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The Multi-Agent Programming Contest 2021: One-and-a-Half Decades of Exploring Multi-Agent Systems (Lecture Notes in Computer Science #12947)

by Jürgen Dix Tobias Ahlbrecht Niklas Fiekas Tabajara Krausburg

This book constitutes the 15th edition of the annual Multi-Agent Programming Contest, MAPC 2020. It gives an overview of the competition, describes the current scenario. Furthermore, it summarises this year's participants and their approaches and analyses some of the matches played and the contest as a whole. In the second part, each team contributed a paper describing their approach and experiences with creating a team of agents to participate in the contest.

The Multi-Agent Programming Contest 2022: Coordinating Agents in a Dynamic World: Agents Follow the Rules, or Not (Lecture Notes in Computer Science #13997)

by Jürgen Dix Tobias Ahlbrecht Niklas Fiekas Tabajara Krausburg

This book constitutes the 16th edition of the annual Multi-Agent Programming Contest, MAPC 2022. It gives an overview of the competition, describes the current scenario. The first paper describes the contest in general and this edition in particular, focusing on the organizers’ observations. The following papers are written by the participants of the contest, describing their team of agents and its performance in more detail.

The Multi-Disciplinary Instructional Designer: Integrating Specialized Skills into Design Toolkits

by Chris Gamrat Megan Kohler

The Multi-Disciplinary Instructional Designer explores how the instructional design and development process can be energized and deepened through principles gleaned from other fields of academic study. Despite their shared academic preparation and theoretical foundations, many instructional designers come to the profession also bearing formative knowledge from a diverse range of other subject areas, career tracks, creative practices, or intellectual pursuits. Their training, however, typically does not prepare them to leverage these specializations into the creation of more effective educational experiences and materials. This first-of-its-kind book guides instructional designers to apply key concepts, strategies, and lessons learned from a variety of disciplines – spanning the social sciences, arts and humanities, and STEM – to their practice. Chapters replete with example scenarios, reflection activities, and field-tested strategies provide an expansive yet actionable reframing of the profession’s potential. By seeking inspiration across disciplines and from the world at large, instructional designers will emerge with robust and revitalized toolkits, ready to enrich their approach to teaching and learning.

The Multi-Disciplinary Instructional Designer: Integrating Specialized Skills into Design Toolkits

by Chris Gamrat Megan Kohler

The Multi-Disciplinary Instructional Designer explores how the instructional design and development process can be energized and deepened through principles gleaned from other fields of academic study. Despite their shared academic preparation and theoretical foundations, many instructional designers come to the profession also bearing formative knowledge from a diverse range of other subject areas, career tracks, creative practices, or intellectual pursuits. Their training, however, typically does not prepare them to leverage these specializations into the creation of more effective educational experiences and materials. This first-of-its-kind book guides instructional designers to apply key concepts, strategies, and lessons learned from a variety of disciplines – spanning the social sciences, arts and humanities, and STEM – to their practice. Chapters replete with example scenarios, reflection activities, and field-tested strategies provide an expansive yet actionable reframing of the profession’s potential. By seeking inspiration across disciplines and from the world at large, instructional designers will emerge with robust and revitalized toolkits, ready to enrich their approach to teaching and learning.

The Multimedia Handbook

by Tony Cawkell

The Multimedia Handbook provides a comprehensive guide to the wide range of uses of multimedia. The first part of the book introduces the technology for the non-specialist. Part Two covers multimedia applications and markets. Tony Cawkell details the huge array of authoring software which is now available, as well as the distribution of multimedia data by telephone, cable, satellite or radio communications. There is an extensive bibliography, a glossary of technical terms and acronyms and a full index.

