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Unlocking Financial Data: A Practical Guide to Technology for Equity and Fixed Income Analysts

by Justin Pauley

Investors recognize that technology is a powerful tool for obtaining and interpreting financial data that could give them the one thing everyone on Wall Street wants: an edge. Yet, many don’t realize that you don’t need to be a programmer to access behind-the-scenes financial information from Bloomberg, IHS Markit, or other systems found at most banks and investment firms.This practical guide teaches analysts a useful subset of Excel skills that will enable them to access and interpret financial information—without any prior programming experience. This book will show analysts, step-by-step, how to quickly produce professional reports that combine their views with Bloomberg or Markit data including historical financials, comparative analysis, and relative value. For portfolio managers, this book demonstrates how to create professional summary reports that contain a high-level view of a portfolio’s performance, growth, risk-adjusted return, and composition. If you are a programmer, this book also contains a parallel path that covers the same topics using C#.Topics include:Access additional data that isn’t visible on Bloomberg screensCreate tables containing corporate data that makes it possible to compare multiple companies, bonds, or loans side-by- sideBuild one-page analytic (“Tear Sheet”) reports for individual companies that incorporates important financials, custom notes, relative value comparison of the company to its peers, and price trends with research analyst targetsBuild two-page portfolio summary report that contains a high-level view of the portfolio’s performance, growth, risk-adjusted return, and compositionExplore daily prices and facility information for most of the tradable corporate bond and loan marketDetermine the relationship between two securities (or index) using correlation and regressionCompare each security’s performance to a cohort made of up of securities with similar risk and return characteristicsMeasure portfolio risk-adjusted return by calculating variance, standard deviation, and Sharpe ratioUse Markit data to identify meaningful trends in prices, new issue spreads, and refinancings

Unofficial Ancestry.com Workbook: A How-To Manual for Tracing Your Family Tree on the #1 Genealogy Website

by Nancy Hendrickson

A How-To Manual for Tracing Your Family Tree on the #1 Genealogy Website

The Unofficial Minecrafters Master Builder Workshop

by Megan Miller

The Unofficial Minecrafters Master Builder Workshop is the fun and easy starting guide to making your own Minecraft builds! Helping you learn how to make all the cool builds you’ve seen online, this book comes packed with hundreds of step-by-step photos and instructions to make tinkering in your master building workshop simple! Find out all you need to know about tools, strategies, mining, and mobs to get you started on your Minecraft gaming adventure. Perfect for beginner to advanced Minecrafters who want to learn more! Includes hundreds of full-color photos to show every step of the way! Gets you thinking while building a world of fun! Break free from the standard designs and become the master builder you’ve always wanted to be with The Unofficial Minecrafters Master Builder Workshop!

Unplugged

by Steve Antony

From the creator of the bestselling Mr. Panda series comes an amusing picture book about the fun you can have when you unplug.Meet Blip. Blip loves being plugged into her computer. When a blackout occurs, Blip trips over her wire and tumbles outside. Suddenly, Blip's gray world is filled with color and excitement. She plays with her new friends and has adventures all day long. When Blip finally returns home, she realizes that the world can be even brighter once you unplug.

Unsere digitale Zukunft

by Carsten Könneker

Droht die ferngesteuerte Gesellschaft?Dieses Buch greift das weithin diskutierte, zum Jahreswechsel 2015/16 veröffentlichte „Digital-Manifest“ auf und führt die Debatte entlang vielfältiger Themenlinien weiter. Es geht hierbei um nicht weniger als unsere – digitale – Zukunft: Welche Chancen eröffnen künstliche Intelligenz und digitale Technologien, welche Risiken und ethische Herausforderungen bergen sie? Wie schützen wir unsere Daten und die Privatsphäre? Wie sichern wir individuelle Freiheit und Demokratie vor Gefahren der digitalen Verhaltenssteuerung? Wie sollen selbstfahrende Autos, Roboter und autonome Agenten unser Leben prägen? Als Gesellschaft und als Individuen müssen wir uns mit verschiedenen Projektionen in die Zukunft auseinandersetzen. Dabei sollten wir die Einschätzungen führender Experten in der Zusammenschau vernehmen und diskutieren. Den kritischen Dialog zu beflügeln, ist das Ziel dieses Sammelbands mit den wichtigsten Beiträgen namhafter Wissenschaftler aus Spektrum der Wissenschaft, Spektrum – Die Woche und Spektrum.de.

