· 2018
As the first book about software culture, this book discusses software culture from three perspectives including historical perspective, the classification of software and software applications. This book takes credit from the view of science and technology development. It analyzed scientific innovations and the social areas promoted following the growth of technology. And according to the fact that information helps to build human cultural form, we proposed the concept and researching method of software culture. The aim of writing this book is to strengthen the connection between software and culture, to replenish knowledge system in the subject of software engineering, and to establish a new area of study that is the culture of software.
Adhering to the combination of theoretical introduction and practical case introduction, this book summarizes the basic concepts and methods in management and big data analysis at home and abroad and introduces a large number of relevant practical cases, especially new cases in the Internet era, to help readers integrate theoretical knowledge into practical applications. The chapters of this book are interrelated and independent of each other, making it easy for the reader to study in pieces or to delve deeper into a particular topic of interest. Covering an array of theories about management and big data at home and abroad, this book lays a solid foundation for being an authentic manager. It is organized into sections on decision-making, organization, leadership, control, innovation, and big data to fully dissect and summarize the basic concepts of these characters in management and to show the basic methods that managers can use to solve problems. Each section contains a large number of examples to demonstrate how entrepreneurs successfully manage their large companies and overcome the difficulties in the business, utilizing the corresponding management functions or big data technology. Further, in order to adapt to the development of the Internet era, this book also absorbs a lot of practice cases of management innovation and big data which have emerged in recent years based on advanced network platform and big data analysis. This book puts great emphasis on the innovative function of management, adding more comprehensive methods and more updated cases related to the Internet.
Part of the new series, Advanced Topics in Science and Technology in China, this book aims to introduce the theoretical foundations, various sub-fields, current research, and practical methods of software architecture. Readers can acquire basic knowledge of software architecture, including why software architecture is necessary, how we can describe a system’s architecture with formal language, what architecture styles are popular in practice, and how we can apply software architecture to the development of systems. Case studies, data, illustrations, and other materials released within the past 5 years will be used to show the latest developments in software architecture. Dr. Qin Zheng is doctoral mentor of the computer science and technology departments at Tsinghua and Xi’an Jiaotong Universities. He has been Associate Dean of the School of Software, Tsinghua University, and Chair of the Institute of E-commerce, Xi’an Jiaotong University. He has been a visiting scholar at several universities in the United States.
E-Commerce Strategy builds awareness and sharpens readers' understanding of the key issues about e-commerce strategies. To link theory of e-commerce strategy with practice in the real world, it brings together theoretical perspectives based on academic research, integrated use of technologies and large amount of cases, especially those of China. With regard to the innovative technical standards and frameworks, it proposes strategic analysis from a technical point of view. The book is intended for postgraduate students in e-commerce and computer science as well as government officials, entrepreneurs and managers. Prof. Zheng Qin is the Director of Software Engineering and Management Research Institute, Tsinghua University, China; Dr. Shundong Li is a Professor at the School of Computer Science, Shaanxi Normal University, China; Dr. Yang Chang and Dr. Fengxiang Li are both Research Assistants at the School of Software, Tsinghua University, China.
This book brings together the new trends, new knowledge, new methods and new tools in the development of e-commerce in China and global and appropriately expounds the basic concepts and cultural concepts of e-commerce from the perspective of e-commerce basic knowledge and e-commerce culture. The key technology involved including e-commerce support, payment, and security is introduced. This book highlights the practical application of the applied psychology of e-commerce in business activities and expounds the system structure, transaction mode, and decision-making strategy paradigm of e-commerce with typical examples. This book helps readers to understand the basic concepts, the latest knowledge and the way of e-commerce development. This book elaborates the theory, specific tools, methods, and practical experience, which can be used as a textbook or professional book for e-commerce courses and also a reference book for interested readers.
