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PC Wars - - Bog - Taylor & Francis Ltd - Plusbog.dk

PC Wars - - Bog - Taylor & Francis Ltd - Plusbog.dk

PC Wars: Politics and Theory in the Academy addresses the very issue of political correctness and the current skirmishes in the culture wars. It includes statements from many of our leading contemporary public intellectuals, including Joan Wallach Scott, Michael Bérubé, Bruce Robbins, Henry Giroux, and Gerald Graff. The collection marks a watershed in the debate about pc in that it presents serious considerations and analyses of the factors, causes, and consequences of the culture wars. Carefully examining the construction of pc, PC Wars analyses political correctness by focusing on the mass media, class politics, and the ideology of managerial democracy. It places the disputes around pc in the context of contemporary developments in critical and cultural theory and the current backlash against theory, manifested in the recent attacks on Marxism, feminism and deconstruction. The book also scrutinizes the undercurrents of anti-intellectualism and anti-professionalism which have tended to create a fertile ground for the pc hysteria. Offering much more than slogans and slinging arrows, PC Wars provides a spirited and critical look at the reaction, ideology, and political forces that have coalesced around the term. Contributors: Michael Bérubé, Reed Way Dasenbrock, Frank Farmer, Henry Giroux, Gerald Graff, Darlene Hantzis and Devoney Looser, John S. Howard and James M. Lang, Tom Lewis, James Neilson, Christopher Newfield, Richard Ohmann, Burce Robbins, Barry Sarchett, Joan W. Scott, Michael Sprinker, Jeffrey Williams

DKK 285.00
1

PC Based Instrumentation and Control - Mike Tooley - Bog - Taylor & Francis Ltd - Plusbog.dk

Creating PC Video - Robert Wolenik - Bog - Taylor & Francis Ltd - Plusbog.dk

Creating PC Video - Robert Wolenik - Bog - Taylor & Francis Ltd - Plusbog.dk

Polymer Concretes - Mostafa Hassani Niaki - Bog - Taylor & Francis Ltd - Plusbog.dk

Polymer Concretes - Mostafa Hassani (university Of Mazandaran Niaki - Bog - Taylor & Francis Ltd - Plusbog.dk

Modern Statistical, Systems, and GPSS Simulation, Second Edition - Edward J. Dudewicz - Bog - Taylor & Francis Ltd - Plusbog.dk

Multimedia and Communications Technology - Steve Heath - Bog - Taylor & Francis Ltd - Plusbog.dk

Progressive Counting Within a Phase Model of Trauma-Informed Treatment - Ricky (trauma Institute Child Trauma Institute Greenwald - Bog - Taylor &

Tech Terms - Jeff Rutenbeck - Bog - Taylor & Francis Ltd - Plusbog.dk

Real-Time Shading - Michael Mccool - Bog - Taylor & Francis Ltd - Plusbog.dk

Digital Graphic Design - Ken Pender - Bog - Taylor & Francis Ltd - Plusbog.dk

Computational Modeling of Pulverized Coal Fired Boilers - Vivek V. Ranade - Bog - Taylor & Francis Ltd - Plusbog.dk

Computational Modeling of Pulverized Coal Fired Boilers - Vivek V. Ranade - Bog - Taylor & Francis Ltd - Plusbog.dk

Harness State-of-the-Art Computational Modeling Tools Computational Modeling of Pulverized Coal Fired Boilers successfully establishes the use of computational modeling as an effective means to simulate and enhance boiler performance. This text factors in how computational flow models can provide a framework for developing a greater understanding of the underlying processes in PC boilers. It also provides a detailed account of the methodology of computational modeling of pulverized coal boilers, as well as an apt approach to modeling complex processes occurring in PC boilers in a manageable way. Connects Modeling with Real-Life Applications Restricted to the combustion side of the boiler (the authors assume some prior background of reaction engineering and numerical techniques), the book describes the individual aspects of combustion and heat recovery sections of PC boilers that can be used to further improve the design methodologies, optimize boiler performance, and solve practical boiler-related problems. The book provides guidelines on implementing the material in commercial CFD solvers, summarizes key points, and presents relevant case studies. It can also be used to model larger boilers based on conventional, super-critical, or ultra-super critical technologies as well as based on oxy-fuel technologies. Consisting of six chapters, this functional text: - Provides a general introduction - Explains the overall approach and methodology - Explores kinetics of coal pyrolysis (devolatilization) and combustion and methods of its evaluation - Presents computational flow modeling approach to simulate pulverized coal fired boiler Covers modeling aspects from formulation of model equations to simulation methodology - Determines typical results obtained with computational flow models - Discusses the phenomenological models or reactor network models - Includes practical applications of computational modeling Computational Modeling of Pulverized Coal Fired Boilers explores the potential of computational models for better engineering of pulverized coal boilers, providing an ideal resource for practicing engineers working in utility industries. It also benefits boiler design companies, industrial consultants, R & D laboratories, and engineering scientists/research students.

