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The History of the Computer: People, Inventions, And Technology That Changed Our World

by Rachel Ignotofsky

Explore the fascinating history of the computer, and the people who made them, in this beautifully illustrated guide for children by bestselling author and illustrator Rachel Ignotofsky.Computers make our lives easier in so many ways - they help us do our work, get directions, check the weather, exercise, shop and understand what's happening around the world. But who created them, and why? How have they transformed the way we interact with our surroundings and each other?Packed with accessible information, fun facts and discussion starters, this charmingly illustrated book takes you from the ancient world to the modern day, focusing on important inventions from the earliest known counting systems (such as the Incan quipu) to the sophisticated algorithms behind AI, space travel and wearable tech. The History of the Computer also profiles a global and diverse range of key players and creators - from An Wang and Margaret Hamilton to Steve Jobs and Tim Berners-Lee - and illuminates their goals, their intentions and the impact of their inventions on our everyday lives.This entertaining and educational journey from the bestselling author of Women in Science will help you understand our most important machines and how we can use them to enhance the way we live. You'll never look at your phone the same way again!

The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality

by Blake J. Harris

The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.

The History of the GPU - Eras and Environment

by Jon Peddie

This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s.Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999.The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding.All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.

The History of the GPU - New Developments

by Jon Peddie

This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.

The History of the GPU - Steps to Invention

by Jon Peddie

This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.

The History of the Internet

by Josepha Sherman

The beginnings of the Internet can be traced back to the 1960s when APRANET, a military computer network, was developed for the U. S. Department of Defense. This network grew to become what we call the Internet. Learn more about the people who created the Internet and how a small computer network evolved into the international phenomenon it is today.

The History of the Stealth Game: From Metal Gear to Splinter Cell and Everything in Between

by Kirk McKeand

For many, video games are like magic. They hide in the dark and then appear from nowhere, fully formed. Based on over a dozen firsthand interviews that cover genre-defining games and the titles that inspired them — Metal Gear Solid, Thief, Deus Ex, Dishonored, Assassin’s Creed, Hitman, Splinter Cell, Prey, The Last of Us Part II, and more — this book shines a flashlight into the shadowy corners of game development history, uncovering the untold stories behind these formative titles. These insider interviews cover development struggles, internal conflicts, changes in direction, and insight into the reasoning and challenges behind specific mechanics and development decisions. There’s the story of how Thief was developed, in part, by an indie band. It covers Metal Gear Solid’s localization issues and the Americanization of Hideo Kojima’s seminal stealth series, along with a page from the original Metal Gear Solid design document. Elsewhere, one of IO Interactive’s founders explains why Hitman’s Agent 47 is inspired by Coca-Cola, the creator of Assassin’s Creed tells us his vision for the future of the series, and there are plenty of surprises besides. Rather than looking back at the genre as a whole, it traces a line through and connects the dots via personal stories and anecdotes from the people who were there. Foreword written by Arkane’s Harvey Smith.

The History of the World According to Facebook

by Wylie Overstreet

The Sun is now friends with Earth and 7 other planetsPluto: Not cool.What if Facebook had emerged with the Big Bang, and every historical event took place online? Imagine how we’d we see history if . . .On April 15, 1865, Abraham Lincoln updated his status: "Taking the missus to the theater"God and Stephen Hawking trolled each other in a comment war over the creation of the universe?Alexander the Great "checked into" all the countries he conqueredDonald Trump and Vladimir Putin "Liked" each other's cryptic statusesIrreverent and clever, The History of the World According to Facebook goes back through time, from the beginning of the world to the present, to cover all the major events and eras of human history, such as the Renaissance, the Industrial Revolution, and the Information Age. Filled with hundreds of actual figures from across the centuries and thousands of invented statuses, comments, and actions lampooning Facebook users’ penchant for oversharing, abbreviation, self-importance, and lazy jargon, The History of the World According to Facebook defies all attempts at taking the multi-billion user social media platform SRSLY. It is the funniest parody of history and the dawn of man since, well, the dawn of man.

