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Book Mental Health 3ed

    Book Details:
  • Author : Nicholas Procter
  • Publisher : Cambridge University Press
  • Release : 2022-04-07
  • ISBN : 1108984622
  • Pages : 509 pages

Download or read book Mental Health 3ed written by Nicholas Procter and published by Cambridge University Press. This book was released on 2022-04-07 with total page 509 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mental Health equips students with the tools to provide person-focused care when supporting improved mental health of diverse communities.

Book The Future of 3D Media

    Book Details:
  • Author : Keith Fredericks
  • Publisher : CreateSpace
  • Release : 2011-09-01
  • ISBN : 9781466239180
  • Pages : 182 pages

Download or read book The Future of 3D Media written by Keith Fredericks and published by CreateSpace. This book was released on 2011-09-01 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why is glasses-based 3D one of the biggest all time failures in the history of consumer electronics? How does stereoscopic 3D get to consumers? What is coming next in 3D? Where will the content come from and how will it be delivered? Most people have seen at least one modern 3D movie such as Avatar. But 3D is pushing into our lives now in the form of 3DTVs, mobile phones, tablets and even 3D videos and photos on the Web. When we leave the theater we move into an uncontrolled environment where people multi-task...an environment where 3D glasses simply don't work. This book introduces stereoscopic 3D to early-adopters, business people, content producers, broadcasters and all others curious about the history and future of 3D and then confronts some of the most difficult issues facing the 3D industry today. The trade-off and the solution Current 3DTV display technology presents a classic trade-off between fidelity and convenience. The current glasses-based systems present high-fidelity and the desired glasses-free technologies afford convenience. The early 3DTV proponents, have bet on 2 channel, glasses-based stereoscopic TVs. In a world where we accept "low-quality" MP3 audio (Apple's iTunes, iPod, and iPhone) and "low-quality" video conferencing (Skype), one can make a strong case that glasses-free (autostereoscopic) 3D display systems are good enough, that is, convenient. Most consumer electronics companies have not considered the overall usability or convenience aspects of the 3D display system, but only the video quality aspects. This is a mistake in an environment of disruptive innovation. In The Future of 3D Media, we examine the conditions which create a compelling new opportunity to benefit from bringing stereoscopic 3D to consumers.

Book Multimedia Quality of Experience  QoE

Download or read book Multimedia Quality of Experience QoE written by Chang Wen Chen and published by John Wiley & Sons. This book was released on 2016-01-19 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multimedia Quality of Experience (QoE) Current Status and Future Requirements Multimedia Quality of Experience (QoE): Current Status and Future Requirements discusses the current status of QoE (Quality of Experience) research, providing guidelines on QoE assessment and management practice. Moreover, it covers many different aspects of QoE research, including definitions, standardization (ITU, ETSI, IEEE, IETF), measurement, management, and architectures. In addition, the authors bring together contributions from recognized experts (worldwide) in the area of subjective and objective QoE video assessment. Discusses the current status of QoE research; reporting the latest advances from various standardization bodies Provides guidelines on QoE assessment and management practice Explores methods, means, and architectures of QoE Considers future requirements of QoE

Book Shoot 3D Video Like a Pro

Download or read book Shoot 3D Video Like a Pro written by Michael Sean Kaminsky and published by . This book was released on 2011-11 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: For the first time in history, 3D video cameras are affordable for just about anyone. But 3D often frustrates and confuses new users. Now with this book as your guide, you can easily shoot eye-popping, professional-looking 3D video. Shoot 3D Video Like a Pro: 3D Camcorder Tips, Tricks & Secrets uses easy-to-understand examples to teach you how to: - Choose the best 3D camcorder for you - Learn the secrets that will make your 3D videos pop - Avoid hidden 3D shooting and editing pitfalls - Make $ with your new camcorder in 16 different ways - Help your 3D videos go viral on YouTube - Find 3D film festivals to screen your work - Shoot 3D weddings, vacations, video blogs and more - Wow your friends and family with stunning 3D You will also learn from three real world professional 3D videographers who share their expertise and stereoscopic know how. The exciting world of 3D video is yours to explore!

