The Secret Guide to Computers, 2001

The Secret Guide to Computers, 2001
Author :
Publisher :
Total Pages : 644
Release :
ISBN-10 : 0939151278
ISBN-13 : 9780939151271
Rating : 4/5 (78 Downloads)

Synopsis The Secret Guide to Computers, 2001 by : Russ Walter

The Secret Guide to Computers 2003

The Secret Guide to Computers 2003
Author :
Publisher :
Total Pages : 644
Release :
ISBN-10 : 0939151286
ISBN-13 : 9780939151288
Rating : 4/5 (86 Downloads)

Synopsis The Secret Guide to Computers 2003 by : Russ Walter

A Practical Guide to Computer Forensics Investigations

A Practical Guide to Computer Forensics Investigations
Author :
Publisher : Pearson Education
Total Pages : 546
Release :
ISBN-10 : 9780789741158
ISBN-13 : 0789741156
Rating : 4/5 (58 Downloads)

Synopsis A Practical Guide to Computer Forensics Investigations by : Darren R. Hayes

A Practical Guide to Computer Forensics Investigations introduces the newest technologies along with detailed information on how the evidence contained on these devices should be analyzed. Packed with practical, hands-on activities, students will learn unique subjects from chapters including Mac Forensics, Mobile Forensics, Cyberbullying, and Child Endangerment. This well-developed book will prepare students for the rapidly-growing field of computer forensics for a career with law enforcement, accounting firms, banks and credit card companies, private investigation companies, or government agencies.

Computer Visualization for the Theatre

Computer Visualization for the Theatre
Author :
Publisher : Taylor & Francis
Total Pages : 241
Release :
ISBN-10 : 9781136084058
ISBN-13 : 1136084053
Rating : 4/5 (58 Downloads)

Synopsis Computer Visualization for the Theatre by : Gavin Carver

Theatre designers using 3D software for computer visualisation in the theatre will find this book both a guide to the creative design process as well as an introduction to the use of computers in live performance. Covering the main software packages in use: Strata Studio Base, 3D Studio Max and 3D Studio Viz, the book provides techniques for 3D modelling alongside creative ideas and concepts for working in 3D space. Projects are provided to sharpen your awareness and digital skills as well as suggested further reading to broaden the scope of your theatrical and design knowledge. This book is both a useful day to day reference as well as an inspirational starting point for implementing your own ideas. The authors are experienced trainers in the field and understand the pitfalls to be avoided as well as the possibilities to be explored using computer visualisation for designing theatre space. They provide insightful hands on descriptions of techniques used in the development of performance projects set in the wider context of design considerations. The book is highly informative about the technology of computer visualisation providing examples of working practice applicable to all software.

Code

Code
Author :
Publisher : Microsoft Press
Total Pages : 563
Release :
ISBN-10 : 9780137909292
ISBN-13 : 0137909292
Rating : 4/5 (92 Downloads)

Synopsis Code by : Charles Petzold

The classic guide to how computers work, updated with new chapters and interactive graphics "For me, Code was a revelation. It was the first book about programming that spoke to me. It started with a story, and it built up, layer by layer, analogy by analogy, until I understood not just the Code, but the System. Code is a book that is as much about Systems Thinking and abstractions as it is about code and programming. Code teaches us how many unseen layers there are between the computer systems that we as users look at every day and the magical silicon rocks that we infused with lightning and taught to think." - Scott Hanselman, Partner Program Director, Microsoft, and host of Hanselminutes Computers are everywhere, most obviously in our laptops and smartphones, but also our cars, televisions, microwave ovens, alarm clocks, robot vacuum cleaners, and other smart appliances. Have you ever wondered what goes on inside these devices to make our lives easier but occasionally more infuriating? For more than 20 years, readers have delighted in Charles Petzold's illuminating story of the secret inner life of computers, and now he has revised it for this new age of computing. Cleverly illustrated and easy to understand, this is the book that cracks the mystery. You'll discover what flashlights, black cats, seesaws, and the ride of Paul Revere can teach you about computing, and how human ingenuity and our compulsion to communicate have shaped every electronic device we use. This new expanded edition explores more deeply the bit-by-bit and gate-by-gate construction of the heart of every smart device, the central processing unit that combines the simplest of basic operations to perform the most complex of feats. Petzold's companion website, CodeHiddenLanguage.com, uses animated graphics of key circuits in the book to make computers even easier to comprehend. In addition to substantially revised and updated content, new chapters include: Chapter 18: Let's Build a Clock! Chapter 21: The Arithmetic Logic Unit Chapter 22: Registers and Busses Chapter 23: CPU Control Signals Chapter 24: Jumps, Loops, and Calls Chapter 28: The World Brain From the simple ticking of clocks to the worldwide hum of the internet, Code reveals the essence of the digital revolution.