The Multimediated Rhetoric of the Internet: Digital Fusion (Routledge Studies in Rhetoric and Communication #10)

by Carolyn Handa

This project is a critical, rhetorical study of the digital text we call the Internet, in particular the style and figurative surface of its many pages as well as the conceptual, design patterns structuring the content of those same pages. Handa argues that as our lives become increasingly digital, we must consider rhetoric applicable to more than just printed text or to images. Digital analysis demands our acknowledgement of digital fusion, a true merging of analytic skills in many media and dimensions. CDs, DVDs, and an Internet increasingly capable of streaming audio and video prove that literacy today means more than it used to, namely the ability to understand information, however presented. Handa considers pedagogy, professional writing, hypertext theory, rhetorical studies, and composition studies, moving analysis beyond merely "using" the web towards "thinking" rhetorically about its construction and its impact on culture. This book shows how analyzing the web rhetorically helps us to understand the inescapable fact that culture is reflected through all media fused within the parameters of digital technology.

The Multimodal Learning Analytics Handbook

by Michail Giannakos Daniel Spikol Daniele Di Mitri Kshitij Sharma Xavier Ochoa Rawad Hammad

This handbook is the first book ever covering the area of Multimodal Learning Analytics (MMLA). The field of MMLA is an emerging domain of Learning Analytics and plays an important role in expanding the Learning Analytics goal of understanding and improving learning in all the different environments where it occurs. The challenge for research and practice in this field is how to develop theories about the analysis of human behaviors during diverse learning processes and to create useful tools that could augment the capabilities of learners and instructors in a way that is ethical and sustainable. Behind this area, the CrossMMLA research community exchanges ideas on how we can analyze evidence from multimodal and multisystem data and how we can extract meaning from this increasingly fluid and complex data coming from different kinds of transformative learning situations and how to best feed back the results of these analyses to achieve positive transformative actions on those learning processes. This handbook also describes how MMLA uses the advances in machine learning and affordable sensor technologies to act as a virtual observer/analyst of learning activities. The book describes how this “virtual nature” allows MMLA to provide new insights into learning processes that happen across multiple contexts between stakeholders, devices and resources. Using such technologies in combination with machine learning, Learning Analytics researchers can now perform text, speech, handwriting, sketches, gesture, affective, or eye-gaze analysis, improve the accuracy of their predictions and learned models and provide automated feedback to enable learner self-reflection. However, with this increased complexity in data, new challenges also arise. Conducting the data gathering, pre-processing, analysis, annotation and sense-making, in a way that is meaningful for learning scientists and other stakeholders (e.g., students or teachers), still pose challenges in this emergent field. This handbook aims to serve as a unique resource for state of the art methods and processes. Chapter 11 of this book is available open access under a CC BY 4.0 license at link.springer.com.

The Multiplayer Classroom: Designing Coursework as a Game

by Lee Sheldon

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

The Multiplayer Classroom: Game Plans

by Lee Sheldon

The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.

The Multisensory Driver: Implications for Ergonomic Car Interface Design (Human Factors in Road and Rail Transport)

by Charles Spence Cristy Ho

Driver inattention has been identified as one of the leading causes for car accidents. The problem of distraction while driving is likely to worsen, partly due to increasingly complex in-car technologies. However, intelligent transport systems are being developed to assist drivers and to ensure a safe road environment. One approach to the design of ergonomic automobile systems is to integrate our understanding of the human information processing systems into the design process. This book aims to further the design of ergonomic multisensory interfaces using research from the fast-growing field of cognitive neuroscience. It focuses on two aspects of driver information-processing in particular: multisensory interactions and the spatial distribution of attention in driving. The Multisensory Driver provides interface design guidelines together with a detailed review of current cognitive neuroscience and behavioural research in multisensory human perception, which will help the development of ergonomic interfaces. The discussion on spatial attention is particularly relevant for car interface designers, but it will also appeal to cognitive psychologists interested in spatial attention and the applications of these theoretical research findings. Giving a detailed description of a cohesive series of psychophysical experiments on multisensory warning signals, conducted in both laboratory and simulator settings, this book provides an approach for those in the engineering discipline who wish to test their systems with human observers.

The Muse in the Machine

by David Gelernter

The author, one of the leaders in artificial intelligence research, begins with the question: can we introduce emotion into the computer? In providing an answer, he not only points to a future revolution in computers but changes views about the human mind. He shows that emotions are more important than logic in determining the form and content of much of daily human thoughts. Analyzing recent psychological research and ancient literary texts, he makes a case for the similarity in the thinking of children and that of ancient peoples, in that they rely heavily on metaphor. He believes this way of thought is richer and more valuable than has been assumed and can lead to the creation of revolutionary new artificial intelligence systems. Annotation c. by Book News, Inc. , Portland, Or.