Book Supervideo   the Report

Download or read book Supervideo the Report written by Right Hemisphere Pty. Limited and published by . This book was released on 1989 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Consumer Video Media A Complete Guide   2019 Edition

Download or read book Consumer Video Media A Complete Guide 2019 Edition written by Gerardus Blokdyk and published by 5starcooks. This book was released on 2019-07-10 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: The political context: who holds power? Who is on the team? What process should you select for improvement? Marketing budgets are tighter, consumers are more skeptical, and social media has changed forever the way we talk about Consumer Video Media, how do you gain traction? What are the timeframes required to resolve each of the issues/problems? This easy Consumer Video Media self-assessment will make you the entrusted Consumer Video Media domain master by revealing just what you need to know to be fluent and ready for any Consumer Video Media challenge. How do I reduce the effort in the Consumer Video Media work to be done to get problems solved? How can I ensure that plans of action include every Consumer Video Media task and that every Consumer Video Media outcome is in place? How will I save time investigating strategic and tactical options and ensuring Consumer Video Media costs are low? How can I deliver tailored Consumer Video Media advice instantly with structured going-forward plans? There's no better guide through these mind-expanding questions than acclaimed best-selling author Gerard Blokdyk. Blokdyk ensures all Consumer Video Media essentials are covered, from every angle: the Consumer Video Media self-assessment shows succinctly and clearly that what needs to be clarified to organize the required activities and processes so that Consumer Video Media outcomes are achieved. Contains extensive criteria grounded in past and current successful projects and activities by experienced Consumer Video Media practitioners. Their mastery, combined with the easy elegance of the self-assessment, provides its superior value to you in knowing how to ensure the outcome of any efforts in Consumer Video Media are maximized with professional results. Your purchase includes access details to the Consumer Video Media self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows you exactly what to do next. Your exclusive instant access details can be found in your book. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation - In-depth and specific Consumer Video Media Checklists - Project management checklists and templates to assist with implementation INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.

Book 3D Video Coding for Embedded Devices

Download or read book 3D Video Coding for Embedded Devices written by Bruno Zatt and published by Springer. This book was released on 2013-04-30 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book shows readers how to develop energy-efficient algorithms and hardware architectures to enable high-definition 3D video coding on resource-constrained embedded devices. Users of the Multiview Video Coding (MVC) standard face the challenge of exploiting its 3D video-specific coding tools for increasing compression efficiency at the cost of increasing computational complexity and, consequently, the energy consumption. This book enables readers to reduce the multiview video coding energy consumption through jointly considering the algorithmic and architectural levels. Coverage includes an introduction to 3D videos and an extensive discussion of the current state-of-the-art of 3D video coding, as well as energy-efficient algorithms for 3D video coding and energy-efficient hardware architecture for 3D video coding.

Book 3DTV

    Book Details:
  • Author : Anil Fernando
  • Publisher : Wiley
  • Release : 2013-10-14
  • ISBN : 9781119997320
  • Pages : 0 pages

Download or read book 3DTV written by Anil Fernando and published by Wiley. This book was released on 2013-10-14 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A novel and timely primer to the 3DTV system chain from capture to display This book examines all aspects of the 3DTV chain, from capture to display. It helps the reader learn about the key issues for 3DTV technology. It also provides with a systems level appreciation of 3DTV systems, and an understanding of the fundamental principles behind each part of the chain. At the end of each chapter, the author provides resources where readers can learn more about the technology covered (e.g. more focused text books, key journal papers, and key standards contributions). Provides a fundamental and systematic introduction and description of 3DTV key techniques, which build up the whole 3DTV system from capture to consumer viewing at the home. Addresses the quick moving field of 3D displays which is attracting increasing interest from industry and academia. Concepts in the book will be illustrated using diagrams and example images of processed 3D content. The 3D content will be presented as 2D images in the book. Authors to host website providing pointers to more information on the web, freely available tools which would enable readers to experiment with coding video, simulate its transmission over networks, play it back in 3D, and measure the quality and links to important news and developments in the field.

