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Part II deals with agricultural science, alchemy, chemistry and chemical technology, mining and metallurgy military technology, textiles and manufacturing industries, mechanical technology, civil engineering, navigation and ship-building, medicine and pharmacy. Historians of Islamic science tend to limit their studies to the period up to the 16tb century but, Part II of this volume also deals with the continuation of science and technology in the Ottoman Empire, India and Iran.
Advanced approaches to software engineering and design are capable of solving complex computational problems and achieving standards of performance that were unheard of only decades ago. Handbook of Research on Emerging Advancements and Technologies in Software Engineering presents a comprehensive investigation of the most recent discoveries in software engineering research and practice, with studies in software design, development, implementation, testing, analysis, and evolution. Software designers, architects, and technologists, as well as students and educators, will find this book to be a vital and in-depth examination of the latest notable developments within the software engineering community.
The Sagalassos Archaeological Research Project has made interdisciplinary practices part of its scientific strategy from the very beginning. The project is internationally acknowledged for important achievements in this respect. Aspects of its approach to ancient Sagalassos can be considered ground-breaking for the archaeology of Anatolia and the wider fields of classical and Roman archaeology. Now that its first project director, Professor Marc Waelkens - University of Leuven -, is at the stage of shifting practices, from an active academic career to an active academic retirement, this volume represents an excellent opportunity to reflect on the wider impact of the Sagalassos Archaeological...
This fully revised and thoroughly updated sixth edition of the Rough Guide to Turkey is your ultimate handbook to this fascinating country.A full section introduces Turkey's highlights, from the markets of Istanbul to the rock churches of Cappadocia. There are informed accounts of the country's wide-ranging sights and incisive reviews of the best places to eat, sleep and drink in every price range. Throughout the guide there is practical advice on everything from bazaar shopping to chartering a yacht. The authors also provide expert background on Turkish history, literature, music and film and the guide comes complete with easy-to-read maps for every region. The Rough Guide to Turkey is your ultimate handbook to this fascinating country.
This book constitutes the proceedings of the 5th International Conference on Interactive Theorem Proving, ITP 2014, Held as Part of the Vienna Summer of Logic, VSL 2014, in Vienna, Austria, in July 2014. The 35 papers presented in this volume were carefully reviewed and selected from 59 submissions. The topics range from theoretical foundations to implementation aspects and applications in program verification, security and formalization of mathematics.
Archaeologists working on late antique sites have not spent enough time thinking about methodology. Their focus has been on recovering and cataloguing evidence, or on the study of specific historical problems. Digging has often been more important than publishing, which has rarely extended beyond the basic summaries found in preliminary reports. The re-emergence of clearance excavation, fuelled by the demands of tourism, has further reduced the value of urban excavations in the East Mediterranean. Here, late antique levels have suffered, in the hunt for photogenic early imperial architecture. This volume attempts to address this situation by offering a critique of present practice and a seri...
In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.