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Morgan Kaufmann

  • Designing the Search Experience

    The Information Architecture of Discovery
    • 1st Edition
    • Tony Russell-Rose + 1 more
    • English
    Search is not just a box and ten blue links. Search is a journey: an exploration where what we encounter along the way changes what we seek. But in order to guide people along this journey, designers must understand both the art and science of search.In Designing the Search Experience, authors Tony Russell-Rose and Tyler Tate weave together the theories of information seeking with the practice of user interface design.
  • Radiosity and Realistic Image Synthesis

    • 1st Edition
    • Michael F. Cohen + 1 more
    • English
    The goal of image synthesis is to create, using the computer, a visual experience that is identical to what a viewer would experience when viewing a real environment. Radiosity and Realistic Image Synthesis offers the first comprehensive look at the radiosity method for image synthesis and the tools required to approach this elusive goal. Basic concepts and mathematical fundamentals underlying image synthesis and radiosity algorithms are covered thoroughly. (A basic knowledge of undergraduate calculus is assumed). The algorithms that have been developed to implement the radiosity method ranging from environment subdivision to final display are discussed. Successes and difficulties in implementing and using these algorithms are highlighted. Extensions to the basic radiosity method to include glossy surfaces, fog or smoke, and realistic light sources are also described. There are 16 pages of full colour images and over 100 illustrations to explain the development and show the results of the radiosity method. Results of applications of this new technology from a variety of fields are also included.Michael Cohen has worked in the area of realistic image synthesis since 1983 and was instrumental in the development of the radiosity method. He is currently an assistant professor of computer science at Princeton University. John Wallace is a software engineer at 3D/EYE, Inc., where he is the project leader for the development of Hewlett-Packard's ATRCore radiosity and ray tracing library. A chapter on the basic concepts of image synthesis is contributed by Patrick Hanrahan. He has worked on the topic of image synthesis at Pixar, where he was instrumental in the development of the Renderman software. He has also led research on the hierarchical methods at Princeton University, where he is an associate professor of computer science. All three authors have written numerous articles on radiosity that have appeared in the SIGGAPH proceedings and elsewhere. They have also taught the SIGGRAPH course on radiosity for 5 years.
  • Essentials of Artificial Intelligence

    • 1st Edition
    • Matt Ginsberg
    • English
    Since its publication, Essentials of Artificial Intelligence has beenadopted at numerous universities and colleges offering introductory AIcourses at the graduate and undergraduate levels. Based on the author'scourse at Stanford University, the book is an integrated, cohesiveintroduction to the field. The author has a fresh, entertaining writingstyle that combines clear presentations with humor and AI anecdotes. At thesame time, as an active AI researcher, he presents the materialauthoritativ... and with insight that reflects a contemporary, first handunderstanding of the field. Pedagogically designed, this book offers arange of exercises and examples.
  • The System Engineers Handbook

    • 1st Edition
    • John Black
    • English
    The System Engineer's Handbook, written by the developer of the VME bus system and some of the most knowledgeable experts in the computer industry, is the most comprehensive guide available for the VME bus standard. It is the system engineer's guide to building high performance multiprocessor systems. This book contains complete copies of VME bus and VXI bus specifications and applications information, enabling a system engineer to purchase state-of-the-art board components from specialized manufacturers and assemble them into a fully-functional system.
  • COLT Proceedings 1990

    • 1st Edition
    • COLT
    • English
    COLT '90 covers the proceedings of the Third Annual Workshop on Computational Learning Theory, sponsored by the ACM SIGACT/SIGART, University of Rochester, Rochester, New York on August 6-8, 1990. The book focuses on the processes, methodologies, principles, and approaches involved in computational learning theory. The selection first elaborates on inductive inference of minimal programs, learning switch configurations, computational complexity of approximating distributions by probabilistic automata, and a learning criterion for stochastic rules. The text then takes a look at inductive identification of pattern languages with restricted substitutions, learning ring-sum-expansions, sample complexity of PAC-learning using random and chosen examples, and some problems of learning with an Oracle. The book examines a mechanical method of successful scientific inquiry, boosting a weak learning algorithm by majority, and learning by distances. Discussions focus on the relation to PAC learnability, majority-vote game, boosting a weak learner by majority vote, and a paradigm of scientific inquiry. The selection is a dependable source of data for researchers interested in the computational learning theory.
  • Reasoning About Actions & Plans

