Book picks similar to
Basic Graph Theory by Saidur Rahman
computer-science
academic
graph-theory
ms-in-cs
Programming Arduino Getting Started with Sketches
Simon Monk - 2011
No prior programming experience is required! The downloadable sample programs featured in the book can be used as-is or modified to suit your purposes. Understand Arduino hardware fundamentals Install the software, power it up, and upload your first sketch Learn C language basics Write functions in Arduino sketches Structure data using arrays and strings Use Arduino's digital and analog inputs and outputs in your programs Work with the Standard Arduino Library Write sketches that can store data Program LCD displays Use an Ethernet shield to enable Arduino to function as a web server Write your own Arduino librariesIn December 2011, Arduino 1.0 was released. This changed a few things that have caused two of the sketches in this book to break. The change that has caused trouble is that the classes 'Server' and 'Client' have been renamed to 'EthernetServer' and 'EthernetClient' respectively. To fix this: Edit sketches 10-01 and 10-02 to replace all occurrences of the word 'Server' with 'EthernetServer' and all occurrences of 'Client' with 'EthernetClient'. Alternatively, you can download the modified sketches for 10-01 and 10-02 from here: http: //www.arduinobook.com/arduino-1-0Make Great Stuff! TAB, an imprint of McGraw-Hill Professional, is a leading publisher of DIY technology books for makers, hackers, and electronics hobbyists.
Introductory Graph Theory
Gary Chartrand - 1984
Introductory Graph Theory presents a nontechnical introduction to this exciting field in a clear, lively, and informative style. Author Gary Chartrand covers the important elementary topics of graph theory and its applications. In addition, he presents a large variety of proofs designed to strengthen mathematical techniques and offers challenging opportunities to have fun with mathematics. Ten major topics — profusely illustrated — include: Mathematical Models, Elementary Concepts of Graph Theory, Transportation Problems, Connection Problems, Party Problems, Digraphs and Mathematical Models, Games and Puzzles, Graphs and Social Psychology, Planar Graphs and Coloring Problems, and Graphs and Other Mathematics. A useful Appendix covers Sets, Relations, Functions, and Proofs, and a section devoted to exercises — with answers, hints, and solutions — is especially valuable to anyone encountering graph theory for the first time. Undergraduate mathematics students at every level, puzzlists, and mathematical hobbyists will find well-organized coverage of the fundamentals of graph theory in this highly readable and thoroughly enjoyable book.
Natural Language Processing with Python
Steven Bird - 2009
With it, you'll learn how to write Python programs that work with large collections of unstructured text. You'll access richly annotated datasets using a comprehensive range of linguistic data structures, and you'll understand the main algorithms for analyzing the content and structure of written communication.Packed with examples and exercises, Natural Language Processing with Python will help you: Extract information from unstructured text, either to guess the topic or identify "named entities" Analyze linguistic structure in text, including parsing and semantic analysis Access popular linguistic databases, including WordNet and treebanks Integrate techniques drawn from fields as diverse as linguistics and artificial intelligenceThis book will help you gain practical skills in natural language processing using the Python programming language and the Natural Language Toolkit (NLTK) open source library. If you're interested in developing web applications, analyzing multilingual news sources, or documenting endangered languages -- or if you're simply curious to have a programmer's perspective on how human language works -- you'll find Natural Language Processing with Python both fascinating and immensely useful.
