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Books : Computers & Internet : Programming : Software Design, Testing & Engineering : Localization
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There are dozens of Java frameworks out there, but most of them require you to learn special coding techniques and new, often rigid, patterns of development. Wicket is different. As a component-based Web application framework, Wicket lets you build maintainable enterprise-grade web applications using the power of plain old Java objects (POJOs), HTML, Ajax, Spring, Hibernate and Maven. Wicket automatically manages state at the component level, which means no more awkward HTTPSession objects. Its elegant programming model enables you to write rich web applications quickly.
Wicket in Action is an authoritative, comprehensive guide for Java developers building Wicket-based Web applications. This book starts with an introduction to Wicket's structure and components, and moves quickly into examples of Wicket at work. Written by two of the project's earliest and most authoritative experts, this book shows you both the "how-to" and the "why" of Wicket. As you move through the book, you'll learn to use and customize Wicket components, how to interact with other technologies like Spring and Hibernate, and how to build rich, Ajax-driven features into your applications.
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As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. Creating narrative - a traditionally static form - for games is a major challenge. Games are at their heart dynamic, interactive systems, so they don't follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames addresses these issues and is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, the book captures a snapshot of the narrative skills employed in today's game industry. This unique collection of practical articles provides the foundations to the craft of game writing. The articles, written by member of the International Game Developer's (IDGA) Game Writer's SIG, detail aspects of the process from the basics of narrative and non-linear narrative to writing comedy for games and creating compelling characters. Throughout the articles there is a strong emphasis on the skills developers and publishers will expect a game writer to have. The book is suitable for both beginners and experienced writers, and is a detailed guide to all the techniques of game writing. This book is an essential read for anyone wishing to get into this exciting field, particularly for new game writers wanting to hone their skills, and film and T.V. scriptwriters who want to learn how to transfer their skills to the games industry.
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A Practical Guide to Localization was written for translators, localization engineers, testing engineers, desktop publishers, project managers, and anyone else who may be involved in the release of multilingual products. In this second edition, translators can learn more on localizing software, online help, and documentation files, and on the latest translation technology tools. Localization engineers will learn all about developing, engineering and testing software and online help projects. For project managers, there is all the information needed in planning translation or localization projects, finding resources, and ensuring the quality of deliverables. New to this second, fully updated and revised edition are chapters on internationalization, desktop publishing, and software quality assurance.
The book has been designed as both a reference work and a teaching tool.
Bert Esselink has been active in localization for over a decade. After graduating in technical translation and taking university classes in programming and computational linguistics, he worked for several years as software localizer, localization engineer, and technical project manager at International Software Products. In 1996 he joined ALPNET in Amsterdam as localization manager, before taking on the role of globalization manager, developing internal production quality standards. In January 2000 Bert joined Lionbridge to head up their globalization consulting services.
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As games become more popular in international markets, developers and publishers need to know how to capitalize on these opportunities quickly. The Game Localization Handbook is a comprehensive guide to producing localized games for any platform. Written for producers, translators, development personnel, studio management, publishers, and anyone involved directly or indirectly with the production of localized games, the book provides insightful guidelines to all the tasks involved. The topics covered are divided into five main areas that provide details on the major aspects of game localization. The first part defines localizations and discusses how to start thinking in a global mindset. It provides a general overview of each phase of the localization process, including localization, internationalization, and software age ratings requirements. The next section discusses how to plan your localizations. You'll also find details on what pre-production tasks are required, along with specifics on creating localization-friendly code, working with third-party vendors, console submissions processes, and determining budgets, schedules, and staffing needs. Part three delves into the core of the production process and discusses what is involved in producing final, code-released localized versions. Practical information is also presented on organizing assets for translations, asset integration, and testing. The next section focuses on the tasks that happen after the bulk of the games localization is finished, including marketing, creating localized demos, and assembling localization kits. In the final part, you'll explore common localization pitfalls and ways to avoid them, including a case study of the localization of the Xbox® version of Tom Clancy's Ghost Recon Island Thunder. If you're part of the development teamed tasked with localizing your games, this is a must-have resource!
