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The Lost Blogs: From Jesus to Jim Morrison--The Historically Inaccurate and Totally Fictitious Cyber Diaries of Everyone Worth Knowing

by Paul Davidson

Over 13,000,000 people are currently blogging with thousands being created each day. But what about the blogs you haven't seen, written by the iconic men and women you're dying to know the most intimate details about but who died before the internet was invented? This original take on the biggest literary development since the paperback offers 200 blogs inspired by the most famous minds in history, detailing their hysterical personal revelations, such as: John Lennon's thoughts after meeting Yoko Ono (and her obsession with the Beatles' publishing rights): Marilyn Monroe's annoyance at her new beau 'J', who breaks off their dates with excuses like having to avert a war in Costa Rica: Read Shakespeare on a treatment for a new play about two princes who misplace their horse and carriage and spend the entire play trying to find it or how a stray hot dog nearly derailed Ghandi's hunger strike: There's also the transcript of Neil Armstrong and Buzz Aldrin's intensely competitive game of "Rocks, Paper, Scissors," to decide who would be the first man to set foot on the moon and much, much more. In this book Paul Davidson proves that matters, proving there's no such thing as "too much information."

Lost in a Good Game: Why we play video games and what they can do for us

by Pete Etchells

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify ‘game addiction’ as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing’s chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.

Lösung linearer Gleichungssysteme auf Parallelrechnern

by Andreas Frommer

LOTOSphere: Software Development with LOTOS

by Tommaso Bolognesi Jeroen Van De Lagemaat Chris Vissers

LOTOS (Language Of Temporal Ordering Specification) became an international standard in 1989, although application of preliminary versions of the language to communication services and protocols of the ISO/OSI family dates back to 1984. This history of the use of LOTOS made it apparent that more advantages than the pure production of standard reference documents were to be expected from the use of such formal description techniques. LOTOSphere: Software Development with LOTOS describes in depth a five year project that moved LOTOS out of the ISO tower into software engineering practice. LOTOS became a vehicle for efficient, yet formally based industrial software specification, design, verification, implementation and testing. LOTOSphere: Software Development with LOTOS is divided into six parts. The first introduces the reader to LOTOS and the project LOTOSphere. The five remaining each treat an important part of the software development life cycle using LOTOS. This is the first book to give a comprehensive treatment of the use of these formal description techniques in a software engineering environment. It will thus be a valuable reference for researchers and software developers and can also be used as a text for an advanced course on the subject.

Lotus 1-2-3: Schritt für Schritt (Software Trainer: Grundstufe)

by Bürgler Hans-Peter

Immer mehr Rechner werden an Arbeitsplätzen in Verwaltung, Wirtschaft und bei Selbst­ ständigen eingesetzt. Wenn auch die Hardwarepreise zum Kauf eines Rechners verlocken, so wird es doch für viele Anwender schwierig, ihre eigenen Probleme zu lösen. Viele stehen vor der Frage, ob sie eine der vielen Programmiersprachen lernen sollten oder für teures Geld ihre individuellen Probleme programmieren lassen müssen. Das hier beschriebene Werkzeug Lotus 1-2-3 ist idealerweise dazu geeignet, ohne den Umweg über das Beherrschen einer Programmiersprache die eigenen Aufgaben schnell und effizient lösen zu können. In Lotus 1-2-3 werden alle Aufgaben in einem elektronischen Arbeitsblatt, das in Spalten und Zeilen organisiert ist, erfaßt und mit Hilfe der Lotus 1-2-3 Befehle gelöst. Aus die­ sem Grunde lassen sich alle Tabellenkalkulationen bequem durchfUhren. Wichtig ist dabei die Möglichkeit, sehr schnell Zahlenwerte ändern zu können und per Knopfdruck das neue Ergebnis zu erhalten. Die wichtige Frage: "Was passiert, wenn?" kann in Sekunden­ schnelle beantwortet werden. Folgende weitere wichtige Vorteile bietet Lotus 1-2-3: 1. GrafischeAuswertung Die Zahlenreihen in den Tabellen können zur besseren Anschauung durch Drücken weniger Tasten in eine gewünschte Linien-, Balken-oder Kreisgrafik umgewandelt werden. 2. Datenbank Die Zahlenwerte in den Tabellen können zu einer Datenbank erweitert werden, in der Datensätze nach bestimmten Eigenschaften ausgewählt, gesucht und sortiert werden können.

