studying authoritarianism.” —Columbia Tribune

View Camera Technique

by Leslie Stroebel

Now in its seventh edition, View Camera Technique is a unique, comprehensive book that presents clearly and precisely the features, operations and applications of view cameras. It details camera movements, image formation, exposure control, and information concerning lenses and accessories. Diagrams, comparison charts, and more than 500 photographs and illustrations by distinguished professional photographers provide the reader with the tools necessary to analyze a picture situation, set up and manipulate the camera, and portray the subject to meet the expectations of the professional photographer. This text has been completely revised and updated to include over 100 brand-name view cameras, and offers comparison tables to assist readers in choosing cameras, lenses, and view-camera digital backs. This latest edition offers expanded coverage of the newest technology, including electronic features that simplify the use of view cameras for conventional photography and digital view cameras that eliminate the need for film and make it possible to modify the digital images with image-processing computer software programs

View and Manage Your Photos on the iPad, The Mini Missing Manual

by David Pogue J. D. Biersdorfer

Everything you need to get your photos on your iPad

View and Manage Your Photos on the iPad: The Mini Missing Manual

by J. D. Biersdorfer

One of the iPad's big pluses is its beautiful, high-resolution display. That makes it a perfect way to stroll down memory lane-from the comfort of your armchair. View and Manage Your Photos on the iPad: The Mini Missing Manual shows you how to import, organize, and enjoy your photos using clear, jargon-free explanations and step-by-step instructions. You'll learn to create slideshows complete with your own soundtrack and transitions, connect your tablet to a big-screen TV so you can gather the family around, turn your slab into a digital picture frame (a great idea when you recharge your 'Pad), use a treasured photo as your wallpaper, and share your images with friends by attaching one--or many-pics to a message. You'll also learn how to import your images into the iPad using iTunes' easy syncing feature, how to pull pictures off of email messages and into your tablet's photo album, and how to import pictures directly from your camera. In short, this Mini Missing Manual tells you everything you need to know to view and manage your photos on your iPad.

Videogames, Identity and Digital Subjectivity (Routledge Advances in Game Studies)

by Rob Gallagher

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

Videogames and the Gothic (Routledge Advances in Game Studies)

by Ewan Kirkland

This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Videogames and Agency (Routledge Advances in Game Studies)

by Bettina Bódi

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Videogames

by James Newman

In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers (Communications in Computer and Information Science #1984)

by Liliana Vale Costa Nelson Zagalo Ana Isabel Veloso Esteban Clua Sylvester Arnab Mário Vairinhos Diogo Gomes

This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.

Videogame Sciences and Arts: 12th International Conference, VJ 2020, Mirandela, Portugal, November 26–28, 2020, Revised Selected Papers (Communications in Computer and Information Science #1531)

by Licínio Roque Inês Barbedo Bárbara Barroso Beatriz Legerén João Paulo Sousa

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.

Videogame Sciences and Arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings (Communications in Computer and Information Science #1164)

by Nelson Zagalo Ana Isabel Veloso Liliana Costa Óscar Mealha

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production

by Brendan Keogh

The precarious reality of videogame production beyond the corporate blockbuster studios of North America.The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice.Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production.A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

Video Verification in the Fake News Era

by Vasileios Mezaris Lyndon Nixon Symeon Papadopoulos Denis Teyssou

This book presents the latest technological advances and practical tools for discovering, verifying and visualizing social media video content, and managing related rights. The digital media revolution is bringing breaking news to online video platforms, and news organizations often rely on user-generated recordings of new and developing events shared in social media to illustrate the story. However, in video, there is also deception. In today's "fake news" era, access to increasingly sophisticated editing and content management tools and the ease with which fake information spreads in electronic networks, require the entire news and media industries to carefully verify third-party content before publishing it. As such, this book is of interest to computer scientists and researchers, news and media professionals, as well as policymakers and data-savvy media consumers.

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Showing 1,926 through 1,950 of 53,831 results