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On the Way to the Web : The Secret History of the Internet and its Founders

On the Way to the Web: The Secret History of the Internet and Its Founders is an absorbing chronicle of the inventive, individualistic, and often cantankerous individuals who set the Internet free. Michael A. Banks describes how the online population created a new culture and turned a new frontier into their vision of the future. This book will introduce you to the innovators who laid the foundation for the Internet and the World Wide Web, the man who invented online chat, and the people who invented the products all of us use online every day. Learn where, when, how and why the Internet came into being, and exactly what hundreds of thousands of people were doing online before the Web. See who was behind it all, and what inspired them.

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Object-Oriented Technology ; ECOOP 2001 Workshops, Panel, and Posters, Budapest, Hungary, June 18-22, 2001. Proceedings

For the ?fth time in its history, in cooperation with Springer-Verlag, the European C- ference on Object-Oriented Programming (ECOOP) conference series is glad to offer the object-oriented research community the ECOOP 2001 Workshop Reader, a c- pendium of workshop reports, panel transcripts, and poster abstracts pertaining to the ECOOP 2001 conference, held in Budapest from 18 to 22 June, 2001. ECOOP 2001 hosted 19 high-quality workshops covering a large spectrum of - search topics. The workshops attracted 460 participants on the ?rst two days of the conference. Originally 22 workshops were chosen from 26 proposals by a workshop selection committee, following a peer review process. Due to the overlaps in the areas of interest and the suggestions made by the committee six of the groups decided to merge their topicsintothreeworkshops.

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Modern front-end architecture : Optimize your front-end development with components, storybook, and mise en place philosophy

Learn how to build front-end applications that can help you ship applications faster with fewer defects. Many software projects fail because they are not planned well, or lack organization. Applying strategies from other industries can help you create better software. Explores the “mise en place” technique from cooking and reveals how you can apply it to the art of creating software. Describes to how to structure your code base for reuse, and how to communicate the code’s intent to other developers. You’ll develop your components in isolation and test these building blocks for quality at a granular level. Then compose these components as building blocks in increasingly complicated features. Finally, you’ll apply some strategies not directly related to code to ensure maximum quality and efficiency. You will : Structure an application as a series of components / Build a component library that others in an organization can leverage / Ensure quality and accessibility at a component level rather than a page or app level / Test code in a way that gives the maximum amount of confidence while providing an excellent developer experience / Automate repeatable tasks

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Model and Mathematics : From the 19th to the 21st Century

This book collects the historical and medial perspectives of a systematic and epistemological analysis of the complicated, multifaceted relationship between model and mathematics, ranging from, for example, the physical mathematical models of the 19th century to the simulation and digital modelling of the 21st century. The aim of this anthology is to showcase the status of the mathematical model between abstraction and realization, presentation and representation, what is modeled and what models.

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Mission AI: the new system technology

Offers a strategic perspective on AI and the process of embedding it in society. After decades of research, Artificial Intelligence (AI) is now entering society at large. Due to its general purpose character, AI will change society in multiple, fundamental and unpredictable ways. Therefore, the Netherlands Scientific Council for Government Policy (WRR) characterizes AI as a system technology: a rare type of technologies that have a systemic impact on society. Earlier system technologies include electricity, the combustion engine and the computer. The history of these technologies provides us with useful insights about what it takes to direct the introduction of AI in society.

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Mind conversation = التنبؤ بالحروف العربية من خلال الإشارات الدماغية

Throughout history, humans have long dreamed of understanding what goes on inside the human mind—what people are thinking or feeling. It seemed like something from a far-off future or a magical realm. But now, thanks to amazing technology called EEG and BCI, this dream is turning into reality. EEG stands for electroencephalography. It's a way of listening to what the brain is up to by placing small sensors on or near the head. These sensors pick up tiny electrical signals produced by the brain's activity. It's like eavesdropping on the brain's conversations with itself. BCI, or Brain-Computer Interface, is like a bridge between the brain and machines. It lets the brain talk to devices or computers. This means people can control things without using their hands or voices. Our system takes advantage of EEG and BCI to create something helpful, a special mobile app. This app is designed for people who can't move their bodies, like those who are paralyzed. It helps them use their phones to express what they are thinking about.

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Intertwingled : The work and influence of Ted Nelson

This engaging volume celebrates the life and work of Theodor Holm “Ted” Nelson, a pioneer and legendary figure from the history of early computing. Presenting contributions from world-renowned computer scientists and figures from the media industry, the book delves into hypertext, the docuverse, Xanadu, and other products of Ted Nelson’s unique mind.

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Interactive storytelling ; 1st Joint International Conference on interactive digital storytelling, ICIDS 2008 Erfurt, Germany, November 26-29, 2008 Proceedings

This book constitutes the refereed proceedings of the First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008, held in Erfurt, Germany, in November 2008.The 19 revised full papers, 5 revised short papers, and 5 poster papers presented together with 3 invited lectures and 8 demo papers were carefully reviewed and selected from 62 submission. The papers are organized in topical sections on future perspectives on interactive digital storytelling, interactive storytelling applications, virtual characters and agents, user experience and dramatic immersion, architectures for story generation, models for drama management and interacting with stories, as well as authoring and creation of interactive narrative.

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Intelligent technologies for interactive entertainment ; 1st International Conference, INTETAIN 2005, Madonna di Campaglio, Italy, November 30 - December 2, 2005, Proceedings

Constitutes the proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, 2005 held in Madonna di Campiglio, Italy. The papers included in this title cover topics such as intelligent interactive games, intelligent music, interactive cinema, edutainment, interactive art, and interactive real TV.

