1.

Record Nr.

UNISANNIOBVEE052039

Autore

Minucius Felix, Marcus

Titolo

ÂM. Minucij Felicis ÂOctavius, & Caecilij Cypriani de idolorum vanitate. Nova editio ad fidem veterum exemplarium. Nicolai Rigaltij observationes

Pubbl/distr/stampa

Lutetiae : apud viduam Mathurini Du Puis, 1643

Descrizione fisica

\12!, 246, \28! p. ; 4º

Collocazione

BNV.F.      6 D                     29

Lingua di pubblicazione

Latino

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

De idolorum vanitate è opera di attribuzione incerta

Segn.: ã⁴ ē² A-2L⁴ χ1

La c. χ contiene gli errata

Front. stampato in rosso e nero

Bianca c. 2L4.



2.

Record Nr.

UNINA9910458693003321

Autore

Arnowitz Jonathan

Titolo

Effective prototyping for software makers [[electronic resource] /] / Jonathan Arnowitz, Michael Arent, Nevin Berger

Pubbl/distr/stampa

San Francisco, Calif., : Morgan Kaufmann

London, : Elsevier Science [distributor], c2007

ISBN

1-280-75139-8

9786610751396

0-08-046896-9

Edizione

[1st edition]

Descrizione fisica

1 online resource (625 p.)

Collana

The Morgan Kaufmann series in interactive technologies

Altri autori (Persone)

ArentMichael

BergerNevin

Disciplina

005.1

Soggetti

Computer software - Development

Computers

Electronic books.

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Front Cover; Effective Prototyping for Software Makers; Copyright Page; Dedications; Table of Contents; Acknowledgments; Preface; CHAPTER 1 WHY PROTOTYPING?; What Is a Prototype?; An Historical Perspective of Prototyping; Leonardo da Vinci: The Thinking Man's Inventor; Thomas Alva Edison: Inventor Prototyper; Henry Dreyfuss: Designer Prototyper; The Purpose of Prototyping Software; Will the Design Work Properly?; Can the Design Be Produced Economically?; How Will Users and Other Stakeholders Respond to the Design?; Which Approach Can Be Taken to Get From Concept to Product?

How Can Prototyping Support Product Design Specification?How Can Prototyping Contribute to Better Product Scheduling and Budget Planning?; Summary; References; CHAPTER 2 THE EFFECTIVE PROTOTYPING PROCESS; Phase I: Plan (Chapters 3-5); Step 1: Verify the Requirements (Chapter 3); Step 2: Create a Task/Screen Flow (Chapter 4); Step 3: Specifying Content and Fidelity (Chapter 5); Phase II: Specification (Chapters 6-8); Step 4: Determine the Right Prototyping Characteristics (Chapter 6); Step 5: Choose a Prototyping Method



(Chapter 7); Step 6: Choose a Prototyping Tool (Chapter 8)

Phase III: Design (Chapters 9 and 10)Step 7: Formulate Design Criteria (Chapter 9); Step 8: Create the Prototype (Chapter 10); Phase IV: Results (Chapters 11-13); Step 9: Review the Prototype (Chapter 11); Step 10: Validate the Design (Chapter 12); Step 11: Implement the Design (Chapter 13); Summary; PHASE I PLAN YOUR PROTOTYPE; CHAPTER 3 VERIFY PROTOTYPE ASSUMPTIONS AND REQUIREMENTS; Prototyping Requirements Are Not Software Requirements; Transformation of Assumptions to Requirements; Step 1: Gather Requirements; Step 2: Inventorize the Requirements

