Results 41 to 50 of 94 | « previous | next »
- Jumanji [video game] the video game / by Nintendo of America Inc.(CARDINAL)687757; Outright Games Limited,software developer.; Sony Interactive Entertainment America LLC.;
"Unite in adventure and laughter in the action-packed game of Jumanji, as you try to survive the ultimate challenge for those seeking to leave their world behind! Only you and three teammates can recover the jewels and save Jumanji. So get online, gather friends for split-screen play, or go alone with AI companions. There's an army of evil marauders to take on, deadly beasts and traps to dodge, and cool customizations to unlock. And with heroes Dr. Bravestone, Ruby, Mouse, and Prof. Oberon as your avatars, you know you've got the unique abilities - and hilarious failings - to save the day! Play as movie heroes Dr. Bravestone, Ruby, Mouse, and Prof. Shelley in a hilarious new 3D action adventure. In online or split-screen modes, work together with up to three friends or AI teammates to defeat enemies, survive deadly traps, and save the world. Return to the jungle: Play as movie heroes Dr. Bravestone, Ruby, Mouse, and Prof. Shelley in a hilarious new 3D action adventure -- Team up: In online or split-screen modes, work together with up to three friends or AI teammates to defeat enemies, survive deadly traps, and save the world -- Dangerous locations: The world of Jumanji gets bigger with beautiful but deadly new mountain, city and jungle environments -- Endless adventure: As you hone your skills and strategies, and unlock new outfits and weapon styles, no two rounds of Jumanji are ever the same!" --ESRB rating: T, Teen (Violence)System requirements: Nintendo Switch game system.
- Subjects: Action video games.; Adventure video games.; Video games.; Adventure video games; Avatars (Virtual reality); Jungles;
- Available copies: 1 / Total copies: 2
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- Side life / by Toutonghi, Steve,1964-author.(CARDINAL)412247;
"Smart, paranoid literary science fiction crossover for fans of Blake Crouch and Philip K. Dick, set in present-day Seattle. Vin, a down-on-his-luck young tech entrepreneur forced out of the software company he started, takes a job house-sitting a beautiful Seattle mansion. There he discovers that the owner--who has been missing for a year--has built a secret basement lab. In the lab there are computers, wired caskets, and a thick, dog-eared notebook filled with codes, odd symbols and strange drawings. The notebook referred to the entire system--computers and caskets--as the "creche." It said the creche induced a state similar to suspended animation, but that for a subject--a person in the creche--it would feel like a lucid dream. When Vin tries the system, he finds himself transported into other human consciousnesses. As his reality begins to unravel, he finds himself in terrifying journey through the multiverse, returning each time to mutated version of his own reality"--
- Subjects: Science fiction.; Virtual reality;
- Available copies: 5 / Total copies: 5
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- Windows 10 in depth / by Knittel, Brian,author.(CARDINAL)661638; McFedries, Paul,author.(CARDINAL)367649;
I. Starting out with Windows 10 -- 1. Meet Windows 10 -- 2. Installing or upgrading to Windows 10 -- 3. Your first hour with Windows 10 -- II. Using Windows 10 -- 4. Using the Windows 10 interface -- 5. Windows apps and the Windows store -- 6. Managing files and searching -- 7. Devices and printers -- 8. Accessories and accessibility -- 9. Configuring Windows 10 -- III. Multimedia and imaging -- 10. Windows Media Player -- 11. Windows and imaging devices -- 12. Scanning and faxing -- 13. More Windows 10 media tools -- IV. Windows 10 and the Internet -- 14. Getting connected -- 15. Web browsing with Microsoft Edge -- 16. Windows 10 internet communications -- 17. Troubleshooting an internet connection -- V. Networking -- 18. Creating a Windows network -- 19. Connecting your network to the internet -- 20. Networking with other operating systems -- 21. Using a Windows network -- 22. Troubleshooting your network -- VI. Maintaining Windows 10 -- 23. Windows management tools -- 24. Tweaking and customizing Windows -- 25. Managing hard disks and storage spaces -- 26. Troubleshooting and repairing problems -- 27. Managing your software -- 28. Managing your hardware -- 29. Editing the Windows registry -- 30. Command-line and automation tools -- VII. Security -- 31. Protecting Windows from viruses and spyware -- 32. Protecting your data from loss and theft -- 33. Protecting your network from hackers and snoops -- 34. Protecting yourself from fraud and spam -- VIII. Windows on the move -- 35. Windows on mobile devices -- 36. Wireless networking -- 37. Networking on the road -- 38. Meetings, conferencing, and collaboration -- 39. Remote desktop and remote access -- IX. Appendixes -- A. Virtualization -- B. Command-line utilities.
