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Master powerful new approaches to web architecture, design, and user experience This book presents a pragmatic, problem-driven, user-focused approach to planning, designing, and building dynamic web solutions. You’ll learn how to gain maximum value from Domain-Driven Design (DDD), define optimal supporting architecture, and succeed with modern UX-first design approaches. The author guides you through choosing and implementing specific technologies and addresses key user-experience topics, including mobile-friendly and responsive design. You’ll learn how to gain more value from existing Microsoft technologies such as ASP.NET MVC and SignalR by using them alongside other technologies such as Bootstrap, AJAX, JSON, and JQuery. By using these techniques and understanding the new ASP.NET Core 1.0, you can quickly build advanced web solutions that solve today’s problems and deliver an outstanding user experience. Microsoft MVP Dino Esposito shows you how to: * Plan websites and web apps to mirror real-world social and business processes* Use DDD to dissect and master the complexity of business domains* Use UX-Driven Design to reduce costs and give customers what they want* Realistically compare server-side and client-side web paradigms* Get started with the new ASP.NET Core 1.0* Simplify modern visual webpage construction with Bootstrap* Master practical, efficient techniques for running ASP.NET MVC projects* Consider new options for implementing persistence and working with data models* Understand Responsive Web Design’s pros, cons, and tradeoffs* Build truly mobile-friendly, mobile-optimized websites About This Book * For experienced developers and solution architects who want to plan and develop web solutions more effectively* Assumes basic familiarity with the Microsoft web development stack
About the Author
Dino Esposito is CTO and co-founder of Crionet, a startup providing software and IT services to professional tennis and sports companies. Dino still does a lot of training and consulting and is the author of several other books on web and mobile development. His most recent book is Architecting Applications for the Enterprise, Second Edition, written along with Andrea Saltarello. A Pluralsight author, Dino speaks regularly at industry conferences and community events. You can follow Dino on Twitter at @despos and through his blog at http://software2cents.wordpress.com.
The amount of data in everyday life has been exploding. This data increase has been especially significant in scientific fields, where substantial amounts of data must be captured, communicated, aggregated, stored, and analyzed. Cloud Computing with e-Science Applications explains how cloud computing can improve data management in data-heavy fields such as bioinformatics, earth science, and computer science. The book begins with an overview of cloud models supplied by the National Institute of Standards and Technology (NIST), and then: * Discusses the challenges imposed by big data on scientific data infrastructures, including security and trust issues * Covers vulnerabilities such as data theft or loss, privacy concerns, infected applications, threats in virtualization, and cross-virtual machine attack * Describes the implementation of workflows in clouds, proposing an architecture composed of two layers-platform and application * Details infrastructure-as-a-service (IaaS), platform-as-a-service (PaaS), and software-as-a-service (SaaS) solutions based on public, private, and hybrid cloud computing models * Demonstrates how cloud computing aids in resource control, vertical and horizontal scalability, interoperability, and adaptive scheduling Featuring significant contributions from research centers, universities, and industries worldwide, Cloud Computing with e-Science Applications presents innovative cloud migration methodologies applicable to a variety of fields where large data sets are produced. The book provides the scientific community with an essential reference for moving applications to the cloud.
About the Author
Olivier Terzo holds a bachelor’s degree from the University Institute of Nancy, France, and an M.Sc and Ph.D from the Polytechnic of Turin, Italy. Dr. Terzo is senior researcher and head of the Research Area: Advanced Computing and Electromagnetics (ACE) at the Istituto Superiore Mario Boella (ISMB), Turin, Italy. Previously at ISMB, he served as researcher in the e-security laboratory and as head of the Research Unit Infrastructures and Systems for Advanced Computing (IS4AC). His current research focuses on application integration in cloud environments. He has published more than 60 papers in conference proceedings and journals, and as book chapters. Lorenzo Mossucca studied computer engineering at the Polytechnic of Turin. Since 2007, Dr. Mossucca has worked as a researcher at the ISMB in IS4AC. His current research interests include studies of distributed databases, distributed infrastructures, and grid and cloud computing. For the past few years, he has focused his research on the migration of scientific applications to the cloud, particularly in bioinformatics and earth sciences. He has published more than 30 papers in conference proceedings, journals, and posters, and as book chapters. He is part of the IEEE Technical Program Committee and is a reviewer for many international conferences.
