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1. |
Record Nr. |
UNISANNIOBVEE052039 |
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Autore |
Minucius Felix, Marcus |
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Titolo |
ÂM. Minucij Felicis ÂOctavius, & Caecilij Cypriani de idolorum vanitate. Nova editio ad fidem veterum exemplarium. Nicolai Rigaltij observationes |
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Pubbl/distr/stampa |
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Lutetiae : apud viduam Mathurini Du Puis, 1643 |
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Descrizione fisica |
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Collocazione |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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De idolorum vanitate è opera di attribuzione incerta |
Segn.: ãⴠIJ A-2Lâ´ Ï1 |
La c. Ï contiene gli errata |
Front. stampato in rosso e nero |
Bianca c. 2L4. |
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2. |
Record Nr. |
UNINA9910458693003321 |
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Autore |
Arnowitz Jonathan |
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Titolo |
Effective prototyping for software makers [[electronic resource] /] / Jonathan Arnowitz, Michael Arent, Nevin Berger |
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Pubbl/distr/stampa |
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San Francisco, Calif., : Morgan Kaufmann |
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London, : Elsevier Science [distributor], c2007 |
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ISBN |
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1-280-75139-8 |
9786610751396 |
0-08-046896-9 |
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Edizione |
[1st edition] |
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Descrizione fisica |
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1 online resource (625 p.) |
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Collana |
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The Morgan Kaufmann series in interactive technologies |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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Computer software - Development |
Computers |
Electronic books. |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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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 |
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(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 |
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Sommario/riassunto |
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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 |
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3. |
Record Nr. |
UNINA9910784807803321 |
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Autore |
Carter Matt <1975-> |
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Titolo |
Minds and computers [[electronic resource] ] : an introduction to the philosophy of artificial intelligence / / Matt Carter |
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Pubbl/distr/stampa |
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Edinburgh, : Edinburgh University Press, c2007 |
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ISBN |
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0-7486-2930-0 |
1-280-76244-6 |
9786610762446 |
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Descrizione fisica |
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1 online resource (232 p.) |
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Classificazione |
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Disciplina |
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Soggetti |
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Artificial intelligence - Philosophy |
Philosophy of mind |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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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 |
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Sommario/riassunto |
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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 |
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introduces readers to these issues by offering an engaging, coherent, and highly approachable interdisciplinary introduction to the P |
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