Browse Results

Showing 83,126 through 83,150 of 83,235 results

2D to VR with Unity5 and Google Cardboard

by Roberto Dillon

The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.

2D to VR with Unity5 and Google Cardboard

by Roberto Dillon

The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.

2D-Gravity in Non-Critical Strings: Discrete and Continuum Approaches (Lecture Notes in Physics Monographs #20)

by E. Abdalla M.C.B. Abdalla D. Dalmazi A. Zadra

A comprehensive survey of the use of the Liouville (and super-Liouville) equation in (super)string theory outside the critical dimension, and of the complementary approach based on the discretized space-time - known as the matrix model approach. The authors pay particular attention to supersymmetry, both in the continuum formulation and through the consideration of the super-eigenvalue problem. The methods presented here are important in a large number of complex problems, e.g. random surfaces, 2-D gravity and large-N quantum chromodynamics, and this comparitive study of the different methods permits a cross-evaluation of the results when both methods are valid, combined with new predictions when only one of the methods may be applied.

2D Graphics Programming for Games

by John Pile Jr.

The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c

2D Game Development with Unity

by Franz Lanzinger

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

2D Game Development with Unity

by Franz Lanzinger

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

27th International Meshing Roundtable (Lecture Notes in Computational Science and Engineering #127)

by Xevi Roca Adrien Loseille

The International Meshing Roundtable (IMR) brings together researchers, developers, and application experts in a variety of disciplines, from all over the world, to present and discuss ideas on mesh generation and related topics. The technical papers in this volume present theoretical and novel ideas and algorithms with practical potential, as well as technical applications in science and engineering, geometric modelling, computer graphics, and visualization.

250 Indie Games You Must Play

by Mike Rose

This book is a guide to the expanding world of indie gaming. It helps readers to understand why indie games are so important to so many people in the entertainment industry. The book covers puzzlers, platformers, beat 'em ups, shoot 'em ups, role-playing, and strategy.

25 Years of Model Checking: History, Achievements, Perspectives (Lecture Notes in Computer Science #5000)

by Orna Grumberg Helmut Veith

Model checking technology is among the foremost applications of logic to computer science and computer engineering. The model checking community has achieved many breakthroughs, bridging the gap between theoretical computer science and hardware and software engineering, and it is reaching out to new challenging areas such as system biology and hybrid systems. Model checking is extensively used in the hardware industry and has also been applied to the verification of many types of software. Model checking has been introduced into computer science and electrical engineering curricula at universities worldwide and has become a universal tool for the analysis of systems. This Festschrift volume, published in celebration of the 25th Anniversary of Model Checking, includes a collection of 11 invited papers based on talks at the symposium "25 Years of Model Checking", 25MC, which was part of the 18th International Conference on Computer Aided Verification (CAV 2006), which in turn was part of the Federated Logic Conference (FLoC 2006) held in Seattle, WA, USA, in August 2006. Model checking is currently attracting considerable attention beyond the core technical community, and the ACM Turing Award 2007 was given in recognition of the paradigm-shifting work on this topic initiated a quarter century ago. Here we honor that achievement with the inclusion of facsimile reprints of the visionary papers on model checking by Edmund Clarke and Allen Emerson, and by Jean-Pierre Queille and Joseph Sifakis.

A 25-Year Perspective on Logic Programming: Achievements of the Italian Association for Logic Programming, GULP (Lecture Notes in Computer Science #6125)

by Agostino Dovier Enrico Pontelli

This book celebratesthe 25th anniversaryof GULP—the Italian Associationfor LogicProgramming.Authored by Italian researchersat the leading edge of their ?elds, it presents an up-to-date survey of a broad collection of topics in logic programming, making it a useful reference for both researchers and students. During its 25-year existence, GULP has organised a wide range of national and international activities, including both conferences and summer schools. It has been especially active in supporting and encouraging young researchers, by providing scholarships for GULP events and awarding distinguished disser- tions. WeintheinternationallogicprogrammingcommunitylookuponGULPwith a combination of envy, admiration and gratitude. We are pleased to attend its conferences and summer schools, where we can learn about scienti?c advances, catch up with old friends and meet young students. It is an honour for me to acknowledge our appreciation to GULP for its outstanding contributions to our ?eld and to express our best wishes for its continuing prosperity in the future. March 2010 Robert Kowalski Imperial College London Preface On June 18, 1985, a group of pioneering researchers, including representatives from industry, national research labs, and academia, attended the constituent assembly of the Group of researchers and Users of Logic Programming (GULP) association. That was the starting point of a long adventure in science, that 1 we are still experiencing 25 years later. This volume celebrates this important event.

