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Computers In Translation

RRP $595.99

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For forty years researchers have been attempting to develop systems that would emulate the human translation process. Because natural language makes this such a daunting challenge, machine translation has failed to penetrate the worldwide translation market to any appreciable extent. John Newton places machine translation in its true perspective and fully deals with its current limitations.
"Computers in Translation" is a comprehensive guide to the practical issues surrounding machine translation and computer-based translation tools. Translators, system designers, system operators, and researchers, present the facts about machine translation: its history, its successes, its limitations, and its potential. Three chapters deal with actual machine translation applications, discussing installations including the METEO system used in Canada to translate weather forecasts and weather reports, and the system used in the Foreign Technology Division of the U.S. Air Force. As a guide for non-specialists seeking to broaden theoretical knowledge of the practicalities of machine translation, it will be of particular interest to translators, technical authors, technical publications managers, and students and lecturers in language and linguistics.


Computer Games And New Media Cultures

RRP $23.10

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Computer Literacy Basics

RRP $275.99

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Bring your computer literacy course back to the BASICS. COMPUTER LITERACY BASICS: A COMPREHENSIVE GUIDE TO IC3 provides an introduction to computer concepts and skills, which maps to the newest Computing Core Certification (IC3) standards. Designed with new learners in mind, this text covers Computing Fundamentals, Key Applications, and Living Online - everything students need to pass the IC3 exam, and finish the course as confident computer users.


The New Girl At St. Chad's

RRP $17.99

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Honor Introduces Herself "Any new girls?" It was Madge Summers who asked the question, seated on the right-hand corner of Maisie Talbot's bed, munching caramels. It was a very small bed, but at that moment it managed to accommodate no less than seven of Maisie's most particular friends, who were closely watching the progress of her unpacking, and discussing the latest school news, interspersed with remarks on her belongings.


Computer Games And New Media Cultures

RRP $23.10

Click on the Google Preview image above to read some pages of this book!

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



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