Stone Age Code


Book Description

Making Coding and Machine Learning Fun: Use Your Evolutionary History to Your Advantage, Learn All About AI & Have a Blast Doing So! Praise for Stone Age Code: “The book is simply brilliant and genuine, so friendly and stimulating!” — Emiliano Bruner, Ph.D., Hominid Paleoneurology Researcher, Centro Nacional de Investigación sobre la Evolución Humana (Spain) “A charming, informative, and thought-provoking read.” — Adam Cornford, poet, journalist, and a great-great-grandson of Charles Darwin. “My overall impression as a lifelong professor of literature is that this book is engaging, humorous, thought-provoking, creatively written, and artistically inspired.” — Alwin Baum, Ph.D., Professor of Literature, California State University Throughout this book, you will gain an understanding of deep learning with neural nets, natural language generation, and AI art. But don’t worry; as technical as it may sound, Shane Neeley delivers these complex topics in an entertaining manner. Contrary to popular belief, you can code even if you’re bad at math. Containing no equations or code, this book still teaches machine learning literacy, and in an amusing way. Now’s your chance to become an AI forefather to future generations. Or just become inspired to build a funny robot that says strange things! Computational creativity and humor is here and fun to play with. Would you like to explore the exciting world of AI and machine learning without boring examples? What if I said you can learn and master these subjects and laugh at the same time? What if I told you that you evolved to code? Here’s a small preview into chapters of this unique book: Chapter 1: A Greater Ape Approaches Chapter 2: Natural Language Selection Chapter 4: How to Rear Machines (Part 1) Chapter 6: You Don’t Need Permission Chapter 10: Computational Creativity and the AI’s Audience Chapter 13: First Deployment Chapter 14: Monkey Business Strategy Chapter 15: Being an AI’s Dad And much more! (20 chapters and 18 robot-written excerpts in total) Fake Praise for Stone Age Code, written by AI: “Shane Neeley, data scientist, biologist, and bestselling author of High Frequency and Data Density, answers each and every AI question you’ve ever asked.” — Acclaim-Writing-Robot “Book of the year (so far).” — Acclaim-Writing-Robot “Read it, laugh at it, and move on.” — Acclaim-Writing-Robot Scroll up, click on “Buy”, and Get Your Copy Now!




The Lost Civilizations of the Stone Age


Book Description

Examines the history of mankind during the Neolithic Age, and presents evidence that the Stone Age human was more advanced than science originally thought. Includes figures and photographs.




The Computer Graphics Manual


Book Description

This book presents a broad overview of computer graphics (CG), its history, and the hardware tools it employs. Covering a substantial number of concepts and algorithms, the text describes the techniques, approaches, and algorithms at the core of this field. Emphasis is placed on practical design and implementation, highlighting how graphics software works, and explaining how current CG can generate and display realistic-looking objects. The mathematics is non-rigorous, with the necessary mathematical background introduced in the Appendixes. Features: includes numerous figures, examples and solved exercises; discusses the key 2D and 3D transformations, and the main types of projections; presents an extensive selection of methods, algorithms, and techniques; examines advanced techniques in CG, including the nature and properties of light and color, graphics standards and file formats, and fractals; explores the principles of image compression; describes the important input/output graphics devices.




Coding for Data and Computer Communications


Book Description

Details the most important techniques used to make the storage and transmission of data fast, secure, and reliable. Accessible to both specialists and nonspecialists: Avoids complex mathematics




Deciphering the English Code


Book Description

In a way anyone can understand, the Common Language Code (CLC) described by Aronesty reveals the underlying science that forms the basis for English and most of the world's prominent languages.




