algorithmic adventures

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Algorithmic Adventures

Author : Juraj Hromkovič
ISBN : 9783540859864
Genre : Computers
File Size : 29. 14 MB
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The ?rst and foremost goal of this lecture series was to show the beauty, depth and usefulness of the key ideas in computer science. While working on the lecture notes, we came to understand that one can recognize the true spirit of a scienti?c discipline only by viewing its contributions in the framework of science as a whole. We present computer science here as a fundamental science that, interacting with other scienti?c disciplines, changed and changes our view on the world, that contributes to our understanding of the fundamental concepts of science and that sheds new light on and brings new meaning to several of these concepts. We show that computer science is a discipline that discovers spectacular, unexpected facts, that ?nds ways out in seemingly unsolvable s- uations, and that can do true wonders. The message of this book is that computer science is a fascinating research area with a big impact on the real world, full of spectacular ideas and great ch- lenges. It is an integral part of science and engineering with an above-average dynamic over the last 30 years and a high degree of interdisciplinarity. The goal of this book is not typical for popular science writing, whichoftenrestrictsitselftooutliningtheimportanceofaresearch area. Whenever possible we strive to bring full understanding of the concepts and results presented.

Principles And Practice Of Constraint Programming Cp 2004

Author : Mark Wallace
ISBN : 9783540232414
Genre : Computers
File Size : 73. 46 MB
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The 10th International Conference on the Principles and Practice of Constraint Programming (CP 2003) was held in Toronto, Canada, during September 27 – October 1, 2004. Information about the conference can be found on the Web at Constraint programming (CP) is about problem modelling, problem solving, programming, optimization, software engineering, databases, visualization, user interfaces, and anything to do with satisfying complex constraints. It reaches into mathematics, operations research, arti?cial intelligence, algorithms, c- plexity, modelling and programming languages, and many aspects of computer science. Moreover, CP is never far from applications, and its successful use in industry and government goes hand in hand with the success of the CP research community. Constraintprogrammingcontinuesto beanexciting,?ourishingandgrowing research?eld,astheannualCPconferenceproceedingsamplywitness.Thisyear, from 158 submissions, we chose 46 to be published in full in the proceedings. Instead of selecting one overall best paper, we picked out four “distinguished” papers – though we were tempted to select at least 12 such papers. In addition we included 16 short papersin the proceedings– these were presentedas posters at CP 2004. This volume includes summaries of the four invited talks of CP 2004. Two speakers from industry were invited. However these were no ordinary industrial representatives,buttwoofthe leadingresearchersinthe CPcommunity:Helmut Simonis of Parc Technologies, until its recent takeover by Cisco Systems; and Jean Francoi ̧ s Puget, Director of Optimization Technology at ILOG. The other two invited speakers are also big movers and shakers in the researchcommunity.


Author : Alexander R. Galloway
ISBN : 9781452908687
Genre : Social Science
File Size : 26. 90 MB
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Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

Uncanny Valley

Author : Lawrence Weschler
ISBN : 9781619020511
Genre : Art
File Size : 41. 6 MB
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Presents a collection of the essays written by the author over the last fifteen years on a variety of miscellaneous topics about popular culture and the arts.

Teaching Fundamental Concepts Of Informatics

Author : Juraj Hromkovič
ISBN : 9783642113758
Genre : Computers
File Size : 89. 49 MB
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The International Conference on Informatics in Secondary Schools: Evolution and Perspective (ISSEP) is an emerging forum for researchers and practitioners in the area of computer science education with a focus on secondary schools. The ISSEP series started in 2005 in Klagenfurt, and continued in 2006 in Vilnius, and in 2008 in Torun. ́ The 4th ISSEP took part in Zurich. This volume presents 4 of the 5 invited talks and 14 regular contributions chosen from 32 submissions to ISSEP 2010. The ISSEP conference series is devoted to all aspects of computer science teaching. In the preface of the proceedings of ISSEP 2006, Roland Mittermeir wrote: “ISSEP aims at educating ‘informatics proper’ by showing the beauty of the discipline, hoping to create interest in a later professional career in c- puting, and it will give answers di?erent from the opinion of those who used to familiarize pupils with the basics of ICT in order to achieve computer lit- acy for the young generation. ” This is an important message at this time, when several countries have reduced teaching informatics to educating about current softwarepackagesthatchangefromyeartoyear. ThegoalofISSEPistosupport teaching of the basic concepts and methods of informatics, thereby making it a subject in secondary schools that is comparable in depth and requirements with mathematics or natural sciences. As we tried to present in our book “Algori- mic Adventures.

Nine Algorithms That Changed The Future

Author : John MacCormick
ISBN : 9781400839568
Genre : Computers
File Size : 39. 35 MB
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Every day, we use our computers to perform remarkable feats. A simple web search picks out a handful of relevant needles from the world's biggest haystack: the billions of pages on the World Wide Web. Uploading a photo to Facebook transmits millions of pieces of information over numerous error-prone network links, yet somehow a perfect copy of the photo arrives intact. Without even knowing it, we use public-key cryptography to transmit secret information like credit card numbers; and we use digital signatures to verify the identity of the websites we visit. How do our computers perform these tasks with such ease? This is the first book to answer that question in language anyone can understand, revealing the extraordinary ideas that power our PCs, laptops, and smartphones. Using vivid examples, John MacCormick explains the fundamental "tricks" behind nine types of computer algorithms, including artificial intelligence (where we learn about the "nearest neighbor trick" and "twenty questions trick"), Google's famous PageRank algorithm (which uses the "random surfer trick"), data compression, error correction, and much more. These revolutionary algorithms have changed our world: this book unlocks their secrets, and lays bare the incredible ideas that our computers use every day.

The Algorithmic Beauty Of Plants

Author : Przemyslaw Prusinkiewicz
ISBN : 9781461384762
Genre : Computers
File Size : 64. 48 MB
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Now available in an affordable softcover edition, this classic in Springer's acclaimed Virtual Laboratory series is the first comprehensive account of the computer simulation of plant development. 150 illustrations, one third of them in colour, vividly demonstrate the spectacular results of the algorithms used to model plant shapes and developmental processes. The latest in computer-generated images allow us to look at plants growing, self-replicating, responding to external factors and even mutating, without becoming entangled in the underlying mathematical formulae involved. The authors place particular emphasis on Lindenmayer systems - a notion conceived by one of the authors, Aristid Lindenmayer, and internationally recognised for its exceptional elegance in modelling biological phenomena. Nonetheless, the two authors take great care to present a survey of alternative methods for plant modelling.

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