The History of the World According to Facebook, Revised Edition

by Wylie Overstreet

A revised and expanded edition of the bestselling parody that includes thirty-pages of new text, photos, and contemporary subjects—a clever and fresh historical chronicle.The Sun is now friends with Earth and 7 other planetsPluto: Not cool.What if Facebook had emerged with the Big Bang, and every historical event took place online? Imagine how we’d we see history if . . .On April 15, 1865, Abraham Lincoln updated his status: "Taking the missus to the theater"God and Stephen Hawking trolled each other in a comment war over the creation of the universe?Alexander the Great "checked into" all the countries he conqueredDonald Trump and Vladimir Putin "Liked" each other's cryptic statusesIrreverent and clever, The History of the World According to Facebook goes back through time, from the beginning of the world to the present, to cover all the major events and eras of human history, such as the Renaissance, the Industrial Revolution, and the Information Age. Wylie Overstreet brings the book up to date with three-dozen pages of additional material on contemporary figures and topics, from Caitlin Jenner to Deflategate to MAGA and Trump.Filled with hundreds of actual figures from across the centuries and thousands of invented statuses, comments, and actions lampooning Facebook users’ penchant for oversharing, abbreviation, self-importance, and lazy jargon, The History of the World According to Facebook defies all attempts at taking the multi-billion user social media platform SRSLY. It is the funniest parody of history and the dawn of man since, well, the dawn of man.

The History of Video Games

by Charlie Fish

This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

A History of Video Games in 64 Objects

by World Video Game Hall of Fame

Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development.Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming.Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

The History of Visual Magic in Computers

by Jon Peddie

If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, "How do they do that?", then you've experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today's tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.

History Teaching with Moodle 2

by John Mannion

Follow the creation of a History course with lots of practical examples and screenshots. Each chapter builds on the course and takes you through a different aspect of teaching history using Moodle. All exercises in the book relate to different periods of history and are suitable for all students of high-school age.This book is for history teachers who would like to enhance their lessons using Moodle. It doesn't matter if you haven't used Moodle before; as long as someone has set it up for you, you can get started with the exercises in the book straightaway.

Hit 'Em Where It Hurts: How to Save Democracy by Beating Republicans at Their Own Game

by Rachel Bitecofer

A radical, urgent plan for how the Democratic Party and its supporters can win elections at one of the most pivotal moments in the history of our nation&’s democracy&“Bitecofer hits hard against the GOP tactics of fear and anger and the Democrats&’ status quo narratives around political engagement and winning elections.&”—Michael Steele, former RNC chairWhy do Democrats fail to win voters to their side, and what can they do to develop new winning political strategies—especially as the very fate of democracy hangs in the balance in 2024? Too often the carefully constructed, rational arguments of the Left meet a grisly fate at the polls, where voters are instead swayed by Republican candidates hawking anger, fear, and resentment. Only when Democrats are handed an overwhelming motivational issue—like the Supreme Court&’s 2022 Dobbs decision overturning Roe v. Wade—have they found a way to counter this effect.Political scientist and strategist Rachel Bitecofer came to prominence after predicting the size (to the seat) of the Democrats&’ rare Blue Wave in the 2018 midterms. At the heart of her prediction lay a powerful concept—negative partisanship, or the idea that voters, even most so-called independents, don&’t vote for their candidate so much as they vote against their candidate&’s opponent. Seen through this lens, Hit &’Em Where It Hurts is a deep dive into the Republicans&’ own playbook, sharing how Democrats can turn the Right&’s own tactics against them. The way for Democrats to wage—and win—electoral war, Bitecofer writes, is to present themselves as &“brand ambassadors for freedom, health, wealth, safety, and common sense,&” the very opposite of the extremist, freedom-fearing Right. This is a last-ditch effort to armor democracy while there is still time to save and strengthen it against hijacking by a small minority of ideologues.As America careens into the election cycle that will determine its democratic future, Hit &’Em Where It Hurts is the book for any Democrat who has ever banged their head against a wall when obvious reasoning failed to sway voters over to their side. This guide is a lifeline to save American democracy in its darkest hour.

