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Books in Computer science

The Computing collection presents a range of foundational and applied content across computer and data science, including fields such as Artificial Intelligence; Computational Modelling; Computer Networks, Computer Organization & Architecture, Computer Vision & Pattern Recognition, Data Management; Embedded Systems & Computer Engineering; HCI/User Interface Design; Information Security; Machine Learning; Network Security; Software Engineering.

    • Semantic Web for the Working Ontologist

      • 2nd Edition
      • May 20, 2011
      • Dean Allemang + 1 more
      • English
      • Paperback
        9 7 8 0 1 2 3 8 5 9 6 5 5
      • eBook
        9 7 8 0 1 2 3 8 5 9 6 6 2
      Semantic Web for the Working Ontologist: Effective Modeling in RDFS and OWL, Second Edition, discusses the capabilities of Semantic Web modeling languages, such as RDFS (Resource Description Framework Schema) and OWL (Web Ontology Language). Organized into 16 chapters, the book provides examples to illustrate the use of Semantic Web technologies in solving common modeling problems. It uses the life and works of William Shakespeare to demonstrate some of the most basic capabilities of the Semantic Web. The book first provides an overview of the Semantic Web and aspects of the Web. It then discusses semantic modeling and how it can support the development from chaotic information gathering to one characterized by information sharing, cooperation, and collaboration. It also explains the use of RDF to implement the Semantic Web by allowing information to be distributed over the Web, along with the use of SPARQL to access RDF data. Moreover, the reader is introduced to components that make up a Semantic Web deployment and how they fit together, the concept of inferencing in the Semantic Web, and how RDFS differs from other schema languages. Finally, the book considers the use of SKOS (Simple Knowledge Organization System) to manage vocabularies by taking advantage of the inferencing structure of RDFS-Plus. This book is intended for the working ontologist who is trying to create a domain model on the Semantic Web.
    • OCEB Certification Guide

      • 1st Edition
      • September 8, 2011
      • Tim Weilkiens
      • English
      • Paperback
        9 7 8 0 1 2 3 8 6 9 8 5 2
      • eBook
        9 7 8 0 1 2 3 8 7 0 1 7 9
      OCEB Certification Guide delivers expert insight into BPM from one of the developers of the OCEB Fundamental exam, offering full coverage of the exam material for both the business and technical tracks. The first study guide to prepare candidates to take and pass the OCEB Fundamental exam, it explains and builds on basic concepts, focusing on key areas and testing knowledge of all critical topics with sample questions and detailed answers. Suitable for practitioners and those newer to the field, this book provides a solid grounding in business process management based on the authors’ own extensive BPM consulting experience.
    • Thoughts on Interaction Design

      • 2nd Edition
      • January 4, 2011
      • Jon Kolko
      • English
      • eBook
        9 7 8 0 1 2 3 8 0 9 3 1 5
      Thoughts on Interaction Design, Second Edition, contemplates and contributes to the theory of Interaction Design by exploring the semantic connections that live between technology and form that are brought to life when someone uses a product. It defines Interaction Design in a way that emphasizes the intellectual and cultural facets of the discipline. This edition explores how changes in the economic climate, increased connectivity, and international adoption of technology affect designing for behavior and the nature of design itself. Ultimately, the text exists to provide a definition that encompasses the intellectual facets of the field, the conceptual underpinnings of interaction design as a legitimate human-centered field, and the particular methods used by practitioners in their day-to-day experiences. This text is recommended for practicing designers: interaction designers, industrial designers, UX practitioners, graphic designers, interface designers, and managers.
    • CUDA Application Design and Development

      • 1st Edition
      • October 8, 2011
      • Rob Farber
      • English
      • Paperback
        9 7 8 0 1 2 3 8 8 4 2 6 8
      • eBook
        9 7 8 0 1 2 3 8 8 4 3 2 9
      As the computer industry retools to leverage massively parallel graphics processing units (GPUs), this book is designed to meet the needs of working software developers who need to understand GPU programming with CUDA and increase efficiency in their projects. CUDA Application Design and Development starts with an introduction to parallel computing concepts for readers with no previous parallel experience, and focuses on issues of immediate importance to working software developers: achieving high performance, maintaining competitiveness, analyzing CUDA benefits versus costs, and determining application lifespan. The book then details the thought behind CUDA and teaches how to create, analyze, and debug CUDA applications. Throughout, the focus is on software engineering issues: how to use CUDA in the context of existing application code, with existing compilers, languages, software tools, and industry-standard API libraries. Using an approach refined in a series of well-received articles at Dr Dobb's Journal, author Rob Farber takes the reader step-by-step from fundamentals to implementation, moving from language theory to practical coding.
    • Sketching User Experiences: The Workbook