This book mainly discusses the background of e-commerce, the basic knowledge of e-commerce, the basic models of e-commerce, the basic principles of e-commerce and the cases of e-commerce. This book has formed a theoretical system of e-commerce with a clear integration boundary. The introduction of the systematic theory is guided by the background of e-commerce, centered on the model of e-commerce, paved with the principles of e-commerce and integrated with the cutting-edge cases. This book defines the basic concepts, models and principle of e-commerce in the form of mathematical analysis and analyzes the basic theory of e-commerce from the perspective of mathematical model. This enables readers to form an abstract understanding of the connotation and extension of e-commerce. It establishes a knowledge system with the background of social ecology, engineering ecology and innovative ecology, taking the models of e-commerce as the core, the principles of e-commerce as the process, the architecture of e-commerce as the platform and the operation and management of e-commerce as the means to integrate the knowledge into application. This book uses case study to comprehensively analyze and apply the knowledge system involved in e-commerce, combining theoretical research with engineering research. Through this book, readers can systematically master all kinds of theories involved in e-commerce. This book aims at different professional and diverse reader groups. It can be used as the basic books for students of various e-commerce-related specialties.
Dieses Buch behandelt hauptsächlich den Hintergrund des E-Commerce, das Grundwissen des E-Commerce, die Grundmodelle des E-Commerce, die Grundprinzipien des E-Commerce und die Fälle des E-Commerce. Dieses Buch hat ein theoretisches System des E-Commerce mit klaren Integrationsgrenzen gebildet. Die Einführung der systematischen Theorie wird durch den Hintergrund des E-Commerce geleitet, zentriert sich auf das Modell des E-Commerce, wird mit den Prinzipien des E-Commerce untermauert und mit den neuesten Fällen integriert. Dieses Buch definiert die grundlegenden Konzepte, Modelle und Prinzipien des E-Commerce in Form einer mathematischen Analyse und analysiert die Grundtheorie des E-Commerce aus der Perspektive des mathematischen Modells. Dies ermöglicht den Lesern, ein abstraktes Verständnis der Konnotation und Erweiterung des E-Commerce zu entwickeln. Es etabliert ein Wissenssystem mit dem Hintergrund der sozialen Ökologie, der Ingenieurökologie und der Innovationsökologie, wobei die Modelle des E-Commerce als Kern, die Prinzipien des E-Commerce als Prozess, die Architektur des E-Commerce als Plattform und der Betrieb und das Management des E-Commerce als Mittel zur Integration des Wissens in die Anwendung dienen. Dieses Buch verwendet Fallstudien, um das Wissenssystem, das den E-Commerce betrifft, umfassend zu analysieren und anzuwenden und kombiniert theoretische Forschung mit Ingenieurforschung. Durch dieses Buch können die Leser systematisch alle Arten von Theorien, die den E-Commerce betreffen, meistern. Dieses Buch richtet sich an verschiedene professionelle und diverse Lesergruppen. Es kann als Grundlagenbuch für Studenten verschiedener E-Commerce-bezogener Fachrichtungen verwendet werden.
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· 2008
Algorithms are presented that enable the use of vector graphics representations of images in texture maps for 3D real time rendering. Vector graphics images are resolution independent and can be zoomed arbitrarily without losing detail or crispness. Many important types of images, including text and other symbolic information, are best represented in vector form. Vector graphics textures can also be used as transparency mattes to augment geometric detail in models via trim curves. Spline curves are used to represent boundaries around regions in standard vector graphics representations, such as PDF and SVG. Antialiased rendering of such content can be obtained by thresholding implicit representations of these curves. The distance function is an especially useful implicit representation. Accurate distance function computations would also allow the implementation of special effects such as embossing. Unfortunately, computing the true distance to higher order spline curves is too expensive for real time rendering. Therefore, normally either the distance is approximated by normalizing some other implicit representation or the spline curves are approximated with simpler primitives. In this thesis, three methods for rendering vector graphics textures in real time are introduced, based on various approximations of the distance computation. The first and simplest approach to the distance computation approximates curves with line segments. Unfortunately, approximation with line segments gives only C0 continuity. In order to improve smoothness, spline curves can also be approximated with circular arcs. This approximation has C1 continuity and computing the distance to a circular arc is only slightly more expensive than computing the distance to a line segment. Finally an iterative algorithm is discussed that has good performance in practice and can compute the distance to any parametrically differentiable curve (including polynomial splines of any order) robustly. This algorithm is demonstrated in the context of a system capable of real-time rendering of SVG content in a texture map on a GPU. Data structures and acceleration algorithms in the context of massively parallel GPU architectures are also discussed. These data structures and acceleration structures allow arbitrary vector content (with space-variant complexity, and overlapping regions) to be represented in a random-access texture.
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