Book Virtual Reality Sourcebook

Download or read book Virtual Reality Sourcebook written by and published by . This book was released on 1992 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book English 3D

Download or read book English 3D written by Kate Kinsella and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: English 3D was designed to accelerate language development for English learners who have agility with social interactional English while lacking the advanced linguisitic knowledge and skills required by complex coursework in school. English 3D propels students to higher language proficiency through a consistent series of lessons derived from research-based principles and classroom-tested practices that maximize students' verbal and written engagement with conceptually rigorous content.--Teaching Guide Course A, Volume 1, Overview p. T10.

Book Essays on Demand Spillovers in the Video game Industry

Download or read book Essays on Demand Spillovers in the Video game Industry written by Nan Li and published by . This book was released on 2019 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The video-game industry is an important and fast-growing entertainment business. It is estimated to have reached 43.8 billion US dollars in revenue in 2018, surpassing the projected total global box office for the film industry (Entertainment Software Association, 2019). The video-game industry features frequent new product introduction, innovation in product characteristics including achievement systems, and active interplay with streaming services such as YouTube. Therefore, the video-game industry is an ideal setting to study demand spillovers between related products and product designs and how these spillovers affect consumer and firm decisions. This thesis consists of three essays on topics related to the demand spillovers in the video-game industry. The first essay examines the effect of extending and sharing intellectual property rights of the original video-game products. Although user-generated content, and increasingly videos, have become ubiquitous in the digital age, the users who upload these videos often do not hold the intellectual property rights for the content they post. We evaluate the impact of allowing such content on the intellectual property holder's original product. This question is especially relevant for content concerning video games. Video-game content on YouTube accounts for one third of YouTube's total traffic, yet video-game firms can legally require any third-party videos featuring their game to be taken down. Although many firms allow third parties to freely share and extend their intellectual property on these public platforms, some, such as Nintendo, do not. We study the impact of firm decisions to share and extend intellectual property in this highly relevant context of video games. To do so, we collected a unique individual-level panel dataset on usage levels and purchases of video games as well as data on the timing of related YouTube video posts and competitive competitions. We apply both difference-in-differences (DiD) and synthetic-control methods to evaluate the causal effects of these sharing and extending activities on video-game usage and sales. We find that company-initiated competitive gaming tournaments increase game usage by up to 45%, whereas one third-party YouTube video post increases game sales by 9.4% and game usage by 12.7%. Both effects are concentrated in the heavy users, and casual gamers benefit less from YouTube video posts. These results offer an explanation for why firms would vary in allowing such content sharing and extensions, and why Nintendo, in particular, would want to set stricter content-sharing policies for its games. The second essay explores the impact of goal achievements without monetary rewards on subsequent product usage. I assemble a unique panel dataset of product usage and goal achievements from the world's largest platform of digital PC video games. Using the difficulty level of the remaining achievements as instruments, I find achieving an extra goal increases subsequent game usage by a statistically and economically significant margin, and the uplifting effect can last as long as one month. In addition, I find supporting evidence for self-satisfaction but not social effects as the main driving mechanism. Empirical findings in this research suggest the goal achievements alone can be effective in promoting consumer engagement with the product and reducing consumer attrition. The last essay studies the intertemporal spillover effect from current software purchases to future software purchases. Many platform strategies focus on indirect network effects between sellers through platform expansion. In this essay, we show sellers on the console-video-game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding fixed the set of platform adopters. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform-sales events and subscription services that provide free games to consumers every month"--Pages vii-ix.