- Subjects: Microsoft Windows (Computer file); Operating systems (Computers);
- Available copies: 1 / Total copies: 1
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- Deep medicine : how artificial intelligence can make healthcare human again / by Topol, Eric J.,1954-author.(CARDINAL)766189;
Includes bibliographical references (pages 313-355) and index.Introduction to deep medicine -- Shallow medicine -- Medical diagnosis -- The skinny on deep learning -- Deep liabilities -- Doctors and patterns -- Clinicians without patterns -- Mental health -- AI and health systems -- Deep discovery -- Deep diet -- The virtual medical assistant -- Deep empathy.Medicine has become inhuman, to disastrous effect. The doctor-patient relationship--the heart of medicine--is broken: doctors are too distracted and overwhelmed to truly connect with their patients, and medical errors and misdiagnoses abound. In Deep Medicine, leading physician Eric Topol reveals how artificial intelligence can help. AI has the potential to transform everything doctors do, from notetaking and medical scans to diagnosis and treatment, greatly cutting down the cost of medicine and reducing human mortality. By freeing physicians from the tasks that interfere with human connection, AI will create space for the real healing that takes place between a doctor who can listen and a patient who needs to be heard. Innovative, provocative, and hopeful, Deep Medicine shows us how the awesome power of AI can make medicine better, for all the humans involved.
- Subjects: Artificial intelligence.; Medical informatics.; Diagnosis, Computer-Assisted.; Therapy, Computer-Assisted.; Quality Improvement.;
- Available copies: 4 / Total copies: 4
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- The magic of code : how digital language created and connects our world-- and shapes our future / by Arbesman, Samuel,author.(CARDINAL)401144;
Includes bibliographical references and index.Code is the foundational element of the digital world--powerful, complex, and transformative, much like DNA in biology. As Samuel Arbesman explores, code not only builds virtual and real-world systems but also connects diverse fields like language, mythology, and biology, revealing deep patterns and insights. While it offers immense potential, it can also deepen societal divides or be weaponized. Arbesman argues that understanding code is crucial--not just for tech experts, but for everyone--so we can shape technology to serve humanity, rather than be controlled by it.
- Subjects: Informational works.; Computer programming.; Programming languages (Electronic computers);
- Available copies: 2 / Total copies: 4
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- Thinking about cybersecurity [sound recording] : from cyber crime to cyber warfare / by Rosenzweig, Paul,1959-; Teaching Company.(CARDINAL)349444;
Bibliographical references included in course guidebook.Paul Rosenzweig, lecturer."Cyberspace is the 21st century's greatest engine of change. And it's everywhere. Telecommunications, commercial and financial systems, government operations, food production-- virtually every aspect of global civilization now depends on interconnected cyber systems to operate; systems that have helped advance medicine, streamline everyday commerce, and so much more. Which makes keeping these systems safe from threat one of the most pressing problems we face. There are billions of Internet users connected to one another, and every minute, these parties create mind-boggling amounts of new information and data. Yet because cyberspace is so vast, flexible, and unregulated (and because it grows in leaps and bounds every year), all these users are highly vulnerable to dangers from cyber criminals, rogue nation-states, and other outside forces"--Publisher's web site.
- Subjects: Audiobooks.; Computer crimes.; Cyberterrorism.; Cyber intelligence (Computer security); Computer networks; Internet; Electronic information resources;
- Available copies: 1 / Total copies: 2
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- The Parthenon frieze / by Neils, Jenifer,1950-(CARDINAL)163367; Rosenzweig, Rachel,1968-(CARDINAL)264702;
Includes bibliographical references (pages 279-289) and index.System requirements: Macintosh OS8.6 or later, or Windows 95 or later.