    • 1st Edition
    • Michael P. Georgeff
    • English
    Reasoning About Actions and Plans discusses approaches to a number of the more challenging problems in reasoning about the future and forming plans of action to achieve their goals. Reasoning about actions and plans can be seen as fundamental to the development of intelligent machines that are capable of dealing effectively with real-world problems. This book comprises 17 chapters, with the first delving into the semantics of STRIPS. The following chapters then discuss a theory of plans; formulating multiagent, dynamic-world problems in the classical planning framework; and a representation of parallel activity based on events, structure, and causality. Other chapters cover branching regular expressions and multi-agent plans; a representation of action and belief for automatic planning systems; possible worlds planning; and intractability and time-dependent planning. The remaining chapters discuss goal structure, holding periods and "clouds"; a model of plan inference that distinguishes between the beliefs of actors and observers; persistence, intention, and commitment; the context-sensitivity of belief and desire; the doxastic theory of intention; an architecture for intelligent reactive systems; and abstract reasoning as emergent from concrete activity. This book will be of interest to practitioners in the fields of cognition and artificial intelligence.
  • Distributed Artificial Intelligence

    Volume I
    • 1st Edition
    • Michael N. Huhns
    • English
    Distributed Artificial Intelligence presents a collection of papers describing the state of research in distributed artificial intelligence (DAI). DAI is concerned with the cooperative solution of problems by a decentralized group of agents. The agents may range from simple processing elements to complex entities exhibiting rational behavior. The book is organized into three parts. Part I addresses ways to develop control abstractions that efficiently guide problem-solving; communication abstractions that yield cooperation; and description abstractions that result in effective organizational structure. Part II describes architectures for developing and testing DAI systems. Part III discusses applications of DAI in manufacturing, office automation, and man-machine interactions. This book is intended for researchers, system developers, and students in artificial intelligence and related disciplines. It can also be used as a reference for students and researchers in other disciplines, such as psychology, philosophy, robotics, and distributed computing, who wish to understand the issues of DAI.
  • Graphics Gems III (IBM Version)

    Ibm Version
    • 1st Edition
    • David Kirk
    • English
    This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor.
  • Data Insights

    New Ways to Visualize and Make Sense of Data
    • 1st Edition
    • Hunter Whitney
    • English
    Data Insights: New Ways to Visualize and Make Sense of Data offers thought-provoking insights into how visualization can foster a clearer and more comprehensive understanding of data. The book offers perspectives from people with different backgrounds, including data scientists, statisticians, painters, and writers. It argues that all data is useless, or misleading, if we do not know what it means.Organized into seven chapters, the book explores some of the ways that data visualization and other emerging approaches can make data meaningful and therefore useful. It also discusses some fundamental ideas and basic questions in the data lifecycle; the process of interactions between people, data, and displays that lead to better questions and more useful answers; and the fundamentals, origins, and purposes of the basic building blocks that are used in data visualization. The reader is introduced to tried and true approaches to understanding users in the context of user interface design, how communications can get distorted, and how data visualization is related to thinking machines. Finally, the book looks at the future of data visualization by assessing its strengths and weaknesses. Case studies from business analytics, healthcare, network monitoring, security, and games, among others, as well as illustrations, thought-provoking quotes, and real-world examples are included.This book will prove useful to computer professionals, technical marketing professionals, content strategists, Web and product designers, and researchers.
  • CUDA Programming

    A Developer's Guide to Parallel Computing with GPUs
    • 1st Edition
    • Shane Cook
    • English
    If you need to learn CUDA but don't have experience with parallel computing, CUDA Programming: A Developer's Introduction offers a detailed guide to CUDA with a grounding in parallel fundamentals. It starts by introducing CUDA and bringing you up to speed on GPU parallelism and hardware, then delving into CUDA installation. Chapters on core concepts including threads, blocks, grids, and memory focus on both parallel and CUDA-specific issues. Later, the book demonstrates CUDA in practice for optimizing applications, adjusting to new hardware, and solving common problems.