Lotus 1–2–3 Software Training

by Detlef Krusekopf

Mit Lotus 1-2-3 Software Training erscheint ein weiteres Buch aus der Praxis flir die Praxis. Lotus 1-2-3 Software Training wendet sich an den Lotus 1-2-3 Neuling und führt ihn Schritt flir Schritt von den Grundlagen der Arbeit mit Tabellenkalkulationsprogrammen in die Nutzung der verschiedenen Arbeitsbereiche des Lotus Programmpaketes ein. Lotus 1-2-3 beinhaltet als bewährtes integriertes Programmpaket eine leistungsfahige Tabellenkalkulation, Geschäftsgrafik und eine flexible Datenbankverwaltung. Durch eine gute Menütechnik bleibt das Programm dabei benutzerfreundlich, so daß auch der Anfanger leicht umfangreiche und tiefgehende Analysen von Datenmaterial durchfUhren kann. Aber auch f Automatisierungsmöglichkeiten der Arbeitsschritte vorgestellt. Kapitel 7 behandelt den Ausdruck der mit Lotus 1-2-3 erstellten Diagramme.

Lotus Notes 6 For Dummies

by Stephen R. Londergan

Lotus Notes For Dummies helps readers navigate and employ Lotus Notes to improve productivity and efficiency. Covers the enhanced features of the new version of Lotus Notes including the welcome page, instant messaging, document sharing, calendaring, group scheduling, and going mobile. This is an introductory level book that provides the essential information needed to enable users to get the most from the latest release of Lotus Notes.

Lotus Symphony Schritt für Schritt: Version 2.0 Deutsch

by Ekbert Hering

Love and Electronic Affection: A Design Primer

by Lindsay D. Grace

Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences. The text is organized into two sections. The first section covers the patterns and practice of love and affection in games, explaining the patterns and practice. The second section offers case studies from which designers can learn through example. Love and Electronic Affection: A Design Primer is a resource for exploring how digital relationships are offered and how to convey emotion and depth in a variety of virtual worlds. This book provides: • A catalog of existing digital and analog games for which love and affection are a primary or secondary focus. • A catalog of the uses of affection in games, to add depth and investment in both human-computer and player-to-player engagement. • Perspective on affection game analyses and design, using case studies that consider the relationship of culture and affection as portrayed in games from large scale studios to single author independent games. • Analysis and design recommendations for incorporating affection in games beyond romance, toward parental love, affection between friends, and other relationships. • Analysis of the moral and philosophical considerations for historical and planned development of love and affection in human–computer interaction. • An intersectionality informed set of scholarly perspectives from the Americas, Eurasia, and Oceania. Editor Bio: Lindsay D. Grace is Knight Chair of Interactive Media and an Associate Professor at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay is author of Doing Things with Games, Social Impact through Design and more than fifty peer-reviewed papers on games and related research. He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events. He was the founding director of the American University Game Lab and Studio and the designer-developer behind several award winning games, including two affection games. He served as Vice President and on the board of directors for the Global Game Jam™ non-profit between 2014 and 2019. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013 and 2015.

Love and Electronic Affection: A Design Primer

by Lindsay D. Grace

Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences. The text is organized into two sections. The first section covers the patterns and practice of love and affection in games, explaining the patterns and practice. The second section offers case studies from which designers can learn through example. Love and Electronic Affection: A Design Primer is a resource for exploring how digital relationships are offered and how to convey emotion and depth in a variety of virtual worlds. This book provides: • A catalog of existing digital and analog games for which love and affection are a primary or secondary focus. • A catalog of the uses of affection in games, to add depth and investment in both human-computer and player-to-player engagement. • Perspective on affection game analyses and design, using case studies that consider the relationship of culture and affection as portrayed in games from large scale studios to single author independent games. • Analysis and design recommendations for incorporating affection in games beyond romance, toward parental love, affection between friends, and other relationships. • Analysis of the moral and philosophical considerations for historical and planned development of love and affection in human–computer interaction. • An intersectionality informed set of scholarly perspectives from the Americas, Eurasia, and Oceania. Editor Bio: Lindsay D. Grace is Knight Chair of Interactive Media and an Associate Professor at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay is author of Doing Things with Games, Social Impact through Design and more than fifty peer-reviewed papers on games and related research. He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events. He was the founding director of the American University Game Lab and Studio and the designer-developer behind several award winning games, including two affection games. He served as Vice President and on the board of directors for the Global Game Jam™ non-profit between 2014 and 2019. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013 and 2015.

