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Books > Computing & IT > Computer software packages
This book presents the state of the art in high-performance computing and simulation on modern supercomputer architectures. It covers trends in hardware and software development in general and the future of high-performance systems and heterogeneous architectures in particular. The application-related contributions cover computational fluid dynamics, material science, medical applications and climate research; innovative fields such as coupled multi-physics and multi-scale simulations are highlighted. All papers were chosen from presentations given at the 18th Workshop on Sustained Simulation Performance held at the HLRS, University of Stuttgart, Germany in October 2013 and subsequent Workshop of the same name held at Tohoku University in March 2014.
The book provides a unified presentation of algorithms for association rule and sequential pattern discovery. For both mining problems, the presentation relies on the lattice structure of the search space. All algorithms are built as processes running on this structure. Proving their properties takes advantage of the mathematical properties of the structure. Mining for association rules and sequential patterns is known to be a problem with large computational complexity. The issue of designing efficient parallel algorithms should be considered as critical. Most algorithms in the book are devised for both sequential and parallel execution. Parallel algorithm design takes advantage of the lattice structure of the search space. Partitioning is performed via lattice recursive bisection. Database partitioning is also used as an additional source of parallelism.Part of the motivation for writing this book was postgraduate teaching. Since the book only assumes elementary mathematical knowledge in the domains of lattices, combinatorial optimization, probability calculus, and statistics, it is fit for use by undergraduate students as well. The algorithms are described in a C-like pseudo programming language. The computations are shown in great detail. This makes the book also fit for use by implementers: computer scientists in many domains as well as industry engineers.
COLLABORATIVE NETWORKS Becoming a pervasive paradigm In recent years the area of collaborative networks is being consolidated as a new discipline (Camarinha-Matos, Afsarmanesh, 2005) that encompasses and gives more structured support to a large diversity of collaboration forms. In terms of applications, besides the "traditional" sectors represented by the advanced supply chains, virtual enterprises, virtual organizations, virtual teams, and their breading environments, new forms of collaborative structures are emerging in all sectors of the society. Examples can be found in e-government, intelligent transportation systems, collaborative virtual laboratories, agribusiness, elderly care, silver economy, etc. In some cases those developments tend to adopt a terminology that is specific of that domain; often the involved actors in a given domain are not fully aware of the developments in the mainstream research on collaborative networks. For instance, the grid community adopted the term "virtual organization" but focused mainly on the resource sharing perspective, ignoring most of the other aspects involved in collaboration. The European enterprise interoperability community, which was initially focused on the intra-enterprise aspects, is moving towards inter-enterprise collaboration. Collaborative networks are thus becoming a pervasive paradigm giving basis to new socio-organizational structures.
Information and communication technology (ICT) is permeating all aspects of service management; in the public sector, ICT is improving the capacity of government agencies to provide a wide array of innovative services that benefit citizens. E-Government is emerging as a multidisciplinary field of research based initially on empirical insights from practice. Efforts to theoretically anchor the field have opened perspectives from multiple research domains, as demonstrated in Practical Studies in E-Government. In this volume, the editors and contributors consider the evolution of the e-government field from both practical and research perspectives. Featuring in-depth case studies of initiatives in eight countries, the book deals with such technology-oriented issues as interoperability, prototyping, data quality, and advanced interfaces, and management-oriented issues as e-procurement, e-identification, election results verification, and information privacy. The book features best practices, tools for measuring and improving performance, and analytical methods for researchers.
This comprehensive book offers a full picture of the cutting edge technologies in the area of "Multimedia Retrieval and Management". It addresses graduate students and scientists in electrical engineering and in computer science as well as system designers, engineers, programmers and other technical managers in the IT industries. The book provides a complete set of theories and technologies necessary for a profound introduction to the field. It includes multimedia low-level feature extraction and high-level semantic description in addition to multimedia authentication and watermarking, and the most up-to-date MPEG-7 standard. A broad range of practical applications is covered, e.g., digital libraries, medical images, biometrics, human palm-print and face-for-security, living plants data management and video-on-demand service.
Today one of the hardest parts of computer aided design or analysis is first modeling the design, then recording and verifying it. For example, a typical vehicle such as a tank, automobile, ship or aircraft might be composed of tens of thousands of individual parts. Many of these parts are composed of cylinders, flats, and simple conic curves and surfaces such as are amenable to modeling using a constructive solid geometry (CSG) approach. However, especially with the increasing use of composite materials, many parts are designed using sculp tured surfaces. A marriage of these two techniques in now critical to continued development of computer aided design and analysis. Further, the graphical user interfaces used in most modeling systems are at best barely adequate to the required task. Critical work on these interfaces is required to continue pushing back the frontiers. Similarly, once the design is modeled, how are the varied and diverse pieces stored, retrieved, and modified? How are physical interferences prevented or eliminated? Although considerable progress has been made, there are still more questions and frustrations than answers. One of the fundamental problems of the 1990s is and will continue to be modeling. The second problem is interpretation. With the ever increasing computational power available, our ability to generate data far exceeds our ability to interpret, understand, and utilize that data.