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In The Culturally Customized Web Site, Nitish Singh and Arun Pereira focus on cultural aspects of international website design, honing in on three objectives:
* First, to present a review and survey results on standardization/localization issues on the web
* Second, to present a scientifically tested framework to design culturally adapted international websites, and provide marketers and web designers with practical web localization tools
* Third, to show readers the power and effectiveness of culturally customized websites
This is the first book to address the issue of website standardization, localization-or what the authors refer to as "cultural customization". Little evidence has been accumulated to show whether international consumers prefer to browse and buy from standardized global websites or websites adapted to local cultures. The Culturally Customized Web Site provides insights into whether the web is a culturally neutral medium of communication or a medium impregnated with cultural values. Also presented is empirical evidence as to whether local consumers prefer standardized websites or websites adapted to their culture.
Visit www.theculturallycustomizedwebsite.com
* The first book to offer a scientifically developed and validated theoretical framework to culturally customize web sites
* Offers practical guidelines to marketing professionals in the international marketplace and challenges the practice of a standardized approach to global e-marketing
* Provides illustrative examples of the power of culture in influencing web browsing and online buying behavior -
In today s global economy, there are clear advantages to developing applications that can meet the needs of users across a wide variety of languages, countries, and cultures. Discover how to develop for the whole world with the second edition of this classic guide now completely revised and updated to cover the latest techniques and insights, and designed for anyone who wants to write world-ready code for the Microsoft #174; Windows #174; 2000 and Windows XP platforms. It explains how to localize applications easily and inexpensively, determine important culture-specific issues, avoid international pitfalls and legal issues, use the best available technologies and coding practices, and more. It covers all of the essentials for developing international software while revealing the hard-earned collective wisdom of the Microsoft international teams.Topics covered include: Introduction: Understanding internationalization and designing a world-ready program Globalization: Unicode; locale and cultural awareness; text input, output, and display; multilingual user interface (MUI) Localizability: Software localizability guidelines, mirroring, and content localizability guidelines Localization and testing: Localization, testing for world-readiness, sample international test cases, and testing localizability with pseudolocalization Tools and technologies: Graphics Device Interface Plus (GDI+), Hypertext Markup Language (HTML), Microsoft Internet Information Services (IIS), Microsoft Office, MLang, Microsoft Layer for Unicode (MSLU), The Microsoft . NET Framework, OpenType #174; Fonts, RichEdit, Microsoft SQL Server , Text Services Framework (TSF), Uniscribe, Microsoft Visual Studio #174; .NET, Extensible Markup Language (XML) INCLUDED ON CD-ROM: A fully searchable electronic copy of the book Code pages, documentation, and a case study Sample code, including Windows Platform SDK samples and .NET samples International tools and utilities
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The purpose of this book is twofold: First to describe what needs to be done to internationalize XML documents and applications; second to describe how the XML data can be localized efficiently.
There is currently almost no information on these two topics grouped and organized in a single reference. In addition, while XML has evolved a lot the past 2 years, it has now reached a point of global acceptance, as evidenced by the many international XML working groups addressing trading partner agreements, electronic document exchange, business processes, and eBusiness.
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This monograph describes a new family of algorithms for the simultaneous localization and mapping problem in robotics (SLAM). SLAM addresses the problem of acquiring an environment map with a roving robot, while simultaneously localizing the robot relative to this map. This problem has received enormous attention in the robotics community in the past few years, reaching a peak of popularity on the occasion of the DARPA Grand Challenge in October 2005, which was won by the team headed by the authors. The FastSLAM family of algorithms applies particle filters to the SLAM Problem, which provides new insights into the data association problem that is paramount in SLAM. The FastSLAM-type algorithms have enabled robots to acquire maps of unprecedented size and accuracy, in a number of robot application domains and have been successfully applied in different dynamic environments, including the solution to the problem of people tracking.