The Hit List: 'Sinister, clever and utterly compelling' Lesley Kara

by Holly Seddon

What would you do if you found your own name on a hit list? Seddon addresses this terrifying question in an explosive novel. One of the most exciting, brave and clever books I have ever read. The Hit List is my book of the year. Gillian McAllister, author of How to DisappearThis novel kept me guessing to the end. A twisty, intelligent thrill ride. Excellent! Will Dean, author of Black River This meticulously plotted novel will suck you ever deeper into its dark underbelly. Sinister, clever and utterly compelling. Lesley Kara, author of WHO DID YOU TELL?On the anniversary of her husband's accidental death, Marianne seeks comfort in everything Greg left behind. She wears his shirt and cologne, reads their love letters and emails. Soon she's following his footsteps across the web, but her desperation to cling to any trace of him leads her to the dark web. And a hit list with her name on it. To try to save herself from Sam, the assassin hired to kill her, Marianne must first unpick the wicked web in which Greg became tangled. Was Greg trying to protect her or did he want her dead?A gripping and emotional ebook bestseller about a woman who discovers a shocking secret about her late husband that will hook you from the first pageLoved THE HIT LIST? You can download Holly Seddon's latest twisty thriller THE SHORT STRAW now, an atmospheric mystery about three sisters stranded in an abandoned manor house later at night.

The Hit List: 'Sinister, clever and utterly compelling' Lesley Kara

by Holly Seddon

What would you do if you found your own name on a hit list? Seddon addresses this terrifying question in an explosive novel. One of the most exciting, brave and clever books I have ever read. The Hit List is my book of the year. Gillian McAllister, author of How to DisappearThis novel kept me guessing to the end. A twisty, intelligent thrill ride. Excellent! Will Dean, author of Black River This meticulously plotted novel will suck you ever deeper into its dark underbelly. Sinister, clever and utterly compelling. Lesley Kara, author of WHO DID YOU TELL?On the anniversary of her husband's accidental death, Marianne seeks comfort in everything Greg left behind. She wears his shirt and cologne, reads their love letters and emails. Soon she's following his footsteps across the web, but her desperation to cling to any trace of him leads her to the dark web. And a hit list with her name on it. To try to save herself from Sam, the assassin hired to kill her, Marianne must first unpick the wicked web in which Greg became tangled. Was Greg trying to protect her or did he want her dead?A gripping and emotional ebook bestseller about a woman who discovers a shocking secret about her late husband that will hook you from the first pageLoved THE HIT LIST? You can download Holly Seddon's latest twisty thriller THE SHORT STRAW now, an atmospheric mystery about three sisters stranded in an abandoned manor house later at night.

Hit Refresh: The Quest to Rediscover Microsoft's Soul and Imagine a Better Future for Everyone

by Satya Nadella Greg Shaw Jill Tracie Nichols

“At the core, Hit Refresh, is about us humans and the unique quality we call empathy, which will become ever more valuable in a world where the torrent of technology will disrupt the status quo like never before.” – Satya Nadella from Hit Refresh“Satya has charted a course for making the most of the opportunities created by technology while also facing up to the hard questions.” – Bill Gates from the Foreword of Hit Refresh The New York Times bestseller Hit Refresh is about individual change, about the transformation happening inside of Microsoft and the technology that will soon impact all of our lives—the arrival of the most exciting and disruptive wave of technology humankind has experienced: artificial intelligence, mixed reality, and quantum computing. It’s about how people, organizations, and societies can and must transform and “hit refresh” in their persistent quest for new energy, new ideas, and continued relevance and renewal. Microsoft’s CEO tells the inside story of the company’s continuing transformation, tracing his own personal journey from a childhood in India to leading some of the most significant technological changes in the digital era. Satya Nadella explores a fascinating childhood before immigrating to the U.S. and how he learned to lead along the way. He then shares his meditations as a sitting CEO—one who is mostly unknown following the brainy Bill Gates and energetic Steve Ballmer. He tells the inside story of how a company rediscovered its soul—transforming everything from culture to their fiercely competitive landscape and industry partnerships. As much a humanist as engineer and executive, Nadella concludes with his vision for the coming wave of technology and by exploring the potential impact to society and delivering call to action for world leaders. “Ideas excite me,” Nadella explains. “Empathy grounds and centers me.” Hit Refresh is a set of reflections, meditations, and recommendations presented as algorithms from a principled, deliberative leader searching for improvement—for himself, for a storied company, and for society.

