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Books > Computing & IT > Computer programming > General
Provides a wide snapshot of building knowledge-based systems, inconsistency measures, methods for handling consistency, and methods for integrating knowledge bases. Provides the mathematical background to solve problems of restoring consistency and problems of integrating probabilistic knowledge bases in the integrating process. The research results presented in the book can be applied in decision support systems, semantic web systems, multimedia information retrieval systems, medical imaging systems, cooperative information systems, and more.
The aim of Sentiment Analysis is to define automatic tools able to extract subjective information from texts in natural language, such as opinions and sentiments, in order to create structured and actionable knowledge to be used by either a decision support system or a decision maker. Sentiment analysis has gained even more value with the advent and growth of social networking. Sentiment Analysis in Social Networks begins with an overview of the latest research trends in the field. It then discusses the sociological and psychological processes underling social network interactions. The book explores both semantic and machine learning models and methods that address context-dependent and dynamic text in online social networks, showing how social network streams pose numerous challenges due to their large-scale, short, noisy, context- dependent and dynamic nature. Further, this volume: Takes an interdisciplinary approach from a number of computing domains, including natural language processing, machine learning, big data, and statistical methodologies Provides insights into opinion spamming, reasoning, and social network analysis Shows how to apply sentiment analysis tools for a particular application and domain, and how to get the best results for understanding the consequences Serves as a one-stop reference for the state-of-the-art in social media analytics
Intelligent Vehicular Network and Communications: Fundamentals, Architectures and Solutions begins with discussions on how the transportation system has transformed into today's Intelligent Transportation System (ITS). It explores the design goals, challenges, and frameworks for modeling an ITS network, discussing vehicular network model technologies, mobility management architectures, and routing mechanisms and protocols. It looks at the Internet of Vehicles, the vehicular cloud, and vehicular network security and privacy issues. The book investigates cooperative vehicular systems, a promising solution for addressing current and future traffic safety needs, also exploring cooperative cognitive intelligence, with special attention to spectral efficiency, spectral scarcity, and high mobility. In addition, users will find a thorough examination of experimental work in such areas as Controller Area Network protocol and working function of On Board Unit, as well as working principles of roadside unit and other infrastructural nodes. Finally, the book examines big data in vehicular networks, exploring various business models, application scenarios, and real-time analytics, concluding with a look at autonomous vehicles.
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.
A common attraction to functional programming is the ease with which proofs can be given of program properties. A common disappointment with functional programming is the difficulty of expressing input/output (I/O) while at the same time being able to verify programs. Here, the author shows how a theory of functional programming can be smoothly extended to admit both an operational semantics for functional I/O and verification of programs engaged in I/O. He obtains, for the first time, operational semantics for the three most widely implemented I/O mechanisms for lazy languages, and proves that the three are equivalent in expressive power. He also develops semantics for a form of monadic I/O and verifies a simple programming example. These theories of functional I/O are based on an entirely operational theory of functional programming, developed using Abramsky's "applicative bisimulation." Graduate students and researchers will gain much from reading this book.
Foundations of Quantum Programming discusses how new programming methodologies and technologies developed for current computers can be extended to exploit the unique power of quantum computers, which promise dramatic advantages in processing speed over currently available computer systems. Governments and industries around the globe are now investing vast amounts of money with the expectation of building practical quantum computers. Drawing upon years of experience and research in quantum computing research and using numerous examples and illustrations, Mingsheng Ying has created a very useful reference on quantum programming languages and important tools and techniques required for quantum programming, making the book a valuable resource for academics, researchers, and developers.
This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.
Communications and Controls in Cyber Physical Systems: Theory, Design and Applications in Smart Grids provides readers with all they need to know about cyber physical systems (CPSs), such as smart grids, which have attracted intensive studies in recent years. Communications and controls are of key importance for maintaining and stabilizing the operation of the physical dynamics in these complicated systems. This book presents a systematic treatment on the communication and control aspects of CPSs, along with applications to the smart grid in four parts, including the basics of CPS, communications and controls, an explanation of the integration with CPS, coverage of controls with information constraints in CPS, and an applications oriented focus on smart grids as a CPS. Drawing upon years of practical experience and using numerous examples and illustrations, the authors' discuss key communication and controls design methods that can be integrated into a CPS, how communication and control schemes can be applied in practical systems such as smart grids, new directions and approaches for traditional engineers and researchers in communications, and controls and power systems as they relates to CPSs.
