Through 8 years of research, advice from the top worldwide influencers & 500 books studied Rob has the formula to successful networking. This formula has 3 1/2 Laws that will enhance your network skills to increase sales, revolutionize your relationships & build a referral engine.
Simple, Fun, Actionable Strategies for Becoming a Networking All-star!
Author: Burt Smith
Category: Business & Economics
The Great Game of Networking will help anyone from any experience level be more confident, more effective, more professional, and more successful at networking. As implied by the title, the author believes networking, and business in general, should be fun, and that what keeps it from being fun is often a lack of the skills needed to "play" at a professional level. It approaches what many consider a very challenging undertaking with a set of quickly grasped, easily applied techniques that can provide immediate returns. This straightforward book can be read and implemented in the same day! The author is an accomplished networking professional whose eagerness to share what he has learned comes through in a conversational, coaching tone. The Great Game of Networking provides strategies for both the novice getting started and an advanced section to help those who have been networking for any amount of time leverage their efforts. Guaranteed!
“To design future networks that are worthy of society’s trust, we must put the ‘discipline’ of computer networking on a much stronger foundation. This book rises above the considerable minutiae of today’s networking technologies to emphasize the long-standing mathematical underpinnings of the field.” –Professor Jennifer Rexford, Department of Computer Science, Princeton University “This book is exactly the one I have been waiting for the last couple of years. Recently, I decided most students were already very familiar with the way the net works but were not being taught the fundamentals–the math. This book contains the knowledge for people who will create and understand future communications systems." –Professor Jon Crowcroft, The Computer Laboratory, University of Cambridge The Essential Mathematical Principles Required to Design, Implement, or Evaluate Advanced Computer Networks Students, researchers, and professionals in computer networking require a firm conceptual understanding of its foundations. Mathematical Foundations of Computer Networking provides an intuitive yet rigorous introduction to these essential mathematical principles and techniques. Assuming a basic grasp of calculus, this book offers sufficient detail to serve as the only reference many readers will need. Each concept is described in four ways: intuitively; using appropriate mathematical notation; with a numerical example carefully chosen for its relevance to networking; and with a numerical exercise for the reader. The first part of the text presents basic concepts, and the second part introduces four theories in a progression that has been designed to gradually deepen readers’ understanding. Within each part, chapters are as self-contained as possible. The first part covers probability; statistics; linear algebra; optimization; and signals, systems, and transforms. Topics range from Bayesian networks to hypothesis testing, and eigenvalue computation to Fourier transforms. These preliminary chapters establish a basis for the four theories covered in the second part of the book: queueing theory, game theory, control theory, and information theory. The second part also demonstrates how mathematical concepts can be applied to issues such as contention for limited resources, and the optimization of network responsiveness, stability, and throughput.
Release on 2008-08-31 | by Romm Livermore, Celia,Setzekorn, Kristina
Concepts and Implications
Author: Romm Livermore, Celia,Setzekorn, Kristina
Pubpsher: IGI Global
"This book provides an overview of the major questions that researchers and practitioners in this area are addressing at this time and by outlining the possible future directions for theory development and empirical research on social networking and eDating"--Provided by publisher.
Request a FREE 30-day online trial to this title at www.sagepub.com/freetrial This two-volume encyclopedia provides a thorough introduction to the wide-ranging, fast-developing field of social networking, a much-needed resource at a time when new social networks or "communities" seem to spring up on the internet every day. Social networks, or groupings of individuals tied by one or more specific types of interests or interdependencies ranging from likes and dislikes, or disease transmission to the "old boy" network or overlapping circles of friends, have been in existence for longer than services such as Facebook or YouTube; analysis of these networks emphasizes the relationships within the network . This reference resource offers comprehensive coverage of the theory and research within the social sciences that has sprung from the analysis of such groupings, with accompanying definitions, measures, and research. Featuring approximately 350 signed entries, along with approximately 40 media clips, organized alphabetically and offering cross-references and suggestions for further readings, this encyclopedia opens with a thematic Reader's Guide in the front that groups related entries by topics. A Chronology offers the reader historical perspective on the study of social networks. This two-volume reference work is a must-have resource for libraries serving researchers interested in the various fields related to social networks.
Networking Technologies, Services, and Protocols ; Performance of Computer and Communications Networks ; Mobile and Wireless Communications ; Third International IFIP-TC6 Networking Conference, Athens, Greece, May 9 - 14, 2004 ; Proceedings
Author: Nikolas Mitrou
Pubpsher: Springer Science & Business Media
Category: Business & Economics
This book constitutes the refereed proceedings of the Third IFIP-TC6 Networking Conference, NETWORKING 2004, held in Athens, Greece, in May 2004. reviewed and selected from 539 submissions. The papers are organized in topical sections on network security; TCP performance; ad-hoc networks; wavelength management; multicast; wireless network performance; inter-domain routing; packet classification and scheduling; services and monitoring; admission control; competition in networks; 3G/4G wireless systems; MPLS and related technologies; flow and congestion control; performance of IEEE 802. DOS prevention; energy aspects of wireless networks; optical network access; routing in ad-hoc networks; fault detection, restoration, and tolerance; QoS metrics, algorithms, and architecture; content distribution, caching, and replication; and routing theory and path computation.
Release on 2012-08-06 | by Josephina Antoniou,Andreas Pitsillides
Cooperative Resolution of Interactive Networking Scenarios
Author: Josephina Antoniou,Andreas Pitsillides
Pubpsher: CRC Press
A mathematical tool for scientists and researchers who work with computer and communication networks, Game Theory in Communication Networks: Cooperative Resolution of Interactive Networking Scenarios addresses the question of how to promote cooperative behavior in interactive situations between heterogeneous entities in communication networking scenarios. It explores network design and management from a theoretical perspective, using game theory and graph theory to analyze strategic situations and demonstrate profitable behaviors of the cooperative entities. The book promotes the use of Game Theory to address important resource management and security issues found in next generation communications networks, particularly heterogeneous networks, for cases where cooperative interactive networking scenarios can be formulated. It provides solutions for representative mechanisms that need improvement by presenting a theoretical step-by-step approach. The text begins with a presentation of theory that can be used to promote cooperation for the entities in a particular interactive situation. Next, it examines two-player interaction as well as interactions between multiple players. The final chapter presents and examines a performance evaluation framework based on MATLAB®. Each chapter begins by introducing basic theory for dealing with a particular interactive situation and illustrating how particular aspects of game theory can be used to formulate and solve interactive situations that appear in communication networks regularly. The second part of each chapter presents example scenarios that demonstrate the applicability and power of the theory—illustrating a number of cooperative interactions and discussing how they could be addressed within the theoretical framework presented in the first part of the chapter. The book also includes simulation code that can be downloaded so you can use some or all of the proposed models to improve your own network designs. Specific topics covered include network selection, user-network interaction, network synthesis, and context-aware security provisioning.
Primarily, a review on theoretical foundations and the history of Viral Marketing is shown. Based on this, different definitions were analysed to set up a practical definition for this study. Thereafter, possible targets of Viral Marketing are illustrated, followed by necessary elements of Viral Marketing campaigns and finally by an approach to measure the effectiveness. By means of an online questionnaire, a survey was conducted to collect empirical data. These data provide information about Viral Marketing within social networking sites and detect useful information for the practical use of Viral Marketing. The results of the analysis show the accelerating influence of social networking sites and other factors regarding the effectiveness of Viral Marketing. In addition, specific characteristics which make Viral Marketing messages appealing as well as the preferred types of Viral Marketing messages are illustrated. They help to understand how to create and design an effective Viral Marketing Campaign.
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.