Computer Science Books
Related Subjects: Database Theory Distributed Computing Computer Graphics Theoretical Organizations Academic Departments
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Used price: $10.97

Wrong titleReview Date: 2000-06-13
Wrong title BUT GREAT bookReview Date: 2004-10-29
Digital Designing With Programmable Logic Devices
This is possibly the best book I have purchased on this subject.
It contains a thorough coverage of logic design with Finite State Machines. Examples include various
Programmable Logic Devices from PAL16L8 to 10R8 and even ROMS.
Introduction to micro code and CISC. Address Bus Decoding is covered towards the end as well.
All in all a wonderful book - and found just in time given my interest in digital design. I am probably
going to read it a second time, before delving into my own projects.
In short you should come away from this confident enough to purchase a CPLD/FPGA board and
start experimenting.

Used price: $9.70

Other ConnectionsReview Date: 2008-06-01
I am interested in writing a book on spiritual and psychic development for individuals and society related to the Web and Internet and other current communication technologies, so I think this book would be quite relevant.
Two book I have just read are probably quite related:
Donald P. Dulchinos
Neurosphere: The Convergence of Evolution, Group Mind, and the Internet
Jacques Vallee (Hardcover - Jul 2003)
The Heart of the Internet: An Insider's View of the Origin and Promise of the On-Line Revolution
And somewhat in the past:
Where Wizards Stay Up Late: The Origins Of The Internet by Katie Hafner (Paperback - Jan 21, 1998)
What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry by John Markoff (Paperback - Feb 28, 2006) -
A Deeper Understanding for Reaching Out and Touching Someone!Review Date: 2007-12-09
An acknowledgement, I am Steven's sister-in-law!

This is the best book on digital design I have ever seen!Review Date: 1999-05-10
This is the best book on digital design I have ever seen!Review Date: 1999-05-10

Used price: $27.90

Pavlichev and GarsonReview Date: 2003-11-18
The book can easily become a standard reference for those who study e-government.
Solid contribution to the Electronic Government LiteratureReview Date: 2003-11-04
Steve Holden
Assistant Professor of IS
University of Maryland, Baltimore County (UMBC)
Used price: $65.85

Critical postmodern analysisReview Date: 2003-08-06
Nick Dyer-Witheford of "Cyber-Marx" fame is one of the authors. Mr. Dyer-Witheford's influence is discernable in at least several sections where the post-Marxist themes of corporate control versus freedom that are evident in "Cyber-Marx" are used to very good effect. First, he deflates the wildly optimistic claims of techno-utopians such as Alvin Toffler, reminding us that technology remains in service to corporate profits and therefore narrows and limits the possibility of "choice, interactivity and empowerment" that digital games purportedly offer. Second, Mr. Dyer-Witheford points to piracy and hacking as evidence that freedom from corporate control and a return to "play" in its purest sense may yet remain possible.
The authors contend that video games are worthy of serious study because they represent the "ideal-type" postmodern commodity. So whereas the automobile is closely associated with the "industrial capitalism" of the Fordist era, the video game embodies the "information capitalism" of today's "perpetual innovation" society.
The ideal-type commodity does not mean that it avoids crisis, however. The authors posit that the accelerating "circuits" of technology, culture and marketing that drive postmodern society in general and the video game business in particular "can be broken or come into contradiction" in numerous ways. The authors go on to critique each of these three circuits and produce many pages of very thoughtful analysis.
For example, an interesting aspect of the industry that is often overlooked is manufacturing and the international division of labor. Electronic game equipment is often produced by proletariat labor in the poor countries of the South for the benefit of relatively wealthy consumers in the North. The authors point out that the game industry, like most capitalist enterprises that exploit the so-called free trade system in search of higher profits, will find it difficult to develop new markets for its products until it is willing to pay its third-world factory workers enough money to stimulate demand. In fact, the authors state that corporate managers should not be too surprised when intellectual property gets pirated by people who feel that they have been cheated by the economic system.
But probably the most stinging criticism concerns the close connection of games with Cold War research and development. The "militarized masculinity" that characterizes so many games originated here and has been perpetuated by corporate marketing in pursuit of profits. But the authors point out that if the industry fails to find successful alternative game genres and graphic violence continues to escalate, future interest in gaming may be jeopardized even as the potential damage to children exposed to such psychic intensity remains unknown.
In short, "Digital Play" is highly recommended to everyone interested in deconstructing the multi-faceted and increasingly fantastical world that has been brought to us by the "military and entertainment" complex.
A clever look at the global industry of interactive gamingReview Date: 2003-07-31
Digital Play is cleverly divided into three segments, each focusing on different bearings of interactive gaming but effectively converging into a single conclusive "coda." Discussion begins with a theoretical approach to analyzing gaming and its industry as it relates to circuits of interactivity including culture, technology, and marketing. Theoretical concepts collected from media theorists Marshall McLuhan and Raymond Williams, are successfully transferred to the medium of the videogame. What follows is a look at the existence of interactive gaming in a post-Fordist, and postmodern society of information technology and hyper-reality. This facilitates the understanding of historical circumstances of developing circuits of interactivity outlined in earlier chapters. While the first segment may seem theoretically and linguistically intense, it remains deeply involving and is ever mindful of the topic at hand: video games.
The second segment of Digital Play covers the historical background of games from their early beginnings in the military-industrial complex to the relentless corporate firefight known to many as the "console wars." However, unlike previous electronic gaming texts, the historical accounts are retold stressing the importance of technology, culture, and marketing. Digital Play thus provides a fresh and extremely entertaining parade through electronic gaming's past. What readers may find most absorbing in this stretch are the political-economic struggles endured by the gaming companies (Atari for example) who pioneered the industry only to meet with fierce competition and an unstable market for interactive entertainment.
The initial chapters of Digital Play concentrated on technology and communication studies, and the following chapters zeroed-in on history and marketing practices. However, this theoretical triad could not be complete without the presence of one more area of study: game culture as an industry and practice. In a chapter entitled "Workers and Warez" the authors examine gaming technologies on global levels of production and consumption, such as the exploitation of off-shore labourers and increasing levels of hacking, console "modding", and software piracy. Subsequent chapters provide studies in branding and licensing, violence and gender, and my personal favourite...political economy. Chapter 12 assembles the major themes of Digital Play, suggesting that Electronic Arts' best-selling game "The Sims" can be viewed as a microcosm of our own capitalist society, wrought with consumerist ideology. While we manipulate the digital Barbie dolls of our virtual technology, so too does a system of communication technologies, global enterprise, and postmodern digital culture manipulate our symbolic relationship with the logic of a capitalist system.
I thoroughly enjoyed reading Digital Play and wouldn't hesitate to purchase any game-related books that any of the authors might publish in the future. Digital Play offers an engaging critical look at the gaming world's industry, technology, and culture, and should not be ignored by those looking to study interactive games from an academic viewpoint or by those simply looking for enjoyable reading.