24/7 Politics: Cable Television and the Fragmenting of America from Watergate to Fox News (Politics and Society in Modern America #148)

by Kathryn Cramer Brownell

How cable television upended American political life in the pursuit of profits and influenceAs television began to overtake the political landscape in the 1960s, network broadcast companies, bolstered by powerful lobbying interests, dominated screens across the nation. Yet over the next three decades, the expansion of a different technology, cable, changed all of this. 24/7 Politics tells the story of how the cable industry worked with political leaders to create an entirely new approach to television, one that tethered politics to profits and divided and distracted Americans by feeding their appetite for entertainment—frequently at the expense of fostering responsible citizenship.In this timely and provocative book, Kathryn Cramer Brownell argues that cable television itself is not to blame for today’s rampant polarization and scandal politics—the intentional restructuring of television as a political institution is. She describes how cable innovations—from C-SPAN coverage of congressional debates in the 1980s to MTV’s foray into presidential politics in the 1990s—took on network broadcasting using market forces, giving rise to a more decentralized media world. Brownell shows how cable became an unstoppable medium for political communication that prioritized cult followings and loyalty to individual brands, fundamentally reshaped party politics, and, in the process, sowed the seeds of democratic upheaval.24/7 Politics reveals how cable TV created new possibilities for antiestablishment voices and opened a pathway to political prominence for seemingly unlikely figures like Donald Trump by playing to narrow audiences and cultivating division instead of common ground.

21st Century Skills Development Through Inquiry-Based Learning: From Theory to Practice

by Samuel Kai Chu Rebecca B. Reynolds Nicole J. Tavares Michele Notari Celina Wing Lee

This book presents innovative instructional interventions designed to support inquiry project-based learning as an approach to equip students with 21st century skills. Instructional techniques include collaborative team-based teaching, social constructivist game design and game play, and productive uses of social media such as wikis and other online communication affordances. The book will be of interest to researchers seeking a summary of recent empirical studies in the inquiry project-based learning domain that employ new technologies as constructive media for student synthesis and creation. The book also bridges the gap between empirical works and a range of national- and international-level educational standards frameworks such as the P21, the OECD framework, AASL Standards for the 21st Century Learner, and the Common Core State Standards in the US. Of particular interest to education practitioners, the book offers detailed descriptions of inquiry project-based learning interventions that can be directly reproduced in today's schools. Further, the book provides research-driven guidelines for the evaluation of student inquiry project-based learning. Lastly, it offers education policymakers insight into establishing anchors and spaces for applying inquiry project-based learning opportunities for youth today in the context of existing and current education reform efforts. The aim of this book is to support education leaders', practitioners' and researchers' efforts in advancing inspiring and motivating student learning through transformative social constructivist inquiry-based knowledge-building with information technologies. We propose that preparing students with inquiry mindsets and dispositions can promote greater agency, critical thinking and resourcefulness, qualities needed for addressing the complex societal challenges they may face.

21st Century Prometheus: Managing CBRN Safety and Security Affected by Cutting-Edge Technologies

