Exploring Computers 9


Book Description




The Dream Machine


Book Description

Explores the rise of computer technology, and tells the stories of the scientists, engineers, visionaries, and others whose efforts developed the complex machines.







Computing Handbook


Book Description

The first volume of this popular handbook mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, it examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals.




Computers and Games


Book Description

This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in Ramat-Gan, Israel, in July 2004, and co-located with the 12th World Computer Chess Championship and the 9th Computer Olympiad. The 21 revised full papers presented together with 1 keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.




Exploring Computer Science with Scheme


Book Description

A presentation of the central and basic concepts, techniques, and tools of computer science, with the emphasis on presenting a problem-solving approach and on providing a survey of all of the most important topics covered in degree programmes. Scheme is used throughout as the programming language and the author stresses a functional programming approach to create simple functions so as to obtain the desired programming goal. Such simple functions are easily tested individually, which greatly helps in producing programs that work correctly first time. Throughout, the author aids to writing programs, and makes liberal use of boxes with "Mistakes to Avoid." Programming examples include: * abstracting a problem; * creating pseudo code as an intermediate solution; * top-down and bottom-up design; * building procedural and data abstractions; * writing progams in modules which are easily testable. Numerous exercises help readers test their understanding of the material and develop ideas in greater depth, making this an ideal first course for all students coming to computer science for the first time.







Exploring Knowledge-Intensive Business Services


Book Description

Provides an updated view of knowledge management strategies of knowledge-intensive business services (KIBS) by focusing on how those firms manage innovation in their value chains and at the territorial level. Offers an original analysis of key processes of KIBS, specializing in design, professional firms and information technology.




Mathematical Foundations of Scientific Visualization, Computer Graphics, and Massive Data Exploration


Book Description

The goal of visualization is the accurate, interactive, and intuitive presentation of data. Complex numerical simulations, high-resolution imaging devices and incre- ingly common environment-embedded sensors are the primary generators of m- sive data sets. Being able to derive scienti?c insight from data increasingly depends on having mathematical and perceptual models to provide the necessary foundation for effective data analysis and comprehension. The peer-reviewed state-of-the-art research papers included in this book focus on continuous data models, such as is common in medical imaging or computational modeling. From the viewpoint of a visualization scientist, we typically collaborate with an application scientist or engineer who needs to visually explore or study an object which is given by a set of sample points, which originally may or may not have been connected by a mesh. At some point, one generally employs low-order piecewise polynomial approximationsof an object, using one or several dependent functions. In order to have an understanding of a higher-dimensional geometrical “object” or function, ef?cient algorithms supporting real-time analysis and manipulation (- tation, zooming) are needed. Often, the data represents 3D or even time-varying 3D phenomena (such as medical data), and the access to different layers (slices) and structures (the underlying topology) comprising such data is needed.




The Complete Idiot's Guide to Computer Basics


Book Description

Most computer documentation is based on the assumption that the computer's owner already knows something beyond the basics about computer operation. The Complete Idiot's Guide® to Computer Basics, Fifth Edition,assumes differently. This book places the reader in charge of the computer, rather than the other way around, and correctly identifies that the reader wants to do something practical with his or her computer but has little knowledge for doing so. In The Complete Idiot's Guide® to Computer Basics, Fifth Edition, readers will find- Clear explanations of the basics of office programs. Ways to tap the power of the Internet. Information on finding lost or misplaced files. Coverage of newsgroups, message boards, and mailing lists. The basics of working with music, photos, and video on your computer. Ways to help protect the environment with green computing, as well as maintenance and upgrading.