- Subjects: Parthenon (Athens, Greece); Friezes;
- Available copies: 1 / Total copies: 1
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- Music and technology : a historical encyclopedia / by Perone, James E.,author.(CARDINAL)377471;
Includes bibliographical references and index.Chronology of Milestone Events -- An A-Z of Music Technology through the Years -- Amplification -- Analog Synthesizers -- Artificial Intelligence -- Auto-Tune -- Boomboxes -- Bose, Amar G. and the Bose Corporation -- Brass Instruments -- Cassette Tapes -- Collaboration Software -- Compact Discs (CDs) -- Computer-Composed Music -- Computer-Generated Music -- Desktop and Laptop Computers -- Digital Audio Tape (DAT) -- Digital Recording -- Digital Synthesizers -- Distortion -- DJ-ing -- Dolby Noise Reduction -- Drum Machines -- Edison Phonograph -- Effects Pedals -- 8-Track Tapes -- Electric Guitars -- Electrical Recording -- Electronic Keyboard Instruments -- Electronic Tuners -- Electronic Wind Instruments (EWI) -- 45-rpm Records -- GarageBand -- Generative Music -- Gramophones and Victrolas -- Headphones -- Instructional Software -- Internet Radio -- iPads and Other Tablets -- iPods and Other Portable Digital Music Players -- iTunes -- Jukeboxes -- Karaoke -- Leslie Speaker -- Loops -- Loudspeakers -- Mechanical Organs -- Mellotrons -- Metronomes -- Microphones -- MIDI -- Mixing Boards -- Moog Synthesizers -- Motion Picture Soundtracks -- MP3s -- MTV and Music Videos -- Multi-Track Recording -- Music Boxes -- Music Notation Software -- Music Printing with Moveable Type -- Musical Notation -- Muzak -- Ondes Martenots -- Orchestral String Instruments -- Organs -- PA Systems -- Pandora and the Music Genome Project -- Patches -- Pedal Steel Guitars -- Peer-to-Peer File Sharing -- Percussion Instruments -- Player Pianos -- Quadraphonic and Surround Sound -- Radio -- Reel-to-Reel Tape -- Resonator Guitars -- Reverb -- Sampling -- Satellite Radio -- Sequencers -- 78-rpm Records -- Sheet Music -- Smartphones -- Social Media -- Sony Walkman and Discman -- Stereophonic Sound -- Streaming Audio Services -- Tablature -- Tape Manipulation -- Theater Organs -- Theremins -- Transistor Radios -- Video Games -- Vinyl Albums -- Virtual Accompanists -- Virtual Studio Software -- Virtual Synthesizers -- Vocoders and Talk Boxes -- Wire Recording -- Woodwind Instruments -- Yamaha Disklavier -- Yamaha DX7 Synthesizer -- YouTube -- Glossary of Terms."This volume explores how music technology has evolved over time, focusing on the types of technologies that have influenced, affected, and in some cases suddenly changed the way we create, distribute, and consume music"--
- Subjects: Encyclopedias.; Music and technology; Sound; Electronic musical instruments;
- Available copies: 1 / Total copies: 1
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- Digital literacy : skills & strategies / by Nicosia, Laura M.,editor.; Nicosia, James F.,editor.(CARDINAL)863220;
Includes bibliographical references (pages 669-730) and index.3D Printing -- Access to Communication Technology -- Algorithms -- Anchored Instruction -- Android OS -- Anonymity and Anonymizers -- Apple -- Apps/Applications -- Artificial Intelligence -- Assessing Digital Literacy -- Assistive and Adaptive Technology -- Assistive Technology in Education -- Audio Streaming -- Augmented Reality -- Avatars and Simulation -- Bandcamp -- Binary Hexadecimal Representations -- Blended Learning -- Bloom's Taxonomy -- Bots -- Boyd, Danah Michele -- Brain-Computer Interfacing (BCI) -- Browsers -- Catfishing -- Children's Online Privacy Protection Act -- Clickbait -- Cloud Computing -- Coding in the Curriculum -- Collaborative Software (Groupware) -- Community of Practice -- Computer Addiction -- Computer-Aided Design -- Computer-Aided Design in Education -- Computer-Assisted Instruction -- Computer Ethics -- Computer Fraud -- Computer Fraud and Abuse Act -- Computer Viruses and Worms -- Constructivism -- Creative Commons -- Cyberbullying -- Cybercrime -- The Cyber Intelligence Sharing and Protection Act -- Cyber Monday -- Cybersecurity -- Cyberstalking -- Cyberterrorism -- Dark Web -- Data Harvesting -- Data Literacy -- Data Management -- Data Protection -- Deepfake -- Desktop and E-publishing -- Digital Citizenship -- Digital Divide -- Digital Economy -- Digital Footprint -- Digital Forensics -- Digital Libraries and Artifacts -- Digital Natives and Digital Immigrants -- Digitial Storytelling -- Discord -- Doxing -- DVDs -- E-books and Education -- Encrypton -- Ethics of algorithms -- Ethics of Social Media: Free Speech -- Facebook -- File Transfer Protocol -- Firewalls -- Firmware -- Freedom of Information Act -- Game-Based Learning -- Gee, James Paul -- Gmail -- Google -- Google Slides -- Graphical User Interface -- Graphics Formats -- Graphics Technologies -- Green Computing -- Hacking -- Holographic Technology -- HTML -- Human-Computer Interaction -- Hypermedia in Education -- Identity Theft -- Image Editing -- IMGUR -- Information Ethics -- Information Technology -- Instagram -- Instructional Design -- Intellectual Property -- Intelligent Tutoring Systems -- Internet Privacy -- Internet Safety -- Intranet -- iOS -- iPads in the Classroom - iTunes -- Jenkins, Henry -- Keynote -- Light-Emitting Diodes -- LinkedIn -- Liquid Crystal Technology -- Mac OS -- Malware -- Media Literacy -- Microscale 3D Printing -- Microsoft Excel -- Microsoft PowerPoint -- Microsoft Word -- Mobile Operating Systems -- Music Editing -- Myspace -- Online Anonymity -- Online Communication -- Online Entertainment and Music Databases -- Online Games: Roles, Rules, and Etiquette -- Online Privacy -- Online Safety -- Open Source -- Optical Storage -- Peer-to-Peer Payment Apps -- Phishing -- Privacy Settings -- QR Codes -- Random-Access Memory -- Ransomware -- Reddit -- Scientific Literacy -- Search Engines -- Sexting -- Snapchat -- Social Impacts of Cybercrime -- Social Media -- Social Media Addiction -- Social Media and Depression -- Social Media and Isolation -- Social Media and Job Hunting -- Social Media and Law Enforcement -- Social Media and Religion -- Social Media and the Self-Esteem of Its Users -- Social Media as a Teaching and Learning Tool -- Social Media Mining -- Social Networking Services -- Software Architecture -- Spam -- Spam Filters -- Speech-Recognition Software -- Spotify -- Spyware -- Technical Drawing -- Technoethics and Society -- Telecommunications -- TikTok -- Touch Screens -- Transmedia Storytelling -- Tumblr -- Turkle, Sherry -- Twitch -- Twitter -- Universal Design for Learning -- UNIX -- Virtual Reality -- Wearable Technology -- Web 2.0 in the Schools -- Wikipedia -- Windows Operating System -- XML (Extensible Markup Language) -- YouTubeAims to introduce users to explanations of cutting-edge, as well as everyday, technology, explaining these technologies and their primary elements through clear prose informed by expert analysis.
- Subjects: Reference works.; Computer literacy.; Digital media.; Information technology.;
- Available copies: 3 / Total copies: 3
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- The Dark Cloud : the hidden costs of the digital world / by Pitron, Guillaume,author.(CARDINAL)878238; Jacobsohn, Bianca,translator.(CARDINAL)879063;
Includes bibliographical references.Introduction -- Chapter one. The digital world's environmental benefits: fiction vs. fact -- Chapter two. Smartphones and the art of Zen -- Chapter three. The dark matter of a digital world -- Chapter four. Investigating a cloud -- Chapter five. An appalling waste of electricity -- Chapter six. Battle of the far north -- Chapter seven. Expansion of the digital universe -- Chapter eight. When robots out-pollute humans -- Chapter nine. Twenty thousand tentacles under the sea -- Chapter ten. The geopolitics of digital infrastructures -- Conclusion -- Acknowledgements -- Appendixes -- Notes."A gripping new investigation into the underbelly of digital technology, which addresses the pressing question of the carbon footprint it leaves behind. In a sort of news thriller, the author reveals not only how costly the virtual world is, but how damaging it is to the environment. A simple 'like' sent from our smartphones mobilises what will soon constitute the largest infrastructure built by man. This small notification, crossing the seven operating layers of the Internet, travels around the world, using submarine cables, telephone antennas, and data centres, going as far as the Arctic Circle. It turns out that the 'dematerialised' digital world, essential for communicating, working, and consuming, is much more tangible than we would like to believe. Today, it absorbs 10 per cent of the world's electricity and represents nearly 4 per cent of the planet's carbon dioxide emissions. We are struggling to understand these impacts, as they are obscured to us in the mirage of 'the cloud'"--Publisher's description.
- Subjects: Computer systems; Technology; Information technology; Data processing service centers; Environmental responsibility.; Social responsibility of business.; Internet of things; Big data; Artificial intelligence;
- Available copies: 1 / Total copies: 1
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Results 41 to 50 of 94 | « previous | next »