The Ability Hacks


Book Description

The Ability Hacks is the story of two Microsoft hackathon teams, one in the summer of 2014 and one the following summer of 2015. The first would pioneer new software to revolutionize the mobility of tens of thousands of people who live with severe paralysis caused by ALS, Parkinson's, cerebral palsy and traumatic neurological injuries. The second team would pioneer software to help kids with dyslexia read and love learning for the first time in their lives. This is the story of two small groups of driven, focused and passionate software engineers, program managers, marketers and advocates. It's the story of realizing the transformative power of technology for people with disabilities, not just for traditional consumer and industrial markets. It's the story of doing something truly great -- improving outcomes for everyone, discovering a design ethos and blazing a new trail for accessibility. Read more:More than one billion people around the world live with a disability of some kind, and it's estimated two-thirds of us know someone with a disability. Almost everyone will be temporarily or permanently impaired at some point in life, and those who survive to old age will experience increasing difficulties in functioning, according to the World Health Organization. This book explores an optimistic belief that computer software and hardware can empower people with disabilities in a multitude of scenarios. As one engineer interviewed for The Ability Hacks said, "It's not about the technology. It's about the people."







AI and education


Book Description

Artificial Intelligence (AI) has the potential to address some of the biggest challenges in education today, innovate teaching and learning practices, and ultimately accelerate the progress towards SDG 4. However, these rapid technological developments inevitably bring multiple risks and challenges, which have so far outpaced policy debates and regulatory frameworks. This publication offers guidance for policy-makers on how best to leverage the opportunities and address the risks, presented by the growing connection between AI and education. It starts with the essentials of AI: definitions, techniques and technologies. It continues with a detailed analysis of the emerging trends and implications of AI for teaching and learning, including how we can ensure the ethical, inclusive and equitable use of AI in education, how education can prepare humans to live and work with AI, and how AI can be applied to enhance education. It finally introduces the challenges of harnessing AI to achieve SDG 4 and offers concrete actionable recommendations for policy-makers to plan policies and programmes for local contexts. [Publisher summary, ed]




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




The Book of R


Book Description

The Book of R is a comprehensive, beginner-friendly guide to R, the world’s most popular programming language for statistical analysis. Even if you have no programming experience and little more than a grounding in the basics of mathematics, you’ll find everything you need to begin using R effectively for statistical analysis. You’ll start with the basics, like how to handle data and write simple programs, before moving on to more advanced topics, like producing statistical summaries of your data and performing statistical tests and modeling. You’ll even learn how to create impressive data visualizations with R’s basic graphics tools and contributed packages, like ggplot2 and ggvis, as well as interactive 3D visualizations using the rgl package. Dozens of hands-on exercises (with downloadable solutions) take you from theory to practice, as you learn: –The fundamentals of programming in R, including how to write data frames, create functions, and use variables, statements, and loops –Statistical concepts like exploratory data analysis, probabilities, hypothesis tests, and regression modeling, and how to execute them in R –How to access R’s thousands of functions, libraries, and data sets –How to draw valid and useful conclusions from your data –How to create publication-quality graphics of your results Combining detailed explanations with real-world examples and exercises, this book will provide you with a solid understanding of both statistics and the depth of R’s functionality. Make The Book of R your doorway into the growing world of data analysis.




Books In Print 2004-2005


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CD-ROMs in Print


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Operating System Concepts, 10e Abridged Print Companion


Book Description

The tenth edition of Operating System Concepts has been revised to keep it fresh and up-to-date with contemporary examples of how operating systems function, as well as enhanced interactive elements to improve learning and the student’s experience with the material. It combines instruction on concepts with real-world applications so that students can understand the practical usage of the content. End-of-chapter problems, exercises, review questions, and programming exercises help to further reinforce important concepts. New interactive self-assessment problems are provided throughout the text to help students monitor their level of understanding and progress. A Linux virtual machine (including C and Java source code and development tools) allows students to complete programming exercises that help them engage further with the material. The Print Companion includes all of the content found in a traditional text book, organized the way you would expect it, but without the problems.