Probabilistic Graphical Models: Principles and Techniques
Daphne Koller - 2009
The framework of probabilistic graphical models, presented in this book, provides a general approach for this task. The approach is model-based, allowing interpretable models to be constructed and then manipulated by reasoning algorithms. These models can also be learned automatically from data, allowing the approach to be used in cases where manually constructing a model is difficult or even impossible. Because uncertainty is an inescapable aspect of most real-world applications, the book focuses on probabilistic models, which make the uncertainty explicit and provide models that are more faithful to reality.Probabilistic Graphical Models discusses a variety of models, spanning Bayesian networks, undirected Markov networks, discrete and continuous models, and extensions to deal with dynamical systems and relational data. For each class of models, the text describes the three fundamental cornerstones: representation, inference, and learning, presenting both basic concepts and advanced techniques. Finally, the book considers the use of the proposed framework for causal reasoning and decision making under uncertainty. The main text in each chapter provides the detailed technical development of the key ideas. Most chapters also include boxes with additional material: skill boxes, which describe techniques; case study boxes, which discuss empirical cases related to the approach described in the text, including applications in computer vision, robotics, natural language understanding, and computational biology; and concept boxes, which present significant concepts drawn from the material in the chapter. Instructors (and readers) can group chapters in various combinations, from core topics to more technically advanced material, to suit their particular needs.
Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions
Bella Martin - 2012
Universal Methods of Design serves as an invaluable compendium of methods that can be easily referenced and used by cross-disciplinary teams in nearly any design project. Methods and techniques are organized alphabetically for ongoing, quick reference. Each method is presented in a two-page format. The left-hand page contains a concise description of the method, accompanied by references for further reading. On the right-hand page, images and cases studies for each method are presented visually. The relevant phases for design application are highlighted as numbered icons along the right side of the page, from phases 1 (planning) through 5 (launch and monitor).Build more meaningful products with these methods and more: A/B Testing, Affinity Diagramming, Behavioral Mapping, Bodystorming, Contextual Design, Critical Incident Technique, Directed Storytelling, Flexible Modeling, Image Boards, Graffiti Walls, Heuristic Evaluation, Parallel Prototyping, Simulation Exercises, Touchstone Tours, and Weighted Matrix. This essential guide:Dismantles the myth that user research methods are complicated, expensive, and time-consumingCreates a shared meaning for cross-disciplinary design teamsIllustrates methods with compelling visualizations and case studiesCharacterizes each method at a glanceIndicates when methods are best employed to help prioritize appropriate design research strategiesUniversal Methods of Design is an essential resource for designers of all levels and specializations.
Data Mining: Concepts and Techniques (The Morgan Kaufmann Series in Data Management Systems)
Jiawei Han - 2000
Not only are all of our business, scientific, and government transactions now computerized, but the widespread use of digital cameras, publication tools, and bar codes also generate data. On the collection side, scanned text and image platforms, satellite remote sensing systems, and the World Wide Web have flooded us with a tremendous amount of data. This explosive growth has generated an even more urgent need for new techniques and automated tools that can help us transform this data into useful information and knowledge.Like the first edition, voted the most popular data mining book by KD Nuggets readers, this book explores concepts and techniques for the discovery of patterns hidden in large data sets, focusing on issues relating to their feasibility, usefulness, effectiveness, and scalability. However, since the publication of the first edition, great progress has been made in the development of new data mining methods, systems, and applications. This new edition substantially enhances the first edition, and new chapters have been added to address recent developments on mining complex types of data- including stream data, sequence data, graph structured data, social network data, and multi-relational data.A comprehensive, practical look at the concepts and techniques you need to know to get the most out of real business dataUpdates that incorporate input from readers, changes in the field, and more material on statistics and machine learningDozens of algorithms and implementation examples, all in easily understood pseudo-code and suitable for use in real-world, large-scale data mining projectsComplete classroom support for instructors at www.mkp.com/datamining2e companion site
Where the Action Is: The Foundations of Embodied Interaction
Paul Dourish - 2001
Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls embodied interaction--an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality--reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
Reinforcement Learning: An Introduction
Richard S. Sutton - 1998
Their discussion ranges from the history of the field's intellectual foundations to the most recent developments and applications.Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives when interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the key ideas and algorithms of reinforcement learning. Their discussion ranges from the history of the field's intellectual foundations to the most recent developments and applications. The only necessary mathematical background is familiarity with elementary concepts of probability.The book is divided into three parts. Part I defines the reinforcement learning problem in terms of Markov decision processes. Part II provides basic solution methods: dynamic programming, Monte Carlo methods, and temporal-difference learning. Part III presents a unified view of the solution methods and incorporates artificial neural networks, eligibility traces, and planning; the two final chapters present case studies and consider the future of reinforcement learning.
