Digital and IT general topics Books
Taylor & Francis Ltd Algorithms and Theory of Computation Handbook Volume 2 Special Topics and Techniques Chapman HallCRC Applied Algorithms and Data Structures series
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Taylor & Francis Ltd Introduction to Concurrency in Programming Languages
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Taylor & Francis Ltd Immunological Computation Theory and Applications
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Taylor & Francis Ltd Performance Analysis of Queuing and Computer Networks Chapman HallCRC Computer and Information Science Series
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Taylor & Francis Ltd Numerical Linear Approximation in C
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Taylor & Francis Ltd Parallel Iterative Algorithms From Sequential to Grid Computing
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Taylor & Francis Ltd Programming ArcObjects with VBA
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Taylor & Francis Ltd A Java Library of Graph Algorithms and Optimization
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Taylor & Francis Ltd Modeling Software with Finite State Machines A Practical Approach
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Taylor & Francis Ltd Color Desktop Printer Technology
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Taylor & Francis Ltd Decision Diagram Techniques for Micro and Nanoelectronic Design Handbook
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Taylor & Francis Ltd Performance Evaluation and Benchmarking
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Taylor & Francis Ltd The Windows Serial Port Programming Handbook
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Taylor & Francis Ltd Maximizing ROI on Software Development
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Taylor & Francis Ltd Performance Assurance for IT Systems
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Taylor & Francis Ltd Computational Intelligence for Decision Support
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Taylor & Francis Voice Technology in Healthcare
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Taylor & Francis Ltd Microlearning in the Digital Age The Design and Delivery of Learning in Snippets
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Taylor & Francis Ltd Managing IoT and Mobile Technologies with Innovation Trust and Sustainable Computing
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Taylor & Francis Ltd JavaScript for Data Science
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Taylor & Francis The Logic of Commands
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Taylor & Francis The Logic of Commands
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Taylor & Francis Ltd JavaScript for Data Science
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Taylor & Francis Ltd Artificial Intelligence Techniques in IoT Sensor Networks
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Taylor & Francis Power and Authority in Internet Governance
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Taylor & Francis Ltd Millimeter Wave Antennas for 5G Mobile Terminals and Base Stations
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Taylor & Francis Ltd Programming Language Fundamentals by Example
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Taylor & Francis Ltd Advanced LISP Technology
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Taylor & Francis Ltd Management of International Networks
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Taylor & Francis Ltd Encyclopedia of Microcomputers Volume 6 Electronic Dictionaries in Machine Translation to Evaluation of Software Microsoft Word Version 40 Microcomputers Encyclopedia
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Taylor & Francis Ltd Effective Methods for Software Engineering
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Taylor & Francis Logic Works
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Taylor & Francis Logic Works
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Taylor & Francis Ltd Creating a Successful Digital Presence
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Taylor & Francis Ltd Creating a Successful Digital Presence
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Taylor & Francis Ltd Managing IT for Innovation
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Taylor & Francis Ltd Smart Green World
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Taylor & Francis Ltd Discovering Computer Science Interdisciplinary Problems Principles and Python Programming Chapman HallCRC Textbooks in Computing
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Taylor & Francis Ltd A Philosophical Introduction to Higherorder Logics
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Taylor & Francis Social Media and Crisis Communication
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Taylor & Francis Ltd Remote Delivery
Book SynopsisThis book records the author's years of experience in the software industry. In his own practices, the author has found that the distributed work pattern has become increasingly popular in more and more work environments, either between vendors and customers or between different teams inside a company. This means that all practitioners in the software industry need to adapt to this new way of communication and collaboration and get skilled enough to meet the greater challenges in integrating the distributed work pattern with agile software delivery. By centering on the difficulties in communication and collaboration between distributed teams, this book digs into the reasons why so many remote delivery projects end up anticlimactic and provides solutions for readers' reference. It also cites successful cases in promoting agile development in distributed teams, which has been a vexing problem for many software development companies. In addition, readers can find suggestions andTable of ContentsForeword 1: Taking Up Delivery Wholeheartedly. Foreword 2: Pursue Ideal Software Delivery. Preface. Chapter 1 Current Situation of Distributed Teams. Chapter 2 Communication between Distributed Teams. Chapter 3 Collaboration between Distributed Teams. Chapter 4 Application of Visualization. Chapter 5 Waste in Distributed Teams. Chapter 6 Self-Managed Offshore Teams. Chapter 7 Customer-Oriented Offshore Teams. Chapter 8 The Future of Distributed Teams. Postscript. References. Index.