The Hitchhiker's Guide to Python: Best Practices for Development

by Tanya Schlusser Kenneth Reitz

The Hitchhiker's Guide to Python takes the journeyman Pythonista to true expertise. More than any other language, Python was created with the philosophy of simplicity and parsimony. Now 25 years old, Python has become the primary or secondary language (after SQL) for many business users. With popularity comes diversity--and possibly dilution.This guide, collaboratively written by over a hundred members of the Python community, describes best practices currently used by package and application developers. Unlike other books for this audience, The Hitchhiker's Guide is light on reusable code and heavier on design philosophy, directing the reader to excellent sources that already exist.

Hivemind: The New Science of Tribalism in Our Divided World

by Sarah Rose Cavanagh

Cavanagh brings you along on her journey through an exquisite collection of scholarly knowledge and empirical insight to ground both your mind and your gut. From zombies to bees, moral panics to conspiracy theories, Hivemind mixes the dark with the light to help readers find a path through a very destabilizing present' - Danah Boyd, author of It's Complicated: The Social Lives of Networked Teens'This fascinating book guides us through the nuanced landscape of why we think and behave the way we do-online and off-and offers a much-needed vision for how we can find our way back from the edge'- Scott Barry Kaufman, Psychologist at Columbia University and co-author of Wired to Create'Hivemind provides a fascinating tour of research that reveals our social nature, for good and for bad. Cavanagh is a natural teacher whose enthusiasm for psychology shines through on every page. Whether you're looking to have healthier technology habits, develop better relationships with others, or address societal challenges, this book will give you food for thought and wisdom to take action' - Kelly McGonigal, author of The Joy of Movement and The Willpower Instinct+++Hivemind: A collective consciousness in which we share consensus thoughts, emotions, and opinions; a phenomenon whereby a group of people function as if with a single mind.Our views of the world are shaped by the stories told by our self-selected communities. Whether seeking out groups that share our tastes, our faith, our heritage, or other interests, since the dawn of time we have taken comfort in defining ourselves through our social groups. But what happens when we only socialize with our chosen group, to the point that we lose the ability to connect to people who don't share our passions? What happens when our tribes merely confirm our world view, rather than expand it? Leading a narrative journey from the site of the Charlottesville riots to the boardrooms of Facebook, considering such diverse topics as zombies, neuroscience, and honeybees, psychologist and emotion regulation specialist Sarah Rose Cavanagh leaves no stone unturned in her quest to understand how social technology is reshaping the way we socialize. It's not possible to turn back the clocks, and Cavanagh argues that there's no need to; instead, she presents a fully examined and thoughtful call to cut through our online tribalism, dial back our moral panic about screens and mental health, and shore up our sense of community. With compelling storytelling and shocking research, Hivemind is a must-read for anyone hoping to make sense of the dissonance around us.

The Hivemind Swarmed: Conversations on Gamergate, the Aftermath, and the Quest for a Safer Internet

by David Wolinsky

An incisive oral history that brings together the voices of major figures in gaming, tech, media, and politics to reflect on the long shadow of GamergateWith The Hivemind Swarmed, oral historian and documentary researcher David Wolinsky invites readers to sit in on a series of urgent, intimate conversations between some of the most distinguished voices across entertainment and media as they reflect on the longstanding impact of Gamergate. What went wrong, and what can we learn from Gamergate to help us build a more equitable online world?The backstory: 10 years ago, a disgruntled software developer named Eron Gjoni posted online to accuse his ex-girlfriend, game developer Zoë Quinn, of sleeping with game critics in exchange for positive reviews. He offered no evidence to back up his claims. However, his posts were picked up by extremists in the gaming community who built a vicious online movement targeting women, minorities, and progressive voices. Rallying under the hashtag #gamergate, they sent their victims round-the-clock death and rape threats. Game companies, for the most part, declined to take action as their female employees were harassed out of their jobs. The FBI launched an investigation but found "no true threat."Gamergate holds the grim distinction of being the first modern online harassment campaign. It arguably served as a model for the alt-right movement that would help propel Donald Trump to the White House. And it highlighted a toxic media culture—not just in gaming, but in film, TV, journalism, and more—in which leaders, through their passivity, took the side of the oppressor. Now, ten years later—in the wake of #MeToo, Charlottesville, the Trump years, and the January 6 insurrection—the questions discussed here are more important than ever.