Unstructured Data Analytics: How to Improve Customer Acquisition, Customer Retention, and Fraud Detection and Prevention

by Jean Paul Isson

Turn unstructured data into valuable business insight Unstructured Data Analytics provides an accessible, non-technical introduction to the analysis of unstructured data. Written by global experts in the analytics space, this book presents unstructured data analysis (UDA) concepts in a practical way, highlighting the broad scope of applications across industries, companies, and business functions. The discussion covers key aspects of UDA implementation, beginning with an explanation of the data and the information it provides, then moving into a holistic framework for implementation. Case studies show how real-world companies are leveraging UDA in security and customer management, and provide clear examples of both traditional business applications and newer, more innovative practices. Roughly 80 percent of today's data is unstructured in the form of emails, chats, social media, audio, and video. These data assets contain a wealth of valuable information that can be used to great advantage, but accessing that data in a meaningful way remains a challenge for many companies. This book provides the baseline knowledge and the practical understanding companies need to put this data to work. Supported by research with several industry leaders and packed with frontline stories from leading organizations such as Google, Amazon, Spotify, LinkedIn, Pfizer Manulife, AXA, Monster Worldwide, Under Armour, the Houston Rockets, DELL, IBM, and SAS Institute, this book provide a framework for building and implementing a successful UDA center of excellence. You will learn: How to increase Customer Acquisition and Customer Retention with UDA The Power of UDA for Fraud Detection and Prevention The Power of UDA in Human Capital Management & Human Resource The Power of UDA in Health Care and Medical Research The Power of UDA in National Security The Power of UDA in Legal Services The Power of UDA for product development The Power of UDA in Sports The future of UDA From small businesses to large multinational organizations, unstructured data provides the opportunity to gain consumer information straight from the source. Data is only as valuable as it is useful, and a robust, effective UDA strategy is the first step toward gaining the full advantage. Unstructured Data Analytics lays this space open for examination, and provides a solid framework for beginning meaningful analysis.

Unternehmens-IT für die Digitalisierung 4.0

by Herbert Weber Johannes Viehmann

Mit dem Praxisbuch bereiten die Autoren Orientierungswissen für die Modernisierung der Informations- und Kommunikations-Infrastrukturen für die Unternehmens-IT der Zukunft auf. Dazu werden die verfügbaren, schon praxisreifen neuen Technologien und deren Nutzung in ihren jeweiligen Anwendungen, aber auch Ergebnisse der Forschung und der Stand der Forschung erläutert sowie Leitfäden zur digitalen Transformation angeboten.

Usability von Produkten und Anleitungen im digitalen Zeitalter: Handbuch für Entwickler, IT-Spezialisten und technische Redakteure

