Browse Results

Showing 53,351 through 53,375 of 53,536 results

Reading and the Art of Librarianship: Selected Essays of John B. Nicholson, Jr. (Routledge Library Editions: Library and Information Science #72)

by John B. Nicholson

This book, first published in 1986, contains a collection of remarkable essays analysing such topics as the nature of reading, the power of books, literary creation, libraries and technology, and the freedom to read.

Routledge Revivals: The Social Context of Literacy (Routledge Revivals: Language, Education and Society Series #1)

by Kenneth Levine

First published in 1986, this book looks at the impact of mass literacy on everyday life, discussing the fundamental differences between traditional oral cultures and contemporary industrialised societies where most people rely on complex combinations of oral and literate communication. There is also a detailed examination of the problems of the sub-literate minority with recommendations for future programmes of assistance. This book also provides a historical survey of the spread of literacy in British society from the Roman occupation onwards. In conclusion, the author discusses the impact of information technologies on people with limited basic skills.

The Society of Mind

by Marvin Minsky

Marvin Minsky -- one of the fathers of computer science and co-founder of the Artificial Intelligence Laboratory at MIT -- gives a revolutionary answer to the age-old question: "How does the mind work?" Minsky brilliantly portrays the mind as a "society" of tiny components that are themselves mindless. Mirroring his theory, Minsky boldly casts The Society of Mind as an intellectual puzzle whose pieces are assembled along the way. Each chapter -- on a self-contained page -- corresponds to a piece in the puzzle. As the pages turn, a unified theory of the mind emerges, like a mosaic. Ingenious, amusing, and easy to read, The Society of Mind is an adventure in imagination.

CAD/CAM Dictionary

by Edward J. Preston

This book presents general computer definitions and abbreviations as well as application-specification terminology related to the world of CAD/CAM in alphabetical order.

Can Animals And Machines Be Persons?: A Dialogue

by Justin Leiber

"This is a dialogue about the notion of a person, of an entity that thinks and feels and acts, that counts and is accountable. Equivalently, it's about the intentional idiom --the well-knit fabric of terms that we use to characterize persons. Human beings are usually persons (a brain-dead human might be considered a human but not a person). However, there may be persons, in various senses, that are not human beings. Much recent discussion has focused on hypothetical computer-robots and on actual nonhuman great apes. The discussion here is naturalistic, which is to say that count and accountability are, at least initially, presumed to be naturally well-knit with the possession of a cognitive and affective life. " --Justin Leiber, from the Introduction

The Electronic Schoolhouse: The Ibm Secondary School Computer Education Program

by Hugh F. Cline, Randy Elliot Bennett, Roger C. Kershaw, Martin B. Schneiderman, Brian Stecher and Susan Wilson

Published in the year 1985, The Electronic Schoolhouse is a valuable contribution to the field of Education.

The Future Was Here: The Commodore Amiga

by Jimmy Maher

Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Introduction to Artificial Intelligence (Dover Books on Mathematics)

by Philip C. Jackson Jr.

Can computers think? Can they use reason to develop their own concepts, solve complex problems, play games, understand our languages? This comprehensive survey of artificial intelligence ― the study of how computers can be made to act intelligently ― explores these and other fascinating questions. Introduction to Artificial Intelligence presents an introduction to the science of reasoning processes in computers, and the research approaches and results of the past two decades. You'll find lucid, easy-to-read coverage of problem-solving methods, representation and models, game playing, automated understanding of natural languages, heuristic search theory, robot systems, heuristic scene analysis and specific artificial-intelligence accomplishments. Related subjects are also included: predicate-calculus theorem proving, machine architecture, psychological simulation, automatic programming, novel software techniques, industrial automation and much more.A supplementary section updates the original book with major research from the decade 1974-1984. Abundant illustrations, diagrams and photographs enhance the text, and challenging practice exercises at the end of each chapter test the student's grasp of each subject.The combination of introductory and advanced material makes Introduction to Artificial Intelligence ideal for both the layman and the student of mathematics and computer science. For anyone interested in the nature of thought, it will inspire visions of what computer technology might produce tomorrow.