DKK 764.00
1

Shakespeare in Psychoanalysis - Philip Armstrong - Bog - Taylor & Francis Ltd - Plusbog.dk

Vintage Games 2.0 - Matt (saint Cloud State University Barton - Bog - Taylor & Francis Ltd - Plusbog.dk

Vintage Games 2.0 - Matt (saint Cloud State University Barton - Bog - Taylor & Francis Ltd - Plusbog.dk

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer-- Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

DKK 491.00
1

Electronic and Electrical Servicing - Level 3 - Ian Robertson Sinclair - Bog - Taylor & Francis Ltd - Plusbog.dk

Electronic and Electrical Servicing - Level 3 - Ian Robertson Sinclair - Bog - Taylor & Francis Ltd - Plusbog.dk

Electronic and Electrical Servicing – Level 3 follows on from the Level 2 book and covers the more advanced electronics and electrical principles required by service engineers servicing home entertainment equipment such as TVs, CD and DVD machines, as well as commercial equipment including PCs. All the core units of the Level 3 Progression Award in Electrical and Electronics Servicing (Consumer/Commercial Electronics) from City & Guilds (C&G 6958) are covered. The book also offers a fully up-to-date course text for the City & Guilds 1687 NVQ at Level 3. The book contains numerous worked examples to help students grasp the principles. Each chapter ends with review questions, for which answers are provided at the end of the book, so that students can check their learning. Units covered: Unit 1 – Electronic principles Unit 2 – Test and measurement Unit 3 – Analogue electronics Unit 4 – Digital electronics Ian Sinclair has been an author of market-leading books for electronic servicing courses for over 20 years, helping many thousands of students through their college course and NVQs into successful careers. Now with a new co-author, John Dunton , the new edition has been brought fully up-to-date to reflect the most recent technical advances and developments within the service engineering industry, in particular with regard to television and PC servicing and technology. Level 2 book: Electronic and Electrical Servicing , ISBN 978-0-7506-6988-7, covers the 5 core units at Level 2, plus the option units Radio and television systems technology (Unit 6) and PC technology (Unit 8).

DKK 514.00
1

The Video Games Textbook - Brian J. Wardyga - Bog - Taylor & Francis Ltd - Plusbog.dk

The Video Games Textbook - Brian J. Wardyga - Bog - Taylor & Francis Ltd - Plusbog.dk

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

DKK 618.00
1

Critical Technology - Graeme (university Of Manchester Kirkpatrick - Bog - Taylor & Francis Ltd - Plusbog.dk

Critical Technology - Graeme (university Of Manchester Kirkpatrick - Bog - Taylor & Francis Ltd - Plusbog.dk

Have we resigned ourselves to a cyber-future that has been decided behind our backs? Why is technology - and our understanding of it - central to the concerns of critical social theory? In developing the PC technologists have borrowed ideas from the human sciences about what people are like, about the nature of meaning and the desirability of some experiences over others. Yet, to date, the academic disciplines most concerned with these ideas have offered neither resistance nor debate. In this book, Graeme Kirkpatrick shows why it is crucial that we initiate that debate. Offering a revealing critique of PC design and the social assumptions that underlie it, Kirkpatrick argues that it relies on a particular conception of a capitalistic society that expects its technology to come pre-packaged, mass-marketed and "user-friendly". Anyone who is critical of such a society and its commodification of human achievement should, he suggests, be suspicious. Kirkpatrick argues that the computer is a contested space within which major social conflicts are played out. On the one hand, there is a narrative of flexibility and human empowerment, and on the other a sense of a "system" that controls our lives, leaving us in thrall to the computer corporations, and at constant risk from phishers and hackers. The outcomes of these conflicts are extremely important as they will shape our future experience of technology, society and politics. Critical Technology is a lively, provocative and often radical book, which forces us to reflect on the meaning of an artefact that is central to our daily lives, yet that we too often take for granted.

DKK 335.00
1

Democratizing Journalism through Mobile Media - Ivo (burum Media Pty Ltd) Burum - Bog - Taylor & Francis Ltd - Plusbog.dk

Virtual Learning - John Cuthell - Bog - Taylor & Francis Ltd - Plusbog.dk

The Social Dynamics of Information and Communication Technology - Leslie Haddon - Bog - Taylor & Francis Ltd - Plusbog.dk

Democratizing Journalism through Mobile Media - Ivo (burum Media Pty Ltd) Burum - Bog - Taylor & Francis Ltd - Plusbog.dk

20 Essential Games to Study - Joshua Bycer - Bog - Taylor & Francis Ltd - Plusbog.dk

Understanding Media - Marshall Mcluhan - Bog - Taylor & Francis Ltd - Plusbog.dk