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This state-of-the-art survey contains selected papers contributed by researchers in intelligent systems, cognitive robotics, and neuroscience including contributions from the MirrorBot project and from the NeuroBotics Workshop 2004. The research work presented demonstrates significant novel developments in biologically inspired neural models for use in intelligent robot environments and biomimetic cognitive behavior.
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This book addresses spatial representations and reasoning techniques for mobile robot mapping, providing an analysis of fundamental representations and processes involved. A spatial representation based on shape information is proposed and shape analysis techniques are developed to tackle the correspondence problem in robot mapping. A general mathematical formulation is presented to provide the formal ground for an efficient matching of configurations of objects.
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Written in a concise, easy-to-read style, this handbook shows how to modify computer systems to meet the needs of international users. The handbook takes you on a tour of the many linguistic and cultural conventions used throughout the world --from Japanese to German to Thai -- discussing how to break old programming habits in order to design in the flexibility needed to handle a variety of differing user needs. The book also covers changes that need to be made to technical documentation in order to describe systems accurately to international users. Includes code examples in C, and describes specific internationalization facilities associated with UNIX-like systems. Familiarity with the UNIX Operating System and the C programming language is desirable. Appropriate for software engineers, software development managers, systems designers, and technical writers interested in internationalization issues. Previously announced in 1/93 PTR Catalog.
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During the last decade, many researchers have dedicated their efforts to constructing revolutionary machines and to providing them with forms of artificial intelligence to perform some of the most hazardous, risky or monotonous tasks historically assigned to human beings. Among those machines, mobile robots are undoubtedly at the cutting edge of current research directions. A rough classification of mobile robots can be considered: on the one hand, mobile robots oriented to human-made indoor environments; on the other hand, mobile robots oriented to unstructured outdoor environments, which could include flying oriented robots, space-oriented robots and underwater robots. The most common motion mechanism for surface mobile robots is the wheel-based mechanism, adapted both to flat surfaces, found in human-made environments, and to rough terrain, found in outdoor environments. However, some researchers have reported successful developments with leg-based mobile robots capable of climbing up stairs, although they require further investigation. The research work presented here focuses on wheel-based mobile robots that navigate in human-made indoor environments.
The main problems described throughout this book are:- Representation and integration of uncertain geometric information by means of the Symmetries and Perturbations Model (SPmodel). This model combines the use of probability theory to represent the imprecision in the location of a geometric element, and the theory of symmetries to represent the partiality due to characteristics of each type of geometric element.
- A solution to the first location problem, that is, the computation of an estimation for the mobile robot location when the vehicle is completely lost in the environment. The problem is formulated as a search in an interpretation tree using efficient matching algorithms and geometric constraints to reduce the size of the solution space.
- The book proposes a new probabilistic framework adapted to the problem of simultaneous localization and map building for mobile robots: the Symmetries and Perturbations Map (SPmap). This framework has been experimentally validated by a complete experiment which profited from ground-truth to accurately validate the precision and the appropriateness of the approach.
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This is a conceptual overview and data reference that allows software vendorsto create localized applications for Windows and Windows NT more easily, morequickly and less expensively. Software vendors will be eager to get the scoopon the exclusive inside information found here.
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Economics and technology have dramatically re-shaped the landscape of software development. It is no longer uncommon to find a software development team dispersed across countries or continents. Geographically distributed development challenges the ability to clearly communicate, enforce standards, ensure quality levels, and coordinate tasks. Global Software Development Handbook explores techniques that can bridge distances, create cohesion, promote quality, and strengthen lines of communication. The book introduces techniques proven successful at international electronics and software giant Siemens AG. It shows how this multinational uses a high-level process framework that balances agility and discipline for globally distributed software development. The authors delineate an organizational structure that not only fosters team building, but also achieves effective collaboration among the central and satellite teams. The handbook explores the issues surrounding quality and the processes required to realize quality in a distributed environment. Communication is a tremendous challenge, especially for teams separated by several time zones, and the authors elucidate how to uncover patterns of communication among these teams to determine effective strategies for managing communication. The authors analyze successful and failed projects and apply this information to how a project can be successful with distributed teams. They also provide lightweight processes that can be dynamically adapted to the demands of any project.
