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Scientific Computing: An Introductory Survey
by Michael T. HeathThis book presents a broad overview of numerical methods for solving all the major problems in scientific computing.
Scientific Data Analysis using Jython Scripting and Java
by Sergei V. ChekanovScientific Data Analysis using Jython Scripting and Java presents practical approaches for data analysis using Java scripting based on Jython, a Java implementation of the Python language. The chapters essentially cover all aspects of data analysis, from arrays and histograms to clustering analysis, curve fitting, metadata and neural networks. A comprehensive coverage of data visualisation tools implemented in Java is also included. Written by the primary developer of the jHepWork data-analysis framework, the book provides a reliable and complete reference source laying the foundation for data-analysis applications using Java scripting. More than 250 code snippets (of around 10-20 lines each) written in Jython and Java, plus several real-life examples help the reader develop a genuine feeling for data analysis techniques and their programming implementation. This is the first data-analysis and data-mining book which is completely based on the Jython language, and opens doors to scripting using a fully multi-platform and multi-threaded approach. Graduate students and researchers will benefit from the information presented in this book.
Scientific Data Management: Challenges, Technology, and Deployment
by Arie Shoshani Doron RotemDealing with the volume, complexity, and diversity of data currently being generated by scientific experiments and simulations often causes scientists to waste productive time. Scientific Data Management: Challenges, Technology, and Deployment describes cutting-edge technologies and solutions for managing and analyzing vast amounts of data, helping
Scientific Discovery in the Social Sciences (Synthese Library #413)
by Fernand Gobet Mark Addis Peter C. R. Lane Peter D. SozouThis volume offers selected papers exploring issues arising from scientific discovery in the social sciences. It features a range of disciplines including behavioural sciences, computer science, finance, and statistics with an emphasis on philosophy.The first of the three parts examines methods of social scientific discovery. Chapters investigate the nature of causal analysis, philosophical issues around scale development in behavioural science research, imagination in social scientific practice, and relationships between paradigms of inquiry and scientific fraud. The next part considers the practice of social science discovery. Chapters discuss the lack of genuine scientific discovery in finance where hypotheses concern the cheapness of securities, the logic of scientific discovery in macroeconomics, and the nature of that what discovery with the Solidarity movement as a case study. The final part covers formalising theories in social science. Chapters analyse the abstract model theory of institutions as a way of representing the structure of scientific theories, the semi-automatic generation of cognitive science theories, and computational process models in the social sciences.The volume offers a unique perspective on scientific discovery in the social sciences. It will engage scholars and students with a multidisciplinary interest in the philosophy of science and social science.
Scientific Foundations of Digital Governance and Transformation: Concepts, Approaches and Challenges (Public Administration and Information Technology #38)
by Yannis Charalabidis Gabriela Viale Pereira Leif Skiftenes FlakThis book provides the latest research advancements and findings for the scientific systematization of knowledge regarding digital governance and transformation, such as core concepts, foundational principles, theories, methodologies, architectures, assessment frameworks and future directions. It brings forward the ingredients of this new domain, proposing its needed formal and systematic tools, exploring its relation with neighbouring scientific domains and finally prescribing the next steps for laying the foundations of a new science. The book is structured into three main areas. The first section focuses on contributions towards the purpose, ingredients and structure of the scientific foundations of digital transformation in the public sector. The second looks at the identification and description of domain's scientific problems with a view to stabilizing research products, assessment methods and tools in a reusable, extendable and sustainable manner. The third envisions a pathway for future research to tackle broader governance problems via the applications of information and communication technologies in combination with innovative approaches from neighbouring scientific domains. Contributing to the analysis of the scientific perspectives of digital governance and digital transformation, this book will be an indispensable tool for students, researchers and practitioners interested in digital governance, digital transformation, information systems, as well as ICT industry experts and policymakers charged with the design, deployment and implementation of public sector information systems.