by Gertrud Grünwied

Technische Produkte können nur erfolgreich sein, wenn die Gebrauchstauglichkeit, die Usability, frühzeitig im Entwicklungsprozess geplant und in allen Produktphasen verankert wird. Dies betrifft smarte Geräte, Softwareprodukte, Webanwendungen und Apps genauso wie komplexe und umfangreich dokumentierte Maschinen, Fahrzeuge und Systeme. In ihrem Buch vermittelt Gertrud Grünwied eine ganzheitliche Sicht auf intuitiv bedienbare Produkte und deren Anleitungen. Sie bietet das relevante Know-how zu User-Centered Design und eine Übersicht zur Auswahl von Usability-Methoden. Usability-Maßnahmen beschreibt sie schrittweise von der Planung, der Durchführung und Auswertung bis zur Optimierung von Produkt und Anleitung. Der Praxisteil präsentiert Fallstudien für Anleitungen mit und ohne Produkt sowie für eine Dienste-App im Internet, außerdem eine Betrachtung zu Kosten, Nutzen und Implementierungszeitpunkt von Usability-Methoden. Die dargestellten Usability-Maßnahmen erstrecken sich nicht nur auf das technische Produkt selbst, sondern auch auf die Nutzungssituation und die smarte Benutzerinformation, zum Beispiel das Nachschlagen in der Bedienungsanleitung zur Fehlerbehebung, Dokumentations-Apps zum Kennenlernen von Systemfunktionen oder das Üben und Lernen anhand einer Produktsimulation per Video-Tutorial oder Animation. Damit richtet sich das Buch an alle Mitarbeiter produzierender Unternehmen und ihrer Dienstleister, die an Usability-Aspekten beteiligt sind - Produktmanager, Entwickler, IT-Spezialisten, Designer, Technische Redakteure und Mitarbeiter in Schulung und Service, aber auch an Studierende der Informatik und Ingenieurwissenschaften einschließlich Technischer Redaktion und Kommunikation. Inhalt: Anforderungen an Usability von Produkten und Anleitungen "4.0" - Prozesse und Planung - Nutzer- und Nutzungsforschung - Gestaltung - Evaluation - Anwenden der Methoden und ihre Wirtschaftlichkeit - Fallstudien - Software-Tools und Normen

The Use Case and Smart Grid Architecture Model Approach

by Marion Gottschalk Mathias Uslar Christina Delfs

This book introduces readers to the fundamentals of the IEC 62559 Use Case Methodology, explains how it is related to the Smart Grid Architecture Model (SGAM), and details how a holistic view for both architecture and requirements engineering can be achieved. It describes a standardized and holistic approach to requirements engineering for smart grid projects based on work conducted in the context of the EU M/490 standardization mandate. Over the last years, this method has been established in Europe as the basic building block of requirements engineering in the utilities sector. The authors present a canonical, structured approach that users can apply to the Use Case Methodology and the SGAM, as well as open tools for this purpose. The application in various domains outside the smart grid is also discussed, as it can be used for critical infrastructures or system-of-systems domains like Industrie 4. 0 and Ambient Assisted Living. Accordingly, the book also presents various architecture models for different fields of application, like EMAM, SCIAM, RAMI 4. 0, and MAF.

User Experience Mapping

by Peter W. Szabo

Understand your users, gain strategic insights, and make your product development more efficient with user experience mapping About This Book • Detailed guidance on the major types of User Experience Maps. • Learn to gain strategic insights and improve communication with stakeholders . • Get an idea on creating wireflows, mental model maps, ecosystem maps and solution maps Who This Book Is For This book is for Product Manager, Service Managers and Designers who are keen on learning the user experience mapping techniques. What You Will Learn • Create and understand all common user experience map types. • Use lab or remote user research to create maps and understand users better. • Design behavioral change and represent it visually. • Create 4D user experience maps, the “ultimate UX deliverable”. • Capture many levels of interaction in a holistic view. • Use experience mapping in an agile team, and learn how maps help in communicating within the team and with stakeholders. • Become more user focused and help your organisation become user-centric. In Detail Do you want to create better products and innovative solutions? User Experience Maps will help you understand users, gain strategic insights and improve communication with stakeholders. Maps can also champion user-centricity within the organisation. Two advanced mapping techniques will be revealed for the first time in print, the behavioural change map and the 4D UX map. You will also explore user story maps, task models and journey maps. You will create wireflows, mental model maps, ecosystem maps and solution maps. In this book, the author will show you how to use insights from real users to create and improve your maps and your product. The book describes each major User Experience map type in detail. Starting with simple techniques based on sticky notes moving to more complex map types. In each chapter, you will solve a real-world problem with a map. The book contains detailed, beginner level tutorials on creating maps using different software products, including Adobe Illustrator, Balsamiq Mockups, Axure RP or Microsoft Word. Even if you don't have access to any of those, each map type can also be drawn with pen and paper. Beyond creating maps, the book will also showcase communication techniques and workshop ideas. Although the book is not intended to be a comprehensive guide to modern user experience or product management, its novel ideas can help you create better solutions. You will also learn about the Kaizen-UX management framework, developed by the author, now used by many agencies and in-house UX teams in Europe and beyond. Buying this map will give you hundreds of hours worth of user experience knowledge, from one of the world's leading UX consultants. It will change your users' world for the better. If you are still not convinced, we have hidden some cat drawings in it, just in case. Style and approach An easy to understand guide, filled with real world use cases on how to plan, prioritize and visualize your project on customer experience

