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Infectious Diseases of the Dog and Cat A Color Handbook

Cadaver Dog Handbook Forensic Training and Tactics for the Recovery of Human Remains

Skin Diseases of the Dog and Cat

Skin Diseases of the Dog and Cat

A Colour Handbook of Skin Diseases of the Dog and Cat was one of the first books to bring key information about skin diseases to clinicians in an easy-to-use problem-oriented format. This fully revised and updated Third Edition responds to the huge growth in knowledge about skin conditions over the last decade including the discovery of new conditions the development of new approaches to management and effective new treatment options. Chapters are organized based on symptoms each containing a decision tree giving basic and practical guidance. The clear user-friendly design provides one condition per page (or spread of pages). 13 chapters covering over 120 skin claw and ear conditions classified by their principle presenting sign. Concise systematically structured text covering definition aetiology and pathogenesis clinical features differential diagnoses diagnostic tests and management. Flow charts in each chapter to help clinicians get to the right diagnosis. Special focus on diseases affecting paediatric patients as well as chapters discussing paw ear and nasal planum diseases. Explanation of new treatments for atopic dermatitis. Over 350 superb colour photographs and diagrams mostly new for this this edition. A focus on clinical practice and the need to explain the disease to the owner. Up-to-date and fully referenced throughout. This practical book continues to provide an entirely comprehensive guide to the diagnosis and management of veterinary skin conditions in a format that is easily accessible for busy clinicians.

GBP 51.99
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Detector Dogs and Scent Movement How Weather Terrain and Vegetation Influence Search Strategies

Detector Dogs and Scent Movement How Weather Terrain and Vegetation Influence Search Strategies

Dogs detect scent from a source that is carried to them in a plume by the wind. The most important tool for a detector dog handler to have on searches is a knowledge of scent plume movement or scent dynamics (the science of scent movement). Such knowledge resides primarily in scientific journals that are largely inaccessible to detector dog handlers and written in language that is difficult to understand. Detector Dogs and the Science of Scent Movement: A Handler’s Guide to Environments and Procedures retrieves reviews and interprets the results of pertinent scientific research on scent dynamics and presents these results in terms that are easier for handlers to understand. Information on the physiology of the dog’s nose their sense of smell and the properties of scent provide the essential information on the process of scenting. The composition of training aids for explosives narcotics human remains and other sources is discussed. Recommendations are made on the use of training aids their placement during training and the resulting availability of scent. Potential problems and handler errors in the use of training aids are also examined. The characteristics of scent plumes and how wind influences their movement are a key focus of the book. The primary task for the handler is to get the dog into the scent plume so that the dog can detect the scent and follow it to the source the handler seeks. As such a knowledge of scent and scent plume movement will vastly improve the ability of the handler to accomplish this task. The influence of weather and physical settings such as terrain vegetation ground cover soil and water on scent movement are examined in detail. Strategies for searching detecting and locating sources in all physical settings are presented. Specific effects associated with hills and mountains fields and forests bare soils and soils covered by vegetation different soil types and lakes and rivers are examined in detail. This includes specific recommendations are made about weather and physical settings that result in higher probability of success on searches. Detector Dogs and the Science of Scent Movement will be a vital resource for K9 handles in the private and public sectors—including in Homeland Security law enforcement and military settings—as well as a useful guide for lawyers forensic and investigative professionals who need to better understand K9 operations. | Detector Dogs and Scent Movement How Weather Terrain and Vegetation Influence Search Strategies

GBP 44.99
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Ecocinema in the City

Diagramming the Big Idea Methods for Architectural Composition

Diagramming the Big Idea Methods for Architectural Composition

Becoming an architect is a daunting task. Beyond the acquisition of new skills and procedures beginning designers face an entirely unfamiliar mode of knowledge: design thinking. In Diagramming the Big Idea Jeffrey Balmer and Michael T. Swisher introduce the fundamentals of design thinking by illustrating how architects make and use diagrams to clarify their understanding of both specific architectural projects and universal principles of form and order. With accessible step-by-step procedures that interweave diagrams drawings and virtual models the authors demonstrate how to compose clear and revealing diagrams. Design thinking defines a method for engaging the world through observation and analysis. Beyond problem solving design is a search for possibilities. Mastering design thinking begins with learning the fundamentals of visual composition. It embraces the ability to synthesize deductive and imaginative reasoning combining both shrewd scrutiny and fevered speculation. Design diagrams make visible the abstractions that order the built environment. Premised upon the Beaux-Arts notion of the architectural parti Balmer and Swisher adopt the ‘Big Idea’ as a foil and as a suitcase to organize fundamentals of architectural composition. The goal of this book is to make explicit to students what they are learning why they are learning it and how to internalize such lessons toward their lifelong development as designers. | Diagramming the Big Idea Methods for Architectural Composition