The Muse of Coding: Computer Programming as Art

by Richard Garfinkle

This book gives students and experienced programmers a way to see coding as an art and themselves as artists whose personal views, experiences, and ways of thinking can make their programs better for themselves and their users.This book shows in a good-humored and sympathetic way how the artistic and practical sides of programming are the same, delving into the methods of coding, the history of art, and the ways in which artists and audiences interact and benefit each other.Not confined to a single language or style of coding, this book provides a widely applicable framework for people to learn what languages and styles work best for them at present and as the field evolves. It can be used as a classroom text or for personal study and enrichment.

The Music Producer's Creative Guide to Ableton Live 11: Level up your music recording, arranging, editing, and mixing skills and workflow techniques

by Anna Lakatos Ski Oakenfull

Expert guidance on enhancing your live music production skills with MIDI, audio sequencing and arrangement techniques, automation, modulation, MPE, and external instruments from an Ableton Certified TrainerKey FeaturesMake the most of Ableton Live 11 tools and processes to create, record and edit your own musicEngage with non-linear workflow for both music production and live performanceUnveil the best solutions to common pitfalls and mistakes committed by Ableton Live usersPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionThe Music Producer's Guide to Ableton Live will help you sharpen your production skills and gain a deeper understanding of the Live workflow. If you are a music maker working with other digital audios workstations (DAWs) or experienced in Ableton Live, perhaps earlier versions, you'll be able to put your newfound knowledge to use right away with this book.You'll start with some basic features and workflows that are more suitable for producers from another DAW looking to transfer their skills to Ableton Live 11.2. As you explore the Live concept, you'll learn to create expressive music using Groove and MIDI effects and demystify Live 11's new workflow improvements, such as Note Chance and Velocity Randomization. The book then introduces the Scale Mode, MIDI Transform tools, and other key features that can make composition and coming up with melodic elements easier than ever before. It will also guide you in implementing Live 11's new and updated effects into your current workflow.By the end of this Ableton Live book, you'll be able to implement advanced production and workflow techniques and amplify live performance capabilities with what the Live 11 workflow has to offer.What you will learnUnderstand the concept of Live, the workflow of recording and editing audio and MIDI, and warpingUse Groove, MIDI effects, and Live 11's new workflow enhancements to create innovative musicUse audio to MIDI conversion tools to translate and generate ideas quicklyEmploy Live's automation and modulation capabilities and project organization techniques to speed up your workflowUtilize MIDI Polyphonic Expression to create evolving sounds and texturesAdopt advanced techniques for production and discover the capabilities of live performanceWho this book is forIf you are a music producer, enthusiast, or hobbyist with a basic understanding of using Ableton Live for simple projects, this Ableton Live 11 book will help you improve your skills to employ the best features and techniques in your projects. This book is also for producers familiar with other DAWs looking to leverage their transferable skills to learn Ableton Live.

The Music Producer's Guide to Social Media Content: The Science, Business, and Art of Building a Musical Career

by Sam McGuire

The Music Producer's Guide to Social Media Content offers essential insights into the role of audio in content creation for social media platforms. It provides advice on succeeding in the music industry through the successful adoption of social media practices, and on creating high-quality content as a vehicle of career growth.Introducing both industry-standard tools, including DAWs, plug-ins and hardware, and an array of advanced techniques—such as consideration of immersive and spatial audio as well as live-streaming systems—the book equips readers to create audio for uploaded and streamed media. With a focus on maximizing quality, the book explores destinations and distribution with contemporary case studies, while focusing on principles that can be transferred to new technologies as they are released. Throughout, readers gain an understanding of the technology behind media creation, methods of using social media platforms to expand career opportunities, and the process of monetizing content.This is an invaluable companion for both novice and experienced music producers who are seeking to promote their work on social media, as well as those looking to master the art of creating audio content for social media.