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Taylor & Francis Ltd Cloud VR
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Taylor & Francis Ltd Public Policy Analytics
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Taylor & Francis Ltd Practical Linear Algebra
Book SynopsisLinear algebra is growing in importance. 3D entertainment, animations in movies and video games are developed using linear algebra. Animated characters are generated using equations straight out of this book. Linear algebra is used to extract knowledge from the massive amounts of data generated from modern technology.The Fourth Edition of this popular text introduces linear algebra in a comprehensive, geometric, and algorithmic way. The authors start with the fundamentals in 2D and 3D, then move on to higher dimensions, expanding on the fundamentals and introducing new topics, which are necessary for many real-life applications and the development of abstract thought. Applications are introduced to motivate topics.The subtitle, A Geometry Toolbox, hints at the book's geometric approach, which is supported by many sketches and figures. Furthermore, the book covers applications of triangles, polygons, conics, and curves. Examples demonstrate each topTable of Contents1. Descartes' Discovery. 1.1. Local and Global Coordinates: 2D. 1.2. Going from Global to Local. 1.3. Local and Global Coordinates: 3D. 1.4. Stepping Outside the Box. 1.5. Application: Creating Coordinates. 1.6. Exercises. 2. Here and There: Points and Vectors in 2D. 2.1. Points and Vectors. 2.2. What's the Difference? 2.3. Vector Fields. 2.4. Length of a Vector. 2.5. Combining Points. 2.6. Independence. 2.7. Dot Product. 2.8. Application: Lighting Model. 2.9. Orthogonal Projections. 2.10. Inequalities. 2.11. Exercises. 3. Lining Up: 2D Lines. 3.1. Defining a Line. 3.2. Parametric Equation of a Line. 3.3. Implicit Equation of a Line. 3.4. Explicit Equation of a Line. 3.5. Converting Between Line Forms. 3.6. Distance of a Point to a Line. 3.7. The Foot of a Point. 3.8. A Meeting Place: Computing Intersections. 3.9. Application: Closest Point of Approach. 3.10. Exercises. 4. Changing Shapes: Linear Maps in 2D. 4.1. Skew Target Boxes. 4.2. The Matrix Form. 4.3. Linear Spaces. 4.4. Scalings. 4.5 Reflections. 4.6. Rotations. 4.7. Shears. 4.8. Projections. 4.9. Application: Free-form Deformations. 4.10. Areas and Linear Maps: Determinants. 4.11. Composing Linear Maps. 4.12. More on Matrix Multiplication. 4.13. Matrix Arithmetic Rules. 4.14. Exercises. 5. 2 x 2 Linear Systems. 5.1. Skew Target Boxes Revisited. 5.2. The Matrix Form. 5.3. A Direct Approach: Cramer's Rule. 5.4. Gauss Elimination. 5.5. Pivoting. 5.6. Unsolvable Systems. 5.7. Underdetermined Systems. 5.8. Homogeneous Systems. 5.9. Kernel. 5.10. Undoing Maps: Inverse Matrices. 5.11. Defining a Map. 5.12. Change of Basis. 5.13. Application: Intersecting Lines. 5.14. Exercises. 6. Moving Things Around: Affine Maps in 2D. 6.1. Coordinate Transformations. 6.2. Affine and Linear Maps. 6.3. Translations. 6.4. Application: Animation. 6.5. Mapping Triangles to Triangles. 6.6. Composing Affine Maps. 6.7. Exercises. 7. Eigen Things. 7.1. Fixed Directions. 7.2. Eigenvalues. 7.3. Eigenvectors. 7.4. Striving for More Generality. 7.5. The Geometry of Symmetric Matrices and the Eigendecomposition. 7.6. Quadratic Forms. 7.7. Repeating Maps. 7.8. Exercises. 8. 3D Geometry. 8.1. From 2D to 3D. 8.2. Cross Product. 8.3. Lines. 8.4. Planes. 8.5. Scalar Triple Product. 8.6. Application: Lighting and Shading. 8.7. Exercises. 9. Linear Maps in 3D. 9.1. Matrices and Linear Maps. 9.2. Linear Spaces. 9.3. Scalings. 9.4. Reflections. 9.5 Shears. 9.6. Rotations. 9.7. Projections. 9.8. Volumes and Linear Maps: Determinants. 9.9. Combining Linear Maps. 9.10. Inverse Matrices. 9.11. Application: Mapping Normals. 9.12. More on Matrices. 9.13. Exercises. 10. Affine Maps in 3D. 10.1. Affine Maps. 10.2. Translations. 10.3. Mapping Tetrahedra. 10.4. Parallel Projections. 10.5. Homogeneous Coordinates and Perspective Maps. 10.6. Application: Building Instance Models. 10.7. Exercises. 11. Interactions in 3D. 11.1. Distance Between a Point and a Plane. 11.2. Distance Between Two Lines. 11.3. Lines and Planes: Intersections. 11.4. Intersecting a Triangle and a Line. 11.5. Reflections. 11.6. Intersecting Three Planes. 11.7. Intersecting Two Planes. 11.8. Creating Orthonormal Coordinate Systems. 