Pervasive Computing: Next Generation Platforms for Intelligent Data Collection presents current advances and state-of-the-art work on methods, techniques, and algorithms designed to support pervasive collection of data under ubiquitous networks of devices able to intelligently collaborate towards common goals. Using numerous illustrative examples and following both theoretical and practical results the authors discuss: a coherent and realistic image of today's architectures, techniques, protocols, components, orchestration, choreography, and developments related to pervasive computing components for intelligently collecting data, resource, and data management issues; the importance of data security and privacy in the era of big data; the benefits of pervasive computing and the development process for scientific and commercial applications and platforms to support them in this field. Pervasive computing has developed technology that allows sensing, computing, and wireless communication to be embedded in everyday objects, from cell phones to running shoes, enabling a range of context-aware applications. Pervasive computing is supported by technology able to acquire and make use of the ubiquitous data sensed or produced by many sensors blended into our environment, designed to make available a wide range of new context-aware applications and systems. While such applications and systems are useful, the time has come to develop the next generation of pervasive computing systems. Future systems will be data oriented and need to support quality data, in terms of accuracy, latency and availability. Pervasive Computing is intended as a platform for the dissemination of research efforts and presentation of advances in the pervasive computing area, and constitutes a flagship driver towards presenting and supporting advanced research in this area. Indexing: The books of this series are submitted to EI-Compendex and SCOPUS
As technology becomes an ever more prevalent part of everyday life and population-based physical activity programmes seek new ways to increase lifelong engagement with physical activity, so the two have become increasingly linked. This book offers a thorough, critical examination of emerging technologies in physical activity and health, considering technological interventions within the dominant theoretical frameworks, exploring the challenges of integrating technology into physical activity promotion and offering solutions for its implementation. Technology in Physical Activity and Health Promotion occupies a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through a range of media, including: social media mobile apps global positioning and geographic information systems wearables active videogames (exergaming) virtual reality settings. Offering a logical and clear critique of technology in physical activity and health promotion, this book will serve as an essential reference for upper-level undergraduates, postgraduate students and scholars working in public health, physical activity and health and kinesiology, and healthcare professionals.
Dissecting the Hack: The V3rb0t3n Network ventures further into cutting-edge techniques and methods than its predecessor, Dissecting the Hack: The F0rb1dd3n Network. It forgoes the basics and delves straight into the action, as our heroes are chased around the world in a global race against the clock. The danger they face will forever reshape their lives and the price they pay for their actions will not only affect themselves, but could possibly shake the foundations of an entire nation. The book is divided into two parts. The first part, entitled "The V3rb0t3n Network," continues the fictional story of Bob and Leon, two hackers caught up in an adventure in which they learn the deadly consequence of digital actions. The second part, "Security Threats Are Real" (STAR), focuses on these real-world lessons and advanced techniques, as used by characters in the story. This gives the reader not only textbook knowledge, but real-world context around how cyber-attacks may manifest. "The V3rb0t3n Network" can be read as a stand-alone story or as an illustration of the issues described in STAR. Scattered throughout "The V3rb0t3n Network" are "Easter eggs"-references, hints, phrases, and more that will lead readers to insights into hacker culture. Drawing on "The V3rb0t3n Network," STAR explains the various aspects of reconnaissance; the scanning phase of an attack; the attacker's search for network weaknesses and vulnerabilities to exploit; the various angles of attack used by the characters in the story; basic methods of erasing information and obscuring an attacker's presence on a computer system; and the underlying hacking culture.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
Discusses the design goals and key features switch/router manufacturers consider when designing their products Explains the design and architectural considerations, as well as the typical processes and steps used to build practical switch/routers Describes the components of a switch/router that are used in configuring, managing, and monitoring it Discusses the advantages of using Ethernet in today's networks and why Ethernet continues to play a bigger role in Local Area Network (LAN), Metropolitan Area Network (MAN), and Wide Area Network (WAN) design Describes typical networking applications of switch/routers, particularly, in enterprise and Internet service provider (ISP) networks