The MySQL Workshop: A practical guide to working with data and managing databases with MySQL

by Thomas Pettit Scott Cosentino

Learning MySQL just got a whole lot easier, thanks to this hands-on workshop, complete with simple explanations, engaging examples, and realistic exercises that focus on helping you to build and maintain databases effectivelyKey FeaturesLearn how to set up and maintain a MySQL databaseRun SQL queries to create, retrieve, and manipulate dataUse MySQL effectively with common business applications such as Excel and MS AccessBook DescriptionDo you want to learn how to create and maintain databases effectively? Are you looking for simple answers to basic MySQL questions as well as straightforward examples that you can use at work? If so, this workshop is the right choice for you.Designed to build your confidence through hands-on practice, this book uses a simple approach that focuses on the practical, so you can get straight down to business without having to wade through pages and pages of dull, dry theory.As you work through bite-sized exercises and activities, you'll learn how to use different MySQL tools to create a database and manage the data within it. You'll see how to transfer data between a MySQL database and other sources, and use real-world datasets to gain valuable experience of manipulating and gaining insights from data. As you progress, you'll discover how to protect your database by managing user permissions and performing logical backups and restores.If you've already tried to teach yourself SQL, but haven't been able to make the leap from understanding simple queries to working on live projects with a real database management system, The MySQL Workshop will get you on the right track.By the end of this MySQL book, you'll have the knowledge, skills, and confidence to advance your career and tackle your own ambitious projects with MySQL.What you will learnUnderstand the concepts of relational databases and document storesUse SQL queries, stored procedures, views, functions, and transactionsConnect to and manipulate data using MS Access, MS Excel, and Visual Basic for Applications (VBA)Read and write data in the CSV or JSON format using MySQLManage data while running MySQL Shell in JavaScript modeUse X DevAPI to access a NoSQL interface for MySQLManage user roles, credentials, and privileges to keep data securePerform a logical database backup with mysqldump and mysqlpumpWho this book is forThis book is for anyone who wants to learn how to use MySQL in a productive, efficient way. If you're totally new to MySQL, it'll help you get started or if you've used MySQL before, it'll fill in any gaps, consolidate key concepts, and offer valuable hands-on practice. Prior knowledge of simple SQL or basic programming techniques will help you in quickly grasping the concepts covered, but is not necessary.

The Mysterious Affair at Olivetti: IBM, the CIA, and the Cold War Conspiracy to Shut Down Production of the World's First Desktop Computer

by Meryle Secrest

The never-before-told true account of the design and development of the first desktop computer by the world's most famous high-styled typewriter company, more than a decade before the arrival of the Osborne 1, the Apple 1, the first Intel microprocessor, and IBM's PC5150.The human, business, design, engineering, cold war, and tech story of how the Olivetti company came to be, how it survived two world wars and brought a ravaged Italy back to life, how after it mastered the typewriter business with the famous "Olivetti touch," it entered the new, fierce electronics race; how its first desktop compter, the P101, came to be; how, within eighteen months, it had caught up with, and surpassed, IBM, the American giant that by then had become an arm of the American government, developing advanced weapon systems; Olivetti putting its own mainframe computer on the market with its desktop prototype, selling 40,000 units, including to NASA for its lunar landings. How Olivetti made inroads into the US market by taking control of Underwood of Hartford CT as an assembly plant for Olivetti's own typewriters and future miniaturized personal computers; how a week after Olivetti purchased Underwood, the US government filed an antitrust suit to try to stop it; how Adriano Olivetti, the legendary idealist, socialist, visionary, heir to the company founded by his father, built the company into a fantastical dynasty--factories, offices, satellite buildings spread over more than fifty acres--while on a train headed for Switzerland in 1960 for supposed meetings and then to Hartford, never arrived, dying suddenly of a heart attack at fifty-eight . . . how eighteen months later, his brilliant young engineer, who had assembled Olivetti's superb team of electronic engineers, was killed, as well, in a suspicious car crash, and how the Olivetti company and the P101 came to its insidious and shocking end.