This book presents an in-depth description of the Arrowhead Framework and how it fosters interoperability between IoT devices at service level, specifically addressing application. The Arrowhead Framework utilizes SOA technology and the concepts of local clouds to provide required automation capabilities such as: real time control, security, scalability, and engineering simplicity. Arrowhead Framework supports the realization of collaborative automation; it is the only IoT Framework that addresses global interoperability across multiplet SOA technologies. With these features, the Arrowhead Framework enables the design, engineering, and operation of large automation systems for a wide range of applications utilizing IoT and CPS technologies. The book provides application examples from a wide number of industrial fields e.g. airline maintenance, mining maintenance, smart production, electro-mobility, automative test, smart cities-all in response to EU societal challenges.
About the Author
Prof. Jerker Delsing received the M.Sc. in Engineering Physics at Lund Institute of Technology, Sweden 1982. In 1988, he received the PhD. degree in Electrical Measurement at the Lund Univeristy. Between 1985-1988, he worked part time at Alfa- Laval – SattControl (now ABB) with development of sensors and measurement technology. In 1994, he received the docent degree (associate prof) in Heat and Power Engineering. In early 1995, he was appointed full professor in Industrial Electronics at Lulea University of Technology, where he currently is working as the scientific head of EISLAB: http://www.ltu.se/eislab. His present research profile can be entitled, “Internet of Thing Services and Systems”, with applications to automation in large and complex industry and society systems. The approach is based on Internet of Things (IoT) and the design, engineering, and deployment of System of Systems (SoS) capable of collaborative automation. Prof. Delsing and his EISLAB group have been a partner of several large EU projects in the field, e.g. Socrades and IMC-AESOP. Lately he has been the coordinator of the very large ARTEMIS project Arrowhead (www.arrowhead.eu).
Addictive Internet use is a relatively new phenomenon which many people are unaware of and subsequently do not seek treatment for. While there is no escaping the use of the Internet in schools and offices in today’s technology-driven world, excessive Internet use may lead to deteriorating relationships or interfere with life’s responsibilities. This book compiles a series of articles about the different types of Internet-related addictions that a child or teenager may face, such as pornography, social networking, gaming and online shopping. It also explores the legal problems that arise from cybercrimes and discusses the services and programmes available for both the victims and perpetrators. Finally, it explores the implications of future technology and research into this area.
About the Author
Dr Ong is Adjunct Associate Professor at the Yong Loo Lin Medical School, National University of Singapore, and holds various professional appointments in the medical field of psychiatry. Mr Tan Yi Ren is a researcher in Internet addiction, cyber bullying, selective mutism, ADHD, oppositional defiant disorder and conduct disorder.
Information architecture (IA) is far more challenging-and necessary-than ever. With the glut of information available today, anything your organization wants to share should be easy to find, navigate, and understand. But the experience you provide has to be familiar and coherent across multiple interaction channels, from the Web to smartphones, smartwatches, and beyond. To guide you through this broad ecosystem, this popular guide-now in its fourth edition-provides essential concepts, methods, and techniques for digital design that have withstood the test of time. UX designers, product managers, developers, and anyone involved in digital design will learn how to create semantic structures that will help people engage with your message. This book includes: An overview of IA and the problems it solves for creating effective digital products and services A deep dive into IA components, including organization, labeling, navigation, search, and metadata Processes and methods that take you from research to strategy, design, and IA implementation.
About the Author
Lou Rosenfeld is an independent information architecture consultant. He has been instrumental in helping establish the field of information architecture, and in articulating the role and value of librarianship within the field. Lou played a leading role in organizing and programming the first three information architecture conferences (both ASIS&T Summits and IA 2000). He also presents and moderates at such venues as CHI, COMDEX, Intranets, and the web design conferences produced by Miller Freeman, C|net and Thunder Lizard. He teaches tutorials as part of the Nielsen Norman Group User Experience Conference. Peter Morville is best known as a founder of the field of information architecture. His bestselling books include Information Architecture for the World Wide Web and Ambient Findability (both O’Reilly). He advises such clients as AT&T, Harvard, IBM, the Library of Congress, Microsoft, the National Cancer Institute, Vodafone, and the Weather Channel.
Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. * Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more * Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets * Book also includes marketing checklist ‘cheat sheets’, dos and don’ts and additional resources.
About the Author
Joel Dreskin has developed expertise with marketing, strategy development and campaign executions for high profile, enthusiast and indie brands over the past 20 years-including Star Wars, Back to the Future, Wallace & Gromit, Monkey Island, Sam & Max, original IP, and more. In addition to Joel’s experience with game tie-in launches for the Star Wars prequel films during his years with the LucasArts division of Lucasfilm, he drove brand, channel and marketing program development for Telltale Games from the company’s second through seventh years and digital media software initiatives with Macromedia (now Adobe). Joel has recently created and run focused showcase events for indie developers: Indie Press Day and Good Game Club; and has also been contributing to the Media Indie Exchange press/industry mixer events.
Social network analysis (SNA) tools provide graphical representations of relations, links, and trends of complex information contained in networked software, the internet, and mobile devices. The visualizations are used for evaluation, comparison, and analysis of data – used, for example, by businesses to analyze buying patterns, individuals to analyze social network traffic, and governments to analyze crime trends. NodeXL is a free, open source SNA tool developed by Microsoft for use with Excel. It applies 20 years of visual analytic theory and information visualization into a simple tool anyone can use. Not only its application but its development are of interest to HCI researchers. Ben Shneiderman, a pioneer in HCI, develop this tool. In this book, he and others from the development team provide not only an in-depth practical guide on how to best use the tool, but also explain the theory behind it. Though the ‘how’ to applies directly to NodeXL, the theory is of use to anyone involved with visual analytics and information visualization. It walks readers through using NodeXL while explaining the theory and development behind each step, providing takeaways that can apply to any SNA. It demonstrates how visual analytics research can be applied to SNA tools for the mass market. It presents readers with case studies using NodeXL on popular networks like email, LinkedIn, Twitter, and Wikis.
About the Author
Ben Shneiderman is a professor in the Department of Computer Science, head of the Human-Computer Interaction Laboratory, and member of the Institutes for Advanced Computer Studies and Systems Research at the University of Maryland, College Park. He is the author and coauthor of many books, technical papers, and textbooks.
Read Online at connectedyouth.nyupress.org Do today’s youth have more opportunities than their parents? As they build their own social and digital networks, does that offer new routes to learning and friendship? How do they navigate the meaning of education in a digitally connected but fiercely competitive, highly individualized world? Based upon fieldwork at an ordinary London school, The Class examines young people’s experiences of growing up and learning in a digital world. In this original and engaging study, Livingstone and Sefton-Green explore youth values, teenagers’ perspectives on their futures, and their tactics for facing the opportunities and challenges that lie ahead. The authors follow the students as they move across their different social worlds-in school, at home, and with their friends, engaging in a range of activities from video games to drama clubs and music lessons. By portraying the texture of the students’ everyday lives, The Class seeks to understand how the structures of social class and cultural capital shape the development of personal interests, relationships and autonomy. Providing insights into how young people’s social, digital, and learning networks enable or disempower them, Livingstone and Sefton-Green reveal that the experience of disconnections and blocked pathways is often more common than that of connections and new opportunities.
About the Author
Sonia Livingstone is Professor in the Department of Media and Communications at LSE and the author or editor of nineteen books. Julian Sefton-Green is Principal Research Fellow at the Department of Media & Communication, LSE and an associate professor at the University of Oslo, and the author or editor of eleven books.
Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)
Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming — coding, collaboration, and creativity — and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry’s acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don’t advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
About the Author
Yasmin B. Kafai is Professor of Learning Sciences at the University of Pennsylvania. She is the coeditor of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming and coauthor of Connected Play: Tweens in a Virtual World (both published by the MIT Press). Quinn Burke is Assistant Professor in the Department of Teacher Education at the College of Charleston. Kafai and Quinn are also coauthors of Connected Code: Why Children Need to Learn Programming (MIT Press).