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How to Use Microsoft® Excel®

by Joseph M. Manzo

How to Use Microsoft® Excel® The Careers in Practice Series is an textbook appropriate for a course covering Microsoft Excel at a beginner to intermediate level. It is geared toward and will be accommodating for students and instructors with little to no experience in using Microsoft Excel. However, the approach is not at the expense of relevance. How to Use Microsoft® Excel® The Careers in Practice Series approaches Excel from the perspective of making personal and professional quantitative decisions. Personal decisions include big purchases such as homes and automobiles, savings for retirement, and personal budgets. Professional decisions include budgets for managing expenses, merchandise items to markdown or discontinue, and inventory management.

How to Use Microsoft® Excel® version 1.1

by Joseph M. Manzo

How to Use Microsoft® Office Excel® The Careers in Practice Series V. 1.1 is an textbook appropriate for a course covering Microsoft Excel at a beginner to intermediate level. It is geared toward and will be accommodating for students and instructors with little to no experience in using Microsoft Excel. However, the approach is not at the expense of relevance. How to Use Microsoft® Excel® The Careers in Practice Series approaches Excel from the perspective of making personal and professional quantitative decisions. Personal decisions include big purchases such as homes and automobiles, savings for retirement, and personal budgets. Professional decisions include budgets for managing expenses, merchandise items to markdown or discontinue, and inventory management.

An Illustrated Guide to Linear Programming

by Dr Saul I. Gass

"I would not hesitate to recommend the book." -- Industrial Engineering. Entertaining, nontechnical introduction covers basic concepts of linear programming and its relationship to operations research; geometric interpretation and problem solving, solution techniques, network problems, much more. Appendix offers precise statements of definitions, theorems, and techniques, additional computational procedures. Only high-school algebra needed. Bibliography.

Information Systems: A Manager's Guide to Harnessing Technology version 1.2

by John Gallaugher

Information Systems: A Manager's Guide to Harnessing Technology V1.2 is intended for use in undergraduate and/or graduate courses in Management Information Systems and Information Technology. Version 1.2 of John's book retains the same structure and theory of version 1.1, but refreshes key statistics, examples, and brings case material up to date (vital when covering firms that move as fast as Facebook, Google, and Netflix). Adopting version 1.2 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.

Information Systems: A Manager's Guide to Harnessing Technology version 1.3

by John Gallaugher

Information Systems: A Manager's Guide to Harnessing Technology V 1.3 is intended for use in undergraduate and/or graduate courses in Management Information Systems and Information Technology. Version 1.3 of John's book retains the same structure and theory of version 1.1 and V 1.2, but refreshes key statistics, examples, and brings case material up to date (vital when covering firms that move as fast as Facebook, Google, and Netflix). For example; the Netflix chapter - Updates address the major changes impacting Netflix in 2011, including the response to the firm's pricing changes, the failed Qwikster service split, recent developments impacting the streaming and DVD-by-mail businesses, a comparison table detailing the stark differences between the firm's two offerings (DVD & streaming), updated statistics, learning objectives, and additional exercises and updates to the Google chapter - Updated text/images for currency, additional sub-sections on the firm's Google+ launch and the acquisition of Motorola Mobility. Adopting version 1.3 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.

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.

Tactics of Interfacing: Encoding Affect in Art and Technology (Leonardo)

by Ksenia Fedorova

How digital technologies affect the way we conceive of the self and its relation to the world, considered through the lens of media art practices.In Tactics of Interfacing, Ksenia Fedorova explores how digital technologies affect the way we conceive of the self and its relation to the world. With the advent of ubiquitous computing, the self becomes an object of technological application, increasingly defined by data received from tracking technologies. Subtly, these technologies encourage versions of ourselves that are easier to interpret computationally. Fedorova views these shifts in self-perception through the lens of contemporary media art practices, examining a range of artistic tactics that enable embodied and intimate experiences of machinic operations on our lives.

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?

Encyclopedia of Computer Science and Technology: Volume 2 - AN/FSQ-7 Computer to Bivalent Programming by Implicit Enumeration

by Jack Belzer

"This comprehensive reference work provides immediate, fingertip access to state-of-the-art technology in nearly 700 self-contained articles written by over 900 international authorities. Each article in the Encyclopedia features current developments and trends in computers, software, vendors, and applications...extensive bibliographies of leading figures in the field, such as Samuel Alexander, John von Neumann, and Norbert Wiener...and in-depth analysis of future directions."

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.

Choosing and Keeping Computer Staff: Recruitment, Selection and Development of Computer Personnel (Routledge Library Editions: Human Resource Management)

by Anthony Chandor

This clear and detailed analysis, first published in 1976, of recruitment methods, staff development techniques, staff motivation, and organisational structures will be valuable to data processing managers and personnel officers alike. Its practical flavour and real understanding will also be welcomed by general management. The guidelines and detailed checklists will help cut the direct costs of recruiting and the often astonishingly high indirect costs of rapid staff turnover.

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.

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