Practical Guide to Computer Simulations by Alexander K. Hartmann"This book presents all the computational techniques and tools needed to start doing scientific research using computer simulations. After working through this book, the reader will possess the necessary basic background knowledge, from program design, programming in C, fundamental algorithms and data structures, random numbers, and debugging, all the way to data analysis, presentation and publishing. In each of these fields, no preliminary knowledge is assumed.
Call Number: QA76.9 .C65 H37 2009
Publication Date: 2009-04-21
How Smart Machines Think by Sean Gerrish; Kevin Scott (Foreword by)Everything you've always wanted to know about self-driving cars, Netflix recommendations, IBM's Watson, and video game-playing computer programs. The future is here: Self-driving cars are on the streets, an algorithm gives you movie and TV recommendations, IBM's Watson triumphed on Jeopardy over puny human brains, computer programs can be trained to play Atari games. But how do all these things work? In this book, Sean Gerrish offers an engaging and accessible overview of the breakthroughs in artificial intelligence and machine learning that have made today's machines so smart. Gerrish outlines some of the key ideas that enable intelligent machines to perceive and interact with the world. He describes the software architecture that allows self-driving cars to stay on the road and to navigate crowded urban environments; the million-dollar Netflix competition for a better recommendation engine (which had an unexpected ending); and how programmers trained computers to perform certain behaviors by offering them treats, as if they were training a dog. He explains how artificial neural networks enable computers to perceive the world--and to play Atari video games better than humans. He explains Watson's famous victory on Jeopardy, and he looks at how computers play games, describing AlphaGo and Deep Blue, which beat reigning world champions at the strategy games of Go and chess. Computers have not yet mastered everything, however; Gerrish outlines the difficulties in creating intelligent agents that can successfully play video games like StarCraft that have evaded solution--at least for now. Gerrish weaves the stories behind these breakthroughs into the narrative, introducing readers to many of the researchers involved, and keeping technical details to a minimum. Science and technology buffs will find this book an essential guide to a future in which machines can outsmart people.
Publication Date: 2018-10-30
Computer Science, Technology and Applications by Karl C. VerdinandLike them or hate them, computers are here to stay. This new book presents leading-edge research from across the globe in the field of computer science research, technology and applications. Each contribution has been carefully selected for inclusion based on the significance of the research to this fast-moving and diverse field. Some topics included are Ethernet Passive Optical Networks; Human-Computer Interaction Systems; Mobile multicast protocols in wireless networks and STB and Smart Cards in IPTV Broadcasting.
Publication Date: 2011-01-01
Cyber Security and Resiliency Policy Framework by A. Vaseashta (Editor); P. Susmann (Editor)Cyberspace is a ubiquitous realm interconnecting every aspect of modern society, enabled by broadband networks and wireless signals around us, existing within local area networks in our schools, hospitals and businesses, and within the massive grids that power most countries. Securing cyberspace to ensure the continuation of growing economies and to protect a nation's way of life is a major concern for governments around the globe.
Publication Date: 2014-10-15
Encyclopedia of Computer Science by Robert T. Abrams (Editor)This book presents current research in the field of computer science. Topics discussed include developing soft computing approaches for flood level forecasting; soft computing in astronomy; fuzzy linear goal programming applied to solve assets and liability management problems in banks; computer-assisted teaching on science education; inquiry web-based learning to enhance knowledge construction; new forms of and tools for cooperative learning with social software in higher education; e-technology use and abuse in university classrooms; a strategy for analyzing digital epistemic games and exploring the educational possibilities of computer games.