Winning the Hardware-Software Game

Winning the Hardware-Software Game
Author: Ruth D. Fisher
Publisher: Pearson Education
Total Pages: 376
Release: 2009-03-04
Genre: Business & Economics
ISBN: 0131364421

“Many books discuss high-tech decision making, but this is the only book I know of that provides a systematic approach based on objective analysis.” —Matthew Scarpino, author of Programming the Cell Processor “This book offers a unique approach to analyzing business strategy that changes the focus and attitude to a lively and fun exercise of treating business strategy as a game.” —Dave Hendricksen, Architect, Thomson-Reuters USE GAME THEORY TO SOLVE THE #1 PROBLEM THAT CAUSES NEW TECHNOLOGIES TO FAIL IN THE MARKETPLACE: LACK OF COORDINATION Too many advanced technologies fail the test of adoption, at immense cost to their creators and investors. Why? Many new technologies are launched into complex ecosystems where hardware, software, and/or connectivity components must work together—for instance, next-generation gaming and video platforms that can only succeed if they offer attractive, compatible content. Often, users aren’t ready to give up existing systems, and content or connectivity providers aren’t ready to move away from existing markets. In either case, the real issue is a lack of coordination. Fortunately, coordination problems have specific, proven solutions, and Winning the Hardware–Software Game shows you exactly how to find them. Drawing on advanced ideas from game theory, economics, sociology, and business strategy, author Ruth D. Fisher presents a systematic framework for identifying, assessing, and resolving coordination problems among all the participants in a product ecosystem. Writing in plain, nontechnical, nonmathematical English, Dr. Fisher helps you discover specific steps that will prepare your customers and partners for successful adoption. Using these techniques, you can shape strategy, systematically reduce risk, and dramatically increase profitability. Topics covered in this book include: Discovering the forces that drive or delay adoption by users and content providers Understanding networks, network effects, switching costs, technology compatibility, and other crucial issues Speeding the pace of adoption, and getting to the “tipping point” sooner Clarifying and restructuring the incentives that motivate users and software providers Engineering new systems to maximize the likelihood of adoption Creating expectations of adoption and decreasing the relative value of older systems Learning from Apple Newton versus Palm Pilot, HD DVD versus Blu-Ray, and other significant technology battles Leveraging lock-in, path dependence, standardization, and first-mover advantage With so much at stake, Winning the Hardware–Software Game is a required resource for everyone concerned with new technology adoption—executives, strategists, R&D leaders, marketers, product managers, industry analysts, and investors alike.

Games vs. Hardware. The History of PC video games

Games vs. Hardware. The History of PC video games
Author: Bogdan Ion Purcaru
Publisher: Purcaru Ion Bogdan
Total Pages: 552
Release: 2014-03-13
Genre: Computers
ISBN:

My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.

Hardware and Software: Verification and Testing

Hardware and Software: Verification and Testing
Author: Ofer Strichman
Publisher: Springer
Total Pages: 268
Release: 2017-11-11
Genre: Computers
ISBN: 3319703897

This book constitutes the refereed proceedings of the 13th International Haifa Verification Conference, HVC 2017, held in Haifa, Israel in November 2017.The 13 revised full papers presented together with 4 poster and 5 tool demo papers were carefully reviewed and selected from 45 submissions. They are dedicated to advance the state of the art and state of the practice in verification and testing and are discussing future directions of testing and verification for hardware, software, and complex hybrid systems.

Hardware and Software: Verification and Testing

Hardware and Software: Verification and Testing
Author: Roderick Bloem
Publisher: Springer
Total Pages: 225
Release: 2016-10-31
Genre: Computers
ISBN: 3319490524

This book constitutes the refereed proceedings of the 12th International Haifa Verification Conference, HVC 2016, held in Haifa, Israel in November 2016. The 13 revised full papers and one tool paper presented were carefully reviewed and selected from 26 submissions. They are dedicated to advance the state of the art and state of the practice in verification and testing and are discussing future directions of testing and verification for hardware, software, and complex hybrid systems.

Advanced Game Development with Programmable Graphics Hardware

Advanced Game Development with Programmable Graphics Hardware
Author: Alan Watt
Publisher: CRC Press
Total Pages: 385
Release: 2005-08-01
Genre: Computers
ISBN: 1439865647

Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequen

Game Engine Black Book: DOOM

Game Engine Black Book: DOOM
Author: Fabien Sanglard
Publisher: Software Wizards
Total Pages: 432
Release:
Genre: Computers
ISBN:

It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

Nintendo Magic: Winning the Videogame Wars

Nintendo Magic: Winning the Videogame Wars
Author: Osamu Inoue
Publisher: Vertical Inc
Total Pages: 231
Release: 2022-01-18
Genre: Business & Economics
ISBN: 1647291453

Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.

Link

Link
Author: Lorien Pratt
Publisher: Emerald Group Publishing
Total Pages: 233
Release: 2019-09-16
Genre: Computers
ISBN: 1787696537

Why aren't the most powerful new technologies being used to solve the world's most important problems: hunger, poverty, conflict, employment, disease? In Link, Dr. Lorien Pratt answers these questions by exploring the solution that is emerging worldwide to take Artificial Intelligence to the next level: Decision Intelligence.

InfoWorld

InfoWorld
Author:
Publisher:
Total Pages: 60
Release: 1983-04-04
Genre:
ISBN:

InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.

Clinical Rehabilitation Experience Utilizing Serious Games

Clinical Rehabilitation Experience Utilizing Serious Games
Author: Michael Lawo
Publisher: Springer
Total Pages: 243
Release: 2018-05-02
Genre: Computers
ISBN: 3658219572

This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.