Alexander Thom


Book Description

Professor Alexander Thom was a foremost scientist and engineer of the last century. Once Chair of Engineering Science at Brasenose College, Oxford, following an already distinguished career in both the academic and industrial world, during the War he had been Principal Scientific Officer for the design of the High Speed Wind Tunnel at the Royal Aircraft Establishment, Farnborough, and had assisted Sir Barnes Wallace in the design of the famous 'bouncing bomb' of Dambuster's fame. From 1934, Thom became interested in the megalithic culture that had erected the stone circles, rows and other monuments in Neolithic and Bronze Age Britain. He began to accurately survey these sites, and in 1967 published Megalithic Sites in Britain (Oxford) where he claimed the builders had been skilled surveyors and astronomers, and had used an identical and accurate unit of length to mark out their constructions throughout Britain, a length he called the Megalithic yard (2.72 feet or 0.829m). Thom also discovered that they were using a geometry based on right-angled 'Pythagorean' triangles, triangles whose sides were whole numbers of this same megalithic yard, or subdivisions or multiples of it. He also proposed that they were observing both the sun and moon using precision alignments to identified sites or natural features on a distant horizon. He even showed that they could have predicted eclipses. The book was described by archaeologist Professor Richard Atkinson as 'a well-constructed time-bomb dropped through the letterbox of archaeology', and it caused a huge rumpus within the profession. In effect Thom had demonstrated that there was a huge missing component in our understanding of the Megalithic culture, one that archaeologists had totally missed, and that our model of prehistory was flawed and hopelessly inadequate. In 1970, The BBC made a full-length documentary about Thom under its flagship 'Chronicle' series. Magnus Magnusson amiably presented Thom's discoveries for the first time to a non-specialist audience. Once out in the open, the archaeologists increasingly closed ranks while the informed public were enthralled. Despite the top statistician of the day validating the Megalithic yard at the Royal Society and British Academy, and despite several leading archaeologists supporting Thom, he was increasingly marginalised, airbrushed from the subject and forgotten. Apart from the Chronicle documentary, Thom's story has never properly been told until now - "Alexander Thom - Cracking the Stone Age Code" takes this fascinating subject beyond Thom's lifetime, the author showing how and why the archaeology profession missed a huge opportunity to embrace a remarkable aspect of our prehistoric past, one which carries huge implications for our modern culture.




Handbook of Data Compression


Book Description

Data compression is one of the most important fields and tools in modern computing. From archiving data, to CD-ROMs, and from coding theory to image analysis, many facets of modern computing rely upon data compression. This book provides a comprehensive reference for the many different types and methods of compression. Included are a detailed and helpful taxonomy, analysis of most common methods, and discussions on the use and comparative benefits of methods and description of "how to" use them. Detailed descriptions and explanations of the most well-known and frequently used compression methods are covered in a self-contained fashion, with an accessible style and technical level for specialists and non-specialists.




The Creativity Code


Book Description

“A brilliant travel guide to the coming world of AI.” —Jeanette Winterson What does it mean to be creative? Can creativity be trained? Is it uniquely human, or could AI be considered creative? Mathematical genius and exuberant polymath Marcus du Sautoy plunges us into the world of artificial intelligence and algorithmic learning in this essential guide to the future of creativity. He considers the role of pattern and imitation in the creative process and sets out to investigate the programs and programmers—from Deep Mind and the Flow Machine to Botnik and WHIM—who are seeking to rival or surpass human innovation in gaming, music, art, and language. A thrilling tour of the landscape of invention, The Creativity Code explores the new face of creativity and the mysteries of the human code. “As machines outsmart us in ever more domains, we can at least comfort ourselves that one area will remain sacrosanct and uncomputable: human creativity. Or can we?...In his fascinating exploration of the nature of creativity, Marcus du Sautoy questions many of those assumptions.” —Financial Times “Fascinating...If all the experiences, hopes, dreams, visions, lusts, loves, and hatreds that shape the human imagination amount to nothing more than a ‘code,’ then sooner or later a machine will crack it. Indeed, du Sautoy assembles an eclectic array of evidence to show how that’s happening even now.” —The Times




Variable-length Codes for Data Compression


Book Description

Most data compression methods that are based on variable-length codes employ the Huffman or Golomb codes. However, there are a large number of less-known codes that have useful properties and these can be useful. This book brings this large set of codes to the attention of workers in the field and for students of computer science. The author’s crystal clear style of writing and presentation allows easy access to the topic.




24 Hours in the Stone Age


Book Description

Joina young girl as she goeshunting,makes her own stone tools and creates amazing cave art.Learn all about the dangers of life in the StoneAge,what makes a good shelter and what edible plantscan be gathered in the wild. Eye-catching illustrations by Laurent King bring this comic strip to life, as you visit the Stone Age for a day. Covers a wide range of Stone Age activities, from fishing and tracking animals, to making fire, stone tools and cave art.