Mobile Computing Environments for Multimedia Systems brings together in one place important contributions and up-to-date research results in this fast moving area. Mobile Computing Environments for Multimedia Systems serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
Explorations in Art and Technology is about the creative process in action through the eyes of practitioners and researchers. The book explores the fascinating relationship between artist and technologist through studies of innovative projects that push the boundaries of digital art. The research sheds new light on the nature of interaction between people and computers and provides insight into the characteristics of environments in which creativity can be enhanced. In doing so, it presents a case for organisations to develop strategies for offering environments in which collaborative, sustainable partnerships can thrive. What emerges is a compelling story of new visions and new forms in a field that is set to transform traditional norms in both art and technology as we move through the 21st Century. Additional information and links are available at: http://www.creativityandcognition.com
Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "Troisu me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration."
Proceedings of the FISITA 2012 World Automotive Congress are selected from nearly 2,000 papers submitted to the 34th FISITA World Automotive Congress, which is held by Society of Automotive Engineers of China (SAE-China ) and the International Federation of Automotive Engineering Societies (FISITA). This proceedings focus on solutions for sustainable mobility in all areas of passenger car, truck and bus transportation. Volume 6: Vehicle Electronics focuses on: *Engine/Chassis/Body Electronic Control *Electrical and Electronic System *Software and Hardware Development *Electromagnetic Compatibility (EMC) *Vehicle Sensor and Actuator *In-Vehicle Network *Multi-Media/Infotainment System Above all researchers, professional engineers and graduates in fields of automotive engineering, mechanical engineering and electronic engineering will benefit from this book. SAE-China is a national academic organization composed of enterprises and professionals who focus on research, design and education in the fields of automotive and related industries. FISITA is the umbrella organization for the national automotive societies in 37 countries around the world. It was founded in Paris in 1948 with the purpose of bringing engineers from around the world together in a spirit of cooperation to share ideas and advance the technological development of the automobile.
"Elsevier's Dictionary of Computer Graphics" contains 10,540 terms
with more than 2,600 cross-references that are commonly used in the
theory and practice of computer graphics. Included are terms from
all areas related to a) the theory of computer graphics -
descriptive geometry, projective geometry, topology, fractal
geometry, color science; and b) the practice of computer graphics -
computer-aided design (CAD) systems, technical drawing, computer
art, computer animation, business graphics, scientific
visualization, virtual reality, graphical programming, image
processing, graphical computer devices.
This book offers a new, theoretical approach to information dynamics, i.e., information processing in complex dynamical systems. The presentation establishes a consistent theoretical framework for the problem of discovering knowledge behind empirical, dynamical data and addresses applications in information processing and coding in dynamical systems. This will be an essential reference for those in neural computing, information theory, nonlinear dynamics and complex systems modeling.
It is said that business re-engineering is part of our transition
to a post-industrial society. The purpose of this book is to
present an approach to how to reorganize businesses using the
discipline of software engineering as a guiding paradigm. The
author's thesis is that software engineering provides the necessary
analytical expertise for defining business processes and the tools
to transform process descriptions to support systems.
Sir Francis Crick would undoubtedly be at the front of the line ordering this fascinating book. Being one of the discoverers of DNA, he would be amazed at how his work has been applied to mankind's most important invention, the computer. In this excellent text, the reader is given a comprehensive introduction to the field of DNA computing. The book emphasizes computational methods to tackle central problems of DNA computing, such as controlling living cells, building patterns, and generating nanomachines. It also includes laboratory-scale human-operated models of computation, as well as a description of the first experiment of DNA computation conducted by Adleman in 1994.
Enterprise Information Systems Design, Implementation and Management: Organizational Applications investigates the creation and implementation of enterprise information systems. Covering a wide array of topics such as flow-shop scheduling, information systems outsourcing, ERP systems utilization, Dietz transaction methodology, and advanced planning systems, it is an essential reference source for researchers and professionals alike.
Now students can master the nuances of Microsoft (R) Office quickly with ILLUSTRATED MICROSOFT (R) OFFICE 2019 & OFFICE 365 ADVANCED, part of today's popular Illustrated Series. This focused, user-friendly approach uses a proven two-page layout that allows students to work through an entire task without turning the page. Clear Learning Outcomes outline the skills for each lesson, while large full-color screen images reflect exactly what students see on their own computers. Each module begins with a brief overview of the principles covered in the lesson and introduces a real-world case scenario to engage students and reinforce critical skills to make them successful in their educational and professional careers. In addition, MindTap and updated SAM (Skills Assessment Manager) online resources are available to guide additional study and ensure successful results.