Scientific Information Systems
by Robert W. HoltSafety critical jobs in fields such as aviation and nuclear power plants require a careful and comprehensive analysis of all factors relevant to critical job performance. Understanding how these factors uniquely and in combination, affect performance requires interconnecting a job performance database with several other information databases. The scientific method is necessary to ensure information quality; to solve problems or project trends; and to correctly evaluate changes in selection, training, performance evaluation, the person-machine interface, or team dynamics. Combining the scientific method with the construction, validation and use of the information databases results in a Scientific Information System (SIS), which joins practical utility with powerful evauations of relevant theories. This book discusses how to blend scientific methods with the broad capabilities of computer database information systems. This synthesis will aid anyone who is trying to explain, predict, or change the behavior of a complex system involving humans. Whilst developed from research on information systems in the aviation industry, the principles and methods are universal and the book provides conceptual guidance for the construction and use of such systems in other domains. The examples clarify the advantages of this type of information system and the enormous potential power for understanding a target system completely and accurately.
Scientific Knowledge Communication in Museums (Research For Development Ser.)
by Edoardo Rovida Alberto RovettaThis book explains the general principles of scientific and technical communication in the context of modern museums. It also examines, with the aid of informative case studies, the different means by which knowledge can be transmitted, including posters, objects, explanatory guidance, documentation, and catalogues. Highlighting the ever more important role of multimedia and virtual reality components in communicating understanding of and facilitating interaction with the displayed object, it explores how network communications systems and algorithms can be applied to offer individual users the information that is most pertinent to them. The book is supported by a Dynamic Museums app connected to museum databases where series of objects can be viewed via cloud computing and the Internet and printed using 3D printing technology. This book is of interest to a diverse readership, including all those who are responsible for museums’ collections, operations, and communications as well as those delivering or participating in courses on museums and their use, communication design and related topics.
Scientific Photography and Applied Imaging
by Sidney RayWINNER OF THE 2001 KRASZNA-KRAUSZ PHOTOGRAPHY BOOK AWARD (Technical Photography category)The only definitive book to fully encompass the use of photography and imaging as tools in science, technology and medicine. It describes in one single volume the basic theory, techniques, materials, special equipment and applications for a wide variety of uses of photography, including: close up photography and photomacrography to spectral recording, surveillance systems, radiography and micro-imaging. This extensively illustrated photography 'bible' contains all the information you need, whether you are a scientist wishing to use photography for a specialist application, a professional needing to extend technical expertise, or a student wanting to broaden your knowledge of the applications of photography.The contents are arranged in three sections:· General Section, detailing the elements of the image capture process· Major Applications, describing the major applications of imaging · Specialist Applications, presenting an eclectic selection of more specialised but increasingly important applicationsEach subject is introduced with an outline of its development and contemporary importance, followed by explanations of essential theory and an overview of techniques and equipment. Mathematics is only used where necessary. Numerous applications and case studies are described. Comprehensive bibliographies and references are provided for further study.
Scientific Programmer's Toolkit: Turbo Pascal Edition
by M.H BeilbyThe Scientific Programmer's Toolkit: Turbo Pascal Edition presents a complete software environment for anyone writing programs in mathematical, engineering, or science areas. This toolkit package is designed for use with Turbo Pascal, the de facto standard Pascal system for PC and compatible machines. The book and its software provides an integrated software library of programming tools. The programs and routines fall into three categories: graphical, mathematical, and utilities. Routines are further subdivided into three levels that reflect the experience of the user. For graphics and text handling routines there is also a Level 0, which provides an interface to the machine operating system. By using hierarchically structured routines, the clearly written text, and a wide range of example programs, software users can construct a user-friendly interface with minimal effort. The levels structure makes it easy for newcomers to use the Toolkit, and with growing experience, users can achieve more elaborate effects.The Scientific Programmer's Toolkit will be useful to consultants, researchers, and students in any quantitative profession or science, in private or public sector research establishments, or in secondary and higher education.
Scientific Research in Information Systems
by Jan ReckerThis book is designed to introduce doctoral and other higher-degree research students to the process of scientific research in the fields of Information Systems as well as fields of Information Technology, Business Process Management and other related disciplines within the social sciences. It guides research students in their process of learning the life of a researcher. In doing so, it provides an understanding of the essential elements, concepts and challenges of the journey into research studies. It also provides a gateway for the student to inquire deeper about each element covered . Comprehensive and broad but also succinct and compact, the book is focusing on the key principles and challenges for a novice doctoral student.
