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This book is written for anyone who is interested in how a field of research evolves and the fundamental role of understanding uncertainties involved in different levels of analysis, ranging from macroscopic views to meso- and microscopic ones. We introduce a series of computational and visual analytic techniques, from research areas such as text mining, deep learning, information visualization and science mapping, such that readers can apply these tools to the study of a subject matter of their choice. In addition, we set the diverse set of methods in an integrative context, that draws upon insights from philosophical, sociological, and evolutionary theories of what drives the advances of science, such that the readers of the book can guide their own research with their enriched theoretical foundations. Scientific knowledge is complex. A subject matter is typically built on its own set of concepts, theories, methodologies and findings, discovered by generations of researchers and practitioners. Scientific knowledge, as known to the scientific community as a whole, experiences constant changes. Some changes are long-lasting, whereas others may be short lived. How can we keep abreast of the state of the art as science advances? How can we effectively and precisely convey the status of the current science to the general public as well as scientists across different disciplines? The study of scientific knowledge in general has been overwhelmingly focused on scientific knowledge per se. In contrast, the status of scientific knowledge at various levels of granularity has been largely overlooked. This book aims to highlight the role of uncertainties, in developing a better understanding of the status of scientific knowledge at a particular time, and how its status evolves over the course of the development of research. Furthermore, we demonstrate how the knowledge of the types of uncertainties associated with scientific claims serves as an integral and critical part of our domain expertise.
Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web, VRML, has been mistaken for something else since its inception. Viewed variously as a game system, a format for architectural walkthroughs, a platform for multi-user chat and an augmentation of reality, VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online, at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,"VR,"created expectations of sprawling, photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons, VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.
Information visualization is not only about creating graphical displays of complex and latent information structures; it contributes to a broader range of cognitive, social, and collaborative activities. This is the first book to examine information visualization from this perspective. This 2nd edition continues the unique and ambitious quest for setting information visualization and virtual environments in a unifying framework. Information Visualization: Beyond the Horizon pays special attention to the advances made over the last 5 years and potentially fruitful directions to pursue. It is particularly updated to meet the need for practitioners. The book is a valuable source for researchers and graduate students. This new edition is forwarded by Ben Shneiderman, University of Maryland. Key features:
Chaomei Chen is an Associate Professor in the College of Information Science and Technology at Drexel University, Philadelphia, USA. He is the author of Mapping Scientific Frontiers: The Quest for Knowledge Visualization (Springer, 2003).
This 2nd edition has been completely revised and updated, with additional new chapters. It presents state-of-the-art research in this area and focuses on key topics such as: visualization of semantic and structural information and metadata in the context of the emerging Semantic Web; Ontology-based Information Visualization and the use of graphically represented ontologies; Semantic Visualizations using Topic Maps and graph techniques; Recommender systems for filtering and recommending on the Semantic Web; SVG and X3D as new XML-based languages for 2D and 3D visualisations; methods used to construct and visualize high quality metadata and ontologies; and navigating and exploring XML documents using interactive multimedia interfaces. The design of visual interfaces for e-commerce and information retrieval is currently a challenging area of practical web development.
This is an examination of the history and the state of the art of the quest for visualizing scientific knowledge and the dynamics of its development. Through an interdisciplinary perspective this book presents profound visions, pivotal advances, and insightful contributions made by generations of researchers and professionals, which portrays a holistic view of the underlying principles and mechanisms of the development of science. This updated and extended second edition: highlights the latest advances in mapping scientific frontiers examines the foundations of strategies, principles, and design patterns provides an integrated and holistic account of major developments across disciplinary boundaries "Anyone who tries to follow the exponential growth of the literature on citation analysis and scientometrics knows how difficult it is to keep pace. Chaomei Chen has identified the significant methods and applications in visual graphics and made them clear to the uninitiated. Derek Price would have loved this book which not only pays homage to him but also to the key players in information science and a wide variety of others in the sociology and history of science." - Eugene Garfield "This is a wide ranging book on information visualization, with a specific focus on science mapping. Science mapping is still in its infancy and many intellectual challenges remain to be investigated and many of which are outlined in the final chapter. In this new edition Chaomei Chen has provided an essential text, useful both as a primer for new entrants and as a comprehensive overview of recent developments for the seasoned practitioner." - Henry Small Chaomei Chen is a Professor in the College of Information Science and Technology at Drexel University, Philadelphia, USA, and a ChangJiang Scholar at Dalian University of Technology, Dalian, China. He is the Editor-in-Chief of Information Visualization and the author of Turning Points: The Nature of Creativity (Springer, 2012) and Information Visualization: Beyond the Horizon (Springer, 2004, 2006).
This book is written for anyone who is interested in how a field of research evolves and the fundamental role of understanding uncertainties involved in different levels of analysis, ranging from macroscopic views to meso- and microscopic ones. We introduce a series of computational and visual analytic techniques, from research areas such as text mining, deep learning, information visualization and science mapping, such that readers can apply these tools to the study of a subject matter of their choice. In addition, we set the diverse set of methods in an integrative context, that draws upon insights from philosophical, sociological, and evolutionary theories of what drives the advances of science, such that the readers of the book can guide their own research with their enriched theoretical foundations. Scientific knowledge is complex. A subject matter is typically built on its own set of concepts, theories, methodologies and findings, discovered by generations of researchers and practitioners. Scientific knowledge, as known to the scientific community as a whole, experiences constant changes. Some changes are long-lasting, whereas others may be short lived. How can we keep abreast of the state of the art as science advances? How can we effectively and precisely convey the status of the current science to the general public as well as scientists across different disciplines? The study of scientific knowledge in general has been overwhelmingly focused on scientific knowledge per se. In contrast, the status of scientific knowledge at various levels of granularity has been largely overlooked. This book aims to highlight the role of uncertainties, in developing a better understanding of the status of scientific knowledge at a particular time, and how its status evolves over the course of the development of research. Furthermore, we demonstrate how the knowledge of the types of uncertainties associated with scientific claims serves as an integral and critical part of our domain expertise.
Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web, VRML, has been mistaken for something else since its inception. Viewed variously as a game system, a format for architectural walkthroughs, a platform for multi-user chat and an augmentation of reality, VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online, at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,"VR,"created expectations of sprawling, photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons, VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.
Information visualization is not only about creating graphical displays of complex and latent information structures. It also contributes to a broader range of cognitive, social, and collaborative activities. This is the first book to examine information visualization from this perspective. This 2nd edition continues the unique and ambitious quest for setting information visualization and virtual environments in a unifying framework. It pays special attention to the advances made over the last 5 years and potentially fruitful directions to pursue. It is particularly updated to meet the need for practitioners. The book is a valuable source for researchers and graduate students.
Visual Interfaces to Digital Libraries exploit the power of human vision and spatial cognition to help individuals mentally organize and electronically access and manage large and complex information spaces. They draw on progress in the field of information visualization and seek to shift the users' mental load from slow reading to faster perceptual processes such as visual pattern recognition.Based on two workshops, the book presents an introductory overview as well as a closing listing of the top ten problems in the area by the volume editors. Also included are 16 thoroughly reviewed and revised full papers organized in topical sections on visual interfaces to documents, document parts, document variants, and document usage data; visual interfaces to image and video documents; visualization of knowledge domains; cartographic interfaces to digital libraries; and a general framework.
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