Tom's Hardware Guide

Tom's Hardware Guide

Author: Thomas Pabst

Publisher:

Published: 1998

Total Pages: 0

ISBN-13: 9780789716866

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Offering real-world facts and assembly tips for building the ultimate PC, this work discusses the latest and fastest technologies. It unlocks the full performance potential of state-of-the-art hardware and ensures more efficient running.


Tom's Hardware Guide

Tom's Hardware Guide

Author:

Publisher:

Published: 1996

Total Pages:

ISBN-13:

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Offers information on computer hardware, compiled by Thomas Pabst. Includes updated information on digital video, CPU, mainboard, and graphics. Links to a message board and advertising information.


PC Hardware: A Beginner's Guide

PC Hardware: A Beginner's Guide

Author: Ron Gilster

Publisher: McGraw Hill Professional

Published: 2001-05-17

Total Pages: 674

ISBN-13: 0072194405

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Ideal for PC owners looking for an accessible, easy-to-follow reference, this beginner's guide to PC hardware offers expert advice on every component--processors, motherboards, memory, BIOS, CD-ROM and DVD drives, video cards, and much more. You'll also get details on external devices, including monitors, printers, keyboards, and modems. The book covers both Intel and non-Intel CPUs and USB and AGP ports.


The Complete Idiot's Guide to Fixing Your #$%@ PC

The Complete Idiot's Guide to Fixing Your #$%@ PC

Author: Michael Miller

Publisher: Penguin

Published: 1999

Total Pages: 428

ISBN-13: 9780789720924

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Explains how to troubleshoot hardware conflicts, repair Internet connections, resurrect deleted files, recover from system crashes, repair damaged disks, and unfreeze a frozen system


Digital Play

Digital Play

Author: Stephen Kline

Publisher: McGill-Queen's Press - MQUP

Published: 2003

Total Pages: 379

ISBN-13: 0773525432

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In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.


Getting Started with Digital Imaging

Getting Started with Digital Imaging

Author: Joe Farace

Publisher: Taylor & Francis

Published: 2007

Total Pages: 299

ISBN-13: 024080838X

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This updated guide offers a new approach for amateur photographers working with digital images. It focuses on the tools of digital imaging and shows how they function in different software. It guides photographers on getting up and running with digital imaging and ensures they are able to make informed decisions on software and equipment.


Adaptive Audio and Video Processing for Electronic Chalkboard Lectures

Adaptive Audio and Video Processing for Electronic Chalkboard Lectures

Author: Gerald Friedland

Publisher: Lulu.com

Published: 2006

Total Pages: 217

ISBN-13: 1430303883

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This doctoral dissertation in computer science describes how traditional chalk and talk lectures can be transmitted over the web while maximizing the quality and minimizing the amount of extra effort. The book presents a comprehensive discussion on many technological and humand-centered issues using the example of the software system "E-Chalk" that was co-developed by the author. As a by-product, the work includes a detailed description of the so-called "Simple Interactive Object Extration (SIOX)" algorithm that has recently been integrated in several open-source image manipulation programs such as GIMP, Inkscape, and Blender.


Networking All-in-One For Dummies

Networking All-in-One For Dummies

Author: Doug Lowe

Publisher: John Wiley & Sons

Published: 2018-03-27

Total Pages: 988

ISBN-13: 1119471591

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Becoming a master of networking has never been easier Whether you're in charge of a small network or a large network, Networking All-in-One is full of the information you’ll need to set up a network and keep it functioning. Fully updated to capture the latest Windows 10 releases through Spring 2018, this is the comprehensive guide to setting up, managing, and securing a successful network. Inside, nine minibooks cover essential, up-to-date information for networking in systems such as Windows 10 and Linux, as well as best practices for security, mobile and cloud-based networking, and much more. Serves as a single source for the most-often needed network administration information Covers the latest trends in networking Get nine detailed and easy-to-understand networking minibooks in one affordable package Networking All-in-One For Dummies is the perfect beginner’s guide as well as the professional’s ideal reference book.


Digital Audio Essentials

Digital Audio Essentials

Author: Bruce Fries

Publisher: "O'Reilly Media, Inc."

Published: 2005

Total Pages: 388

ISBN-13: 9780596008567

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"A comprehensive guide to creating, recording, editing, and sharing music and other audio"--Cover.


Multimedia ‘99

Multimedia ‘99

Author: N. Correia

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 232

ISBN-13: 370916771X

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Multimedia '99 covers technological and scientific areas of media production, processing and delivery. 24 contributions from research laboratories and universities worldwide give a broad perspective on multimedia research with a special focus on media convergence. The topics treated in this volume: image and sound content analysis and processing, paradigms and metaphors for multimedia authoring and display, applications such as education or entertainment, and multimedia content authentication and security.