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Information Systems: A Manager's Guide to Harnessing Technology version 1.4

by John Gallaugher

Information Systems: A Manager’s Guide to Harnessing Technology V 1.4 is intended for use in undergraduate and/or graduate courses in Management Information Systems and Information Technology. Version 1.4 of John's book retains the same structure and theory of the earlier versions, but Version 1.4 updates key statistics and examples, and includes up-to-date case material, such as Pinterest and Facebook’s Instagram acquisition. Adopting version 1.4 guarantees your students will have the most current text on the market, drawing real and applicable lessons from material that will keep your class offerings current and accessible.

iPod: Das Missing Manual

by David Pogue J. D. Biersdorfer

Mit dem iPod und iTunes hat Apple die ganze Welt süchtig nach Musik, Bildern und Videos gemacht, die man einfach überall zur Verfügung hat. Aber was haben sie wieder vergessen mitzuliefern? Ein verständliches und lesefreundliches Handbuch zu Ihrem schicken kleinen Unterhaltungswunder. Zum Glück gibt es unser Missing Manual, ein Buch, das genauso so viel Spaß macht und genauso stylisch ist wie sein Thema. Alles was Sie wissen müssen: Volltanken, bitte: Laden Sie Musik, Filme und Fotos auf Ihren Nano, Classic, Touch oder Shuffle und erfahren Sie, wie Sie Ihre Schätze zum Leben erwecken. Ist es nicht schön zu teilen? Kopieren Sie Musik von einem Computer auf den anderen, versorgen Sie das ganze Haus mit Ihren Wiedergabelisten und bringen Sie Ihre Videos blitzschnell vom Nano auf YouTube. iTunes für Profis: Was wollen Sie wirklich synchronisieren? Wie wäre es mit einer blitzschnellen Wiedergabeliste über Genius Mix? Können Sie Stücke "ohne Titel" automatisch umbenennen? Bringen Sie Ihren iPod auf Touren: Stellen Sie auf dem iPod neue Wiedergabelisten zusammen, drehen Sie Filme auf Ihrem Nano und bestücken Sie Ihren Touch mit Sprachmemos. Bummeln Sie durch den neuen iTunes Store: Finden Sie sofort, was Sie suchen, und holen Sie sich mit iTunes LP die Liedtexte, Begleitinfos und vieles mehr dazu.

Relive: Media Art Histories

by Paul Thomas Sean Cubitt

In "Relive," leading historians of the media arts grapple with this dilemma: how can we speak of "new media" and at the same time write the histories of these arts? These scholars and practitioners redefine the nature of the field, focusing on the materials of history -- the materials through which the past is mediated. Drawing on the tools of media archaeology and the history and philosophy of media, they propose a new materialist media art history. The contributors consider the idea of history and the artwork's moment in time; the intersection of geography and history in regional practice, illustrated by examples from eastern Europe, Australia, and New Zealand; the contradictory scales of evolution, life cycles, and bodily rhythms in bio art; and the history of the future -- how the future has been imagined, planned for, and established as a vector throughout the history of new media arts. These essays, written from widely diverse critical perspectives, capture a dynamic field at a moment of productive ferment. ContributorsSusan Ballard, Brogan Bunt, Andr's Burbano, Jon Cates, John Conomos, Martin Constable, Sean Cubitt, Francesca Franco, Darko Fritz, Zhang Ga, Monika Gorska-Olesinska, Ross Harley, Jens Hauser, Stephen Jones, Douglas Kahn, Ryszard W. Kluszczynski, Caroline Seck Langill, Leon Marvell, Rudy Rucker, Edward A. Shanken, Stelarc, Adele Tan, Paul Thomas, Darren Tofts, Joanna Walewska

Shock Tubes: Proceedings of the Seventh International Shock Tube Symposium held at University of Toronto, Toronto, Canada 23-25 June 1969

by Irving Israel Glass

This volume contains the proceedings of a symposium held at the University of Toronto in June 1969. The symposium consisted of six sessions; each containing an invited paper, followed by six contributed papers reporting on recent, relevant research and development. The topics are: a review of research problems in basic shock tube flows and the possibilities for the shock tube in the future; driving techniques; explosive drivers; theoretical and experimental research in electromagnetic shock tubes; chemical kinetics and spectroscopy; and a review of shock tube diagnostics, instrumentation and fundamental data as well as the measurement of physical quantities.