by Maurizio Martellini Ralf Trapp

This book describes the evolving CBRN risk landscape and highlights advances in the “core” CBRN technologies, including when combined with (improvised) explosive devices (CBRNe threats). It analyses how associated technologies create new safety and security risks, challenging certain assumptions that underlie current control regimes. The book also shows how technologies can be enablers for more effective strategies to mitigate these risks.21st-century safety and security risks emanating from chemical, biological, radiological and nuclear materials – whether resulting from natural events, accidents or malevolent use - are increasingly shaped by technologies that enable their development, production or use in ways that differ from the past. Artificial intelligence, the use of cyberspace, the revolution in the life sciences, new manufacturing methods, new platforms and equipment for agent delivery, hypersonic weapons systems, information tools utilised in hybrid warfare – these and other technologies are reshaping the global security environment and CBRN landscape. They are leading to a growing potential for highly targeted violence, and they can lead to greater instability and vulnerability worldwide. At the same time, technology offers solutions to manage CBRN risks. Examples are faster detection, more accurate characterisation of the nature and origin of CBRN agents, new forensic investigation methods, or new medical treatments for victims of CBRN incidents. New educational concepts help to foster a culture of responsibility in science and technology and strengthen governance. New training methods help develop practical skills to manage CBRN risks more effectively.The book concludes that there is a growing need for a holistic framework towards CBRN risk mitigation. Traditional arms control mechanisms such as global, regional or bilateral treaties and export controls are still needed, as they provide a necessary legal and institutional framework. But laws and technology denial alone will not suffice, and institutional mechanisms can at times be weak. Given the pace of technological progress and the diffusion of critical knowledge, tools and materials, policymakers must accept that CBRN risks cannot be eliminated altogether. Instead, society has to learn to manage these risks and develop resilience against them. This requires a “softer”, broadly based multi-stakeholder approach involving governments, industry, the research and development communities, educators, and civil society. Furthermore, educating policymakers that cutting-edge technologies may seriously affect global strategic stability could create incentives for developing a more creative and contemporary arms control strategy that fosters cooperation rather than incremental polarisation.

21st Century Learning for 21st Century Skills: 7th European Conference on Technology Enhanced Learning, EC-TEL 2012, Saarbrücken, Germany, September 18-21, 2012, Proceedings (Lecture Notes in Computer Science #7563)

by Andrew Ravenscroft Stefanie Lindstaedt Carlos Delgado Kloos Davinia Hernández-Leo

This book constitutes the refereed proceedings of the 7th European Conference on Technology Enhanced Learning, EC-TEL 2012, held in Saarbrücken, Germany, in September 2012. The 26 revised full papers presented were carefully reviewed and selected from 130 submissions. The book also includes 12 short papers, 16 demonstration papers, 11 poster papers, and 1 invited paper. Specifically, the programme and organizing structure was formed through the themes: mobile learning and context; serious and educational games; collaborative learning; organisational and workplace learning; learning analytics and retrieval; personalised and adaptive learning; learning environments; academic learning and context; and, learning facilitation by semantic means.

The 21st Century in 100 Games (Games and Contemporary Culture)

by Aditya Deshbandhu

The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry.This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

The 21st Century in 100 Games (Games and Contemporary Culture)

by Aditya Deshbandhu

The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry.This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

2030 - Strategieentwicklung für Innovation Leaders: Mit Handlungsanweisungen unter Einbezug neuester Methoden der Datennutzung

by Philipp Futterknecht Tobias Hertfelder

Seit der Relativitätstheorie wissen wir, dass massereiche Objekte durch ihre Gravitation Dinge anziehen. Je größer die Masse desto größer ist auch die Anziehungskraft. Genauso verhält es sich auch in Strategieprojekten. Jeder Projektteilnehmer ist dabei ein massereicher Teilnehmer und hat Auswirkungen auf das Zusammenspiel. Was sich gravierend geändert hat ist der Einfluss der Daten auf diesen Prozess. Wer dies nicht berücksichtigt, wird in Zukunft enorme Einbußen hinnehmen müssen. Da sich durch diese Veränderung ein neues Gleichgewicht einstellt, ändern sich auch die Erfolgsaussichten der angewandten Methoden und Verhaltensweisen. Wie Sie diesen Wandel meistern können und was Sie dazu benötigen erfahren Sie in diesem Buch.