Performance Evaluation Software

by Serdar Korukoglu Bahadir Karasulu

Performance Evaluation Software: Moving Object Detection and Tracking in Videos introduces a software approach for the real-time evaluation and performance comparison of the methods specializing in moving object detection and/or tracking (D&T) in video processing. Digital video content analysis is an important item for multimedia content-based indexing (MCBI), content-based video retrieval (CBVR) and visual surveillance systems. There are some frequently-used generic algorithms for video object D&T in the literature, such as Background Subtraction (BS), Continuously Adaptive Mean-shift (CMS), Optical Flow (OF), etc. An important problem for performance evaluation is the absence of any stable and flexible software for comparison of different algorithms. In this frame, we have designed and implemented the software for comparing and evaluating the well-known video object D&T algorithms on the same platform. This software is able to compare them with the same metrics in real-time and on the same platform. It also works as an automatic and/or semi-automatic test environment in real-time, which uses the image and video processing essentials, e.g. morphological operations and filters, and ground-truth (GT) XML data files, charting/plotting capabilities, etc. Along with the comprehensive literature survey of the abovementioned video object D&T algorithms, this book also covers the technical details of our performance benchmark software as well as a case study on people D&T for the functionality of the software.

Short Season

by Scott Eller

[from the back cover] "Striking Out For Brad, it's always been great having an older brother like Dean--to play stickball with, to have as a buddy or just to talk to. And on the baseball field, Dean's golden glove and Brad's hitting eye can't be beat. They're more than brothers--they're a team. But Dean's been acting different lately, and Brad doesn't know why. He hardly talks to Brad anymore--all of a sudden he's just too busy. Things are bad enough, but the league play-offs are coming up, and Brad doesn't have Dean to cover for him in the outfield anymore. Brad's spent his life being part of a team--can he really make it on his own?"

Artificial Intelligence (2nd edition)

by Patrick H. Winston

This is an eagerly awaited revision of the single bestselling introduction to Artificial Intelligence ever published. It retains the best features of the earlier works including superior readability, currency, and excellence in the selection of the examples.

The Berenstain Bears and Too Much TV (First Time Books(R))

by Stan Berenstain Jan Berenstain

Come for a visit in Bear Country with this classic First Time Book® from Stan and Jan Berenstain. Papa, Brother, and Sister have a new favorite hobby . . . watching TV. But when Mama feels like they are missing out on all the wonderful things around them, she makes a plan to get them away from the TV and into the outdoors. This beloved story is a perfect way to teach children that there can be too much of a good thing.

The Computer Nut

by Betsy Byars

Ten-year-old Kate begins a communication exchange on a computer with someone purporting to be from outer space, who says he is going to pay a visit to Earth soon.

Effective Online Searching: A Basic Text

by Christine L. Borgman Dineh Moghdam Patti K. Corbett

This book focuses on searching and hands-on experience, which makes the text suitable for those who wish to learn searching for their own use as well. It is intended for those who will act as search intermediaries, accepting questions from clients and performing the searches.

Engineering Documentation for CAD/CAM Applications (Dekker Mechanical Engineering Ser. #30)

by Charles S. Knox

This book emphasizes the importance of consistent, well-planned, and computer-oriented engineering documentation systems to engineering, manufacturing, and accounting. It discusses the systems needed to optimize flow of information and increase the efficiency of modern CAD/CAM systems.

Principles of Automated Drafting (Mechanical Engineering Ser. #28)

by Daniel L. Ryan

This book introduces the reader to each phase of the subject, step-by-step to enable one to use the various automated drafting devices, instruments and technique of application. It shows the way to produce acceptable drafting in the framework of high productivity.

The Role of Technology in Distance Education (Routledge Revivals)

by Tony Bates

This book, first published in 1984, provides a comprehensive review of the range of technology that was being used in distance education. Technological developments in word processing, video-disc and viewdata as well as computer-based learning had revolutionised the potential for distance education. These developments required the role of more ’conventional’ distance learning media, such as broadcasting, tuition and text, to be reassessed. This book, written by international experts in the field, explored the state of the art at the time, and also provided their ideas on how future developments were likely to evolve. This book is ideal for those studying education and communications.