Love and Sex with Robots: Second International Conference, LSR 2016, London, UK, December 19-20, 2016, Revised Selected Papers (Lecture Notes in Computer Science #10237)

by Adrian David Cheok Kate Devlin David Levy

This book constitutes the refereed proceedings of the Second International Conference on Love and Sex with Robots 2016 in December 2016, in London, UK. The 12 revised papers presented together with 1 keynote were carefully reviewed and selected from a total of 38 submissions. The papers of the Second International Conference have been accepted and reviewed in 2015 but could not be presented as there was no conference in 2015 but at the conference in 2016. The topics of the conferences were as follows: robot emotions, humanoid robots, clone robots, entertainment robots, robot personalities, teledildonics, intelligent electronic sex hardware, gender approaches, affective approaches, psychological approaches, sociological approaches, roboethics, and philosophical approaches.The papers from the First International Conference 2015 were as follows: The Impact of a Humanlike Communication Medium on The Development of Intimate Human Relationship Kissenger – Development of a Real-Time Internet Kiss Communication Interface for Mobile Phones Sex with Robots for Love Free EncountersThe papers from the Second International Conference 2016 were as follows: Why Not Marry a Robot? Sex Robots from the Perspective of Machine Ethics Affective Labor and Technologies of Gender in Wei Yahua’s “Conjugal Happiness in the Arms of Morpheus” Teletongue: A Lollipop Device For Remote Oral Interaction ROMOT: a Robotic 3D-Movie Theater Allowing Interaction and Multimodal Experiences For the Love of Artifice 2: Attachment Influences on the Intention to buy a Sex Robot: An empirical study on influences of personality traits and personal characteristics on the intention to buy a sex robot The Cyborg Mermaid (or how technè can help the misfits fit in) Exploration of Relational Factors and the Likelihood of a Sexual Robotic Experience Robots, and Intimacies; A Preliminary Study of Perceptions of Robots and Intimacies with Robots

Love and Sex with Robots: Third International Conference, LSR 2017, London, UK, December 19-20, 2017, Revised Selected Papers (Lecture Notes in Computer Science #10715)

by David Levy Adrian David Cheok

This book constitutes the refereed proceedings of the Third International Conference on Love and Sex with Robots, LSR 2017, held in December 2017, in London, UK. The 12 revised papers presented together with 2 keynotes were carefully reviewed and selected from a total of 83 submissions.One of the biggest challenges of the Love and Sex with Robots conference is to engage a wider scientific community in the discussions of the multifaceted topic, which has only recently established itself as an academic research topic within, but not limited to, the disciplines of artificial intelligence, human-computer interaction, robotics, biomedical science and robot ethics etc.

LOVE for Lua Game Programming

by Darmie Akinlaja

This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LOVE framework as well as everything you need to know about game development using the Lua programming language.LOVE2d for Lua Game Programming is for anyone who is interested in learning about desktop game development.

Low-Code Application Development with Appian: The practitioner's guide to high-speed business automation at enterprise scale using Appian

by Stefan Helzle

Go from no-code to low-code and translate your business requirements into full-fledged enterprise-ready applicationsKey FeaturesDigitize and automate your business processes quickly using Appian's powerful low-code functionalitiesUnderstand enterprise data models and turn them into actionable Appian RecordsUse declarative code-style UI building to design intuitive UIs and reusable components in AppianBook DescriptionThis book is an exhaustive overview of how the Appian Low-Code BPM Suite enables tech-savvy professionals to rapidly automate business processes across their organization, integrating people, software bots, and data. This is crucial as 80% of all software development is expected to be carried out in low code by 2024. This practical guide helps you master business application development with Appian as a beginner low-code developer. You'll learn to automate business processes using Appian low-code, records, processes, and expressions quickly and on an enterprise scale. In a fictional development project, guided by step-by-step explanations of the concepts and practical examples, this book will empower you to transform complex business processes into software. At first, you'll learn the power of no-code with Appian Quick Apps to solve some of your most crucial business challenges. You'll then get to grips with the building blocks of an Appian, starting with no-code and advancing to low-code, eventually transforming complex business requirements into a working enterprise-ready application. By the end of this book, you'll be able to deploy Appian Quick Apps in minutes and successfully transform a complex business process into low-code process models, data, and UIs to deploy full-featured, enterprise-ready, process-driven, mobile-enabled apps.What you will learnUse Appian Quick Apps to solve the most urgent business challengesLeverage Appian's low-code functionalities to enable faster digital innovation in your organizationModel business data, Appian records, and processesPerform UX discovery and UI building in AppianConnect to other systems with Appian Integrations and Web APIsWork with Appian expressions, data querying, and constantsWho this book is forThis book empowers software developers and tech-savvy business users with a new tool that'll help them increase efficiency by a huge margin and speed up the delivery of new features to meet the demands of business departments. Business users with a maker's attitude finally have the chance to develop their own business applications, as low-code drastically reduces the complexity of traditional software development. Prior experience with automation solutions and low-code programming is needed to help you get the most out of this book.

