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Showing 53,001 through 53,025 of 54,344 results

Our Digital World: Introduction to Computing

by Jon Gordon Karen Lankisch Nancy Muir Denise Seguin Anita Verno

NIMAC-sourced textbook

Microsoft Office 2010

by Nita Rutkosky Denise Seguin Audrey Rutkosky Roggenkamp

NIMAC-sourced textbook

TTYL (Internet Girls #1)

by Lauren Myracle

This book chronicles, in "instant message" format, the day-to-day experiences, feelings, and plans of three friends, Zoe, Maddie, and Angela, as they begin tenth grade.

Pride before the fall

by John Heilemann

"John Heilemann's Pride Before the Fall uncovers the secret history of the antitrust trial that shook an economy: United States v. Microsoft. Drawing on years of reporting - including extensive interviews with Gates and other top Microsoft executives, Justice Department trustbuster Joel Klein, superlitigator David Boies, Intel chief Andy Grove, Sun Microsystems CEO Scott McNealy, and scores of lesser-known but pivotal players - Heilemann lays bare the chaotic confluence of forces that shattered Microsoft's aura of invincibility and the climate of fear that held an industry in thrall. " "Based on an acclaimed Wired magazine cover story, Pride Before the Fall is packed with rich personalities, dramatic scenes, and explosive revelations. It tells the stories of the largely unknown men and women who turned their opposition to Gates's company into a crusade, laboring for years to persuade the government to indict Microsoft for its monopolistic practices. Pride Before the Fall explains in compelling detail how the high-tech kingpins whose businesses Gates had tried to destroy or strong-arm (Netscape, Apple, Sun, and even Intel) worked in secret to help the Justice Department bring down Microsoft. It explores the lasting damage the trial has inflicted on the first great empire of the Information Age. And Heilemann offers a vivid and sometimes shocking portrait of Gates himself - describing a man who in 1993 told his friends, "I have as much power as the president," only to be thrown into rage and depression a few years later, when he discovered just how wrong he'd been. "--BOOK JACKET. Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

The Making of Second Life

by Wagner James Au

The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own-very real-economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases-currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­-and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.

The Elements of Matlab® Style

by Richard K. Johnson

The Elements of MATLAB Style is a guide for both new and experienced MATLAB programmers. It provides a comprehensive collection of standards and guidelines for creating solid MATLAB code that will be easy to understand, enhance, and maintain. It is written for both individuals and those working in teams in which consistency is critical. This is the only book devoted to MATLAB style and best programming practices, focusing on how MATLAB code can be written in order to maximize its effectiveness. Just as Strunk and White's The Elements of Style provides rules for writing in the English language, this book provides conventions for formatting, naming, documentation, programming and testing. It includes many concise examples of correct and incorrect usage, as well as coverage of the latest language features. The author also provides recommendations on use of the integrated development environment features that help produce better, more consistent software.

Computer Literacy Basics: Microsoft Office 2007 Companion

by Jennifer T. Campbell

Computer Literacy BASICS: Microsoft Office 2007 Companion is designed to accompany Computer Literacy BASICS, Second Edition, providing updated coverage on Office 2007. Step-by-step instructions provide students with an overview of the Office 2007 software and will help them gain the skills necessary to pass the IC3 certification exam.

Glencoe Introduction to Multimedia

by Ana Weston Solomon

This complete guide describes types of multimedia productions, how multimedia affects society, and the components and tools that are used to produce a multimedia product. Independent and collaborative exercises promote an interactive learning environment within a project-based framework.

Millennial Monsters: Japanese Toys and the Global Imagination

by Anne Allison

Millennial Monsters explores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieu from which such fantasies have arisen in postwar Japan and been popularly received in the United States.

Network+ Guide to Networks (5th edition)

by Tamara Dean

This book introduces the fundamental building blocks that form a modern network, such as protocols, topologies, hardware, and network operating systems. It then provides in-depth coverage of the most important concepts in contemporary networking, such as TCP/IP, Ethernet, wireless transmission, and security.

The Internet Is a Playground: Irreverent Correspondences of an Evil Online Genius

by David Thorne

Featuring all of Thorne's viral success, including "Missing Missy", The Internet Is a Playground culls together every article and e-mail from Thorne's wildly popular website 27bslash6.com, as well as enough new material, available only in these pages, to keep you laughing--and, indeed, crying--until Thorne's next stroke-of-genius prank. Or hilarious hoax. Or well-publicized almost-stint in jail (really).

Advanced Microsoft Word Windows Vista: Desktop Publishing 2007

by Joanne Arford

This text is designed for the student to complete projects and assessments on a computer running a standard installation of Microsoft Office 2007, Professional Edition, and the Microsoft Windows Vista operating system.

Betrayal on Orbis (Softwire #2)

by P. J. Haarsma

Sci-fi fans will tear through this new adventure as Johnny Turnbull -- first human softwire -- finds more danger and intrigue on the next ring of Orbis. On Orbis 2, Johnny Turnbull has a new home and a new job, one that pushes his softwire abilities to painful limits. JT is the only one who can communicate with the Samirans, large aquatic aliens who have cooled the crystals on Orbis for nearly two thousand rotations. But as the Samirans' work rule ostensibly comes to a close, they have grown dangerously agitated, and JT must find out why. What he learns is that the prosperity of Orbis is built on a brutal system of enforced labor -- and that everyone seems to have something to hide. Can JT appease the Samirans before their threat is realized? And if he doesn't, will his friends survive? In this second episode of The Softwire, PJ Haarsma takes readers on another lightning-paced, cyber-fueled ride through the amazing universe he introduced in The Softwire: Virus on Orbis 1.