Solving Enterprise Applications Performance Puzzles

by Leonid Grinshpan

Poorly performing enterprise applications are the weakest links in a corporation's management chain, causing delays and disruptions of critical business functions. This groundbreaking book frames enterprise application performance engineering not as an art but as applied science built on model-based methodological foundation. The book introduces queuing models of enterprise application that visualize, demystify, explain, and solve system performance issues. Analysis of these models will help to discover and clarify unapparent connections and correlations among workloads, hardware architecture, and software parameters.

Understanding the Manufacturing Process: Key to Successful Cad/cam Implementation

by Joseph Harrington Jr.

This book approaches manufacturing as a basic problem of making a desired end-product from bulk raw materials. It encompasses the entire gamut of activities from product concept to maintenance of past products in the field, and everything in between.

Windows® 7 Plain & Simple

by Marianne Moon Jerry Joyce

Get the fast facts that make learning Windows 7 plain and simple! This no-nonsense guide uses easy, numbered steps and concise, straightforward language to show the most expedient way to perform tasks and solve problems in Windows 7. Here's what you'll learn to do: Run programs, control gadgets, play games. Send e-mail, browse the Web, and share your files. Organize your digital media, including photos, music, and videos. Burn CDs and DVDs; make your own movies. Set up your printer and a simple home network. Manage security settings and perform easy tune-ups and fixes. Here's how you'll learn it: Jump in wherever you need answers. Easy-to-follow steps and screenshots show you exactly what to do. Handy tips teach you new techniques and shortcuts. Quick TRY THIS! exercises help you apply what you've learned right away. offer the CD/DVD content as a free download via OReilly Medias Digital Distribution services. To download this content, please visit OReillys web site, search for the title of this book to find its catalog page, and click on the link below the cover image (Examples, Companion Content, or Practice Files). Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to booktech@oreilly.com.

Adaptive Technologies for Training and Education

by Paula J. Durlach Alan M. Lesgold

This edited volume provides an overview of the latest advancements in adaptive training technology. Intelligent tutoring has been deployed for well-defined and relatively static educational domains such as algebra and geometry. However, this adaptive approach to computer-based training has yet to come into wider usage for domains that are less well defined or where student-system interactions are less structured, such as during scenario-based simulation and immersive serious games. In order to address how to expand the reach of adaptive training technology to these domains, leading experts in the field present their work in areas such as student modeling, pedagogical strategy, knowledge assessment, natural language processing and virtual human agents. Several approaches to designing adaptive technology are discussed for both traditional educational settings and professional training domains. This book will appeal to anyone concerned with educational and training technology at a professional level, including researchers, training systems developers and designers.

Alan Turing: The Enigma (The Centenary Edition)

by Andrew Hodges

It is only a slight exaggeration to say that the British mathematician Alan Turing (1912-1954) saved the Allies from the Nazis, invented the computer and artificial intelligence, and anticipated gay liberation by decades--all before his suicide at age forty-one. This classic biography of the founder of computer science, reissued on the centenary of his birth with a substantial new preface by the author, is the definitive account of an extraordinary mind and life. A gripping story of mathematics, computers, cryptography, and homosexual persecution, Andrew Hodges's acclaimed book captures both the inner and outer drama of Turing's life. Hodges tells how Turing's revolutionary idea of 1936--the concept of a universal machine--laid the foundation for the modern computer and how Turing brought the idea to practical realization in 1945 with his electronic design. The book also tells how this work was directly related to Turing's leading role in breaking the German Enigma ciphers during World War II, a scientific triumph that was critical to Allied victory in the Atlantic. At the same time, this is the tragic story of a man who, despite his wartime service, was eventually arrested, stripped of his security clearance, and forced to undergo a humiliating treatment program--all for trying to live honestly in a society that defined homosexuality as a crime.

The Future of Electronic Learning

by Mary Alice White

First Published in 1983. Routledge is an imprint of Taylor & Francis, an informa company.

Instructional Design Theories and Models: An Overview of Their Current Status

by Charles M. Reigeluth

Instructional Design Theories and Models is a thorough yet concise overview of eight of the most comprehensive and best-known attempts to integrate knowledge about effective and appealing instruction. Chapters were written by the original theorists to provide a more accurate and behind-the-scenes look at the theories' development. Instructional Des

Making Democracy Fun

by Josh Lerner

Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable -- even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun -- and make it work.

Refine Search

Showing 53,351 through 53,375 of 53,536 results