The Mystery of the Griefer's Mark: An Unofficial Minecrafters Adventure (An Unofficial Gamer's Adventure)

by Winter Morgan

For every boy and girl who loves Minecraft, a brand-new illustrated edition of the bestselling novel by author Winter Morgan with 75 full-color illustrations. Steve is back and ready for more adventures! But this time the excitement lands closer to home. While walking home from the village, Steve is surprised to hear a loud BOOM! When he returns home, he finds his wheat farm destroyed and a huge crater where the wheat once grew. And his diamond sword is missing! Steve believes it&’s the act of a griefer with a lot of TNT. Devastated, Steve wants to rebuild and find his sword, but with his wheat destroyed, he must call on old friends to help him. All together again, Lucy, Max, and Henry tell harrowing stories of their treasure hunts and conquests, and Steve discusses his strategy for rebuilding. They all go to sleep, excited to begin their plans; but when they wake up, Henry is missing! Looking for Henry in the village, two of Steve&’s neighbors, Kyra and Adam, have been targeted as well: Kyra&’s barn was flooded with lava, and Adam&’s friend Thomas is missing too! Who is the griefer terrorizing Steve and the villagers? And how will Steve find the resources to rebuild his prosperous farm? With suspicion circulating and no answers to be found, Steve finds himself wrongly suspected of these crimes—and so he must discover who the mischievous griefer is before something even worse happens.

The Myth of Artificial Intelligence: Why Computers Can't Think the Way We Do

by Erik J. Larson

“Artificial intelligence has always inspired outlandish visions—that AI is going to destroy us, save us, or at the very least radically transform us. Erik Larson exposes the vast gap between the actual science underlying AI and the dramatic claims being made for it. This is a timely, important, and even essential book.” —John Horgan, author of The End of Science Many futurists insist that AI will soon achieve human levels of intelligence. From there, it will quickly eclipse the most gifted human mind. The Myth of Artificial Intelligence argues that such claims are just that: myths. We are not on the path to developing truly intelligent machines. We don’t even know where that path might be. Erik Larson charts a journey through the landscape of AI, from Alan Turing’s early work to today’s dominant models of machine learning. Since the beginning, AI researchers and enthusiasts have equated the reasoning approaches of AI with those of human intelligence. But this is a profound mistake. Even cutting-edge AI looks nothing like human intelligence. Modern AI is based on inductive reasoning: computers make statistical correlations to determine which answer is likely to be right, allowing software to, say, detect a particular face in an image. But human reasoning is entirely different. Humans do not correlate data sets; we make conjectures sensitive to context—the best guess, given our observations and what we already know about the world. We haven’t a clue how to program this kind of reasoning, known as abduction. Yet it is the heart of common sense. Larson argues that all this AI hype is bad science and bad for science. A culture of invention thrives on exploring unknowns, not overselling existing methods. Inductive AI will continue to improve at narrow tasks, but if we are to make real progress, we must abandon futuristic talk and learn to better appreciate the only true intelligence we know—our own.

The Myth of Digital Democracy

by Matthew Hindman

Is the Internet democratizing American politics? Do political Web sites and blogs mobilize inactive citizens and make the public sphere more inclusive? The Myth of Digital Democracy reveals that, contrary to popular belief, the Internet has done little to broaden political discourse but in fact empowers a small set of elites--some new, but most familiar. Matthew Hindman argues that, though hundreds of thousands of Americans blog about politics, blogs receive only a miniscule portion of Web traffic, and most blog readership goes to a handful of mainstream, highly educated professionals. He shows how, despite the wealth of independent Web sites, online news audiences are concentrated on the top twenty outlets, and online organizing and fund-raising are dominated by a few powerful interest groups. Hindman tracks nearly three million Web pages, analyzing how their links are structured, how citizens search for political content, and how leading search engines like Google and Yahoo! funnel traffic to popular outlets. He finds that while the Internet has increased some forms of political participation and transformed the way interest groups and candidates organize, mobilize, and raise funds, elites still strongly shape how political material on the Web is presented and accessed. The Myth of Digital Democracy. debunks popular notions about political discourse in the digital age, revealing how the Internet has neither diminished the audience share of corporate media nor given greater voice to ordinary citizens.