HLSL and Pixel Shaders for XAML Developers

by Walt Ritscher

Pixel shaders are some of the more powerful graphic tools available for XAML programmers, but shader development bears little resemblance to traditional .NET programming. With this hands-on book, you'll not only discover how to use existing shaders in your Windows Presentation Foundation (WPF) and Silverlight applications, you'll also learn how create your own effects with XAML and Microsoft's HLSL shading language.

HLSL Development Cookbook

by Doron Feinstein

Written in an engaging yet practical manner, HLSL Development Cookbook allows you to pick the recipes you need as and when they are required.If you have some basic Direct3D knowledge and want to give your work some additional visual impact by utilizing advanced rendering techniques, then this book is for you. It is also ideal for those seeking to make the transition from DirectX 9 to DirectX 11, and those who want to implement powerful shaders with the High Level Shader Language (HLSL).

Hochschulen in Zeiten der Digitalisierung: Lehre, Forschung und Organisation (Angewandte Wirtschaftsinformatik)

by Thomas Barton Christian Müller Christian Seel

Digitalisierung für Hochschulen – Dieses Buch zeigt, wie es gehtIn diesem Buch erfahren Sie alles zu Digitalisierungsprozessen an Hochschulen und Universitäten. Die Autoren erläutern die Herausforderungen für Lehre, Forschung und die interne Organisation und präsentieren ihre Lösungen zu: Digitalisierung von HochschulprozessenDigitalisierung des Studiums (der Forschung, Lehre und des Lernens)Informationssysteme an HochschulenAnwendungsszenarienDas Buch richtet sich in erster Linie an Führungskräfte und Lehrende im Hochschulbetrieb, aber ebenso an Projektleiter, Projektmitarbeiter und interessierte Studierende.Universität 4.0: Lernen Sie in diesem Buch neue Digitalisierungsstrategien für HochschulenDank vieler Beispiele und praxisnahen Anwendungen vermittelt Ihnen dieses Buch ein Gefühl für die Problematik und stellt verschiedene Digitalisierungskonzepte vor, welche die digitale Lehre in Hochschulen positiv beeinflussen können. Werfen Sie gemeinsam mit Prof. Dr. Thomas Barton, Prof. Dr. Christian Müller und Prof. Dr. Christian Seel einen Blick auf die vielfältigen Einsatzgebiete der Digitalisierung, wie: elektronische PrüfungeneLearning (u. a. MOOCs)die digitale Abgabe von Hausarbeitender Einsatz von Podcastselektronische AbstimmungssystemeAugmented RealityDas Buch zeigt Ihnen, dass die Digitalisierung gleichermaßen Auswirkungen auf das Hochschulmanagement und die Wissenschaft hat, wie etwa die Forschung und die dazugehörigen Forschungsprozesse.

A Holistic Approach to Lessons Learned: How Organizations Can Benefit from Their Own Knowledge

by Moria Levy

The book presents a holistic approach to organization performance improvements by lessons learned management. Such an approach is required because specific methods, such as debriefing, task management or procedures updates, do not achieve actual improvements. The presented model spans the entire life cycle of lessons learned: Starting from creating new lessons, moving on to knowledge refining and ending with smart integration into the organizational environment so future re-use of knowledge is enabled. The model also addresses other sources of organizational learning including quality processes and employee experience utilization.

Holistic Approach to Quantum Cryptography in Cyber Security

by Shashi Bhushan, Manoj Kumar, Pramod Kumar, Renjith V. Ravi and Anuj Kumar Singh

This new book discusses the concepts while also highlighting the challenges in the field of quantum cryptography and also covering cryptographic techniques and cyber security techniques, in a single volume. It comprehensively covers important topics in the field of quantum cryptography with applications, including quantum key distribution, position-based quantum cryptography, quantum teleportation, quantum e-commerce, quantum cloning, cyber security techniques’ architectures and design, cyber security techniques management, software-defined networks, and cyber security techniques for 5G communication. The text also discusses the security of practical quantum key distribution systems, applications and algorithms developed for quantum cryptography, as well as cyber security through quantum computing and quantum cryptography. The text will be beneficial for graduate students, academic researchers, and professionals working in the fields of electrical engineering, electronics and communications engineering, computer science, and information technology.

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