Scientific Research in Information Systems: A Beginner's Guide (Progress in IS)
by Jan ReckerThis book introduces higher-degree research students and early career academics to scientific research as occurring in the field of information systems and adjacent fields, such as computer science, management science, organization science, and software engineering. Instead of focusing primarily on research methods as many other textbooks do, it covers the entire research process, from start to finish, placing particular emphasis on understanding the cognitive and behavioural aspects of research, such as motivation, modes of inquiry, theorising, planning for research, planning for publication, and ethical challenges in research. Comprehensive but also succinct and compact, the book guides beginning researchers in their quest to do scholarly work and to assist them in developing their own answers and strategies over the course of their work. Jan Recker explains in this book the fundamental concepts that govern scientific research and then moves on to introduce the basic steps every researcher undertakes: choosing research questions, developing theory, building a research design, employing research methods, and finally writing academic papers. He also covers essentials of ethical conduct of scientific research. This second edition contains major updates on all these elements plus significant expansions on relevant research methods such as design research and computational methods, a rewritten and extended chapter on theory development, and expansions to the chapters on research methods, scientific publishing, and research ethics. A companion website provides pedagogical materials and instructions for using this book in teaching.
Scientific Workflows
by Jun Qin Thomas FahringerCreating scientific workflow applications is a very challenging task due to the complexity of the distributed computing environments involved, the complex control and data flow requirements of scientific applications, and the lack of high-level languages and tools support. Particularly, sophisticated expertise in distributed computing is commonly required to determine the software entities to perform computations of workflow tasks, the computers on which workflow tasks are to be executed, the actual execution order of workflow tasks, and the data transfer between them. Qin and Fahringer present a novel workflow language called Abstract Workflow Description Language (AWDL) and the corresponding standards-based, knowledge-enabled tool support, which simplifies the development of scientific workflow applications. AWDL is an XML-based language for describing scientific workflow applications at a high level of abstraction. It is designed in a way that allows users to concentrate on specifying such workflow applications without dealing with either the complexity of distributed computing environments or any specific implementation technology. This research monograph is organized into five parts: overview, programming, optimization, synthesis, and conclusion, and is complemented by an appendix and an extensive reference list. The topics covered in this book will be of interest to both computer science researchers (e.g. in distributed programming, grid computing, or large-scale scientific applications) and domain scientists who need to apply workflow technologies in their work, as well as engineers who want to develop distributed and high-throughput workflow applications, languages and tools.
Scientific and Technical Information Resources
by Krishina SubramanyamThis book focuses on current practices in scientific and technical communication, historical aspects, and characteristics and bibliographic control of various forms of scientific and technical literature. It integrates the inventory approach for scientific and technical communication.
Scorn: The Art of the Game
by Matthew PellettOfficial lavish in-depth coffee table art book for the first-person horror adventure game Scorn, inspired by H.R. Giger and Zdzisław Beksiński, to be released on Xbox series X/S, Microsoft Windows, Steam, and Windows Store.In this coffee table hardback, uncover the concept and vision behind Scorn, alongside insight from the artists and software designers at Ebb. The game is set in a nightmarish universe of odd forms and somber tapestry inspired by the work of H.R. Giger, and designed around the idea of "being thrown into the world". This lavish book explores the characters, creatures, weapons, and locations, with maps, user interfaces, concept art, and original designs. The unsettling biomechanical environment is a character in itself, and every location reveals its own theme, puzzles, and characters that are integral in creating a cohesive lived-in world. &“It blends the anatomical and organic with the mechanical and architectural to create fleshy, irregular landscapes inhabited by shambling monstrosities&” – PC Gamer magazine
Scratch 1.4: Beginner’s Guide
by Michael BadgerThis is a Packt Beginners Guide, which means it focuses on practical examples and has a friendly approach, with the opportunity to learn by experiment and play. We work through the project tutorials one block of code at a time, and we periodically pause to reflect on the relationship between our code blocks, our project, and Scratch programming in general. As you work through the book, you are encouraged to experiment with the concepts presented. As each chapter in the book progresses, the topics get increasingly more complex.Scratch is a teaching language, so it's ideal for people who want to learn how to program or teach others how to program. Educators and parents will learn how to program using Scratch, so they can use Scratch to teach the latest learning skills to their students and children.No previous computer programming knowledge is required. You only need to know how to perform basic tasks on a computer and this book will teach the rest. You can then use it as a platform to learn more advanced programming languages.Parents, stuck with a child who wants to play video games all night? Make a new rule. He can only play a video game if he programs the game first.