Bruce Schneier on Trust Set

by Bruce Schneier

Save almost 25% on this two-book set from Bruce Schneier covering issues of social trust and securityThis set includes two books from security expert Bruce Schneier, Liars and Outliers: Enabling the Trust that Society Needs to Thrive and Carry On: Sounds Advice from Schneier on Security. In Liars and Outliers, Schneier covers the topic of trust in society and how issues of trust are critical to solving problems as diverse as corporate responsibility, global warming, and the political system. Insightful and entertaining, the weaves together ideas from across the social and biological sciences to explain how society induces trust and how trust facilitates and stabilizes society.Carry On features more than 140 articles by Schneier, including more than twenty unpublished articles, covering such security issues as crime and terrorism, human security, privacy and surveillance, the psychology of security, security and technology, travel and security, and more.A two-book set from a renowned author, technologist, and security expertCovers such current topics as the Internet as surveillance state, Chinese cyberattackes, privacy and social networking, aviation security, and moreIdeal for IT professionals, security and networking engineers, hackers, consultants, and technology vendorsTogether, these two books offer deep and practical insight into a wide range of security topics for professionals in technology fields, as well as anyone interested in the larger philosophical issues of security.

Das Buch zu E-Books

by Andy Artmann Florian Rudt

Sie fragen sich, ob E-Books etwas für Sie sind? Sie wollen einen E-Reader anschaffen? Sie möchten Ihr iPad oder Ihren Tablet PC zum Lesen nutzen? Sie fragen sich, wo Sie digitalen Lesestoff kaufen oder E-Books sogar kostenlos bekommen können? Sie möchten verstehen, was EPUBs von PDFs unterscheidet? Das Buch zu E-Books bietet einen Einstieg in die Welt der digitalen Bücher. Machen Sie sich ein Bild über die Vor- und Nachteile, die neuen Möglichkeiten und Einschränkungen des digitalen Lesens. Die Autoren -- seit vielen Jahren in der Welt der Bücher und inzwischen auch der E-Books zuhause -- unterstützen Sie mit praktischen Anleitungen und Tipps bei Ihren ersten Schritten. Sie beantworten zentrale Fragen wie: - Auf welchen Geräten kann ich E-Books lesen und was passt am besten zu meinen Bedürfnissen? - Welche gut sortieren E-Book-Shops gibt es und wo finde ich gemeinfreie E-Books, kostenlos und ganz legal? - Mit welchen Apps bzw. Programmen kann ich meine E-Books lesen und wie benutze ich sie? - Apple und Amazon gelten als geschlossene Welten - was muss ich beachten? - E-Books nicht kaufen, sondern ausleihen - wo und wie geht das? - EPUB oder PDF, Bücher mit und ohne DRM - was bedeutet das praktisch?

The Medium of the Video Game

by Mark J. P. Wolf

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term ""video game"" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

A Prehistory of the Cloud

by Tung-Hui Hu

We may imagine the digital cloud as placeless, mute, ethereal, and unmediated. Yet the reality of the cloud is embodied in thousands of massive data centers, any one of which can use as much electricity as a midsized town. Even all these data centers are only one small part of the cloud. Behind that cloud-shaped icon on our screens is a whole universe of technologies and cultural norms, all working to keep us from noticing their existence. In this book, Tung-Hui Hu examines the gap between the real and the virtual in our understanding of the cloud. Hu shows that the cloud grew out of such older networks as railroad tracks, sewer lines, and television circuits. He describes key moments in the prehistory of the cloud, from the game "Spacewar" as exemplar of time-sharing computers to Cold War bunkers that were later reused as data centers. Countering the popular perception of a new "cloudlike" political power that is dispersed and immaterial, Hu argues that the cloud grafts digital technologies onto older ways of exerting power over a population. But because we invest the cloud with cultural fantasies about security and participation, we fail to recognize its militarized origins and ideology. Moving between the materiality of the technology itself and its cultural rhetoric, Hu's account offers a set of new tools for rethinking the contemporary digital environment.