11.9. Application: Camera Model. 11.10. Exercises. 12. Gauss for Linear Systems. 12.1. The Problem. 12.2. The Solution via Gauss Elimination. 12.3. Homogeneous Linear Systems. 12.4. Inverse Matrices. 12.5. LU Decomposition. 12.6. Determinants. 12.7. Least Squares. 12.8. Application: Fitting Data from a Femoral Head. 12.9. Exercises. 13. Alternative System Solvers. 13.1. The Householder Method. 13.2. Vector Norms. 13.3. Matrix Norms. 13.4. The Condition Number. 13.5. Vector Sequences. 13.6. Iterative Methods: Gauss-Jacobi and Gauss-Seidel. 13.7. Application: Mesh Smoothing. 13.8. Exercises. 14. General Linear Spaces. 14.1. Basic Properties of Linear Spaces. 14.2. Linear Maps. 14.3. Inner Products. 14.4. Gram-Schmidt Orthonormalization. 14.5. QR Decompositon. 14.6. A Gallery of Spaces. 14.7. Least Squares. 14.8. Application: Music Analysis. 14.9. Exercises. 15. Eigen Things Revisited. 15.1. The Basics Revisited. 15.2. Similarity and Diagonalization. 15.3. Quadratic Forms. 15.4. The Power Method. 15.5. Application: Google Eigenvector. 15.6. QR Algorithm. 15.7. Eigenfunctions. 15.8. Application: Inuenza Modelling. 15.9. Exercises. 16. The Singular Value Decomposition. 16.1. The Geometry of the 2 x 2 Case. 16.2. The General Case. 16.3. SVD Steps. 16.4. Singular Values and Volumes. 16.5. The Pseudoinverse. 16.6. Least Squares. 16.7. Application: Image Compression. 16.8. Principal Components Analysis. 16.9. Application: Face Authentication. 16.10. Exercises. 17. Breaking It Up: Triangles. 17.1. Barycentric Coordinates. 17.2. Affine Invariance. 17.3. Some Special Points. 17.4. 2D Triangulations. 17.5. A Data Structure. 17.6. Application: Point Location. 17.7. 3D Triangulations. 17.8. Exercises. 18. Putting Lines Together: Polylines and Polygons. 18.1 Polylines. 18.2. Polygons. 18.3. Convexity. 18.4. Types of Polygons. 18.5. Unusual Polygons. 18.6. Turning Angles and Winding Numbers. 18.7. Area. 18.8. Application: Planarity Test. 18.9. Application: Inside or Outside? 18.10. Exercises. 19. Conics. 19.1. The General Conic. 19.2. Analyzing Conics. 19.3. General Conic to Standard Position. 19.4. The Action Ellipse. 19.5. Exercises. 20. Curves. 20.1. Parametric Curves. 20.2. Properties of Bézier Curves. 20.3. The Matrix Form. 20.4. Derivatives. 20.5. Composite Curves. 20.6. The Geometry of Planar Curves. 20.7. Application: Moving along a Curve. 20.8. Exercises. A. Applications. B. Glossary. C. Selected Exercises Solutions. Bibliography.
£78.84
Taylor & Francis Ltd Programming Media Art Using Processing
Book SynopsisProgramming Media Art Using Processing: A Beginner''s Guide provides an entry-level exploration into visual design through computer programming using the open source and artist-friendly language, Processing. Used by hundreds of students, this learning system breaks lessons down into strategic steps towards fun and creative media art projects.This book provides a linear series of lessons with step-by-step examples that lead to beginning media art projects, including abstract designs, pixel landscapes, rollover animations, and simple video games. Computer programming can be overwhelming for the first-time learner, but this book makes the learning of code more digestible and fun through a full color, well-diagrammed, and deeply explained text presentation. Lessons are rhythmically broken down into digestible parts with code annotations and illustrations that help learners focus on the details one step at a time. The content is legible, flexible, and fun to work witTable of ContentsAcknowledgements and Contributor ListAuthor BioIntroduction and Best PracticesChapter 1: Designing Graphically with the Language of CodeGetting Started & Basic OverviewLesson 1.1: Pixel Grid SystemLesson 1.2: Code and Canvas WindowsLesson 1.3: More ShapesLesson 1.4: GrayscaleLesson 1.5: Syntax, Comments, and Order of CodeLesson 1.6: Line Commands (Stroke and No Stroke)Lesson 1.7: Coloring PixelsLesson 1.8: Adding Transparency ValuesLesson 1.9: The Processing Reference – Important Resource!Project: Geometric DesignChapter 2: Creating Responsive EnvironmentsLesson 2.1: Dynamic Computer ProgramsLesson 2.2: First AnimationsLesson 2.3: Animation Trails Lesson 2.4: Finding Exact CoordinatesLesson 2.5: Complex ShapesLesson 2.6: Linking Shapes for Synched MovementLesson 2.7: Adding TextLesson 2.8: Rotating ShapesProject: Interactive EnvironmentChapter 3: Automated AnimationsLesson 