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Principles and Practice of Social Marketing

An International Perspective

This fully updated edition combines the latest research with real-life examples of social marketing campaigns the world over to help you learn how to apply the principles and methods of marketing to a broad range of social issues. The international case studies and applications show how social marketing campaigns are being used across the world to influence changes in behaviour, and reveal how those campaigns may differ according to their cultural context and subject matter. Every chapter is fully illustrated with real-life examples, including campaigns that deal with racism, the environment and mental health. The book also shows how social marketing influences governments, corporations and NGOs, as well as individual behaviour. The author team combine research and teaching knowledge with hands-on experience of developing and implementing public health, social welfare and injury prevention campaigns to give you the theory and practice of social marketing.

As defined in Chapter 1, social marketing is the application of the concepts and
tools of commercial marketing to the achievement of socially desirable goals.
Marketing is characterised by things like a consumer orientation, segmentation
and targeting, advertising and sales promotions, and much research with
customers and potential customers to ensure that things like packaging and
pricing are appropriate for the product, and that the advertising is believable,
relevant and motivating ...

Logic Minimization Algorithms for VLSI Synthesis

The roots of the project which culminates with the writing of this book can be traced to the work on logic synthesis started in 1979 at the IBM Watson Research Center and at University of California, Berkeley. During the preliminary phases of these projects, the impor tance of logic minimization for the synthesis of area and performance effective circuits clearly emerged. In 1980, Richard Newton stirred our interest by pointing out new heuristic algorithms for two-level logic minimization and the potential for improving upon existing approaches. In the summer of 1981, the authors organized and participated in a seminar on logic manipulation at IBM Research. One of the goals of the seminar was to study the literature on logic minimization and to look at heuristic algorithms from a fundamental and comparative point of view. The fruits of this investigation were surprisingly abundant: it was apparent from an initial implementation of recursive logic minimiza tion (ESPRESSO-I) that, if we merged our new results into a two-level minimization program, an important step forward in automatic logic synthesis could result. ESPRESSO-II was born and an APL implemen tation was created in the summer of 1982. The results of preliminary tests on a fairly large set of industrial examples were good enough to justify the publication of our algorithms. It is hoped that the strength and speed of our minimizer warrant its Italian name, which denotes both express delivery and a specially-brewed black coffee.

The proof (omitted) follows from the fact that each cube of F must be orthogonal to
all the cubes of F. This translates directly into the statement that each row of M is
a column cover of M. 3.6 Simplify We now illustrate the use of the unate recursive
paradigm to construct a heuristic minimization algorithm, SIMPLIFY. Even though
this is not one of the algorithms of ESPRESSO-II, we discuss it for illustrative
purposes, and also because it has proven to be an extremely valuable algorithm
in ...

Pembobol Kartu Kredit

... akan menyembunyikan identitas dan tidak meninggalkan jejak yang akan
mempermudah pelacakan para penegak hukum. Menyembunyikan identitas dan
lokasi operasi mereka menjadi salah satu bagian terpenting dalam aksi card- ing
.

Writing for Understanding

Strategies to Increase Content Learning

Written specifically for non–language arts teachers, this resource focuses on using writing as an instructional tool to deepen and expand student understanding in the content areas.

As this strategy is internalized, it supports both active and subconscious
construction of new knowledge and understanding. ... book what happened
during a sports play or science experiment are, or should be, standard
instructional strategies.

Applications of Evolutionary Computation

18th European Conference, EvoApplications 2015, Copenhagen, Denmark, April 8-10, 2015, Proceedings

This book constitutes the refereed conference proceedings of the 18th International Conference on the Applications of Evolutionary Computation, EvoApplications 2015, held in Copenhagen, Spain, in April 2015, colocated with the Evo 2015 events EuroGP, EvoCOP, and EvoMUSART. The 72 revised full papers presented were carefully reviewed and selected from 125 submissions. EvoApplications 2015 consisted of the following 13 tracks: EvoBIO (evolutionary computation, machine learning and data mining in computational biology), EvoCOMNET (nature-inspired techniques for telecommunication networks and other parallel and distributed systems), EvoCOMPLEX (evolutionary algorithms and complex systems), EvoENERGY (evolutionary computation in energy applications), EvoFIN (evolutionary and natural computation in finance and economics), EvoGAMES (bio-inspired algorithms in games), EvoIASP (evolutionary computation in image analysis, signal processing, and pattern recognition), EvoINDUSTRY (nature-inspired techniques in industrial settings), EvoNUM (bio-inspired algorithms for continuous parameter optimization), EvoPAR (parallel implementation of evolutionary algorithms), EvoRISK (computational intelligence for risk management, security and defence applications), EvoROBOT (evolutionary computation in robotics), and EvoSTOC (evolutionary algorithms in stochastic and dynamic environments).

