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Reform and experimentation after the Cold War, 1989-2001 / by Shiman, Philip,author.(CARDINAL)370600; Arena, Joseph A.,1983-author.(CARDINAL)867596; Converse, Elliott Vanveltner,author.(CARDINAL)191754; United States.Department of Defense.Historical Office,issuing body.(CARDINAL)719204;
Includes bibliographical references (pages 583-616) and index.This book, the fifth volume in the History of Acquisition in the Department of Defense series, focuses on the adoption in the 1990s of new concepts and methods for acquiring major weapon systems. The changes came from several quarters - the White House, the Office of the Secretary of Defense, the military services, and Congress - and in response to numerous pressures. The most important of these were the end of the Cold War and the resulting decline in defense spending; advances in weapons technology, especially information technology; and the widespread belief that the acquisition system was failing to deliver the weapon systems the nation needed, when it needed them, and at a cost it was willing to pay. Both President George H. W. Bush and President William J. "Bill" Clinton made correcting acquisition's perceived weaknesses a high priority. Reforms aimed at decreasing the time required to develop and field advanced weapon systems while reducing their cost, strengthening acquisition management and organizations, improving the quality and professionalism of the acquisition workforce, forging new relationships with the defense industry, and tapping the commercial economy for leading-edge technologies, innovative business practices, and finished products easily installed in or adapted to military systems. Despite the many changes of the 1990s, decades-long trends continued: reliance on technologically superior weapons to gain advantage over potential opponents, the centralization of acquisition management in the Office of the Secretary of Defense, and congressional push for greater oversight. In-depth case studies of major weapon system programs illustrate how acquisition functioned, particularly in adapting to reforms that sometimes succeeded, sometimes failed, and sometimes had no impact on program outcomes. Taken as a whole, however, the reforms made the acquisition community better able to adopt innovations and best practices from the private sector, more responsive to the users of systems, and more capable of designing policies, organizations, and procedures to address the security threats of the new century. --
Subjects: Case studies.; United States. Department of Defense; United States. Department of Defense; Research and development contracts, Government; Weapons systems;
Available copies: 0 / Total copies: 1
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NCLEX-RN : strategies, practice, and review / by Irwin, Barbara J.(CARDINAL)545827; Burckhardt, Judith A.(CARDINAL)534481; Kaplan Publishing.(CARDINAL)350115;
NCLEX-RN Exam Overview And Test-Taking Strategies. Overview of the NCLEX-RN exam -- What is the NCLEX-RN exam? -- Content of the NCLEX-RN exam -- General and computer-adaptive test strategies: -- Standardized exams -- What behaviors does the NCLEX-RN exam test? -- Strategies that don't work on the NCLEX-RN exam -- Becoming a better test taker -- NCLEX-RN exam question types -- Alternate test questions -- Multiple-choice test questions -- Critical thinking strategies -- Reword the question -- Eliminate incorrect answer choices -- Don't predict answers -- Recognizing expected outcomes -- Read answer choices to obtain clues -- NCLEX-RN exam strategies: -- NCLEX-RN exam versus real-world nursing -- Strategies for priority questions -- Strategies for management of care questions -- Strategies for positioning questions -- Strategies for communication questions -- Your NCLEX-RN exam study plan. --NCLEX-RN Exam Content Review And Practice. Safe and effective care environment: management of care -- Advance directives -- Advocacy -- Case management -- Client rights -- Collaboration with interdisciplinary teams -- Concepts of management -- Confidentiality/information security -- Consultation -- Continuity of care -- Delegation -- Establishing priorities -- Ethical practice -- Information technology -- Informed consent -- Legal rights and responsibilities -- Performance improvement (quality improvement) -- Referrals -- Supervision -- Chapter Quiz Answers and explanations -- Safe and effective care environment: safety and infection control: Safety background -- Infection control background -- Accident/injury prevention -- Emergency response plan -- Ergonomic principles -- Error prevention -- Handling