Beyond Choices

by Miguel Sicart

Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection.Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.

Weighting Evidence in Language and Literature

by Barron Brainerd

In recent years, there has been a tremendous development in the area of quantitative and statistical analysis of linguistic and literary data, generated, no doubt, by extensive advances in computer technology and their relatively easy availability to scholars. However, except for a few rather specialized examples, there has been no truly introductory text in statistics and quantitative analysis devoted to the needs of language scholars. This work was written especially to fill the gap. It introduces a mathematically naïve reader to those statistical tools which are applicable in modern quantitative text and language analysis, and does this in terms of simple examples dealing exclusively with language and literature. Exercises are included throughout.

Computer

by Martin Campbell-Kelly William Aspray Nathan Ensmenger Jeffrey R. Yost

Computer: A History of the Information Machine traces the history of the computer and shows how business and government were the first to explore its unlimited, information-processing potential. Old-fashioned entrepreneurship combined with scientific know-how inspired now famous computer engineers to create the technology that became IBM. Wartime needs drove the giant ENIAC, the first fully electronic computer. Later, the PC enabled modes of computing that liberated people from room-sized, mainframe computers. This third edition provides updated analysis on software and computer networking, including new material on the programming profession, social networking, and mobile computing. It expands its focus on the IT industry with fresh discussion on the rise of Google and Facebook as well as how powerful applications are changing the way we work, consume, learn, and socialize. Computer is an insightful look at the pace of technological advancement and the seamless way computers are integrated into the modern world. Through comprehensive history and accessible writing, Computer is perfect for courses on computer history, technology history, and information and society, as well as a range of courses in the fields of computer science, communications, sociology, and management.

Computer

by Martin Campbell-Kelly William Aspray Nathan Ensmenger Jeffrey R. Yost

Computer: A History of the Information Machine traces the history of the computer and shows how business and government were the first to explore its unlimited, information-processing potential. Old-fashioned entrepreneurship combined with scientific know-how inspired now famous computer engineers to create the technology that became IBM. Wartime needs drove the giant ENIAC, the first fully electronic computer. Later, the PC enabled modes of computing that liberated people from room-sized, mainframe computers.This third edition provides updated analysis on software and computer networking, including new material on the programming profession, social networking, and mobile computing. It expands its focus on the IT industry with fresh discussion on the rise of Google and Facebook as well as how powerful applications are changing the way we work, consume, learn, and socialize. Computer is an insightful look at the pace of technological advancement and the seamless way computers are integrated into the modern world. Through comprehensive history and accessible writing, Computer is perfect for courses on computer history, technology history, and information and society, as well as a range of courses in the fields of computer science, communications, sociology, and management.

Decision Support

by David Paradice Ramesh Sharda Daniel J. Power David Schuff Frada Burstein

This volume of Annals of Information Systems will acknowledge the twentieth anniversary of the founding of the International Society for Decision Support Systems (ISDSS) by documenting some of the current best practices in teaching and research and envisioning the next twenty years in the decision support systems field. The volume is intended to complement existing DSS literature by offering an outlet for thoughts and research particularly suited to the theme of describing the next twenty years in the area of decision support. Several subthemes are planned for the volume. One subtheme draws on the assessments of internationally known DSS researchers to evaluate where the field has been and what has been accomplished. A second subtheme of the volume will be describing the current best practices of DSS research and teaching efforts. A third subtheme will be an assessment by top DSS scholars on where the DSS discipline needs to focus in the future. The tone of this volume is one of enthusiasm for the potential contributions to come in the area of DSS; contributions that must incorporate an understanding of what has been accomplished in the past, build on the best practices of today, and be be integrated into future decision making practices. The primary questions raised by this volume are: What will information systems-based decision support entail in twenty years? What research is needed to realize the envisioned future of information systems-based decision support? How will the teaching of information systems-based decision support change over the next twenty years? What are the best practices of teaching in the decision support area that can be leveraged to best disseminate DSS knowledge advances to students and practitioners?

