Digital Transformation Game Plan

34 Tenets for Masterfully Merging Technology and Business

Digital Transformation Game Plan

The Digital Age is having a broad and profound impact on companies and entire industries. Rather than simply automate or embed digital technology into existing offerings, your business needs to rethink everything. In this practical book, three ThoughtWorks professionals provide a game plan to help your business through this transformation, along with technical concepts that you need to know to be an effective leader in a modern digital business. Chock-full of practical advice and case studies that show how businesses have transitioned, this book reveals lessons learned in guiding companies through digital transformation. While there’s no silver bullet available, you’ll discover effective ways to create lasting change at your organization. With this book, you’ll discover how to: Realign the business and operating architecture to focus on customer value Build a more responsive and agile organization to deal with speed and ambiguity Build next generation technology capability as a core differentiator

Game Theory

Third East Asia International Conference, EAGT 2019, Fuzhou, China, March 7–9, 2019, Revised Selected Papers

Game Theory

This book constitutes extended, revised and selected papers from the Third East Asia Game Theory International Conference, EAGT 2019, held in Fuzhou, China, in March 2019. The 10 full papers presented in this volume were carefully reviewed and selected from a total of 146 submissions. The papers in the volume are focused on non-cooperative and cooperative games and cover such subjects or disciplines as game theory, operations research, mathematics, decision science, management science, economics, experiment economics, system engineering, psychology and control theory.

Mathematical Foundations of Computer Science 2010

35th International Symposium, MFCS 2010, Brno, Czech Republic, August 23-27, 2010, Proceedings

Mathematical Foundations of Computer Science 2010

This volume constitutes the refereed proceedings of the 35th International Symposium on Mathematical Foundations of Computer Science, MFCS 2010, held in Brno, Czech Republic, in August 2010. The 56 revised full papers presented together with 5 invited talks were carefully reviewed and selected from 149 submissions. Topics covered include algorithmic game theory, algorithmic learning theory, algorithms and data structures, automata, grammars and formal languages, bioinformatics, complexity, computational geometry, computer-assisted reasoning, concurrency theory, cryptography and security, databases and knowledge-based systems, formal specifications and program development, foundations of computing, logic in computer science, mobile computing, models of computation, networks, parallel and distributed computing, quantum computing, semantics and verification of programs, and theoretical issues in artificial intelligence.

Cases on E-Learning Management: Development and Implementation

Development and Implementation

Cases on E-Learning Management: Development and Implementation

New technologies can help teachers and trainers empower learners and create exciting new learning opportunities for students. However, these facilitators must also create e-learning contexts which are properly scaffolded to serve the needs of learners. Cases on E-Learning Management: Development and Implementation meets this challenge by providing innovative case studies covering a range of topics such as teacher education, mobile and blended learning strategies, e-learning tutorial content, digital cognitive games, Science, Technology, Engineering, and Mathematics (STEM) education, and distance education. This casebook will enhance the work of educators, instructional designers, trainers, administrators, and researchers in the areas of online learning and distance learning.

Level Up! The Guide to Great Video Game Design

Level Up! The Guide to Great Video Game Design

Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!

OpenGL Game Programming

OpenGL Game Programming

OpenGL Game Programming teaches you how to use OpenGL to create dynamic 3D environments and effects for use in game development. Beginning with the histories of OpenGL and Microsoft DirectX, programming essentials for Microsoft Windows, and 3D theory, youll quickly move on to lessons on the functionality of OpenGL. Most of the chapters include demo programs that will allow you to see OpenGL in action. Youll then learn how to pull together OpenGL, Microsoft DirectSound, and Microsoft DirectInput to create your own games!

Changing the Game

Organizational Transformations of the First, Second, and Third Kinds

Changing the Game

Looks at three critical points in the life of a business where changes must be made

Beginning OpenGL Game Programming

Beginning OpenGL Game Programming

Are you a beginning programmer just getting started in 3D graphics programming? If you’re comfortable programming in C++ and have a basic understanding of 3D math concepts, "Beginning OpenGL Game Programming, Second Edition" will get you started programmi

Decision and Game Theory for Security

First International Conference, GameSec 2010, Berlin, Germany, November 22-23, 2010. Proceedings

Decision and Game Theory for Security

Securing complex and networked systems has become increasingly important as these systems play an indispensable role in modern life at the turn of the - formation age. Concurrently, security of ubiquitous communication, data, and computing poses novel research challenges. Security is a multi-faceted problem due to the complexity of underlying hardware, software, and network inter- pendencies as well as human and social factors. It involves decision making on multiple levels and multiple time scales, given the limited resources available to both malicious attackers and administrators defending networked systems. - cision and game theory provides a rich set of analyticalmethods and approaches to address various resource allocation and decision-making problems arising in security. This edited volume contains the contributions presented at the inaugural Conference on Decision and Game Theory for Security - GameSec 2010. These 18 articles (12 full and 6 short papers) are thematically categorized into the following six sections: – “Security investments and planning” contains two articles, which present optimization methods for (security) investments when facing adversaries. – “Privacy and anonymity” has three articles discussing location privacy, - line anonymity, and economic aspects of privacy. – “Adversarial and robust control” contains three articles, which investigate security and robustness aspects of control in networks. – “Networksecurityandbotnets”hasfourarticlesfocusingondefensivestra- giesagainstbotnetsaswellasdetectionofmaliciousadversariesinnetworks. – “Authorizationandauthentication”hasanarticleonpasswordpracticesand another one presenting a game-theoretic authorization model. – “Theory and algorithms for security” contains four articles on various th- retic and algorithmic aspects of security.