In this book, John Hunt and Chris Loftus take you through the core technologies that make up the Enterprise Edition of the Java 2 platform (J2EE). They cover all the aspects of J2EE that both professionals and students need to know to build multi-tier enterprise applications in Java - the technologies, the design methodology and design patterns. Whether you are a professional or student, this book will help equip you with the skills you need to build enterprise wide applications in Java. Key Topics Includes design issues using J2EE patterns Covers all parts of the enterprise application J2EE Uses an integrated example that spans the chapters to be built up by the reader More accessible and less daunting than a lot of the competition A coherent whole, rather than independent separate chapters (as with some rivals) Features and Benefits Provides an overview of J2EE technologies and their benefits. Discusses architectural design issues using J2EE patterns. Looks at the issues of designing and building multi-tier J2EE applications. Includes fully worked examples, built up throughout the book, which enable you to quickly develop your own multi-tier applications. About the Authors: Dr. John Hunt is Technical Director at JayDeeTechnology Ltd. He runs industrial courses, including server-side Java technologies. He also leads development projects for government and blue chip organisations using Java, J2EE, XML and C#. Chris Loftus is a Teaching Fellow at the Department of Computer Science at the University of Wales, Aberystwyth. He has taught Java-based courses, including J2EE, both in university and industry.
Foundations of Fuzzy Control: A Practical Approach, 2nd Edition has been significantly revised and updated, with two new chapters on Gain Scheduling Control and Neurofuzzy Modelling. It focuses on the PID (Proportional, Integral, Derivative) type controller which is the most widely used in industry and systematically analyses several fuzzy PID control systems and adaptive control mechanisms. This new edition covers the basics of fuzzy control and builds a solid foundation for the design of fuzzy controllers, by creating links to established linear and nonlinear control theory. Advanced topics are also introduced and in particular, common sense geometry is emphasised. Key features * Sets out practical worked through problems, examples and case studies to illustrate each type of control system * Accompanied by a website hosting downloadable MATLAB programs * Accompanied by an online course on Fuzzy Control which is taught by the author. Students can access further material and enrol at the companion website Foundations of Fuzzy Control: A Practical Approach, 2nd Edition is an invaluable resource for researchers, practitioners, and students in engineering. It is especially relevant for engineers working with automatic control of mechanical, electrical, or chemical systems.
Entity Information Life Cycle for Big Data walks you through the ins and outs of managing entity information so you can successfully achieve master data management (MDM) in the era of big data. This book explains big data's impact on MDM and the critical role of entity information management system (EIMS) in successful MDM. Expert authors Dr. John R. Talburt and Dr. Yinle Zhou provide a thorough background in the principles of managing the entity information life cycle and provide practical tips and techniques for implementing an EIMS, strategies for exploiting distributed processing to handle big data for EIMS, and examples from real applications. Additional material on the theory of EIIM and methods for assessing and evaluating EIMS performance also make this book appropriate for use as a textbook in courses on entity and identity management, data management, customer relationship management (CRM), and related topics.
George Landow's widely acclaimed Hypertext was the first book to bring together the worlds of literary theory and computer technology. Landow was one of the first scholars to explore the implications of giving readers instant, easy access to a virtual library of sources as well as unprecedented control of what and how they read. In hypermedia, Landow saw a strikingly literal embodiment of many major points of contemporary literary theory, particularly Derrida's idea of "de-centering" and Barthes's conception of the "readerly" versus "writerly" text. From Intermedia to Microcosm, Storyspace, and the World Wide Web, Landow offers specific information about the kinds of hypertext, different modes of linking, attitudes toward technology, and the proliferation of pornography and gambling on the Internet. For the third edition he includes new material on developing Internet-related technologies, considering in particular their increasingly global reach and the social and political implications of this trend as viewed from a postcolonial perspective. He also discusses blogs, interactive film, and the relation of hypermedia to games. Thoroughly expanded and updated, this pioneering work continues to be the "ur-text" of hypertext studies.
