Introducing Angular is your easy-to-digest introduction to this exciting MVVM JavaScript framework. Using this book, you'll understand the basics of Angular, understand what goes into building a simple app, and see how to build an app using only HTML and Angular. This book will jumpstart your knowledge with an easy-to-follow approach so you can come to grips with the latest version of the framework. A downloadable code bundle is also included for you to play with, and therefore understand, the s...
Besser Und Erfolgreicher Kommunizieren
by Christina Kluver, Juergen Kluver, and Joern Schmidt
E (Personalized Monogram Journals, #5) (Initial Notebooks, #5)
by Nifty Notebooks
Handbook of Research on Web 2.0, 3.0, and X.0
The Handbook of Research on Web 2.0, 3.0, and X.0: Technologies, Business, and Social Applications covers the latest applications of Web technologies including Web securities, virtual reality commerce systems, and social bookmarking. This Handbook of Research discusses real-world examples and case studies valuable to academicians, researchers, and practitioners.
th Thisvolumecontainsaselectionofthebestcontributionsdeliveredatthe6 - ternational Meeting on Computational Intelligence Methods for Bioinformatics andBiostatistics(CIBB2009)heldatOratorioSanFilippoNeriinGenoa(Italy) during October 15-17, 2009. TheCIBBmeetingseriesisorganizedbytheSpecialInterestGrouponBio- formatics of the International Neural Network Society (INNS) to provide a - rum open to researchers from di?erent disciplines to present and discuss pr- lems concerning computational technique...
Knowledge Engineering and the Semantic Web (Communications in Computer and Information Science, #468)
This book constitutes the refereed proceedings of the 4th Conference on Knowledge Engineering and the Semantic Web, KESW 2013, held in St. Petersburg, Russia, in October 2013. The 18 revised full papers presented together with 7 short system descriptions were carefully reviewed and selected from 52 submissions. The papers address research issues related to knowledge representation, semantic web, and linked data.
Autonomous Robotics and Deep Learning (SpringerBriefs in Computer Science)
by Vishnu Nath and Stephen E Levinson
This Springer Brief examines the combination of computer vision techniques and machine learning algorithms necessary for humanoid robots to develop "true consciousness." It illustrates the critical first step towards reaching "deep learning," long considered the holy grail for machine learning scientists worldwide. Using the example of the iCub, a humanoid robot which learns to solve 3D mazes, the book explores the challenges to create a robot that can perceive its own surroundings. Rather than...
Many applications depend on the effective acquisition of semantic metadata, and this state-of-the-art volume provides extensive coverage of the field of semantics acquisition games (SAGs). SAGs are a part of the crowdsourcing approach family and the authors analyze their role as tools for acquisition of resource metadata and domain models. Three case studies of SAG-based semantics acquisition methods are shown, along with other existing SAGs: 1. the Little Search Game - a search query formulatio...
Readings in Groupware and Computer-supported Cooperative Work (Interactive Technologies)
by Ronald M Baecker
This comprehensive introduction to the field represents the best of the published literature on groupware and computer-supported cooperative work (CSCW). The papers were chosen for their breadth of coverage of the field, their clarity of expression and presentation, their excellence in terms of technical innovation or behavioral insight, their historical significance, and their utility as sources for further reading. Taken as a whole, the papers and their introductions are a complete sourcebook...
Readings in Human-Computer Interaction (Interactive Technologies)
by Ronald M Baecker, Jonathan Grudin, William Buxton, and Saul Greenberg
The effectiveness of the user-computer interface has become increasingly important as computer systems have become useful tools for persons not trained in computer science. In fact, the interface is often the most important factor in the success or failure of any computer system. Dealing with the numerous subtly interrelated issues and technical, behavioral, and aesthetic considerations consumes a large and increasing share of development time and a corresponding percentage of the total code for...
BCS-FACS Workshop on Formal Aspects of the Human Computer Interface (Electronic Workshops in Computing)
The BCS-FACS Workshop on Formal Aspects of the Human Computer Interface, held in Sheffield, UK, 10-12 September 1996, concentrated on modelling techniques suitable for advanced interface requirements, or the application of formal techniques within interface design. Among the specific topics covered are: the specification of safety-critical interfaces; unifying system and user models; and improving the effectiveness, usability and acceptance of formal techniques. The full papers from the BCS-FAC...
Power and Transnational Activism (Rethinking Globalizations)
This book focuses on global activism and uses a power perspective to provide an in-depth and coherent analysis of both the possibilities and limitations of global activism. Bringing together scholars from IR, sociology, and political science, this book offers new and critical insights on global activism and power. It features case studies on the following social and political issues: China and Tibet, HIV/AIDS, climate change, child labour, the WTO, women and the UN, the global public sphere, r...
Digital Divide (DD) is a term that defines the division between people, commu- ties, states, countries, etc. with respect to the access to the new Information and Communication Technologies (ICTs). Nowadays, it is essential to have tech- logical skills to work in a variety of jobs (i. e. administration, education, etc. ). Moreover, ICTs have become ubiquitous and they affect almost every aspect of our daily life. The way in which people face the task of using ICTs varies depending on a plethora...
Human-Computer Interaction and Innovation in Handheld, Mobile and Wearable Technologies
Human-Computer Interaction and Innovation in Handheld, Mobile and Wearable Technologies reviews concepts relating to the design, development, evaluation, and application of mobile technologies. Studies on mobile user interfaces, mobile learning, and mobile commerce contribute to the growing body of knowledge on this expanding discipline
Integrations of Technology Utilization and Social Dynamics in Organizations
Usability Testing (Synthesis Lectures on Human-Centered Informatics)
by Morten Hertzum
It is all too common for products, such as consumer appliances, information systems, mobile apps, and websites, to cause trouble and frustration. For example, products are often difficult or dull to use, make tasks less flexible or more tedious, shift attention away from important or gratifying activities, and simply fail to deliver expected benefits or experiences. By identifying such trouble and frustration in the lab prior to widespread use, usability tests have proven a valuable method for i...
It is well known that every animal species obeys Darwin's law of evolution, which requires permanent adaptation of animals to their environment. To be precise, every species except man, who behaves exactly contrariwise, adapting the workplace to himself in order to survive. For that he generally enjoys a particular gift of nature: intelligence.That reverse adaptation, which accumulated over centuries, led to what we call 'progress'. This was enhanced by the development of machines which began to...
In Gamers, writers, artists, scholars, poets, and programmers talk about what gaming means to them and discuss the growing impact of video games on fashion, fiction, film, and music. Essays feature a glittering mix of topics from the esoteric to the purely entertaining: gender identity in relation to gaming, video golf as a meditative exercise, Ms. Pacman versus The Sims, the similarities between writing fiction and programming, the confessions of a video poker junkie, and much more.
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; an...
Gazing at Games (Synthesis Lectures on Computer Graphics and Animation)
by Veronica Sundstedt
Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in us...
This book looks at the origins and the many contemporary meanings of the virtual. Rob Shields shows how the construction of virtual worlds has a long history. He examines the many forms of faith and hysteria that have surrounded computer technologies in recent years. Moving beyond the technologies themselves he shows how the virtual plays a role in our daily lives at every level. The virtual is also an essential concept needed to manage innovation and risk. It is real but not actual, ideal but...