2023 4th International Conference on E-Commerce and Internet Technology (Atlantis Highlights in Engineering #18)

by Vilas Gaikar Bijay Kumar Kandel Hrushikesh Mallick

This is an open access book.E-commerce is a commercial activity centered on commodity exchange by means of information network technology. In the open network environment of the Internet, based on the client/server application method, buyers and sellers carry out various commercial activities online, realizing online shopping for consumers, online transactions between merchants and online electronic payment, as well as various business activities, trading activities, financial activities and related comprehensive service activities of a new business operation mode. It is the electronicization, networking and informatization of all aspects of traditional business activities.Internet technology is the prerequisite for e-commerce to be realized. The development and popularization of Internet technology has also played a positive role in promoting the development of e-commerce. Internet technology is a double-edged sword, with advantages and disadvantages, since it can promote the development of e-commerce, it may also affect its normal construction, such as the existence of theft of information, tampering with information, counterfeiting, malicious damage and other security risks, but also through the firewall technology, data encryption technology, authentication technology, digital signature technology and other technologies to regulate the transaction process.Therefore, the influence of the two is mutual, and only through continuous friction can we continuously promote the development of both sides in a benign direction.ECIT 2023 provides a platform in order toCreate a forum for sharing, research and exchange at the international level, so that participants can be informed of the latest research directions, results and contents of applied Internet technologies on e-commerce, thus stimulating them to generate new research ideas.Promote the development of e-commerce by studying its problems.To open up new perspectives, broaden horizons and examine the issues under discussion by the participants.Each accepted article requires at least one author to attend the meeting and present it.

2022 2nd International Conference on Management Science and Software Engineering (Atlantis Highlights in Computer Sciences #12)


This is an open access book.Management science and engineering is a systematic discipline that combines modern information technology and digital technology, and then uses some related discipline methods, such as systems science, mathematical science, economics and behavioral science, and engineering methods. After analyzing and researching some problems arising from social economy, engineering, education, finance, etc., and making corresponding countermeasures. The main purpose is to achieve control and planning, decision-making and adjustment in social, economic, education, engineering and other aspects, and then make improvements, and finally organize and coordinate. The relevant departments can be combined to achieve system management, so that the allocation of resources and the Management can be rationally optimized, so that individual functions can play the greatest role, minimize resource consumption, and maximize the optimal allocation of resources. This is also the ultimate research purpose.Liangliang Wang said:" Management is the productive force, which promotes the development of the country, society and enterprise. The relationship between management practice and management science is the relationship between theory and practice. The research on management science helps to improve the level of management, and then promote the development of the country, society and enterprises. On the other hand, management practice changes with the continuous progress of the times. It is necessary to study the current situation and trend of management science in the new era, which will help to clarify the future development direction of the discipline and discover the deficiencies in management scientific research and grasp it. The focus of management science research, thereby promoting research in management science."Therefore, it is necessary to create a space for management science practitioners, engineering practitioners, researchers and related enthusiasts to gather and discuss this current issue.The 2nd International Conference on Management Science and Software Engineering (ICMSSE 2022) aims to accommodate this need, as well as to:1. provide a platform for experts and scholars, engineers and technicians in the field of management and software engineering to share scientific research achievements and cutting-edge technologies2. understand academic development trends, broaden research ideas, strengthen academic research and discussion, and promote the industrialization cooperation of academic achievements3. Promote the institutionalization and standardization of management science through modern researchThe conference will focus on software processing and information systems, combining research directions in the field of management. ICMSSE International Conference on Management Science and Software Engineering welcomes papers dealing with management systems research, software programming, management systems optimization, information systems management, etc.The 2nd International Conference on Management Science and Software Engineering (ICMSSE 2022) will be held in Chongqing on July 15-17, 2022. The conference sincerely invites experts, scholars, business people and other relevant personnel from domestic and foreign universities, research institutions to participate in the exchange.

2021 International Conference on Security and Information Technologies with AI, Internet Computing and Big-data Applications (Smart Innovation, Systems and Technologies #314)

by George A. Tsihrintzis Shiuh-Jeng Wang Iuon-Chang Lin

This book aims to attract researchers and practitioners who are working in information technology and computer science. This edited book is about basics and high-level concepts regarding blockchain technology and application, multimedia security, information processing, security of network, cloud and IoT, cryptography and information hiding, cyber-security and evidence investigations, and learning and intelligent computing. It is becoming increasingly important to develop adaptive, intelligent computing-centric, energy-aware, secure, and privacy-aware mechanisms in high-performance computing and IoT applications. The book serves as a useful guide for industry persons and also helps beginners to learn things from basic to advance in the area of better computing paradigm. Our aim is intended to provide a platform for researchers, engineers, academicians as well as industrial professionals from all over the world to present their research results in security-related areas. We believe that this book not only presents novel and interesting ideas but also will stimulate interesting discussions from the participants and inspire new ideas.