Scratch 2.0 Beginner's Guide Second Edition
by Michael BadgerThe book uses step-by-step instructions along with full code listings for each exercise. After each exercise, the author pauses to reflect, explain, and offer insights before building on the project. The author approaches the content with the belief that we are all teachers and that you are reading this book not only because you want to learn, but because you want to share your knowledge with others. Motivated students can pick up this book and teach themselves how to program because the book takes a simple, strategic, and structured approach to learning Scratch. Parents can grasp the fundamentals so that they can guide their children through introductory Scratch programming exercises. It's perfect for homeschool families. Teachers of all disciplines from computer science to English can quickly get up to speed with Scratch and adapt the projects for use in the classroom.
Scratch 2.0 Game Development HOTSHOT
by Sergio Van Pul Jessica ChiangAn easy-to-use book, containing 10 engaging projects that will help you learn how to build video games with the easy to use Scratch 2.0 environment. If you are a new, or current Scratch user and would like to improve your understanding of the new Scratch 2.0 interface, and learn how to make video games, this book is ideal for you. Each project is explained in-depth from start to finish, so everyone can follow along, even if you don't have much previous experience with the software. If you want to become a video game designer, this book is an easy- to- use and friendly guide about the world of interactive media. It will teach, challenge, and inspire you to create great interactive projects.
Scratch 3 Programming Playground: Learn to Program by Making Cool Games
by Al SweigartA project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go.In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code.You'll learn to make games like: • Maze Runner: escape the maze! • Snaaaaaake: gobble apples and avoid your own tail • Asteroid Breaker: smash space rocks • Fruit Slicer: a Fruit Ninja clone • Brick Breaker: a remake of Breakout, the brick-breaking classic • Platformer: a game inspired by Super Mario BrosLearning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it!Covers: Scratch 3
Scratch Cookbook
by Brandon MilonovichA practical approach with hands-on recipes to learn more about Scratch and its features.Scratch Cookbook is great for people who are still relatively new to programming but wish to learn more. It assumes you know the basics of computer operation. The methods of using Scratch are worked through quickly with a focus on more advanced topics, though readers can move at their own pace to learn all the techniques they need.
Scratch For Kids For Dummies
by Derek Breenpublish it online--all with the click of a button.Create games, stories, and animationsLearn programmingShare your projects with the Scratch communityParticipate in the Scratch forumsIf you're looking to make the most of MIT's Scratch software but don't quite know where to start, everything you need to try your hand at this popular multimedia programming tool is right here. So what are you waiting for?
Scratch Programming Playground: Learn to Program by Making Cool Games
by Al SweigartScratch, the colorful drag-and-drop programming language, is used by millions of first-time learners, and in Scratch Programming Playground, you’ll learn to program by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit!Each game includes easy-to-follow instructions, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code.You’ll learn to make games like:–Maze Runner: escape the maze!–Snaaaaaake: gobble apples and avoid your own tail–Asteroid Breaker: smash space rocks–Fruit Slicer: a Fruit Ninja clone–Brick Breaker: a remake of Breakout, the brick-breaking classic–Platformer: a game inspired by Super Mario Bros.Learning how to program shouldn’t be dry and dreary. With Scratch Programming Playground, you’ll make a game of it!Uses Scratch 2
Scratch Programming for Beginners: A Kid's Guide to Coding Fundamentals
by Raina BurdittThink like a coder—the fun guide to Scratch programming for ages 8-12Scratch is a visual computer language designed especially for kids, and Scratch Programming for Beginners is the perfect book to introduce kids to coding! It explains the fundamental concepts of Scratch in a kid-friendly way, and comes jam-packed with fun, creative activities.This book starts with the scratch programming basics, teaching kids what coding is, and all about the different tools they can use to build their own programs and games. Each chapter teaches a different aspect of coding, with exercises that get more challenging as they go, so kids can test their abilities and unleash their imagination. They'll even build their own game where they'll fight off a fire-breathing dragon!Inside Scratch Programming for Beginners, you'll find:No coding experience needed—This book is designed for coding beginners, with kid-friendly explanations, step-by-step instructions, and lots of pictures.Build a coding toolbox—Kids will build their own toolbox of skills, learning how to install and use Scratch, how to troubleshoot any pesky coding bugs with the Bug-Hunting Guide, and practice their Scratch programming lingo with a glossary of computer terms.Why Scratch?—Scratch uses blocks of code that fit together like puzzle pieces, so kids can watch how their code affects the program as they're building it. The fundamentals they'll learn in this book apply to other coding languages, too!Give kids the tools to build anything they can dream up, with a starter guide to scratch programming.