Becoming Qualitative Researchers: An Introduction
Corrine Glesne - 1998
Ideal for introducing the novice researcher to the theory and practice of qualitative research, this text opens students to the diverse possibilities within this inquiry approach, while helping them understand how to design and implement specific research methods. The author's accessible writing style, the wealth of examples, and the numerous exercises provide opportunities for practicing and refining the skills of becoming a qualitative researcher. The new edition focuses on the development of research proposals (Ch. 2); the history and concerns of institutional review boards (IRBs) and issues qualitative researchers sometimes confront when submitting proposals (Ch. 6); greater information and examples on coding and thematic analysis, while also introducing other approaches to data analysis (Ch. 7); and arts based research through a chapter that encourages consideration of creative ways to approach and represent inquiry (Ch. 9). Chapter 10 looks at sharing research results through participation at conferences and in publications.
The New Media Reader [With CDROM]
Noah Wardrip-Fruin - 2003
General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life.The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Billy Kl?Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.
Pattern Classification
David G. Stork - 1973
Now with the second edition, readers will find information on key new topics such as neural networks and statistical pattern recognition, the theory of machine learning, and the theory of invariances. Also included are worked examples, comparisons between different methods, extensive graphics, expanded exercises and computer project topics.An Instructor's Manual presenting detailed solutions to all the problems in the book is available from the Wiley editorial department.
Psychology of Learning for Instruction
Marcy P. Driscoll - 1993
Psychology of Learning for Instruction, Third Edition, focuses on the applications and implications of the learning theories. Using excellent examples ranging from primary school instruction to corporate training, this text combines the latest thinking and research to give readers the opportunity to explore the individual theories as viewed by the experts. Readers are encouraged to apply "reflective practice," which is designed to foster a critical and reflective mode of thinking when considering any particular approach to learning and instruction. Provides readers with the practical knowledge needed to apply learning theories to instruction. KEY TOPICS: This text addresses learning as it relates to behavior, cognition, development, biology, motivation and instruction. MARKET: Pre-service and in-service teachers, and educational psychologists.
Writing the Winning Thesis or Dissertation: A Step-By-Step Guide
Allan A. Glatthorn - 1998
This revision provides a step-by-step approach to making the thesis or dissertation process easier and more manageable.
Fashion Design Drawing Course: Principles, Practice, and Techniques: The Ultimate Guide for the Aspiring Fashion Artist
Caroline Tatham - 2003
Twenty step-by-step exercises cover methods of finding inspiration, developing observation techniques, and creating fashion drawings in both color and black-and-white media. Separate sections are devoted to getting started and understanding figure proportions, planning and designing garments, and creating and assessing flat specification drawings. The book also features cross-references to its various art instruction techniques, a designer�1/2s glossary, and a helpful index. This book guides students through their first steps in fashion illustration, covering everything that is presented in the best college-level courses. It makes a fine starting point for all students of fashion, introducing them to fashion drawing as a first step toward a career as a creative costumier. More than 250 illustrations in color and black and white.
The Evolution of Cooperation
Robert Axelrod - 1984
Widely praised and much-discussed, this classic book explores how cooperation can emerge in a world of self-seeking egoists—whether superpowers, businesses, or individuals—when there is no central authority to police their actions. The problem of cooperation is central to many different fields. Robert Axelrod recounts the famous computer tournaments in which the “cooperative” program Tit for Tat recorded its stunning victories, explains its application to a broad spectrum of subjects, and suggests how readers can both apply cooperative principles to their own lives and teach cooperative principles to others.