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Der Grundsatz „Wissen ist Macht“, auf den sich Generationen von Führungskräften noch stützen konnten, ist spätestens mit dem Durchbruch der sozialen Medien passé. Informationen verbreiten sich heute im Unternehmen in Windeseile und auf immer neuen Wegen. Auch haben Mitarbeiter ganz neue Zugangswege zu Informationen. Soziale Medien erschließen ihnen zugleich die Möglichkeit, sich zufrieden, aber natürlich auch kritisch über das Unternehmen, seine Strategien und Führung auszulassen. Mit dem Einzug der sozialen Medien steht daher die gesamte Kommunikationskultur von Organisationen auf dem Prüfstand, wenn beispielsweise das Handeln der Führung transparenter wird und unmittelbar durch die Mitarbeiter diskutiert und bewertet werden kann. Führungskräfte sind deshalb gut beraten, sich aktiv den Herausforderungen durch das wachsende Potenzial der sozialen Medien zu stellen. Damit Unternehmen und Verwaltungen durch die Dynamik der technischen Neuerungen nicht zu Getriebenen der Entwicklungen werden, gilt es, die Auswirkungen genau zu betrachten. Erfahrungen müssen ausgetauscht werden, um Probleme frühzeitig zu erkennen und entsprechende Reaktionen erarbeiten zu können. Dazu werden in diesem Buch Beispiele aus der Praxis aufgezeigt und sowohl aus der Sicht von Führungskräften als auch von "geführten Mitarbeitern" teils auf humorvolle Art kommentiert. Der Inhalt Konzepte und Lösungen für das soziale Intranet - Social Media verändert die Unternehmenskultur - Führung 2.0 in der Praxis bei T-Systems MMS - Die 10 Gebote für die Einführung einer Social Collaboration-Plattform - Brave new work: Aufbruch zur Social Organization - Social Media im Unternehmen: Man muss es wollen! - Cloudworking: Gute Arbeit auf Wolke 7? - Ketch-mob! Transparenz steuert mit - Kopfüber strategielos in Social Media - Kommunikation ok! Mitarbeiter k.o - Legal Do's and Dont's im Social Media-Marketing - Social Media-Richtlinien – rechtliche Leitplanken im Unternehmen - Analyse der Social Media Aktivitäten: Unverzichtbarer Navigator für den Erfolg im Social Web - Social Media: eine technologische und ökonomische Perspektive - Das Ende der Privatheit Die Zielgruppen Mittelständische Unternehmen Personen aus dem beruflichen Bereich Social Media Die Herausgeber Christine Rogge und Ralf Karabasz.
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Families share stories with each other and veterans reconnect with their comrades, while teens edit music videos and then upload them to the web: all this and more can happen in the digital media lab (DML)
Multimedia library services --- Multimedia systems --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Public services (Libraries) --- Library resources.
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In diesem Buch lernen Sie anschaulich und praxisnah, wie Sie ein gutes Webinar organisieren, produzieren und live durchführen. Sie erhalten Antworten auf die Fragen: Was sind Webinare überhaupt? Wie können Sie das Format „Webinar“ in Ihrem Unternehmen sinnvoll einsetzen? Welche Technik benötigen Sie für gute Webinare? Wie produzieren Sie Präsentationen onlinegerecht? Wie halten Sie ein Webinar überzeugend und fesselnd live? Wie nutzen andere Unternehmen und Organisationen dieses Format heute schon erfolgreich? Sechs Kapitel führen Sie in die Welt der Webinare ein mit vielen Materialien, Checklisten, Plänen und Inspirationshilfen. Auf einer extra Website zum Buch erhalten Sie die wichtigsten Vorlagen zum Herunterladen, ein Bonuskapitel zum Thema Onlinemarketing, Beispiel-Webinare zum Anschauen und viele weitere Informationen. Inhalt: Share-Software - Online-Tools - Online-Methodik - Online-Training - Virtuelle Rhetorik - Limbische Kommunikation - Online-Präsentationen - Collaboration - Webinar-Struktur - PowerPoint-Storyline - Beeindruckende Charts - Stimmübungen - Audiovisuelle Highlights - Organisationsplan - Marketingplan - Leadgenerierung - Best Practice - Links zu Webinaren - Checklisten.
