CYBERCODE-5


Book Description

CYBERCODE is a series of ten books for classes 1st to 10th. Each book is based on Windows 10 and MS Office 2016. The books adhere to the guidelines given by National Curriculum Framework (NCF) 2022. This book has been created with the motive to inculcate technical skills among students. It is vital that the students get to experience and utilise technology in a way that helps in improving their adaptability and enhancing their skills. As the world keeps changing rapidly, we can cope with the pace through technology. Education must not be confined to traditional ways of teaching; hence, we have incorporated certain elements in the book to elevate the teaching-learning process.




CYBERCODE


Book Description

CYBERCODE is a series of ten books for classes 1st to 10th. Each book is based on Windows 10 and MS Office 2016. The books adhere to the guidelines given by National Curriculum Framework (NCF) 2022. This book has been created with the motive to inculcate technical skills among students. It is vital that the students get to experience and utilise technology in a way that helps in improving their adaptability and enhancing their skills. As the world keeps changing rapidly, we can cope with the pace through technology. Education must not be confined to traditional ways of teaching; hence, we have incorporated certain elements in the book to elevate the teaching-learning process.




CYBERCODE


Book Description

CYBERCODE is a series of ten books for classes 1st to 10th. Each book is based on Windows 10 and MS Office 2016. The books adhere to the guidelines given by National Curriculum Framework (NCF) 2022. This book has been created with the motive to inculcate technical skills among students. It is vital that the students get to experience and utilise technology in a way that helps in improving their adaptability and enhancing their skills. As the world keeps changing rapidly, we can cope with the pace through technology. Education must not be confined to traditional ways of teaching; hence, we have incorporated certain elements in the book to elevate the teaching-learning process.




CYBERCODE-7


Book Description

CYBERCODE is a series of ten books for classes 1st to 10th. Each book is based on Windows 10 and MS Office 2016. The books adhere to the guidelines given by National Curriculum Framework (NCF) 2022. This book has been created with the motive to inculcate technical skills among students. It is vital that the students get to experience and utilise technology in a way that helps in improving their adaptability and enhancing their skills. As the world keeps changing rapidly, we can cope with the pace through technology. Education must not be confined to traditional ways of teaching; hence, we have incorporated certain elements in the book to elevate the teaching-learning process.




CYBERCODE-3


Book Description

CYBERCODE is a series of ten books for classes 1st to 10th. Each book is based on Windows 10 and MS Office 2016. The books adhere to the guidelines given by National Curriculum Framework (NCF) 2022. This book has been created with the motive to inculcate technical skills among students. It is vital that the students get to experience and utilise technology in a way that helps in improving their adaptability and enhancing their skills. As the world keeps changing rapidly, we can cope with the pace through technology. Education must not be confined to traditional ways of teaching; hence, we have incorporated certain elements in the book to elevate the teaching-learning process.




CYBERCODE-1


Book Description

CYBERCODE is a series of ten books for classes 1st to 10th. Each book is based on Windows 10 and MS Office 2016. The books adhere to the guidelines given by National Curriculum Framework (NCF) 2022. This book has been created with the motive to inculcate technical skills among students. It is vital that the students get to experience and utilise technology in a way that helps in improving their adaptability and enhancing their skills. As the world keeps changing rapidly, we can cope with the pace through technology. Education must not be confined to traditional ways of teaching; hence, we have incorporated certain elements in the book to elevate the teaching-learning process.




Barcodes for Mobile Devices


Book Description

From inventory management in stores to automotive part tracking in assembly plants, barcodes are one of the most prevalent automatic identification and data capture technologies. This book provides a complete introduction to barcodes for mobile devices, presenting the most relevant and up-to-date information previously unavailable elsewhere or difficult to obtain. The focus throughout is on recent developments and two-dimensional (2D) barcodes, including the research and development steps towards colour barcodes for mobile devices, helping readers to develop their own barcodes. The authors also provide design details for their own novel colour 2D barcode: the Mobile MultiColour Composite (MMCC) barcode, plus coverage of RFID technology and one-dimensional barcodes. This book is ideal for professional developers of barcodes for mobile devices who need the latest technical details and information on how to develop barcodes. It is also a useful reference for graduate students researching the field of barcode technology and mobile computing.




Handbook of Augmented Reality


Book Description

Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.




Out of the Lab and On the Market


Book Description

Tetsu Natsume of Sony Computer Science Labs (Sony CSL) has been pioneering technology promotion for a decade. As he seeks marketplace opportunities for ground-breaking research, he plays the role of a Technology Producer -- a role that will be increasingly important as organizations seek optimally efficient and effective applications of basic research. Natsume's task has been greatly facilitated by his association with Sony CSL, a research lab founded by co-author Mario Tokoro. While CSL is owned by SONY, it nevertheless operates almost entirely independently. At CSL, a diverse, cosmopolitan group of talented researchers are free to explore any idea that might one day change the world. Natsume's task is to optimise that process by identifying the best path to the market for the new insights that pour out of CSL. Functioning somewhat like a movie producer, Natsume has blazed a trail for technology promoters the world over. He explains his techniques for overcoming challenges and embracing opportunities. His "10 core principles of technology promotion", which offer the reader an especially valuable framework for moving between the very different worlds of the lab and the marketplace, cover the importance of appropriate timing, speed, commitment and mindset, while being rigorously simple and boldly ambitious. This book is an eye-opening primer for anyone interested in realising and optimising the commercial value of basic research.




Virtual Reality


Book Description

This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.




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