Social Movements and New Technology

by Victoria Carty

The emergence of new information communication technologies--such as the Internet and social media networking sites and platforms--has strongly affected social movement activism. In this compelling and timely book, Victoria Carty examines these movements and their uses of digital technologies within the context of social movement theory and history. With an accessible and unique mix of theory and real-world examples, Social Movements and New Technology takes readers on a tour through MoveOn and Tea Party e-mail campaigns, the hacktavist tactics of Anonymous, global online protests against rapists and rape culture, and the tweets and Facebook pages that accompanied uprisings across the Arab world, Europe, and the United States. In each case study, the reader is invited to examine the movement, organization or protest and their use of digital tools through the lens of social movement theory. Discussion questions at the end of each chapter invite critical thinking and further reflection and debate.

Social Movements and New Technology

by Victoria Carty

The emergence of new information communication technologies-such as the Internet and social media networking sites and platforms-has strongly affected social movement activism. In this compelling and timely book, Victoria Carty examines these movements and their uses of digital technologies within the context of social movement theory and history. With an accessible and unique mix of theory and real-world examples, Social Movements and New Technology takes readers on a tour through MoveOn and Tea Party e-mail campaigns, the hacktavist tactics of Anonymous, global online protests against rapists and rape culture, and the tweets and Facebook pages that accompanied uprisings across the Arab world, Europe, and the United States. In each case study, the reader is invited to examine the movement, organization or protest and their use of digital tools through the lens of social movement theory. Discussion questions at the end of each chapter invite critical thinking and further reflection and debate.

The Digital Rights Movement

by Hector Postigo

The movement against restrictive digital copyright protection arose largely in response to the excesses of the Digital Millennium Copyright Act (DMCA) of 1998. In The Digital Rights Movement, Hector Postigo shows that what began as an assertion of consumer rights to digital content has become something broader: a movement concerned not just with consumers and gadgets but with cultural ownership. Increasingly stringent laws and technological measures are more than incoveniences; they lock up access to our "cultural commons. " Postigo describes the legislative history of the DMCA and how policy "blind spots" produced a law at odds with existing and emerging consumer practices. Yet the DMCA established a political and legal rationale brought to bear on digital media, the Internet, and other new technologies. Drawing on social movement theory and science and technology studies, Postigo presents case studies of resistance to increased control over digital media, describing a host of tactics that range from hacking to lobbying. Postigo discusses the movement's new, user-centered conception of "fair use" that seeks to legitimize noncommercial personal and creative uses such as copying legitimately purchased content and remixing music and video tracks. He introduces the concept of technological resistance--when hackers and users design and deploy technologies that allows access to digital content despite technological protection mechanisms--as the flip side to the technological enforcement represented by digital copy protection and a crucial tactic for the movement.

Search Theory

by V. S. Subrahmanian Leszek Gąsieniec Steve Alpern Roy Lindelauf Robbert Fokkink

Search games and rendezvous problems have received growing attention in computer science within the past few years. Rendezvous problems emerge naturally, for instance, to optimize performance and convergence of mobile robots. This gives a new algorithmic point of view to the theory. Furthermore, modern topics such as the spreading of gossip or disease in social networks have lead to new challenging problems in search and rendezvous. Search Theory: A Game Theoretic Perspective introduces the first integrated approach to Search and Rendezvous from the perspectives of biologists, computer scientists and mathematicians. This contributed volume covers a wide range of topics including rendezvous problems and solutions, rendezvous on graphs, search games on biology, mobility in governed social networks, search and security, and more. Most chapters also include case studies or a survey, in addition to a chapter on the future direction of Search and Rendezvous research. This book targets researchers and practitioners working in computer science, mathematics and biology as a reference book. Advanced level students focused on these fields will also find this book valuable as a secondary text book or reference.