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A professional guide to software adaptation for the global market, allowing the local user to exploit a localized software package's power to do the same things that the original software did, but according to the local user's own rules and conventions.
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This publication addresses two important problems in the field of 3D medical image analysis, namely the localization of 3D anatomical point landmarks as well as the segmentation and quantification of 3D tubular structures. 3D anatomical point landmarks are useful image features in a variety of applications, for example, for the registration of 3D brain images of different modalities (e.g. MR and CT). The central problem of utilizing anatomical point landmarks is, however, the reliable and accurate localization of such features from 3D medical images. This book introduces a new approach for the localization of 3D anatomical point landmarks, which is based on 3D parametric intensity models that are directly fitted to 3D images.
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Rough terrain robotics is a fast evolving field of research and a lot of effort is deployed towards enabling a greater level of autonomy for outdoor vehicles. This book demonstrates how the accuracy of 3D position tracking can be improved by considering rover locomotion in rough terrain as a holistic problem. Although the selection of appropriate sensors is crucial to accurately track the rover’s position, it is not the only aspect to consider. Indeed, the use of an unadapted locomotion concept severely affects the signal to noise ratio of the sensors, which leads to poor motion estimates. In this work, a mechanical structure allowing smooth motion across obstacles with limited wheel slip is used. In particular, it enables the use of odometry and inertial sensors to improve the position estimation in rough terrain. A method for computing 3D motion increments based on the wheel encoders and chassis state sensors is developed. Because it accounts for the kinematics of the rover, this method provides better results than the standard approach. To further improve the accuracy of the position tracking and the rover’s climbing performance, a controller minimizing wheel slip is developed. The algorithm runs online and can be adapted to any kind of passive wheeled rover. Finally, sensor fusion using 3D-Odometry, inertial sensors and visual motion estimation based on stereovision is presented. The experimental results demonstrate how each sensor contributes to increase the accuracy and robustness of the 3D position estimation.
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This digital document is a journal article from Computers and Operations Research, published by Elsevier in 2007. The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.
Description:
Data collected by statistical agencies may contain mistakes made during the acquisition, transcription and coding process. Thus, before using all this information to infer statistical properties, the statistical agencies must check the consistency of their information. To this end, each record has to be tested on a set of consistency rules. Therefore, if one of these records does not meet all the consistency rules, it must be established which fields have to be modified in order to make the new record valid with respect to that set of consistency rules. Among all the possible solutions, statistical agencies are interested in finding one in which the number of fields that should be modified is minimum, thus leading to a combinatorial optimization problem known as the Error Localization Problem. This article approaches the optimization problem of finding the smallest set of fields whose values must be changed in order to satisfy a given set of consistency rules. With this purpose in mind an Integer Linear Programming model is proposed for the particular case in which the fields are continuous values and the consistency rules are given by linear inequalities. This model is solved through a branch-and-cut approach based on a Benders' decomposition. The new proposal is compared to others previously published in the literature and tested on benchmark instances. The overall performance of these new algorithms succeeded in solving to optimality difficult instances with up to 100 fields in a record in about 1min of a personal computer. -
This book, devoted to the study of quantum effects in atomic systems, reviews the state of the art in the fields of Bose--Einstein condensation, quantum information processing, and the problems of propagation of matter waves in complex media.
The specific topics include: theory and experiments in Bose--Einstein condensation, theory and experiments on decoherence phenomena in simple quantum systems and the connection to quantum measurement, atom interferometry, quantum computing, multiple scattering problems in atomic physics, quantum and nonlinear optics in a photonic band gap and quantum chaos and atomic physics. Pedagogical in style, the articles address PhD students as well as researchers.




















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