The Art of SXO

The Art of SXO
Author: Zuzanna Krüger
Publisher: Apress
Total Pages: 0
Release: 2023-05-25
Genre: Computers
ISBN: 9781484292112

Search Experience Optimization (SXO) is a fast growing field that combines the disciplines of Search Engine Optimization (SEO), Conversion Rate Optimization (CRO) and User Experience (UX) Design. It’s a holistic approach to creating websites that are not only optimized for search engines and bots, but for users too, a highly effective method of converting a websites visitors into customers and subscribers, leading some to think of it as SEO 2.0. Recent industry reports suggests that front-end developers and web designers need to embrace SXO best practices to not only ensure websites are optimized by the metadata and analytics that SEO provides, but also ensure a website or application is easy-to-use and behaves in a way the user expects because happy users drive higher retention rates and higher revenue, which is essential for commercial app creators. The Art of SXO aims to be a comprehensive guide to this emerging field, explaining what it is, how it works, and how to use it to improve search rankings, increase conversions rates, and ultimately grow a company's revenue. This guide will be packed with tips, tricks, and tactics making it an essential resource for anyone looking to get the most out of their search traffic. What You'll Learn Apply SXO best practices and how it differs from tradition SEO Optimize websites for both search engine bots and users Increase a website's ranking in SERPs Improve a website's conversion rates Grow revenue from organic traffic Who This Book Is For Web developers and UX designers, technical SEO specialists, digital marketers and business owners who may have a basic understanding of SEO, CRO, UX design and core digital marketing concepts, but are looking to take their practices to the next level with SXO.

Sports Analytics

Sports Analytics
Author: A. Mansurali
Publisher: Springer Nature
Total Pages: 241
Release:
Genre:
ISBN: 3031635736

The Art of Modeling in Science and Engineering with Mathematica

The Art of Modeling in Science and Engineering with Mathematica
Author: Diran Basmadjian
Publisher: CRC Press
Total Pages: 696
Release: 2019-07-17
Genre: Mathematics
ISBN: 9781439858172

Modeling is practiced in engineering and all physical sciences. Many specialized texts exist - written at a high level - that cover this subject. However, students and even professionals often experience difficulties in setting up and solving even the simplest of models. This can be attributed to three difficulties: the proper choice of model, the absence of precise solutions, and the necessity to make suitable simplifying assumptions and approximations. Overcoming these difficulties is the focus of The Art of Modeling in Science and Engineering. The text is designed for advanced undergraduate and graduate students and practicing professionals in the sciences and engineering with an interest in Modeling based on Mass, Energy and Momentum or Force Balances. The book covers a wide range of physical processes and phenomena drawn from chemical, mechanical, civil, environmental sciences and bio- sciences. A separate section is devoted to "real World" industrial problems. The author explains how to choose the simplest model, obtain an appropriate solution to the problem and make simplifying assumptions/approximations.

The Art of Gluing Space-Time Manifolds

The Art of Gluing Space-Time Manifolds
Author: Samad Khakshournia
Publisher: Springer Nature
Total Pages: 126
Release: 2024-01-25
Genre: Science
ISBN: 3031486129

This concise book reviews methods used for gluing space-time manifolds together. It is therefore relevant to theorists working on branes, walls, domain walls, concepts frequently used in theoretical cosmology, astrophysics, and gravity theory. Nowadays, applications are also in theoretical condensed matter physics where Riemannian geometry appears. The book also reviews the history of matching conditions between two space-time manifolds from the early times of general relativity up to now.

The Art of Modeling in Science and Engineering with Mathematica, Second Edition

The Art of Modeling in Science and Engineering with Mathematica, Second Edition
Author: Diran Basmadjian
Publisher: CRC Press
Total Pages: 536
Release: 2006-08-18
Genre: Mathematics
ISBN: 9781584884606

Thoroughly revised and updated, The Art of Modeling in Science and Engineering with Mathematica®, Second Edition explores the mathematical tools and procedures used in modeling based on the laws of conservation of mass, energy, momentum, and electrical charge. The authors have culled and consolidated the best from the first edition and expanded the range of applied examples to reach a wider audience. The text proceeds, in measured steps, from simple models of real-world problems at the algebraic and ordinary differential equations (ODE) levels to more sophisticated models requiring partial differential equations. The traditional solution methods are supplemented with Mathematica , which is used throughout the text to arrive at solutions for many of the problems presented. The text is enlivened with a host of illustrations and practice problems drawn from classical and contemporary sources. They range from Thomson’s famous experiment to determine e/m and Euler’s model for the buckling of a strut to an analysis of the propagation of emissions and the performance of wind turbines. The mathematical tools required are first explained in separate chapters and then carried along throughout the text to solve and analyze the models. Commentaries at the end of each illustration draw attention to the pitfalls to be avoided and, perhaps most important, alert the reader to unexpected results that defy conventional wisdom. These features and more make the book the perfect tool for resolving three common difficulties: the proper choice of model, the absence of precise solutions, and the need to make suitable simplifying assumptions and approximations. The book covers a wide range of physical processes and phenomena drawn from various disciplines and clearly illuminates the link between the physical system being modeled and the mathematical expression that results.

UX for XR

UX for XR
Author: Cornel Hillmann
Publisher: Apress
Total Pages: 255
Release: 2021-06-13
Genre: Architecture
ISBN: 9781484270196

Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies involving industry leaders. By looking at practical examples from the field of handheld AR breakthroughs, virtual reality (VR) success stories and experimental interaction concept of pioneering XR platforms, you'll see how it's possible to map out a framework of user experience (UX) guidelines to close in on opportunities and challenges that lay ahead. This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context. UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding. What You'll Learn Explore the challenges and opportunities of designing for XR See how spatial interaction is revolutionizing human computer interaction Examine sensory input and interaction beyond the screen Work with 3D Interaction Design and build a strong 3D UX Understand VR and augmented reality essentials for emotion-rich user experiences Apply UX research techniques for the XR space Who This Book Is For This book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals

Coding Art

Coding Art
Author: Yu Zhang
Publisher: Apress
Total Pages: 280
Release: 2021-01-07
Genre: Architecture
ISBN: 9781484262634

Finally, a book on creative programming, written directly for artists and designers! Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. In this book you'll learn to apply computation into the creative process by following a four-step process, and through this, land in the cross section of coding and art, with a focus on practical examples and relevant work structures. You'll follow a real-world use case of computation art and see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started. This unique and finely balanced approach between skill acquisition and the creative process and development makes Coding Art a functional reference book for both creative programming and the creative process for professors and students alike. What You’ll Learn Review ideas and approaches from creative programming to different professional domains Work with computational tools like the Processing language Understand the skills needed to move from static elements to animation to interaction Use interactivity as input to bring creative concepts closer to refinement and depth Simplify and extend the design of aesthetics, rhythms, and smoothness with data structures Leverage the diversity of art code on other platforms like the web or mobile applications Understand the end-to-end process of computation art through real world use cases Study best practices, common pitfalls, and challenges of the creative process Who This Book Is For Those looking to see what computation and data can do for their creative expression; learners who want to integrate computation and data into their practices in different perspectives; and those who already know how to program, seeking creativity and inspiration in the context of computation and data.