Code: The Hidden Language of Computer Hardware and Software

by Charles Petzold

What do flashlights, the British invasion, black cats, and seesaws have to do with computers? In CODE, they show us the ingenious ways we manipulate language and invent new means of communicating with each other. And through CODE, we see how this ingenuity and our very human compulsion to communicate have driven the technological innovations of the past two centuries. Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold weaves an illuminating narrative for anyone who's ever wondered about the secret inner life of computers and other smart machines. It's a cleverly illustrated and eminently comprehensible story--and along the way, you'll discover you've gained a real context for understanding today's world of PCs, digital media, and the Internet. No matter what your level of technical savvy, CODE will charm you--and perhaps even awaken the technophile within.

People Over Capital

by Rob Harrison

Capitalism is failing and ordinary people are forced to pay the price. With such deep-rooted problems there is real hunger for alternative ways of organizing our economic system. Answering the question, "Is there a co-operative alternative to capitalism?" this book showcases fourteen responses from economists, academics, co-operators, politicians, and campaigners, exploring both the success and untapped potential of co-operatives. Each essay approaches from a new direction-from the flourishing open source movement to cases of co-operative success in different parts of the world.Rob Harrison has written and commented widely on social change issues for more than twenty years.

Springer Handbook of Automation

by Shimon Y. Nof

This handbook incorporates new developments in automation. It also presents a widespread and well-structured conglomeration of new emerging application areas, such as medical systems and health, transportation, security and maintenance, service, construction and retail as well as production or logistics. The handbook is not only an ideal resource for automation experts but also for people new to this expanding field.

The More We Know

by Eric Klopfer Jason Haas

In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real world. But iCue was a failure: it never developed an audience and was canceled as if it were a sitcom with bad ratings. In The More We Know, Eric Klopfer and Jason Haas, both part of the MIT development team, describe the rise and fall of iCue and what it can teach us about new media, old media, education, and the challenges of innovating in educational media. Klopfer and Haas show that iCue was hampered by, among other things, an educational establishment focused on "teaching to the test," television producers uncomfortable with participatory media, and confusion about the market. But this is not just a cautionary tale; sometimes more can be learned from an interesting failure than a string of successes. Today's educational technology visionaries (iPads for everyone!) might keep this lesson in mind.

Now the Chips Are Down: The BBC Micro

by Alison Gazzard

In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended "to introduce interested adults to the world of computers and computing." The BBC accompanied this initiative with television programs, courses, books, and software -- an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled -- not only in programming and software creation, but also in accessing information across a range of media, and in "do-it-yourself" computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.

Principles of Digital Communication and Coding

by Jim K. Omura Andrew J. Viterbi

Written by two distinguished experts in the field of digital communications, this classic text remains a vital resource three decades after its initial publication. Its treatment is geared toward advanced students of communications theory and to designers of channels, links, terminals, modems, or networks used to transmit and receive digital messages.The three-part approach begins with the fundamentals of digital communication and block coding, including an analysis of block code ensemble performance. The second part introduces convolutional coding, exploring ensemble performance and sequential decoding. The final section addresses source coding and rate distortion theory, examining fundamental concepts for memoryless sources as well as precepts related to memory, Gaussian sources, and universal coding. Appendixes of useful information appear throughout the text, and each chapter concludes with a set of problems, the solutions to which are available online.

Barron's AP Computer Science A: (Seventh Edition)

by Roselyn Teukolsky

This updated manual presents computer science test takers with-- Three AP practice tests for the Level A course, including a diagnostic test Charts detailing the topics for each test question All test questions answered and explained A subject review covers static variables, the List interface, Integer. MAX_VALUE, and Integer. MIN_VALUE. The practice exams contain several new questions on two-dimensional arrays and reflect the new free-response style used on the 2012 AP exam. An optional book with CD-ROM presents two more model AP exams with answers, explanations, automatic scoring for multiple-choice questions, and a scoring chart. BONUS ONLINE PRACTICE TEST: Students who purchase this book or package will also get FREE access to one additional full-length online AP Computer Science A test with all questions answered and explained.

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