3.1: Counting VariablesLesson 3.2: Moving Objects in Multiple DirectionsLesson 3.3: Growing Shapes with the MouseLesson 3.4: Println() for DebuggingLesson 3.5: Constrain() for Stopping AnimationsLesson 3.6: Random() OpportunitiesLesson 3.7: Automated RotationsProject: Automated EnvironmentChapter 4: Animated CollagesLesson 4.1: Preparing and Importing ImageryLesson 4.2: Moving ImagesLesson 4.3: Fading and Coloring Images using Tint()Lesson 4.4: Resizing Images & MultiplesLesson 4.5: Constraining Mouse MovementsLesson 4.6: Void Key Pressed() and Image RotationsLesson 4.7: Create FontsLesson 4.8: Project Optimization and noSmooth()Project: Animated and Interactive CollageChapter 5: Conditional Interactions and Rollovers Lesson 5.1: Conditional Statements and Relational Operators Lesson 5.2: Conditional Statements with Custom Variables Lesson 5.3: And vs. Or Lesson 5.4: Logical Operators Defining Spaces Lesson 5.5: Variations with Mouse and Keyboard ActionsLesson 5.6: Two Variables: Alternating MovementsLesson 5.7: Color Detection Using the Get() FunctionProject: Rollover AnimationChapter 6: Events and Interactions for Simple Games: Part 1 Lesson 6.1: Turning Things on with Boolean Variables Lesson 6.2: Toggling Between Two States Using Boolean Variables Lesson 6.3: Multiple Buttons Alternating Lesson 6.4: Booleans Working with Counting Variables Lesson 6.5: Specific Keyboard Interactions Lesson 6.6: Creating a Walking CharacterLesson 6.7: BoundariesChapter 7: Events and Interactions for Simple Games: Part 2 Lesson 7.1: TimersLesson 7.2: Continuous Motion Key ControlsLesson 7.3: For Loops are EfficientLesson 7.4: Color Detection with For LoopsLesson 7.5: Game Creation from Keys, Loops, and Color DetectionLesson 7.6: Image Collisions with the Distance() FunctionLesson 7.7: Two Players, Directional Movement, and Jumping!Chapter 8: Multilevel Architectures and Arrays Lesson 8.1: Basic Levels ArchitectureLesson 8.2: States within LevelsLesson 8.3: ArraysLesson 8.4: Image ArraysLesson 8.5: Player OptionsLesson 8.6: Choice Based ProjectsConclusionFinal Project: Multilevel Interactive Experience
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Taylor & Francis Ltd Public Policy Analytics
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Taylor & Francis Ltd Writing Successful Undergraduate Dissertations in Games Development and Computer Science
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Taylor & Francis Ltd Writing Successful Undergraduate Dissertations in Games Development and Computer Science
Book SynopsisWriting a dissertation in the final year at university can be a highly daunting task for any student, but particularly if the degree is practically oriented and implementation based. This book provides an accessible, concise guide to producing a dissertation in computer science, software engineering, or games development degrees, with research projects typically involving design, implementation, testing, and evaluation.Drawing on the authors' extensive knowledge and experience of supervising dissertation students, the book offers a step-by-step guide to the key areas of writing a dissertation alongside real-life examples. Chapters cover: Producing literature reviews. Formulating research questions. Understanding epistemologies. Selecting methodologies and research methods. Software development life cycle methodologies. Evaluation, statistical analysis, and formulating conclusions. Working methodically through the Table of ContentsHow to use this book, 1. Introduction to Dissertations, 2. Academic Rigour, 3. Citations, Referencing, and Hierarchy of Academic Sources, 4. Research Ethics, 5. Dissertation Structure in Games Development and Computer Science, 6. Research Methodologies and Methods, 7. Formulating Research Questions, 8. Performing a Literature Review, 9. Selecting a Software or Games Development Life Cycle Methodology, 10. Selecting a Software Design Modelling Language (SDML), 11. Design, 12. Implementation, 13. Testing, 14. Evaluation, 15. Statistical Analysis Techniques, 16. Discussion, 17. Conclusions, 18. References, 19. Appendices, 20. Writing Up and Proofreading, 21. Data Collection Mechanisms, 22. General Questionnaire Design, 23. Basic Intervention Experimental Design, 24. General Academic Writing Tips, 25. Presenting Research, 26. Defending Research, 27. Summary
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