Step 3: Prioritize Requirements and AssumptionsRequirements and the Big Picture; Iteration 1: From Idea to First Visualization; Iteration 2: From Quick Wireframe to Wireframe; Iteration 3: From Wireframe to Storyboard; Iteration 4: From Storyboard to Paper Prototype; Iteration 5: From Paper Prototype to Coded Prototype; Iteration 6: From Coded Prototype to Software Requirements; Summary; References; CHAPTER 4 DEVELOP TASK FLOWS AND SCENARIOS; Task Flow; Task Layer Maps; Step 1: Create List of Tasks; Step 2: Identify Dependencies; Step 3: Layer Task Items; Step 4: Remove Redundant Dependencies

Dependency DiagramStep 1: Prioritize Requirements; Step 2: Highlight Key Tasks; Step 3: Identify Needs; Swim Lane Diagrams; Step 1: Identify User Tasks; Step 2: Identify User Roles; Step 3: Layout User Roles and Task Flows; Step 4: Identify and Visualize Interrelationships; Usage Scenarios; Step 1: Sketch Out Plot; Step 2: Choose Cast; Step 3: Outline Plot; Step 4: Mark Points in Outline; Summary; References; CHAPTER 5 DEFINE PROTOTYPE CONTENT AND FIDELITY; Prototype Fidelity; Low Fidelity; High Fidelity; Prototype Content; Information Design

Techniques to Adjust the Fidelity of Information Design

Sommario/riassunto

Much as we hate to admit it, most prototyping practice lacks a sophisticated understanding of the broad concepts of prototyping-and its strategic position within the development process. Often we overwhelm with a high fidelity prototype that designs us into a corner. Or, we can underwhelm with a prototype with too much ambiguity and flexibility to be of much use in the software development process. This book will help software makers-developers, designers, and architects-build effective prototypes every time: prototypes that convey enough information about the product at the appropriat



3.

Record Nr.

UNINA9910784807803321

Autore

Carter Matt <1975->

Titolo

Minds and computers [[electronic resource] ] : an introduction to the philosophy of artificial intelligence / / Matt Carter

Pubbl/distr/stampa

Edinburgh, : Edinburgh University Press, c2007

ISBN

0-7486-2930-0

1-280-76244-6

9786610762446

Descrizione fisica

1 online resource (232 p.)

Classificazione

CC 2600

Disciplina

006.31

Soggetti

Artificial intelligence - Philosophy

Philosophy of mind

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

COVER; COPYRIGHT; CONTENTS; ACKNOWLEDGEMENTS; CHAPTER 1 INTRODUCTION; CHAPTER 2 DUALISM; CHAPTER 3 BEHAVIOURISM; CHAPTER 4 NEUROANATOMY; CHAPTER 5 AUSTRALIAN MATERIALISM; CHAPTER 6 FUNCTIONALISM; CHAPTER 7 FORMAL SYSTEMS; CHAPTER 8 COMPUTABILITY; CHAPTER 9 UNIVERSAL MACHINES; CHAPTER 10 COMPUTATIONALISM; CHAPTER 11 SEARCH; CHAPTER 12 GAMES; CHAPTER 13 MACHINE REASONING; CHAPTER 14 MACHINES AND LANGUAGE; CHAPTER 15 HUMAN REASONING; CHAPTER 16 HUMAN LANGUAGE; CHAPTER 17 MEANING; CHAPTER 18 REPRESENTATION; CHAPTER 19 ARTIFICIAL NEURAL NETWORKS; CHAPTER 20 MINDS AND COMPUTERS

APPENDIX I: SUGGESTIONS FOR FURTHER READINGAPPENDIX II: GLOSSARY OF TERMS; INDEX

Sommario/riassunto

Could a computer have a mind? What kind of machine would this be? Exactly what do we mean by 'mind' anyway?The notion of the 'intelligent' machine, whilst continuing to feature in numerous entertaining and frightening fictions, has also been the focus of a serious and dedicated research tradition. Reflecting on these fictions, and on the research tradition that pursues 'Artificial Intelligence', raises a number of vexing philosophical issues. Minds and Computers



introduces readers to these issues by offering an engaging, coherent, and highly approachable interdisciplinary introduction to the P