Book The Starbucks Experience  5 Principles for Turning Ordinary Into Extraordinary

Download or read book The Starbucks Experience 5 Principles for Turning Ordinary Into Extraordinary written by Joseph Michelli and published by McGraw Hill Professional. This book was released on 2006-10-05 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: WAKE UP AND SMELL THE SUCCESS! You already know the Starbucks story. Since 1992, its stock has risen a staggering 5,000 percent! The genius of Starbucks success lies in its ability to create personalized customer experiences, stimulate business growth, generate profits, energize employees, and secure customer loyalty-all at the same time. The Starbucks Experience contains a robust blend of home-brewed ingenuity and people-driven philosophies that have made Starbucks one of the world's "most admired" companies, according to Fortune magazine. With unique access to Starbucks personnel and resources, Joseph Michelli discovered that the success of Starbucks is driven by the people who work there-the "partners"-and the special experience they create for each customer. Michelli reveals how you can follow the Starbucks way to Reach out to entire communities Listen to individual workers and consumers Seize growth opportunities in every market Custom-design a truly satisfying experience that benefits everyone involved Filled with real-life insider stories, eye-opening anecdotes, and solid step-by-step strategies, this fascinating book takes you deep inside one of the most talked-about companies in the world today. For anyone who wants to learn from the best-and be the best-The Starbucks Experience is a rich, heady brew of unforgettable user-friendly ideas.

Book Likeable Social Media  How to Delight Your Customers  Create an Irresistible Brand  and Be Generally Amazing on Facebook    Other Social Networks

Download or read book Likeable Social Media How to Delight Your Customers Create an Irresistible Brand and Be Generally Amazing on Facebook Other Social Networks written by Dave Kerpen and published by McGraw Hill Professional. This book was released on 2011-06-07 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE NEW YORK TIMES AND USA TODAY BESTSELLER! The secret to successful word-of-mouth marketing on the social web is easy: BE LIKEABLE. A friend's recommendation is more powerful than any advertisement. In the world of Facebook, Twitter, and beyond, that recommendation can travel farther and faster than ever before. Likeable Social Media helps you harness the power of word-of-mouth marketing to transform your business. Listen to your customers and prospects. Deliver value, excitement, and surprise. And most important, learn how to truly engage your customers and help them spread the word. Praise for Likeable Social Media: Dave Kerpen's insights and clear, how-to instructions on building brand popularity by truly engaging with customers on Facebook, Twitter, and the many other social media platforms are nothing short of brilliant. Jim McCann, founder of 1-800-FLOWERS.COM and Celebrations.com Alas, common sense is not so common. Dave takes you on a (sadly, much needed) guided tour of how to be human in a digital world. Seth Godin, author of Poke the Box Likeable Social Media cuts through the marketing jargon and technical detail to give you what you really need to make sense of this rapidly changing world of digital marketing and communications. Being human — being likeable — will get you far. Scott Monty, Global Digital Communications, Ford Motor Company Dave gives you what you need: Practical, specific how-to advice to get people talking about you. Andy Sernovitz, author of Word of Mouth Marketing: How Smart Companies Get People Talking

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2019-07-31 with total page 935 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Book Getting to Yes

Download or read book Getting to Yes written by Roger Fisher and published by Houghton Mifflin Harcourt. This book was released on 1991 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes a method of negotiation that isolates problems, focuses on interests, creates new options, and uses objective criteria to help two parties reach an agreement.

Book Information Display

Download or read book Information Display written by and published by . This book was released on 1998 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Customer Relationship Management

Download or read book Customer Relationship Management written by Francis Buttle and published by Routledge. This book was released on 2009 with total page 495 pages. Available in PDF, EPUB and Kindle. Book excerpt: This title presents an holistic view of CRM, arguing that its essence concerns basic business strategy - developing and maintaining long-term, mutually beneficial relationships with strategically significant customers - rather than the operational tools which achieve these aims.