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
Introduction to Computational Engineering with MATLAB (R) aims to teach readers how to use MATLAB programming to solve numerical engineering problems. The book focuses on computational engineering with the objective of helping engineering students improve their numerical problem-solving skills. The book cuts a middle path between undergraduate texts that simply focus on programming and advanced mathematical texts that skip over foundational concepts, feature cryptic mathematical expressions, and do not provide sufficient support for novices. Although this book covers some advanced topics, readers do not need prior computer programming experience or an advanced mathematical background. Instead, the focus is on learning how to leverage the computer and software environment to do the hard work. The problem areas discussed are related to data-driven engineering, statistics, linear algebra, and numerical methods. Some example problems discussed touch on robotics, control systems, and machine learning. Features: Demonstrates through algorithms and code segments how numeric problems are solved with only a few lines of MATLAB code Quickly teaches students the basics and gets them started programming interesting problems as soon as possible No prior computer programming experience or advanced math skills required Suitable for students at undergraduate level who have prior knowledge of college algebra, trigonometry, and are enrolled in Calculus I MATLAB script files, functions, and datasets used in examples are available for download from http://www.routledge.com/9781032221410.
Discusses the design goals and key features switch/router manufacturers consider when designing their products Explains the design and architectural considerations, as well as the typical processes and steps used to build practical switch/routers Describes the components of a switch/router that are used in configuring, managing, and monitoring it Discusses the advantages of using Ethernet in today's networks and why Ethernet continues to play a bigger role in Local Area Network (LAN), Metropolitan Area Network (MAN), and Wide Area Network (WAN) design Describes typical networking applications of switch/routers, particularly, in enterprise and Internet service provider (ISP) networks
This book features a collection of high-quality, peer-reviewed research papers presented at the 7th International Conference on Innovations in Computer Science & Engineering (ICICSE 2019), held at Guru Nanak Institutions, Hyderabad, India, on 16-17 August 2019. Written by researchers from academia and industry, the book discusses a wide variety of industrial, engineering, and scientific applications of the emerging techniques in the field of computer science.
In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography. The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.
Introduction to Computational Engineering with MATLAB (R) aims to teach readers how to use MATLAB programming to solve numerical engineering problems. The book focuses on computational engineering with the objective of helping engineering students improve their numerical problem-solving skills. The book cuts a middle path between undergraduate texts that simply focus on programming and advanced mathematical texts that skip over foundational concepts, feature cryptic mathematical expressions, and do not provide sufficient support for novices. Although this book covers some advanced topics, readers do not need prior computer programming experience or an advanced mathematical background. Instead, the focus is on learning how to leverage the computer and software environment to do the hard work. The problem areas discussed are related to data-driven engineering, statistics, linear algebra, and numerical methods. Some example problems discussed touch on robotics, control systems, and machine learning. Features: Demonstrates through algorithms and code segments how numeric problems are solved with only a few lines of MATLAB code Quickly teaches students the basics and gets them started programming interesting problems as soon as possible No prior computer programming experience or advanced math skills required Suitable for students at undergraduate level who have prior knowledge of college algebra, trigonometry, and are enrolled in Calculus I MATLAB script files, functions, and datasets used in examples are available for download from http://www.routledge.com/9781032221410.
The purpose of the 10th ACIS International Conference on Software Engineering Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD rd 2009), held in Daegu, Korea on May 27-29, 2009, the 3 International Workshop st on e-Activity (IWEA 2009) and the 1 International Workshop on Enterprise Architecture Challenges and Responses (WEACR 2009) is to aim at bringing together researchers and scientist, businessmen and entrepreneurs, teachers and students to discuss the numerous fields of computer science, and to share ideas and information in a meaningful way. Our conference officers selected the best 24 papers from those papers accepted for presentation at the conference in order to publish them in this volume. The papers were chosen based on review scores submitted by members of the program committee, and underwent further rounds of rigorous review. In chapter 1, Igor Crk and Chris Gniady propose a network-aware energy m- agement mechanism that provides a low-cost solution that can significantly reduce energy consumption in the entire system while maintaining responsiveness of local interactive workloads. Their dynamic mechanisms reduce the decision delay before the disk is spun-up, reduce the number of erroneous spin-ups in local wo- stations, decrease the network bandwidth, and reduce the energy consumption of individual drives. In chapter 2, Yoshihito Saito and Tokuro Matsuo describe a task allocation mechanism and its performance concerning with software developing. They run simulations and discuss the results in terms of effective strategies of task allocation. |
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