hazardous and infectious materials -- Home safety -- Reporting of incident/event/irregular occurrence/variance -- Safe use of equipment -- Security plan -- Standard precautions/transmission-based precautions/surgical asepsis -- Use of restraints/safety devices --Chapter quiz answers and explanations -- Health promotion and maintenance: -- Aging process -- Ante/intra/postpartum and newborn care -- Developmental stages and transitions -- Health and wellness -- Health promotion/disease prevention -- Health screening -- High-risk behaviors -- Lifestyle choices -- Principles of teaching/learning -- Self-care -- Techniques of physical assessment -- Chapter quiz answers and explanations -- Psychosocial integrity -- Abuse/neglect -- Behavioral interventions -- Chemical and other dependencies -- Coping mechanisms -- Crisis intervention -- Cultural diversity -- End of life care -- Family dynamics -- Grief and loss -- Mental health concepts -- Religious and spiritual influences on health -- Sensory/perceptual alterations -- Stress management -- Support systems -- Therapeutic communications -- Therapeutic environment -- Nursing process and psychosocial integrity -- Chapter quiz answers and explanations -- Physiological integrity: basic care and comfort -- Assistive devices -- Elimination -- Mobility/immobility -- Non-pharmacological comfort interventions -- Nutrition and oral hydration -- Personal hygiene -- Rest and sleep -- Chapter quiz answers and explanations -- Physiological integrity: pharmacological and parenteral therapies -- Adverse effects/contraindications/side effects/interactions -- Blood and blood products -- Central venous access devices -- Dosage calculation -- Expected actions/outcomes -- Medication administration -- Parenteral/intravenous therapies -- Pharmacological pain management -- Total parenteral nutrition -- Chapter quiz answers and explanations -- Physiological integrity: reduction of risk potential: -- Changes/abnormalities in vital signs -- Diagnostic tests -- Laboratory values -- Potential for alterations in body systems -- Potential for complications of diagnostic tests/treatments/procedures -- Potential for complications from surgical procedures and health alterations -- System-specific assessments -- Therapeutic procedures -- Chapter quiz answers and explanations -- Physiological integrity: physiological adaption -- Alterations in body systems -- Fluid and electrolyte imbalances -- Hemodynamics -- Illness management -- Medical emergencies -- Pathophysiology -- Unexpected response to therapies -- Chapter quiz answers and explanations. -- Practice Test. Practice test -- Your practice test scores -- Answer key -- Practice test answers and explanations. -- Licensure Process. Application, registration, and scheduling: -- How to apply for the NCLEX-RN exam -- Taking the exam -- Taking the test more than once -- You are not alone -- How to interpret unsuccessful test results -- Should you test again? -- How should you begin? -- Essentials for international nurses -- NCLEX-RN exam administration abroad -- CGFNS certificate -- Work visas -- Nursing practice in the United States -- US-style nursing communication -- Sample questions -- Answers to sample questions -- Language -- Kaplan programs for international Nurses. -- NCLEX-RN Exam Resources -- Chart of critical thinking paths -- Nursing terminology -- Common medical abbreviations --State licensing requirements -- Pearson professional centers offering the NCLEX-RN examinations.This book is a focused, up-to-date strategic guide to help you prepare for the challenging NCLEX-RN exam-now with online practice test. To become a registered nurse in the United States, nursing school graduates must pass the National Council Licensure Examination for Registered Nurses (NCLEX-RN). It is a computer-adaptive test with between 75 and 265 questions that can take up to 6 hours. Each year, around 200,000 nursing students take this exam. Strategies play an important role in passing the NCLEX-RN, which is a critical thinking test requiring students to go beyond simply recognizing facts. In this guide, test-takers will have access to the most effective methods available to guarantee a passing score. This book combines its strategy guide with a comprehensive review designed to meet the challenges of this rigorous exam, including: 2 practice tests (one in the book and the second both on the CD-ROM and online); Detailed answer explanations; In-depth analysis of NCLEX-RN question types; Review of alternate question types; 47-item sample of Kaplan's NCLEX-RN Question Bank online; Features more of the most challenging questions and a bold, user-friendly design.