User Interface Design of Digital Textbooks

by Elena Aurel Railean

This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.

Uses of Technology in Upper Secondary Mathematics Education

by Stephen Hegedus Colette Laborde Corey Brady Sara Dalton Hans-Stefan Siller Michal Tabach Jana Trgalova Luis Moreno-Armella

This survey addresses the use of technology in upper secondary mathematics education from four points of view: theoretical analysis of epistemological and cognitive aspects of activity in new technology mediated learning environments, the changes brought by technology in the interactions between environment, students and teachers, the interrelations between mathematical activities and technology, skills and competencies that must be developed in teacher education. Research shows that the use of some technologies may deeply change the solving processes and contribute to impact the learning processes. The questions are which technologies to choose for which purposes, and how to integrate them, so as to maximize all students' agency. In particular the role of the teacher in classrooms and the content of teacher education programs are critical for taking full advantage of technology in teaching practice.

Using MIS

by David Kroenke Randall J. Boyle

Using MIS Tenth Edition

Using SVG with CSS3 and HTML5: Vector Graphics for Web Design

by Dudley Storey Kurt Cagle Amelia Bellamy-Royds

Using Scalable Vector Graphics (SVG) for illustrations only scratches the surface of this format’s potential on the web. With this practical guide, you’ll learn how to use SVG not only for illustrations but also as graphical documents that you can integrate into complex HTML5 web pages, and style with custom CSS. Web developers will discover ways to adapt designs by adding data based graphics, dynamic styles, interaction, or animation.Divided into five parts, this book includes:SVG on the web: Understand how SVG works with HTML, CSS, and JavaScript to define graphicsDrawing with markup: Learn the vector language of x and y coordinates that let SVG create basic and custom shapesPutting graphics in their place: Use the coordinate system to draw SVG shapes and text at different scales and positionsArtistic touches: Explore how color is used, how strokes are created and manipulated, and how graphical effects like filters, clipping, and masking are appliedSVG as an application: Make your graphic more accessible to humans and computers, and learn how to make it interactive or animated

UX Design for Mobile

by Pablo Perea Pau Giner

This book is for designers, developers and product managers interested in creating successful apps. Readers will be provided with a process to produce, test and improve designs based on best practices.