The Mythical Man-Month Essays on Software Engineering Anniversary Edition

by Frederick P. Brooks

Few books on software project management have been as influential and timeless as The Mythical Man-Month. With a blend of software engineering facts and thought-provoking opinions, Fred Brooks offers insight for anyone managing complex projects. These essays draw from his experience as project manager for the IBM System/360 computer family and then for OS/360, its massive software system. Now, 20 years after the initial publication of his book, Brooks has revisited his original ideas and added new thoughts and advice, both for readers already familiar with his work and for readers discovering it for the first time. The added chapters contain (1) a crisp condensation of all the propositions asserted in the original book, including Brooks' central argument in The Mythical Man-Month: that large programming projects suffer management problems different from small ones due to the division of labor that the conceptual integrity of the product is therefore critical; and that it is difficult but possible to achieve this unity; (2) Brooks' view of these propositions a generation later; (3) a reprint of his classic 1986 paper "No Silver Bullet"; and (4) today's thoughts on the 1986 assertion, "There will be no silver bullet within ten years. "

The Myths of Innovation

by Scott Berkun

How do we know if a hot new technology will succeed or fail? Most of us, even experts, get it wrong all the time. We depend more than we realize on wishful thinking and romanticized ideas of history. In the new paperback edition of this fascinating book, a book that has appeared on MSNBC, CNBC, Slashdot.org, Lifehacker.com and in The New York Times, bestselling author Scott Berkun pulls the best lessons from the history of innovation, including the recent software and web age, to reveal powerful and suprising truths about how ideas become successful innovations -- truths people can easily apply to the challenges of today. Through his entertaining and insightful explanations of the inherent patterns in how Einstein’s discovered E=mc2 or Tim Berner Lee’s developed the idea of the world wide web, you will see how to develop existing knowledge into new innovations.Each entertaining chapter centers on breaking apart a powerful myth, popular in the business world despite it's lack of substance. Through Berkun's extensive research into the truth about innovations in technology, business and science, you’ll learn lessons from the expensive failures and dramatic successes of innovations past, and understand how innovators achieved what they did -- and what you need to do to be an innovator yourself. You'll discover:Why problems are more important than solutionsHow the good innovation is the enemy of the greatWhy children are more creative than your co-workersWhy epiphanies and breakthroughs always take timeHow all stories of innovations are distorted by the history effectHow to overcome people’s resistance to new ideasWhy the best idea doesn’t often winThe paperback edition includes four new chapters, focused on appling the lessons from the original book, and helping you develop your skills in creative thinking, pitching ideas, and staying motivated."For centuries before Google, MIT, and IDEO, modern hotbeds of innovation, we struggled to explain any kind of creation, from the universe itself to the multitudes of ideas around us. While we can make atomic bombs, and dry-clean silk ties, we still don’t have satisfying answers for simple questions like: Where do songs come from? Are there an infinite variety of possible kinds of cheese? How did Shakespeare and Stephen King invent so much, while we’re satisfied watching sitcom reruns? Our popular answers have been unconvincing, enabling misleading, fantasy-laden myths to grow strong."-- Scott Berkun, from the text"Berkun sets us free to change the world."-- Guy Kawasaki, author of Art of the StartScott was a manager at Microsoft from 1994-2003, on projects including v1-5 (not 6) of Internet Explorer. He is the author of three bestselling books, Making Things Happen, The Myths of Innovation and Confessions of a Public Speaker. He works full time as a writer and speaker, and his work has appeared in The New York Times, Forbes magazine, The Economist, The Washington Post, Wired magazine, National Public Radio and other media. He regularly contributes to Harvard Business Review and Bloomberg Businessweek, has taught creative thinking at the University of Washington, and has appeared as an innovation and management expert on MSNBC and on CNBC. He writes frequently on innovation and creative thinking at his blog: scottberkun.com and tweets at @berkun.