Wormhole Pirates on Orbis (Softwire #3)

by P. J. Haarsma

Wormhole pirates close in on Johnny Turnbull and his fellow knudniks in this third installment of the Softwire series. JT senses something sinister in the air. Could it be the pirate he keeps spotting, with an alien skull and crossbones on his arm?

Learning Microsoft Office 2000

by Jennifer Fulton Nancy Kaczmarczyk Sue Plumley Suzanne Weixel Rick Winter

Learning Microsoft Office 2000 is made up of six chapters: Basics, Word 2000, Excel 2000, Access 2000, PowerPoint 2000 and Challenge Lesson. This book is not merely a reference tool but a hands-on tutorial which offers fast, easy, and self-paced exercises. They walk readers through using all of the new features of Office 2000.

Human Attention in Digital Environments

by Claudia Roda

Digital systems, such as phones, computers and PDAs, place continuous demands on our cognitive and perceptual systems. They offer information and interaction opportunities well above our processing abilities, and often interrupt our activity. Appropriate allocation of attention is one of the key factors determining the success of creative activities, learning, collaboration, and many other human pursuits. This book presents research related to human attention in digital environments. Original contributions by leading researchers cover the conceptual framework of research aimed at modelling and supporting human attentional processes, the theoretical and software tools currently available, and various application areas. The authors explore the idea that attention has a key role to play in the design of future technology and discuss how such technology may continue supporting human activity in environments where multiple devices compete for people's limited cognitive resources.

Adobe Pagemaker 6.5 Illustrated Projects

by Carol M. Cram

Part of the Illustrated Projects Series, this text offers a quick, visual way to apply Adobe PageMaker 6.5 skills. Covers beginning through intermediate skills.

It's a Book

by Lane Smith

Playful and lighthearted with a subversive twist that is signature Lane Smith, IT’S A BOOK is a delightful manifesto on behalf of print in the digital age. This satisfying, perfectly executed picture book has something to say to readers of all stripes and all ages.

Azim Premji

by N. Chokkan

This book is a biography of Azim Hashim Premji who is an Indian business tycoon, philanthropist and the chairman of Wipro Limited, an enterprise which emerged as one of the Indian leaders in the software industry.

Wired and Dangerous: How Your Customers Have Changed and What to Do About It

by Chip R. Bell John R. Patterson

In an era of economic stress, rapid change, and social networking, customers are distracted, disgruntled, and harder to please than ever. Picky, Fickle, Vocal, Wired, and Vain - they have very little tolerance for error and are ready to spread the word quickly over the internet when things go wrong. If a company's customer service doesn't adapt to these new conditions, they will get burned by bloggers and viral videos that can severely damage their reputation. This book describes exactly what today's customers expect and how to give it to them. In Wired and Dangerous, Bell and Patterson provide a tested formula for restoring balance to the customer relationship by establishing what they call Service Calm. The three steps to Service Calm sound simple, but they draw on sophisticated psychological principles and are profound in application: 1) Deal with Self, 2) Deal with Customer, 3) Deal with Context.

Microsoft Visual Basic 6.0: Introduction to Programming

by Michael Sprague Amelia Phillips Dorothy L. Nield

With Hands-on, step-by-step activities this textbook guides students through the nuts and bolts of Visual Basic programming. This textbook also features extensive end-of-chapter exercises to provide essential reinforcement and practice.

Exploring Microsoft Office Excel 2007, Comprehensive Second Edition

by Robert Grauer Judy Scheeren Keith Mulbery

For introductory Office Application courses that cover Excel 2007. The goal of the Exploring Series has been to move students beyond the point and click, helping them understand the why and how behind each skill. Students go to college now with a different set of skills than they did 5 years ago. The new edition of Exploring moves students beyond the basics of the software at a faster pace, without sacrificing fundamental skills to ensure that they will be engaged throughout the book.

The Young and the Digital: Why the Migration to Social-network Sites, Games, and Anytime, Anywhere Media Means for Our Future

by S. Craig Watkins

S. Craig Watkins skillfully draws from more than 500 surveys and 350 in-depth interviews with young people, parents, and educators to understand how a digital lifestyle is affecting the ways youth learn, play, bond, and communicate. Timely and deeply relevant, the book covers the influence of MySpace and Facebook, the growing appetite for anytime, anywhere media and fast entertainment, how online digital gates reinforce race and class divisions, and how technology is transforming America's classrooms. Watkins also debunks popular myths surrounding cyberpredators, Internet addiction, and social isolation. The result is a fascinating portrait, both celebratory and wary, about the coming of age of the first fully wired generation.

My Life as a Night Elf Priest

by Bonnie A. Nardi

World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.

The Ultimate Guide to Video Game Writing and Design

by Flint Dille John Zuur Platten

* Authors are top game designers* Aspiring game writers and designers must have this complete bibleThere are other books about creating video games out there. Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there's complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.From the Trade Paperback edition.

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Showing 53,001 through 53,025 of 54,344 results