Training Financial Decision Support Systems with Thousands of Decision Rules
Using Differential Evolution with Embedded Dimensionality Reduction Piotr
Lipinski(B) Institute of Computer Science, Computational Intelligence Research ...

Applications of Evolutionary Computation

19th European Conference, EvoApplications 2016, Porto, Portugal, March 30 -- April 1, 2016, Proceedings

The two volumes LNCS 9597 and 9598 constitute the refereed conference proceedings of the 19th European Conference on the Applications of Evolutionary Computation, EvoApplications 2016, held in Porto, Portugal, in March/April 2016, co-located with the Evo* 2016 events EuroGP, EvoCOP, and EvoMUSART. The 57 revised full papers presented together with 17 poster papers were carefully reviewed and selected from 115 submissions. EvoApplications 2016 consisted of the following 13 tracks: EvoBAFIN (natural computing methods in business analytics and finance), EvoBIO (evolutionary computation, machine learning and data mining in computational biology), EvoCOMNET (nature-inspired techniques for telecommunication networks and other parallel and distributed systems), EvoCOMPLEX (evolutionary algorithms and complex systems), EvoENERGY (evolutionary computation in energy applications), EvoGAMES (bio-inspired algorithms in games), EvoIASP (evolutionary computation in image analysis, signal processing, and pattern recognition), EvoINDUSTRY (nature-inspired techniques in industrial settings), EvoNUM (bio-inspired algorithms for continuous parameter optimization), EvoPAR (parallel implementation of evolutionary algorithms), EvoRISK (computational intelligence for risk management, security and defence applications), EvoROBOT (evolutionary robotics), and EvoSTOC (evolutionary algorithms in stochastic and dynamic environments).

8. Kruisselbrink, J.W., Emmerich, M.T.M., Deutz, A.H., Bäck, T.: A robust
optimization approach using kriging metamodels for robustness approximation in
the CMA-ES. In: Proceedings of IEEE Congress on Evolutionary Computation (
CEC), pp.

Lejitkan Memori 1000%

2 Otak, Pikiran, dan Daya Ingat A. Otak dan Komputer Ada suatu perangkat yang
bisa digunakan sebagai pendekatan untuk memahami pola kerja otak dan
pikiran manusia, yaitu komputer. Komputer itu sendiri memang dirancang
dengan ...

Information Technology Policy and the Digital Divide

Lessons for Developing Countries

The proliferation of new information technologies throughout the world has raised some important questions for policymakers as to how developing countries can benefit from their diffusion. This important volume compares the advantages and disadvantages of the IT revolution through detailed studies of a variety of developed and developing nations and regions: Argentina, Estonia, the EU, India, Japan, Korea, Mexico, South Africa, Thailand and the USA.

Information policy and information technology in Central and Eastern Europe with
emphasis on Estonia Tanga McDaniel* 1. INTRODUCTION This chapter
highlights various policies and programmes that have affected the information
and ...

Android Game Development: From Shaders to Skeletal Animation.

This book is intended for programmers or anyone interested in learning how to develop video games on the Android platform. This book covers Android game development on 3 Chapters. Chapter 1: Computer Graphics Basics. This chapter gives an introduction to computer graphics, you will learn how computers represent 2D and 3D graphics through arrays of numbers that describe each attribute of a graphical object, like positions, normals, textures, etc. You will also learn the theory and math behind visual projections, movement and physics using vectors. Chapter 2: Graphics with OpenGL ES 2.0. This chapter will show you how to render graphics on the screen using the OpenGL ES 2.0 API, you will learn how to create programs called Shaders that will be executed by the GPU of the target device, using the programmable pipeline we will implement 2D and 3D examples showing how to simulate physics, 2D animation, cameras, different types of light, multi touch input and how to navigate through your graphical world. Chapter 3: 3D Modeling and Animation. This chapter will show you how to create 3D models with the help of 3D modeling software, from creating and sculpting basic structures, painting and mapping textures, to creating animations based on skeletons, also you will learn how to export your models and animations to external files, how to import them to your Android application and how to construct an skeletal animation system on the GPU through shaders. Finally we have Appendix A, B and C. A contains more useful information for loading models, using different shaders and we explore using C/C++ through the NDK, B contains the reference of the android classes we will be using, and C contains information on how to program for old devices that do not support OpenGL ES 2.0, when you finish reading the book you will know a lot of how video games are created and you will be ready to create any game as easy or complex as you want, but remember the most important thing of any game is not how complex it is, people will love your game for how fun it is.

... https://developer.qualcomm.com/mobile-development/mobile-technologies/
gaming-graphics-optimization-adreno/tools-and-resources They offer different
tools for graphics development, some solutions integrate with visual studio and C
++, ...