The Modem World

The Modem World
Author :
Publisher : Yale University Press
Total Pages : 327
Release :
ISBN-10 : 9780300248142
ISBN-13 : 0300248148
Rating : 4/5 (42 Downloads)

Synopsis The Modem World by : Kevin Driscoll

The untold story about how the internet became social, and why this matters for its future "Whether you're reading this for a nostalgic romp or to understand the dawn of the internet, The Modem World will delight you with tales of BBS culture and shed light on how the decisions of the past shape our current networked world."--danah boyd, author of It's Complicated: The Social Lives of Networked Teens Fifteen years before the commercialization of the internet, millions of amateurs across North America created more than 100,000 small-scale computer networks. The people who built and maintained these dial-up bulletin board systems (BBSs) in the 1980s laid the groundwork for millions of others who would bring their lives online in the 1990s and beyond. From ham radio operators to HIV/AIDS activists, these modem enthusiasts developed novel forms of community moderation, governance, and commercialization. The Modem World tells an alternative origin story for social media, centered not in the office parks of Silicon Valley or the meeting rooms of military contractors, but rather on the online communities of hobbyists, activists, and entrepreneurs. Over time, countless social media platforms have appropriated the social and technical innovations of the BBS community. How can these untold stories from the internet's past inspire more inclusive visions of its future?

Managing Your Practice

Managing Your Practice
Author :
Publisher : Springer Publishing Company
Total Pages : 256
Release :
ISBN-10 : 0826119344
ISBN-13 : 9780826119346
Rating : 4/5 (44 Downloads)

Synopsis Managing Your Practice by : Joyce J. Fitzpatrick

Designated a Doody's Core Title!/span Are you establishing a solo or collaborative health care practice? This concise reference book is designed to provide the basic business and management skills you need. It is packed with practical information, from writing your mission statement to preparing and implementing a business plan, to marketing and legal considerations. Three sample business plans are included as an appendix.

Guide to Cisco Routers Configuration

Guide to Cisco Routers Configuration
Author :
Publisher : Springer
Total Pages : 239
Release :
ISBN-10 : 9783319546308
ISBN-13 : 3319546309
Rating : 4/5 (08 Downloads)

Synopsis Guide to Cisco Routers Configuration by : Mohammed M. Alani

This easy-to-follow text/reference presents a practical guide to the configuration of Cisco routers, from tasks for beginners to advanced operations. The work starts with the simple step-by-step task of connecting the router and performing basic configuration, before building up to complex and sensitive operations such as router IOS upgrade and Site-to-Site VPNs. This updated and expanded new edition has been enhanced with a more detailed treatment of each topic, supported by a set of training scenarios. Features: discusses basic configuration, domestic duties, standard and advanced routing, WAN technologies, security, router management, remote connectivity, and practical tips; explains in detail the steps required to configure different protocols on Cisco routers; includes coverage of MPLS, multicasting, GRE, HSRP, reflexive and timed-access lists, and configuration steps for IPv6 (NEW); provides an extensive selection of training scenarios, designed to offer hands-on practice in the relevant tasks (NEW).

Books In Print 2004-2005

Books In Print 2004-2005
Author :
Publisher : R. R. Bowker
Total Pages : 3274
Release :
ISBN-10 : 0835246426
ISBN-13 : 9780835246422
Rating : 4/5 (26 Downloads)

Synopsis Books In Print 2004-2005 by : Ed Bowker Staff

Handbook of Computer Game Studies

Handbook of Computer Game Studies
Author :
Publisher : MIT Press
Total Pages : 471
Release :
ISBN-10 : 9780262516587
ISBN-13 : 0262516586
Rating : 4/5 (87 Downloads)

Synopsis Handbook of Computer Game Studies by : Joost Raessens

A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.