Low-Code Development with Appsmith: Building Internal Tools and Business Applications

by Rahul Sharma Rajat Arora

This book will show you how to harness the power of Appsmith, an open-source low-code platform with a large set of integration tools and an active community. The book begins with an introduction to Appsmith and its features. As you explore the platform, you will learn about widgets, UI Canvas, and data stores, among other things. Authors Rahul Sharma and Rajat Arora then show you how to build customizations and navigation workflows, as well as how to handle error handling, debugging, and troubleshooting with Appsmith. You will also learn efficient monitoring and authentication for deploying production-ready systems. Low-Code Development with AppSmith provides examples, realistic scenarios, and explanations of the tools you'll need to build successful low-code apps, helping you gain practical skills. Upon completing this book, you will be able to use Appsmith to build low-code solutions that suit your business requirements. What You Will Learn Understand low-code development and the factors driving its adoptionSolve your business's most pressing issues with AppsmithGain an understanding of the key concepts of app development, such as data management, APIs, troubleshooting, and debuggingModel different design patterns for low-code development Who This Book Is For Anyone interested in designing technical solutions with minimal programming. This book assumes a basic understanding of object-oriented programming and JavaScript.

Low Complexity MIMO Receivers: Lattice Reduction Based Approaches

by Lin Bai Jinho Choi Quan Yu

Multiple-input multiple-output (MIMO) systems can increase the spectral efficiency in wireless communications. However, the interference becomes the major drawback that leads to high computational complexity at both transmitter and receiver. In particular, the complexity of MIMO receivers can be prohibitively high. As an efficient mathematical tool to devise low complexity approaches that mitigate the interference in MIMO systems, lattice reduction (LR) has been widely studied and employed over the last decade. The co-authors of this book are world's leading experts on MIMO receivers, and here they share the key findings of their research over years. They detail a range of key techniques for receiver design as multiple transmitted and received signals are available. The authors first introduce the principle of signal detection and the LR in mathematical aspects. They then move on to discuss the use of LR in low complexity MIMO receiver design with respect to different aspects, including uncoded MIMO detection, MIMO iterative receivers, receivers in multiuser scenarios, and multicell MIMO systems.

Low Cost Manufacturing Technologies: Proceedings of NERC 2022

by Shrikrishna Nandkishor Joshi Uday Shanker Dixit R. K. Mittal Swarup Bag

This book is on various advanced, simple, and novel techniques being used and developed in the area of manufacturing processes. Manufacturing sector is one of the important areas which help to improve the economy of our nation. It not only generates employment opportunities but also makes us self-reliant (aatma nirbhar). In line with this important agenda of Government of India, this track envisages high-quality research contributions in the field of low-cost manufacturing technologies. It comprises the research and development studies on the various factors that influence the cost of manufacturing of product or system. The factors are materials, manufacturing processes, material handling processes, skilled manpower, quality control technologies, effective communication, and use of artificial intelligence techniques. The papers are on both numerical and experimental research works related to these aspects.

The Low-Density University: 15 Scenarios for Higher Education

by Joshua Kim Edward J. Maloney

COVID-19 triggered an existential crisis for American higher education. Faced with few safe choices, most colleges and universities switched to remote learning during the 2020 spring semester. The future, however, provides more choices about how institutions can fulfill their mission of teaching and research. But how do we begin to make decisions in an uncertain and shifting environment? In this concise guide, authors Edward J. Maloney and Joshua Kim lay out clear ways colleges and universities can move forward in safe and effective ways.The Low-Density University presents fifteen scenarios for how colleges and universities can address the current crisis from a fully online semester to others with students in residence and in the classroom. How can changing the calendar or shifting to hybrid models of blended classrooms impact teaching, learning, and the college experience? Could we emerge from this crisis with new models that are better and more adapted to today's world? The Low-Density University focuses primarily on teaching and learning, but student life (housing, athletics, health, etc.) are core to the college experience. Can we devise safe and effective ways to preserve the best of that experience? The lessons here extend beyond the classroom. Just as the pandemic will change American higher education, the choices we make now will change what college looks like for generations to come.