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Unity for Absolute Beginners walks you through the fundamentals of creating a small third-person shooter game with Unity. Using the free version of Unity to begin your game development career, you'll learn how to import, evaluate and manage your game resources to create awesome third-person shooters. This book assumes that you have little or no experience with game development, scripting, or 3D assets, and that you're eager to start creating games as quickly as possible, while learning Unity in a fun and interactive environment. With Unity for Absolute Beginners you'll become familiar with the Unity editor, key concepts and functionality. You'll learn how to import, evaluate and manage resources. You'll explore C# scripting in Unity, and learn how to use the Unity API. Using the provided art assets, you will learn the fundamentals of good game design and iterative refinement as you take your game from a simple prototype to a quirky, but challenging variation of the ever-popular first-person shooter. As can be expected, there will be plenty of destruction, special effects and mayhem along the way. Unity for Absolute Beginners assumes that you have little or no experience with game development, scripting, or 3D assets, but are eager to get up-to-speed as quickly as possible while learning Unity in a fun and interactive environment.
Computer games --- Programming. --- Unity (Electronic resource) --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Computer games—Programming. --- Computer science. --- Multimedia systems. --- Game Development. --- Media Design. --- Multimedia Information Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Multimedia systems . --- Multimedia information systems.
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Beginning RPG Maker VX Ace takes you through the process of using the RPG Maker VX Ace game development engine to create your very own role playing game. The book has been designed with the complete beginner in mind who has little to no experience with the engine. Tutorials and exercises will take you from installing the software to putting the final touches upon your first project. Game design can be quite a daunting challenge, as it generally involves a large amount of programming know-how on top of having to plan everything out that makes a good game what it is. RPG Maker VX Ace is an intuitive system that allows you to make your own game with a fraction of the effort otherwise required. Beginning RPG Maker VX Ace equips you with the knowledge you need to use Enterbrain’s newest role playing game development engine. Takes you from the start of a project to the completion of a small game. Provides a step-by-step process that will walk you through each stage of the creation process. Gives many helpful tips and tricks you can apply to your future endeavors with the engine.
Video games --- Computer games --- Design. --- Programming. --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Software engineering. --- Multimedia systems. --- Software Engineering/Programming and Operating Systems. --- Multimedia Information Systems. --- Computer software engineering --- Engineering --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Multimedia information systems.
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A step-by-step guide with clear instructions on how to get started with the SDL Trados Studio pack. You will learn everything from installation to the final translations.This book is designed for both beginners and more experienced users alike. If you are new to SDL Trados Studio, you will be able to get to grips with its essential features quickly, but if you already have some experience of the program, you will find plenty of material to enhance your knowledge.
Automatisch vertalen. --- SDL Trados Studio. --- Multimedia systems. --- Multimédia --- SDL (electronic resource) --- Sistemas multimedia --- Libros electrónicos --- Simple DirecMedia Layer (electronic resource) --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems
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Digital Video Concepts, Methods, and Metrics: Quality, Compression, Performance, and Power Trade-off Analysis is a concise reference for professionals in a wide range of applications and vocations. It focuses on giving the reader mastery over the concepts, methods and metrics of digital video coding, so that readers have sufficient understanding to choose and tune coding parameters for optimum results that would suit their particular needs for quality, compression, speed and power. The practical aspects are many: Uploading video to the Internet is only the beginning of a trend where a consumer controls video quality and speed by trading off various other factors. Open source and proprietary applications such as video e-mail, private party content generation, editing and archiving, and cloud asset management would give further control to the end-user. Digital video is frequently compressed and coded for easier storage and transmission. This process involves visual quality loss due to typical data compression techniques and requires use of high performance computing systems. A careful balance between the amount of compression, the visual quality loss and the coding speed is necessary to keep the total system cost down, while delivering a good user experience for various video applications. At the same time, power consumption optimizations are also essential to get the job done on inexpensive consumer platforms. Trade-offs can be made among these factors, and relevant considerations are particularly important in resource-constrained low power devices. To better understand the trade-offs this book discusses a comprehensive set of engineering principles, strategies, methods and metrics. It also exposes readers to approaches on how to differentiate and rank video coding solutions.