As games become increasingly embedded into everyday life, understanding the ethics of their creation and use, as well as their potential for practicing ethical thinking, becomes more relevant. Designing Games for Ethics: Models, Techniques and Frameworks brings together the diverse and growing community of voices and begin to define the field, identify its primary challenges and questions, and establish the current state of the discipline. Such a rigorous, collaborative, and holistic foundation for the study of ethics and games is necessary to appropriately inform future games, policies, standards, and curricula.
Amid the restless evil of Sanctuary, only the Horadrim-an ancient order of heroes and scholars-wield the knowledge needed to light the way for humanity. In the Book of Lorath, join Lorath Nahr, one of the last of the dwindling Horadrim, on a journey through Sanctuary's most powerful relics and the stories behind them. It is Lorath's hope that this volume will preserve his knowledge for all time . . . and pass it down to those who will inherit the fight against the Prime Evils. Direct from the Diablo (R) development team and award-winning author Matthew J. Kirby, this immersive, must-have compendium with all-new illustrations showcases the artifacts that have often been-and might yet be-the key to tipping the fate of the world.
Learn how to paint on your iPad like the professionals in Beginner's Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you'll have all you need to create stunning concept art quickly and easily.
This book was written to provide resource materials for teachers to use in their introductory or intermediate statistics class. The chapter content is ordered along the lines of many popular statistics books so it should be easy to supplement the content and exercises with class lecture materials. The book contains R script programs to demonstrate important topics and concepts covered in a statistics course, including probability, random sampling, population distribution types, role of the Central Limit Theorem, creation of sampling distributions for statistics, and more. The chapters contain T/F quizzes to test basic knowledge of the topics covered. In addition, the book chapters contain numerous exercises with answers or solutions to the exercises provided. The chapter exercises reinforce an understanding of the statistical concepts presented in the chapters. An instructor can select any of the supplemental materials to enhance lectures and/or provide additional coverage of concepts and topics in their statistics book. This book uses the R statistical package which contains an extensive library of functions. The R software is free and easily downloaded and installed. The R programs are run in the R Studio software which is a graphical user interface for Windows. The R Studio software makes accessing R programs, viewing output from the exercises, and graphical displays easier to manage. The first chapter of the book covers the fundamentals of the R statistical package. This includes installation of R and R Studio, accessing R packages and libraries of functions. The chapter also covers how to access manuals and technical documentation, as well as, basic R commands used in the R script programs in the chapters. This chapter is important for the instructor to master so that the software can be installed and the R script programs run. The R software is free so students can also install the software and run the R script programs in the chapters. Teachers and students can run the R software on university computers, at home, or on laptop computers making it more available than many commercial software packages. "
This volume provides an overview of multimedia data mining and knowledge discovery and discusses the variety of hot topics in multimedia data mining research. It describes the objectives and current tendencies in multimedia data mining research and their applications. Each part contains an overview of its chapters and leads the reader with a structured approach through the diverse subjects in the field.
Machine learning methods are now an important tool for scientists, researchers, engineers and students in a wide range of areas. This book is written for people who want to adopt and use the main tools of machine learning, but aren't necessarily going to want to be machine learning researchers. Intended for students in final year undergraduate or first year graduate computer science programs in machine learning, this textbook is a machine learning toolkit. Applied Machine Learning covers many topics for people who want to use machine learning processes to get things done, with a strong emphasis on using existing tools and packages, rather than writing one's own code. A companion to the author's Probability and Statistics for Computer Science, this book picks up where the earlier book left off (but also supplies a summary of probability that the reader can use). Emphasizing the usefulness of standard machinery from applied statistics, this textbook gives an overview of the major applied areas in learning, including coverage of:* classification using standard machinery (naive bayes; nearest neighbor; SVM)* clustering and vector quantization (largely as in PSCS)* PCA (largely as in PSCS)* variants of PCA (NIPALS; latent semantic analysis; canonical correlation analysis)* linear regression (largely as in PSCS)* generalized linear models including logistic regression* model selection with Lasso, elasticnet* robustness and m-estimators* Markov chains and HMM's (largely as in PSCS)* EM in fairly gory detail; long experience teaching this suggests one detailed example is required, which students hate; but once they've been through that, the next one is easy* simple graphical models (in the variational inference section)* classification with neural networks, with a particular emphasis onimage classification* autoencoding with neural networks* structure learning
This text compiles research from a vibrant social simulation community of researchers who have developed unique and innovative approaches to social simulation.
Text classification is becoming a crucial task to analysts in different areas. In the last few decades, the production of textual documents in digital form has increased exponentially. Their applications range from web pages to scientific documents, including emails, news and books. Despite the widespread use of digital texts, handling them is inherently difficult - the large amount of data necessary to represent them and the subjectivity of classification complicate matters. This book gives a concise view on how to use kernel approaches for inductive inference in large scale text classification; it presents a series of new techniques to enhance, scale and distribute text classification tasks. It is not intended to be a comprehensive survey of the state-of-the-art of the whole field of text classification. Its purpose is less ambitious and more practical: to explain and illustrate some of the important methods used in this field, in particular kernel approaches and techniques. |
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