Low Earth Orbit Satellite Design (Space Technology Library #36)

by George Sebestyen Steve Fujikawa Nicholas Galassi Alex Chuchra

In recent decades, the number of satellites being built and launched into Earth’s orbit has grown immensely, alongside the field of space engineering itself. This book offers an in-depth guide to engineers and professionals seeking to understand the technologies behind Low Earth Orbit satellites.With access to special spreadsheets that provide the key equations and relationships needed for mastering spacecraft design, this book gives the growing crop of space engineers and professionals the tools and resources they need to prepare their own LEO satellite designs, which is especially useful for designers of small satellites such as those launched by universities. Each chapter breaks down the various mathematics and principles underlying current spacecraft software and hardware designs.

Low-Energy FPGAs — Architecture and Design: Architecture And Design (The Springer International Series in Engineering and Computer Science #625)

by Varghese George Jan M. Rabaey

Low-Energy FPGAs: Architecture and Design is a primary resource for both researchers and practicing engineers in the field of digital circuit design. The book addresses the energy consumption of Field-Programmable Gate Arrays (FPGAs). FPGAs are becoming popular as embedded components in computing platforms. The programmability of the FPGA can be used to customize implementations of functions on an application basis. This leads to performance gains, and enables reuse of expensive silicon. Chapter 1 provides an overview of digital circuit design and FPGAs. Chapter 2 looks at the implication of deep-submicron technology onFPGA power dissipation. Chapter 3 describes the exploration environment to guide and evaluate design decisions. Chapter 4 discusses the architectural optimization process to evaluate the trade-offs between the flexibility of the architecture, and the effect on the performance metrics. Chapter 5 reviews different circuit techniques to reduce the performance overhead of some of the dominant components. Chapter 6 shows methods to configure FPGAs to minimize the programming overhead. Chapter 7 addresses the physical realization of some of the critical components and the final implementation of a specific low-energy FPGA. Chapter 8 compares the prototype array to an equivalent commercial architecture.

Low-Level Programming: C, Assembly, and Program Execution on Intel® 64 Architecture

by Igor Zhirkov

Learn Intel 64 assembly language and architecture, become proficient in C, and understand how the programs are compiled and executed down to machine instructions, enabling you to write robust, high-performance code.Low-Level Programming explains Intel 64 architecture as the result of von Neumann architecture evolution. The book teaches the latest version of the C language (C11) and assembly language from scratch. It covers the entire path from source code to program execution, including generation of ELF object files, and static and dynamic linking. Code examples and exercises are included along with the best code practices. Optimization capabilities and limits of modern compilers are examined, enabling you to balance between program readability and performance. The use of various performance-gain techniques is demonstrated, such as SSE instructions and pre-fetching. Relevant Computer Science topics such as models of computation and formal grammars are addressed, and their practical value explained.What You'll LearnLow-Level Programming teaches programmers to:Freely write in assembly languageUnderstand the programming model of Intel 64Write maintainable and robust code in C11Follow the compilation process and decipher assembly listingsDebug errors in compiled assembly codeUse appropriate models of computation to greatly reduce program complexityWrite performance-critical codeComprehend the impact of a weak memory model in multi-threaded applicationsWho This Book Is ForIntermediate to advanced programmers and programming students

Low Level X Window Programming: An Introduction by Examples

by Ross J. Maloney

This is the missing X Window book. While others have shown what the X Window system has available, this book shows how to convert this potential into working tools to fulfil your visualisation needs. It is of the show-me class of books. The majority of the book covers Xlib, although a short coverage of Xcb is also given. Included are: . The relationship between Xlib and the X Window protocol; . All the basic Xlib topics are covered; . Complete working programs with their results; . Exercises to reinforce the material just covered. A 9 part partition to building a complete X program is used throughout. This partitioning fosters the inclusion of all code necessary. All programs are written in C and are one to four pages in length. Open source programs with the occasional Postscript script are shown to provide support as needed. Throughout the examples consideration is given to using colour. The examples produce simple results with the aim of providing building blocks for application oriented codes. The book is directed at graduate students and researchers who create computer code to visualise their data.

The Low Light Photography Field Guide: Go beyond daylight to capture stunning low light images (Field Guide)

by Michael Freeman

Like all the titles in this successful series, The Low Light Photography Field Guide offers advice from a respected expert and professional. In this volume, Michael Freeman looks at an area that remains problematic for photographers with even top-of-the range equipment: low light.Opening with a section on the qualities of different kinds of low light, the book then deals with ways of overcoming gloomy situations, whether you're shooting hand-held or on a tripod. Post-production fixes are also covered, allowing the reader to turn difficult shots into amazing images.

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