Digital video. --- Digital video --- Standards. --- Digital motion video --- PC video --- Video, Digital --- Computer graphics --- Digital media --- Image processing --- Multimedia systems --- Digital techniques --- Computer graphics. --- Computer science. --- Multimedia systems. --- Computer Graphics. --- Media Design. --- Multimedia Information Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Multimedia systems . --- Multimedia information systems. --- Computer science
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The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper. A strong supporter of science, technology, engineering and mathematics programs in schools, The Black Eyed Peas founding member will.i.am announced in July 2013 his plan to study computer science. Leonardo da Vinci, the epitome of a Renaissance man, was an Italian polymath at the turn of the 16th century. Since the Industrial Revolution in the 18th century, the division of labor has brought forth specialization in the workforce and university curriculums. The endangered species of polymaths is facing extinction. Computer science has come to the rescue by enabling practitioners to accomplish more than ever in the field of music. In this book, Newton Lee recounts his journey in executive producing a Billboard-charting song like managing agile software development; M. Nyssim Lefford expounds producing and its effect on vocal recordings; Dennis Reidsma, Mustafa Radha and Anton Nijholt survey the field of mediated musical interaction and musical expression; Isaac Schankler, Elaine Chew and Alexandre François describe improvising with digital auto-scaffolding; Shlomo Dubnov and Greg Surges explain the use of musical algorithms in machine listening and composition; Juan Pablo Bello discusses machine listening of music; Stephen and Tim Barrass make smart things growl, purr and sing; Raffaella Folgieri, Mattia Bergomi and Simone Castellani examine EEG-based brain-computer interface for emotional involvement in games through music and last but not least, Kai Ton Chau concludes the book with computer and music pedagogy. Digital Da Vinci: Computers in Music is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
Music --- Digital jukebox software. --- Digital music players. --- Computer programs. --- Sound --- Digital music manager software --- Jukebox software --- Music manager software --- Recording and reproducing --- Digital techniques --- Computer programs --- Information systems. --- Multimedia systems. --- Computer Appl. in Arts and Humanities. --- Mathematics in Music. --- Multimedia Information Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Application software. --- Mathematics. --- Multimedia information systems. --- Math --- Science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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This Springer Brief presents a comprehensive survey of the existing methodologies of background subtraction methods. It presents a framework for quantitative performance evaluation of different approaches and summarizes the public databases available for research purposes. This well-known methodology has applications in moving object detection from video captured with a stationery camera, separating foreground and background objects and object classification and recognition. The authors identify common challenges faced by researchers including gradual or sudden illumination change, dynamic backgrounds and shadow and ghost regions. This brief concludes with predictions on the future scope of the methods. Clear and concise, this brief equips readers to determine the most effective background subtraction method for a particular project. It is a useful resource for professionals and researchers working in this field.
Computer vision --- Context-aware computing --- Pattern recognition systems --- Methodology. --- Data processing. --- Pattern classification systems --- Pattern recognition computers --- Pattern perception --- Context-aware pervasive systems --- Context-awareness (Computer science) --- Ubiquitous computing --- Global system for mobile communications --- Mobile computing --- Sensor networks --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Computer vision. --- Multimedia systems. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Image Processing and Computer Vision. --- Multimedia Information Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Optical data processing. --- Multimedia information systems. --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment
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This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference on E-Learning, E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD, USA, in September 2014. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions and focus topics such as web based tools, augmented reality, mobile learning, teaching frameworks and platforms, virtual learning environments.
Computer science. --- Multimedia information systems. --- User interfaces (Computer systems). --- Education --- Computer Science. --- Computer Science, general. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Data processing. --- Education. --- Multimedia systems. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer-assisted instruction --- Education—Data processing.
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