UX for the Web

by Marli Ritter Cara Winterbottom

Learn how UX and design thinking can make your site stand out from the rest of the internet. About This Book • Learn everything you need to know about UX for your Web Design. • Design B2B, B2C websites that stand out from the competitors with this guide • Enhance your business by improving customer accessibility and retention. Who This Book Is For If you're a designer, developer, or just someone who has the desire to create websites that are not only beautiful to look at but also easy to use and fully accessible to everyone, including people with special needs, UX for the Web will provide you with the basic building blocks to achieve just that. What You Will Learn • Discover the fundamentals of UX and the User-Centered Design (UCD) Process. • Learn how UX can enhance your brand and increase user retention • Learn how to create the golden thread between your product and the user • Use reliable UX methodologies to research and analyze data to create an effective UX strategy • Bring your UX strategy to life with wireframes and prototypes • Set measurable metrics and conduct user tests to improve digital products • Incorporate the Web Content Accessibility Guidelines (WCAG) to create accessible digital products In Detail If you want to create web apps that are not only beautiful to look at, but also easy to use and fully accessible to everyone, including people with special needs, this book will provide you with the basic building blocks to achieve just that. The book starts with the basics of UX, the relationship between Human-Centered Design (HCD), Human-Computer Interaction (HCI), and the User-Centered Design (UCD) Process; it gradually takes you through the best practices to create a web app that stands out from your competitors. You'll also learn how to create an emotional connection with the user to increase user interaction and client retention by different means of communication channels. We'll guide you through the steps in developing an effective UX strategy through user research and persona creation and how to bring that UX strategy to life with beautiful, yet functional designs that cater for complex features with micro interactions. Practical UX methodologies such as creating a solid Information Architecture (IA), wireframes, and prototypes will be discussed in detail. We'll also show you how to test your designs with representative users, and ensure that they are usable on different devices, browsers and assistive technologies. Lastly, we'll focus on making your web app fully accessible from a development and design perspective by taking you through the Web Content Accessibility Guidelines (WCAG). Style and Approach This is an easy-to-understand step-by-step guide with full of examples to that will help you in creating good UX for your web applications.

Valley of the Gods: A Silicon Valley Story

by Alexandra Wolfe

In a riveting, hilarious account, reporter Alexandra Wolfe exposes a world that is not flat but bubbling—the men and women of Silicon Valley, whose hubris and ambition are changing the world.Each year, young people from around the world go to Silicon Valley to hatch an idea, start a company, strike it rich, and become powerful and famous. In The Valley of the Gods, Wolfe follows three of these upstarts who have “stopped out” of college and real life to live and work in Silicon Valley in the hopes of becoming the next Mark Zuckerberg or Elon Musk. No one has yet documented the battle for the brightest kids, kids whose goals are no less than making billions of dollars—and the fight they wage in turn to make it there. They embody an American cultural transformation: A move away from the East Coast hierarchy of Ivy Leagues and country clubs toward the startup life and a new social order. Meet the billionaires who go to training clubs for thirty-minute “body slams” designed to fit in with the start-up schedule; attend parties where people devour peanut butter-and-jelly sushi rolls; and date and seduce in a romantic culture in which thick glasses, baggy jeans, and a t-shirt is the costume of any sex symbol (and where a jacket and tie symbolize mediocrity). Through Wolfe’s eyes, we discover how they date and marry, how they dress and live, how they plot and dream, and how they have created a business world and an economic order that has made us all devotees of them. A blistering, brilliant, and hysterical examination of this new ruling class, The Valley of the Gods presents tomorrow’s strange new normal where the only outward signs of tech success are laptops and ideas.

Value in a Digital World

by José Esteves Francisco J. López Lubián

An in-depth examination of the concept of value in a digital world, an analysis of a range of digital business models and a framework for assessing the value of digital businesses. Assessing the value of traditional business was easy. There are hard, well tested metrics and tangible, measurable assets you can literally kick the tyres of. But how do you measure the value of something that consists of little more than bits of information, brand awareness and a compelling idea? In the winner takes all digital world how do you know if this idea is one that will attract billions of dedicated users or a few thousand fleeting trialists? And, most importantly, how do you assess whether any given business model is robust enough to make billions or flawed in a way that will lose millions? Lopez Lubian and Esteves look at what economic value means in a digital world, and argue for a shift from traditional value metrics to digital value metrics. Through high profile case studies they examine the process of valuation in the digital world – examining the challenges of making objective judgments from subjective information and how to assess the value of data. Next they analyse in depth a number of different digital business models from the perspective of delivering value to investors, stakeholders and society at large. Finally they present a framework model for assessing value in digital business.

Vehicle Simulation: Perceptual Fidelity in the Design of Virtual Environments

by Alfred T. Lee

This book covers the problem of fidelity in the design of virtual environments with specific reference to the design of vehicle simulators. The default design goal has been on the physical replication of a given real-world environment and, in the case of vehicles, the specific appearance and function of vehicle components. This book discusses that perceptual, rather than physical, fidelity of a virtual environment, should be the design goal and the principal purpose is to produce human behavior. This book provides the rationale and design guidance to maximize perceptual fidelity in the development of virtual environments, and therefore maximize the costeffectiveness as well.