GBP 44.99
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Game Engine Architecture Third Edition

Game Engine Architecture Third Edition

In this new and improved third edition of the highly popular Game Engine Architecture Jason Gregory draws on his nearly two decades of experience at Midway Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book the broad range of technologies and techniques used by AAA game studios are each explained in detail and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always copious references and citations are provided in this edition making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. | Game Engine Architecture Third Edition

GBP 82.99
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Human Scent Evidence

Human Scent Evidence

During the last decade a significant number of scientific studies have supported the use of human scent as a biometric tool and indicator of the presence or absence of an individual at a crime scene. These findings even extend to conducting scent identification line-ups with suspects. Human Scent Evidence focuses on some of these recent advances in the use of human scent as forensic evidence and as an identifier. Topics include:Various theories of human odor productionThe variability stability and persistence of human scent Historical aspects of the use of human scent in police work in the United States and internationallyCurrent trends in scent collection techniques including devices materials and storage protocolsChemical aspects of the evaluation of human scent including instrumental methods for odor detection and analysisThe legal significance of human scent evidence resultsCanine scent work from multiple search categories as described in the Scientific Working Group on Dog and Orthogonal detector Guidelines (SWGDOG)Human scent evidence may be of critical use in many cases where other types of evidence such as DNA fingerprints or fibers are not readily available. As such it can be a valuable tool in forensic investigations. With examples from North and South America and Europe this book draws upon an extensive literature review of past and current research and is enhanced with findings from the authors’ own research. It concludes with a glimpse of the future direction of human scent evidence in the forensic field and its application as a biometric and diagnostic tool.

GBP 62.99
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Creating Games with Unreal Engine Substance Painter & Maya Models Textures Animation & Blueprint

Creating Games with Unreal Engine Substance Painter & Maya Models Textures Animation & Blueprint

Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya Substance Painter and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling UV layout and custom texture painting. Then the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. • Written by industry professionals with real-world experience in building assets and games. • Build a complete game from start to finish. • Learn what the pros use: construct all assets using the tools used at industries across the world. • All software used are free to students. • When complete students will have a playable version of an FPS game. Jing Tian Li is a graduate of China’s Central Academy of Fine Arts and New York’s School of Visual Arts where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog Infinity Ward and Sony Interactive on such games as The Last of Us Call of Duty: Modern Warfare and most recently Marvel’s Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio Texas. | Creating Games with Unreal Engine Substance Painter & Maya Models Textures Animation & Blueprint

GBP 56.99
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Creating Games with Unity Substance Painter & Maya Models Textures Animation & Code

Creating Games with Unity Substance Painter & Maya Models Textures Animation & Code

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity Substance Painter and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling UV layout and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. • Written by industry professionals with real-world experience in building assets and games • Build a complete game from start to finish • Learn what the pros use: construct all assets using the tools used at game studios across the world • All software used are free to students • When complete students will have a playable version of an FPS game Jingtian Li is a graduate of China’s Central Academy of Fine Arts and New York’s School of Visual Arts where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog Infinity Ward and Sony Interactive on such games as The Last of Us Call of Duty: Modern Warfare and most recently Marvel’s Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio Texas. | Creating Games with Unity Substance Painter & Maya Models Textures Animation & Code

GBP 56.99
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The Age of Happy Problems