Scratch by Example
by Eduardo A. VliegThis is a book about learning the Scratch language so that you can use it in teaching and other instructional situations. The book explains the visual nature of the language, showing you how to write programs by dragging and dropping visual blocks representing common compute operations. Scratch is visual language that even young children can master. and makes computer programming as easy as dragging and dropping graphical blocks that represent programming commands, eliminating the traditional stumbling blocks of typing and syntax errors. With a drag-and-drop interface that runs in any web browser, and on devices from iPads to PCs to Macs to Microsoft Surface tablets, Scratch is an easily accessible way to enter the world of computer programming. This book teaches how to use Scratch in a fun and simple way that relies on examples and learning by doing. Progressing from simple three-block scripts that move a character across the screen to complex projects that involve motion, sound, and user input, this book:Imparts a thorough understanding of the Scratch interface.Shows how to create a range of Scratch projects, including simple games.Builds a solid foundation for future programming in other languagesWhat You Will LearnNavigate the Scratch interfaceCreate sprites and backdropsLearn programming skills good in all languagesProgram simple games and animationsShare programs with friends worldwideWho This Book Is ForScratch for Absolute Beginners is intended for complete beginners to the world of computer programming and the Scratch language. Learning to program in Scratch is an easy and fun way for anybody seven years and older to learn about computer programming. Scratch's drag-and-drop interface in a web browser makes the book easy and accessible to young children and adults alike.
ScratchJr Coding Cards: Creative Coding Activities
by Amanda Sullivan Marina Umaschi BersThe ScratchJr Coding Cards are a deck of 75 activity cards covering fun and exciting projects designed to educate young children with the visual programming language, ScratchJr.ScratchJr is a free, introductory computer programming language that runs on iPads, Android tablets, Amazon tablets, and Chromebooks. Derived from Scratch, the wildly popular programming language used by millions of kids worldwide, ScratchJr helps even younger children (5 to 7 years old) create their own playful animations, interactive stories, and dynamic games.The ScratchJr Coding Cards encourage kids to think creatively and systematically while developing computational thinking skills. Kids will learn powerful ideas about computer science by using ScratchJr programming blocks to make characters move, jump, dance, sing, and more. As they work through the deck, they will become creative thinkers and problem solvers.Written by the ScratchJr co-creator, Prof. Marina Umaschi Bers, and Dr. Amanda Sullivan, the exercises in ScratchJr Coding Cards will encourage kids to develop coding skills as well as foundational concepts for literacy, math, planning, and problem-solving, all while having fun. The cards are created using the pedagogical approach developed by Prof. Bers to teach coding in a playful way to young children.
Scratchmanía
by Raúl Lapeira¡Scratch, la programación al alcance de los más pequeños, de la mano de los máximos expertos en España! Scratch es el lenguaje de programación visual más sencillo con el que los niños podrán dar sus primeros pasos sin tener un conocimiento profundo de código. El libro combina la teoría y explicación sobre lo que es el scratch, a la vez que plantea proyectos sencillos para llevar a cabo utilizando la herramienta que se ha estudiado en un comienzo.