Vehicular Cyber Physical Systems

by Danda B. Rawat Chandra Bajracharya

This book provides probabilistic, deterministic and geolocation-aware approaches for adaptive connectivity, robust security and privacy-aware communications for vehicular cyber physical systems (CPS). It presents mathematical models and numerical results obtained from experiments and simulations, and a trade-off between connectivity, security and privacy for vehicular communications. Connectivity between vehicles is crucial for vehicular CPS. Intelligent vehicular CPS provides not only road safety and traffic efficiency by exchanging information among vehicles, but also offers infotainment services to passengers using a variety of wireless technologies to forward the traffic/trajectory information with Vehicle-to-Vehicle (V2V), vehicular ad hoc network (VANET), and Vehicle-to-Roadside-to-Vehicle (V2R2V) communications. The book covers how to ensure that the message received from other vehicles is secure and trustworthy, rather than malicious. Further, it reveals how to make sure that the privacy of participants is not revealed while validating the received message. Researchers and professionals working with vehicular networks, smart systems, cyber physical systems, and mobile privacy will find this book valuable.

Vehicular Social Networks

by Anna Maria Vegni; Valeria Loscrí; Athanasios V. Vasilakos

The book provides a comprehensive guide to vehicular social networks. The book focuses on a new class of mobile ad hoc networks that exploits social aspects applied to vehicular environments. Selected topics are related to social networking techniques, social-based routing techniques applied to vehicular networks, data dissemination in VSNs, architectures for VSNs, and novel trends and challenges in VSNs. It provides significant technical and practical insights in different aspects from a basic background on social networking, the inter-related technologies and applications to vehicular ad-hoc networks, the technical challenges, implementation and future trends.

Video Game Marketing: A student textbook

by Peter Zackariasson Mikolaj Dymek

The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

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.

The Virtual Mind: Designing the Logic to Approximate Human Thinking (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)

by Niklas Hageback

The Virtual Mind: Designing the Logic to Approximate Human Thinking, through an in-depth and multidisciplinary review, outlines and defines the underpinnings for modelling human thinking through approximating the mind. Whilst there are plenty of efforts underway trying to mimic the brain, its complexities have so far proven insurmountable. But replicating the abstract notion of the mind provides a viable and quicker route. Broadly, the mind consists of a conscious and an unconscious part with separate logic schemes and these absorbs reality in diverging chunks, with the former truncated through narratives and norms and the latter able to amass broader perceptions of reality. These are held together and controlled through a governing mechanism. With the replication and establishment of the mind’s mechanistic rules and dynamic constants, tested through a big data approach from public media, it allows for standardization and machine generated human thinking, a Virtual Mind.A virtual mind is able to cover a wide array of applications, in particular forecasting of human behavior and decision-making. In essence, the whole socioeconomic spectra can be captured, including politics, financial markets and consumer patterns. Another area of potential application would be to augment various game software and of course, it would be applicable for the man-machine connect.The book guides the reader on how to develop and produce a machine generated virtual mind in a step-by-step manner. It is a must for anyone with an interest in artificial intelligence, the design and construction of the next generation of computer logic and it provides an enhanced understanding of mankind’s greatest mystery, the workings of the mind. Niklas Hageback has extensive experience of risk modelling and financial analytics working at tier-one financial institutions and consulting firms, such as Deutsche Bank, KPMG, and Goldman Sachs, where he held regional executive risk management and oversight roles in both Europe and Asia.

Virtual Reality and Augmented Reality: 14th EuroVR International Conference, EuroVR 2017, Laval, France, December 12–14, 2017, Proceedings (Lecture Notes in Computer Science #10700)

by Jernej Barbic, Mirabelle D'Cruz, Marc Erich Latoschik, Mel Slater and Patrick Bourdot

This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017.The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

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