The 2021 International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy: SPIoT-2021 Volume 1 (Lecture Notes on Data Engineering and Communications Technologies #97)

by John Macintyre Jinghua Zhao Xiaomeng Ma

This book presents the proceedings of the 2020 2nd International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy (SPIoT-2021), online conference, on 30 October 2021. It provides comprehensive coverage of the latest advances and trends in information technology, science and engineering, addressing a number of broad themes, including novel machine learning and big data analytics methods for IoT security, data mining and statistical modelling for the secure IoT and machine learning-based security detecting protocols, which inspire the development of IoT security and privacy technologies. The contributions cover a wide range of topics: analytics and machine learning applications to IoT security; data-based metrics and risk assessment approaches for IoT; data confidentiality and privacy in IoT; and authentication and access control for data usage in IoT. Outlining promising future research directions, the book is a valuable resource for students, researchers and professionals and provides a useful reference guide for newcomers to the IoT security and privacy field.

The 2021 International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy: SPIoT-2021 Volume 2 (Lecture Notes on Data Engineering and Communications Technologies #98)

by John Macintyre Jinghua Zhao Xiaomeng Ma

This book presents the proceedings of the 2020 2nd International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy (SPIoT-2021), online conference, on 30 October 2021. It provides comprehensive coverage of the latest advances and trends in information technology, science and engineering, addressing a number of broad themes, including novel machine learning and big data analytics methods for IoT security, data mining and statistical modelling for the secure IoT and machine learning-based security detecting protocols, which inspire the development of IoT security and privacy technologies. The contributions cover a wide range of topics: analytics and machine learning applications to IoT security; data-based metrics and risk assessment approaches for IoT; data confidentiality and privacy in IoT; and authentication and access control for data usage in IoT. Outlining promising future research directions, the book is a valuable resource for students, researchers and professionals and provides a useful reference guide for newcomers to the IoT security and privacy field.

2021 International Conference on Big Data Analytics for Cyber-Physical System in Smart City: Volume 1 (Lecture Notes on Data Engineering and Communications Technologies #102)

by Mohammed Atiquzzaman Neil Yen Zheng Xu

This book gathers a selection of peer-reviewed papers presented at the third Big Data Analytics for Cyber-Physical System in Smart City (BDCPS 2021) conference, held in Shanghai, China, on Nov. 27, 2021. The contributions, prepared by an international team of scientists and engineers, cover the latest advances made in the field of machine learning, and big data analytics methods and approaches for the data-driven co-design of communication, computing, and control for smart cities. Given its scope, it offers a valuable resource for all researchers and professionals interested in big data, smart cities, and cyber-physical systems.

2021 International Conference on Big Data Analytics for Cyber-Physical System in Smart City: Volume 2 (Lecture Notes on Data Engineering and Communications Technologies #103)

by Mohammed Atiquzzaman Neil Yen Zheng Xu

This book gathers a selection of peer-reviewed papers presented at the third Big Data Analytics for Cyber-Physical System in Smart City (BDCPS 2021) conference, held in Shanghai, China, on Nov. 27, 2021. The contributions, prepared by an international team of scientists and engineers, cover the latest advances made in the field of machine learning, and big data analytics methods and approaches for the data-driven co-design of communication, computing, and control for smart cities. Given its scope, it offers a valuable resource for all researchers and professionals interested in big data, smart cities, and cyber-physical systems.

2021 International Conference on Applications and Techniques in Cyber Intelligence: Applications and Techniques in Cyber Intelligence (ATCI 2021) Volume 1 (Advances in Intelligent Systems and Computing #1398)

by Jemal Abawajy Zheng Xu Mohammed Atiquzzaman Xiaolu Zhang

This book presents innovative ideas, cutting-edge findings, and novel techniques, methods, and applications in a broad range of cybersecurity and cyberthreat intelligence areas. As our society becomes smarter, there is a corresponding need to secure our cyberfuture. The book describes approaches and findings that are of interest to business professionals and governments seeking to secure our data and underpin infrastructures, as well as to individual users.

Refine Search

Showing 83,126 through 83,150 of 83,235 results