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Informatics in the Future ; Proceedings of the 11th European Computer Science Summit (ECSS 2015), Vienna, October 2015

This volume discusses the prospects and evolution of informatics (or computer science), which has become the operating system of our world, and is today seen as the science of the information society. Its artifacts change the world and its methods have an impact on how we think about and perceive the world. Classical computer science is built on the notion of an “abstract” machine, which can be instantiated by software to any concrete problem-solving machine, changing its behavior in response to external and internal states, allowing for self-reflective and “intelligent” behavior. However, current phenomena such as the Web, cyber physical systems or the Internet of Things show us that we might already have gone beyond this idea, exemplifying a metamorphosis from a stand-alone calculator to the global operating system of our society.

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Human-computer interaction – INTERACT 2005 ; IFIP TC 13 International Conference, Rome, Italy, September 12-16, 2005, Proceedings

We will be, sooner or later, not only handling personal computers but also mul- purpose cellular phones, complex personal digital assistants, devices that will be context-aware, and even wearable computers stitched to our clothes…we would like these personal systems to become transparent to the tasks they will be performing. In fact the best interface is an invisible one, one giving the user natural and fast access to the application he (or she) intends to be executed. The working group that organized this conference (the last of a long row!) tried to combine a powerful scientific program (with drastic refereeing) with an entertaining cultural program, so as to make your stay in Rome the most pleasant one all round: I do hope that this expectation becomes true. July 2005 Stefano Levialdi, IEEE Life Fellow INTERACT 2005 General Chairman [1] Peter J. Denning, ACM Communications, April 2005, vol. 48, N° 4, pp. 27-31. Editors’ Preface INTERACT is one of the most important conferences in the area of Human-Computer Interaction at the world-wide level. We believe that this edition, which for the first time takes place in a Southern European country, will strengthen this role, and that Rome, with its history and beautiful setting provides a very congenial atmosphere for this conference. The theme of INTERACT 2005 is Communicating Naturally with Computers.

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How Data Quality Affects our Understanding of the Earnings Distribution

This book demonstrates how data quality issues affect all surveys and proposes methods that can be utilised to deal with the observable components of survey error in a statistically sound manner. This book begins by profiling the post-Apartheid period in South Africa's history when the sampling frame and survey methodology for household surveys was undergoing periodic changes due to the changing geopolitical landscape in the country. This book profiles how different components of error had disproportionate magnitudes in different survey years, including coverage error, sampling error, nonresponse error, measurement error, processing error and adjustment error.

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History of Nordic computing ; IFIP WG9.7 ; 1st Working conference on the history of Nordic computing (HiNC1), June 16-18, 2003, Trondheim, Norway

The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

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History of Computing and Education 3 (Hce3) ; IFIP 20th World Computer Congress, Proceedings of the Third IFIP Conference on the History of Computing and Education WG 9.7/TC9, History of Computing, September 7–10, 2008, Milano, Italy

The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research.

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History of computing and education 2 (HCE2) ; IFIP 19th World Computer Congress, WG 9.7, TC 9: History of computing, Proceedings of the 2nd Conference on the history of computing and education, August 21-24, Santiago, Chile

International Federation for Information Processing The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

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High performance computing for computational science - VECPAR 2004 ; 6th International conference, Valencia, Spain, June 28-30, 2004, Revised Selected and Invited Papers

VECPAR is a series of international conferences dedicated to the promotion and advancement of all aspects of high-performance computing for computational science, as an industrial technique and academic discipline, extending the fr- tier of both the state of the art and the state of practice. The audience for and participants in VECPAR are seen as researchers in academic departments, g- ernment laboratories and industrial organizations. There is now a permanent website for the series, http://vecpar.fe.up.pt, where the history of the conf- ences is described. ThesixtheditionofVECPARwasthe?rsttimetheconferencewascelebrated outside Porto – at the Universitad Politecnica de Valencia (Spain), June 28–30, 2004.

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Handbook on Interactive Storytelling

You will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds

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Guide to Deep Learning Basics : Logical, Historical and Philosophical Perspectives

This stimulating text/reference presents a philosophical exploration of the conceptual foundations of deep learning, presenting enlightening perspectives that encompass such diverse disciplines as computer science, mathematics, logic, psychology, and cognitive science. The text also highlights select topics from the fascinating history of this exciting field, including the pioneering work of Rudolf Carnap, Warren McCulloch, Walter Pitts, Bulcsú László, and Geoffrey Hinton.

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Grippers in Motion : The Fascination of Automated Handling Tasks

This book shows you how to ensure process reliability on the basis of combining the right components with advanced application know-how. By explaining basic preconditions of the gripping process and highlighting the milestones of automation history, we guide you all the way through to the center of the handling process – the workpiece. Its ambient conditions and setup are clearly defined as well as the process of setting grippers in motion. Starting with simple linear movements up to multi-axis kinematics, you are provided with the details for practical solutions.

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Graphics Recognition : TenYears Review and Future Perspectives ; 6th International Workshop, GREC 2005, Hong Kong, China, August 25-26, 2005, Revised Selected Papers

This book contains refereed and improved papers presented at the 6th IAPR Workshop on Graphics Recognition (GREC 2005). This year is the tenth anniversary of GREC, Graphics recognition is a particular field in the domain of document analysis, which combines pattern recognition and image processing techniques for the analysis of any kind of graphical information in documents from either paper or electronic formats. In its 10 year history, the graphics recognition community has extended its research topics from the analysis and understanding of graphic documents (including engineering drawings vectorization and recognition), to graphics-based information retrieval and symbol recognition, to new media analysis, and even stepped into research areas of other communities

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