Used price: $39.66

A real helper - just when you need itReview Date: 2008-03-02
Because of how computers work, different ways of computing things give us different performance ratings. The simplest example is using FFT instead of DFT. The concept is the same, but the amount of computational power it saves is unprecedented. Therefore, you need to know not only how to derive a few methods for calculating different filter responses, but also how to implement them, so they take the least mathematical operations. Once you start using MATLAB for serious and large-scale applications, it becomes very obvious.
If you're the practical type (as opposed to a purely theoretical type) and want (or need) to know how to make stuff not just work, but also work well, this book will get you started in no time!
Great introduction to MatLab and DSPReview Date: 2007-07-27

Used price: $54.10

Nice BookReview Date: 2001-06-19
I am a retired air force pilot, and the concept of disaster management is a lifetime experience.
The book gives a very wide and general idea about the subject of disaster management, it gives a generic disaster management plan, then some specific plans for the telecom industry.
The case studies cover a wide range of applications. I found them very useful
I recommend this book for every manager, even those outside the IT profession
Disaster management explainedReview Date: 2001-05-19
The main idea behind the stress given to case studies is to make the reader think about the case, and then to arrive at an understanding of the WHYs and HOWs, before reading the analysis. This concept is presented in the following format:- 1- Background Information: (Present state) 2- Problem Faced:(Symptoms & Early warning signs) 3- Action Taken:(assuming no previous knowledge of Disaster Management) 4- Discussion: Given in the form of questions that leads the reader logically & systematically to discover what went wrong & what should have been done. 5- Analysis: This presents, in a way, the most probable course of action that should have been taken & a clarification of the cause of the trouble.
Finally, this book documents the experience that I gained through working for more than 40 years in the field with the United nations (ITU), telecommunications, Broadcasting and computer organizations, where I faced a lot of disasters that I had to detect, identify, analyze, and solve. Most of the time I was successful thank God, while in some cases I was not that fortunate. It is hoped that this book will enable the reader to profit from my experience, and avoid those places where I stumbled.

Used price: $38.07

One of a kindReview Date: 2004-01-17
a hugely diverse range of topics:
an amazing book!
An unusual mix of topics, fresh perspectiveReview Date: 2002-06-07
a better-known cousin of the Discrepancy Method. The book
covers an unusual mix of topics, and is very well-written.

Used price: $5.68

A Comprehensive Treatment of the SubjectReview Date: 2000-08-07
I wish this book had a Web site where the information was available live and up to date. I will recommend the author to attempt this.
A great review and reference for e-commerceReview Date: 2000-07-25

Used price: $16.70

A must read for teachers who want to implement technology.Review Date: 1998-08-24
A "must-read" for teachers of all grade levelsReview Date: 1998-08-26
Related Subjects: Database Theory Distributed Computing Computer Graphics Theoretical Organizations Academic Departments
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Salam