Subjects: Examinations.; Study guides.; National Council Licensure Examination for Registered Nurses; Nurses; Nursing; Nursing;
Available copies: 2 / Total copies: 5
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The VR book : human-centered design for virtual reality / by Jerald, Jason,author.(CARDINAL)849970;
Includes bibliographical references (pages 541-566) and index.Part I. Introduction and background : What is virtual reality? : The definition of virtual reality ; VR is communication ; What is VR good for? -- A history of VR : The 1800s ; The 1900s ; The 2000s -- An overview of various realities : Forms of reality ; Reality systems -- Immersion, presence, and reality trade-offs : Immersion ; Presence ; Illusions of presence ; Reality trade-offs -- The basics: design guidelines : Introduction and background ; VR is communication ; An overview of various realities ; Immersion, presence, and reality trade-offs.Part II. Perception : Objective and subjective reality : Reality is subjective ; Perceptual illusions -- Perceptual models and processes : Distal and proximal stimuli ; Sensation vs. perception ; Bottom-up and top-down processing ; Afference and efference ; Iterative perceptual processing ; The subconscious and conscious ; Visceral, behavioral, reflective, and emotional processes ; Mental models ; Neuro-linguistic programming -- Perceptual modalities : Sight ; Hearing ; Touch ; Proprioception ; Balance and physical motion ; Smell and taste ; Multimodal perceptions -- Perception of space and time : Space perception ; Time perception ; Motion perception -- Perceptual stability, attention, and action : Perceptual constancies ; Adaptation ; Attention ; Action -- Perception: design guidelines : Objective and subjective reality ; Perceptual models and processes ; Perceptual modalities ; Perception of space and time ; Perceptual stability, attention, and action.Part III. Adverse health effects : Motion sickness : Scene motion ; Motion sickness and vection ; Theories of motion sickness ; A unified model of motion sickness -- Eye strain, seizures, and aftereffects : Accommodation-vergence conflict ; Binocular-occlusion conflict ; Flicker ; Aftereffects -- Hardware challenges : Physical fatigue ; Headset fit ; Injury ; Hygiene -- Latency : Negative effects of latency ; Latency thresholds ; Delayed perception as a function of dark adaptation ; Sources of delay ; Timing analysis -- Measuring sickness : The Kennedy simulator sickness questionnaire ; Postural stability ; Physiological measures -- Summary of factors that contribute to adverse effects : System factors ; Individual user factors ; Application design factors ; Presence vs. motion sickness -- Examples of reducing adverse effects : Optimize adaptation ; Real-world stabilized cues ; Manipulate the world as an object ; Leading indicators ; Minimize visual accelerations and rotations ; Ratcheting ; Delay compensation ; Motion platforms ; Reducing gorilla arm ; Warning grids and fade-outs ; Medication -- Adverse health effects: design guidelines : Hardware ; System calibration ; Latency reduction ; General design ; Motion design ; Interaction design ; Usage ; Measuring sickness.Part IV. Content creation : High-level concepts of content creation : Experiencing the story ; The core experience ; Conceptual integrity ; Gestalt perceptual organization -- Environmental design : The scene ; Color and lighting ; Audio ; Sampling and aliasing ; Environmental wayfinding aids ; Real-world content -- Affecting behavior : Personal wayfinding aids ; Center of action ; Field of view ; Casual vs. high-end VR ; Characters, avatars, and social networking -- Transitioning to VR content creation : Paradigm shifts from traditional development to VR development ; Reusing existing content -- Content creation: design guidelines : High-level concepts of content creation ; Environmental design ; Affecting behavior ; Transitioning to VR content creation.Part V. Interaction : Human-centered interaction : Intuitiveness ; Norman's principles of interaction design ; Direct vs. indirect interaction ; The cycle of interaction ; The human hands -- VR interaction concepts : Interaction fidelity ; Proprioceptive and egocentric interaction ; Reference frames ; Speech and gestures ; Modes and flow ; Multimodal interaction ; Beware of sickness and fatigue ; Visual-physical conflict and sensory substitution -- Input devices : Input device characteristics ; Classes of hand input devices ; Classes of non-hand input devices -- Interaction patterns and techniques : Selection patterns ; Manipulation patterns ; Viewpoint control patterns ; Indirect control patterns ; Compound patterns -- Interaction: design guidelines : Human-centered interaction ; VR interaction concepts ; Input devices ; Interaction patterns and techniques.Part VI. Iterative design : Philosophy of iterative design : VR is both an art and a science ; Human-centered design ; Continuous discovery through iteration ; There is no one way, processes are project dependent ; Teams -- The define stage : The vision ; Questions ; Assessment and feasibility ; High-level design considerations ; Objectives ; Key players ; Time and costs ; Risks ; Assumptions ; Project constraints ; Personas ; User stories ; Storyboards ; Scope ; Requirements -- The make stage : Task analysis ; Design specification ; System considerations ; Simulation ; Networked environments ; Prototypes ; Final production ; Delivery -- The learn stage : Communication and attitude ; Research concepts ; Constructivist approaches ; The scientific method ; Data analysis -- Iterative design: design guidelines : Philosophy of iterative design ; The define stage ; The make stage ; The learn stage.Part VII. The future starts now : The present and future state of VR : Selling VR to the masses ; Culture of the VR community ; Communication ; Standards and open source ; Hardware ; The convergence of AR and VR -- Getting started -- Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary.Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
Subjects: Human-computer interaction.; Virtual reality.;
Available copies: 1 / Total copies: 1
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Diablo IV / by Blizzard Entertainment (Firm),game developer,publisher.\(CARDINAL)651886;
System requirements: Playstation 4 or playstations 5 consoles; internet required. ESRB content rating: M, Mature 17+ (intense violence, blood and gore, language). "In-game purchases/users interact"--Container. Diablo IV is the next-gen action RPG experience with endless evil to slaughter, countless abilities to master, nightmarish Dungeons, and legendary loot. Embark on the campaign solo or with friends, meeting memorable characters through beautifully dark settings and a gripping story, or explore an expansive end game and shared world where players can meet in towns to trade, team up to battle World Bosses, or descend into PVP zones to test their skills against other players - no lobbies necessary - with cross-play and cross-progression on all available platforms.
Subjects: Xbox One video games.; Role playing video games.; Hack and slash video games.; Action video games.; Fantasy games.; Video games.; Good and evil; Demonology; Combat; Battles; Xbox One (Video game console);
Available copies: 1 / Total copies: 1
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Diablo IV [video game]/ by Blizzard Entertainment (Firm),game developer,publisher. (CARDINAL)651886;
System requirements: Xbox One or Xbox Series X consoles with optical drive; internet required. ESRB content rating: M, Mature 17+ (intense violence, blood and gore, language). "In-game purchases/users interact"--Container. Diablo IV is the next-gen action RPG experience with endless evil to slaughter, countless abilities to master, nightmarish Dungeons, and legendary loot. Embark on the campaign solo or with friends, meeting memorable characters through beautifully dark settings and a gripping story, or explore an expansive end game and shared world where players can meet in towns to trade, team up to battle World Bosses, or descend into PVP zones to test their skills against other players - no lobbies necessary - with cross-play and cross-progression on all available platforms.
Subjects: Xbox One video games.; Role playing video games.; Hack and slash video games.; Action video games.; Fantasy games.; Video games.; Good and evil; Demonology; Combat; Battles; Xbox One (Video game console);
Available copies: 1 / Total copies: 1
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