The Age of Happy Problems

In his first book of non-fiction originally published in 1962 Herbert Gold explores some not-so-happy problems confronting people in an age of mass destruction mass inertia mass everything. While acknowledging that we live in a time of utmost global significance-war on an enormous scale was a reality of the twentieth century and continues to threaten unadulterated evil has exhibited itself in grandiose proportions-Gold tackles issues and problems which are very much of significance to the individual: teaching writing love marriage divorce and death. In The Age of Happy Problems Gold takes the reader through a journey of eclectic characters situations and locales. Part I is a selection of essays entitled American Events. In The Age of Happy Problems we are presented with an analysis of the problems facing people in the middle of their lives and careers. How to Be an Artist's Wife explores the prospect of being married and remaining married to a temperamental and egotistical artist. Divorce as a Moral Act describes the termination of marriage as a means for renewal and the chance to start over again the search for love. The Bachelor's Dilemma evokes the decisions confronting the male of the big city. And A Dog in Brooklyn A Girl in Detroit: A Life Among the Humanities is a memoir on the paradoxes of teaching in a university. Part II is entitled American Places. The author examines in this section various American lifestyles. In Paris: Notes from La Vie de Boheme Gold describes Americans abroad why they decide to become expatriates and how they adapt to their new surroundings. In Greenwich Village: The Changing Village he writes about the importance of New York City's symbol of change experiment and nonconformity. Finally the author meditates on Death in Miami Beach offering a moving account of the relationship between death and the popular Florida city. Gold writes: How can I total it up? What is the map of the map? Well to begin with Plato was wrong. The life of contemplation is not sufficient. and for another thing Plato was right. He knew that men must learn to come together in the practice of intelligence and moral privilege. Gold's essays stemming from the author's own humanity are just as poignant and relevant today as they were when they were first published. The Age of Happy Problems is sure to captivate but perhaps most of all make the reader contemplate the importance of these issues for his or her own life.

GBP 84.99
1

Games Gambling and Probability An Introduction to Mathematics

Games Gambling and Probability An Introduction to Mathematics

Many experiments have shown the human brain generally has very serious problems dealing with probability and chance. A greater understanding of probability can help develop the intuition necessary to approach risk with the ability to make more informed (and better) decisions. The first four chapters offer the standard content for an introductory probability course albeit presented in a much different way and order. The chapters afterward include some discussion of different games different ideas that relate to the law of large numbers and many more mathematical topics not typically seen in such a book. The use of games is meant to make the book (and course) feel like fun! Since many of the early games discussed are casino games the study of those games along with an understanding of the material in later chapters should remind you that gambling is a bad idea; you should think of placing bets in a casino as paying for entertainment. Winning can obviously be a fun reward but should not ever be expected. Changes for the Second Edition: New chapter on Game Theory New chapter on Sports Mathematics The chapter on Blackjack which was Chapter 4 in the first edition appears later in the book. Reorganization has been done to improve the flow of topics and learning. New sections on Arkham Horror Uno and Scrabble have been added. Even more exercises were added! The goal for this textbook is to complement the inquiry-based learning movement. In my mind concepts and ideas will stick with the reader more when they are motivated in an interesting way. Here we use questions about various games (not just casino games) to motivate the mathematics and I would say that the writing emphasizes a just-in-time mathematics approach. Topics are presented mathematically as questions about the games themselves are posed. Table of Contents Preface1. Mathematics and Probability 2. Roulette and Craps: Expected Value 3. Counting: Poker Hands 4. More Dice: Counting and Combinations and Statistics 5. Game Theory: Poker Bluffing and Other Games 6. Probability/Stochastic Matrices: Board Game Movement 7. Sports Mathematics: Probability Meets Athletics 8. Blackjack: Previous Methods Revisited 9. A Mix of Other Games 10. Betting Systems: Can You Beat the System? 11. Potpourri: Assorted Adventures in Probability Appendices Tables Answers and Selected Solutions Bibliography Biography Dr. David G. Taylor is a professor of mathematics and an associate dean for academic affairs at Roanoke College in southwest Virginia. He attended Lebanon Valley College for his B. S. in computer science and mathematics and went to the University of Virginia for his Ph. D. While his graduate school focus was on studying infinite dimensional Lie algebras he started studying the mathematics of various games in order to have a more undergraduate-friendly research agenda. Work done with two Roanoke College students Heather Cook and Jonathan Marino appears in this book! Currently he owns over 100 different board games and enjoys using probability in his decision-making while playing most of those games. In his spare time he enjoys reading cooking coding playing his board games and spending time with his six-year-old dog Lilly. | Games Gambling and Probability An Introduction to Mathematics

GBP 82.99
1