The Myths of Security: What the Computer Security Industry Doesn't Want You to Know

by John Viega

If you think computer security has improved in recent years, The Myths of Security will shake you out of your complacency. Longtime security professional John Viega, formerly Chief Security Architect at McAfee, reports on the sorry state of the industry, and offers concrete suggestions for professionals and individuals confronting the issue. Why is security so bad? With many more people online than just a few years ago, there are more attackers -- and they're truly motivated. Attacks are sophisticated, subtle, and harder to detect than ever. But, as Viega notes, few people take the time to understand the situation and protect themselves accordingly. This book tells you:Why it's easier for bad guys to "own" your computer than you thinkWhy anti-virus software doesn't work well -- and one simple way to fix itWhether Apple OS X is more secure than WindowsWhat Windows needs to do betterHow to make strong authentication pervasiveWhy patch management is so badWhether there's anything you can do about identity theftFive easy steps for fixing application security, and moreProvocative, insightful, and always controversial, The Myths of Security not only addresses IT professionals who deal with security issues, but also speaks to Mac and PC users who spend time online.

The N64 Encyclopedia: Every Game Released for the Nintendo 64

by Chris Scullion

This comprehensive guide to the iconic Nintendo 64 game consol covers every game produced for the system.Although the Nintendo 64 struggled in the shadow of the bold and shiny Sony PlayStation, it was beloved by nearly everyone who owned one. Despite its relatively small library, the N64 had a number of groundbreaking titles, such as Super Mario 64, GoldenEye 007, Mario Kart 64 and The Legend of Zelda: Ocarina of Time. Each of these revolutionized the way we play and remain the stuff of legend for fans. The N64 Encyclopedia covers these major gaming touchstones, along with every other game released for the system, no matter how obscure. It also includes every game released in Japan, even those intended for the ill-fated Nintendo 64DD add-on which never left the country. With over four hundred games covered, screenshots for every title and a light-hearted writing style designed to make reading it a fun experience, The N64 Encyclopedia is the definitive guide to a revolutionary gaming system.

The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System

by Chris Scullion

A comprehensive, colorful guide to every game ever released on the classic Nintendo Entertainment System. One of the most iconic video game systems, the NES is credited with saving the American video games industry in the early 1980s. The NES Encyclopedia is the first ever complete reference guide to every game released on the Nintendo Entertainment System, Nintendo&’s first industry-defining video game system. As well as covering all 714 officially licensed NES games, the book also includes more than 160 unlicensed games released during its lifespan, giving for the first time a definitive history of this important console's full library. Written by a retro gaming expert with 30 years of gaming experience and a penchant for bad jokes, TheNES Encyclopedia promises to be both informative and entertaining. The NES continues to enjoy a strong cult following among Nintendo fans and gamers in general with wide varieties of officially licensed merchandise proving ever popular. Nintendo&’s most recent console, the Switch, is the fastest selling video game console of all time in the United States and Japan. Nintendo launched a variety of classic NES games for download on the system, meaning a new audience of gamers is due to discover the NES for the first time if they have not already. Praise for The NES Encyclopedia &“As a catalog of all 876 NES games, this work is unique in its breadth of coverage and will be of great interest to old-school video gamers and collectors.&” —Booklist &“A definitive resource that is more than worthy of the title &‘Encyclopedia.&’ &” —Nintendo World Report

The NFT Handbook: How to Create, Sell and Buy Non-Fungible Tokens

by Matt Fortnow QuHarrison Terry

The NFT Handbook is a detailed guide on how to create, sell and buy non-fungible tokens without the need for a technical background. Learn exactly what NFTs are, how they evolved, and why they have value.We’ll delve into the different types and aspects of NFTs and discuss the different NFT marketplaces and the pros and cons of each. Create Your Own NFTs: Step by step instructions on all aspects of NFT creation, including what types of content to use, where to source content, adding artistic design, writing the NFT’s description, adding optional unlockable content and setting an optional ongoing royalty. Mint Your NFTs: You’ll learn the process of how to get your NFTs on the blockchain. Sell Your NFTs: We’ll go through the whole process including creating a collection, and the different options such as setting a price or starting an auction. Buy NFTs: What you’ll need to bid on and purchase NFTs, and how to avoid getting scammed. You’ll also get a primer on blockchain, particularly the Ethereum cryptocurrency and “gas” fees. You’ll also be shown step by step how to create, secure and fund your own cryptocurrency wallet, where you’ll store your NFTs and cryptocurrency. Whether you’re experienced with the blockchain and crypto or a complete noob (beginner), The NFT Handbook will guide you in the process of creating, minting, selling and buying NFTs.

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