      • 1st Edition
      • November 14, 2011
      • Saul Greenberg + 3 more
      • English
      • Paperback
        9 7 8 0 1 2 3 8 1 9 5 9 8
      • eBook
        9 7 8 0 1 2 3 8 1 9 6 1 1
      Sketching Working Experience: The Workbook provides information about the step-by-step process of the different sketching techniques. It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer. User-experience designers are designers who sketch based on their actions, interactions, and experiences. The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used. Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant.
    • Heterogeneous Computing with OpenCL

      • 1st Edition
      • August 17, 2011
      • Benedict Gaster + 4 more
      • English
      • eBook
        9 7 8 0 1 2 3 8 7 7 6 7 3
      Heterogeneous Computing with OpenCL teaches OpenCL and parallel programming for complex systems that may include a variety of device architectures: multi-core CPUs, GPUs, and fully-integrated Accelerated Processing Units (APUs) such as AMD Fusion technology. Designed to work on multiple platforms and with wide industry support, OpenCL will help you more effectively program for a heterogeneous future. Written by leaders in the parallel computing and OpenCL communities, this book will give you hands-on OpenCL experience to address a range of fundamental parallel algorithms. The authors explore memory spaces, optimization techniques, graphics interoperability, extensions, and debugging and profiling. Intended to support a parallel programming course, Heterogeneous Computing with OpenCL includes detailed examples throughout, plus additional online exercises and other supporting materials.
    • IMS Application Developer's Handbook

      • 1st Edition
      • July 20, 2011
      • Rogier Noldus + 5 more
      • English
      • Hardback
        9 7 8 0 1 2 3 8 2 1 9 2 8
      • Paperback
        9 7 8 0 0 8 1 0 1 6 0 1 5
      • eBook
        9 7 8 0 1 2 3 8 2 1 9 3 5
      IMS Application Developer’s Handbook gives a hands-on view of exactly what needs to be done by IMS application developers to develop an application and take it "live" on an operator’s network. It offers practical guidance on building innovative applications using the features and capabilities of the IMS network, and shows how the rapidly changing development environment is impacting on the business models employed in the industry and how existing network solutions can be moved towards IMS. Elaborating on how IMS applies basic VoIP principles and techniques to realize a true multi-access, and multimedia network, this book ensures that developers know how to use IMS most effectively for applications. Written by established experts in the IMS core network and IMS service layer, with roots in ISDN and GSM, with experience from working at Ericsson, who have been active in standardisation and technology development and who have been involved in many customer projects for the implementation of fixed mobile converged IMS network and service. The authors of this book bring their in-depth and extensive knowledge in the organizations involved in the IMS standardization and its architecture.
    • Information Dynamics in Virtual Worlds

      • 1st Edition
      • June 15, 2011
      • Woody Evans
      • English
      • Paperback
        9 7 8 1 8 4 3 3 4 6 4 1 8
      • eBook
        9 7 8 1 7 8 0 6 3 2 7 4 2
      Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online.
    • Brave NUI World

      • 1st Edition
      • April 5, 2011
      • Daniel Wigdor + 1 more
      • English
      • Paperback
        9 7 8 0 1 2 3 8 2 2 3 1 4
      • eBook
        9 7 8 0 1 2 3 8 2 2 3 2 1
      Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture.
    • Data Mining

      • 3rd Edition
      • January 6, 2011
      • Ian H. Witten + 2 more
      • English
      • eBook
        9 7 8 0 0 8 0 8 9 0 3 6 4
      Data Mining: Practical Machine Learning Tools and Techniques, Third Edition, offers a thorough grounding in machine learning concepts as well as practical advice on applying machine learning tools and techniques in real-world data mining situations. This highly anticipated third edition of the most acclaimed work on data mining and machine learning will teach you everything you need to know about preparing inputs, interpreting outputs, evaluating results, and the algorithmic methods at the heart of successful data mining. Thorough updates reflect the technical changes and modernizations that have taken place in the field since the last edition, including new material on Data Transformations, Ensemble Learning, Massive Data Sets, Multi-instance Learning, plus a new version of the popular Weka machine learning software developed by the authors. Witten, Frank, and Hall include both tried-and-true techniques of today as well as methods at the leading edge of contemporary research. The book is targeted at information systems practitioners, programmers, consultants, developers, information technology managers, specification writers, data analysts, data modelers, database R&D professionals, data warehouse engineers, data mining professionals. The book will also be useful for professors and students of upper-level undergraduate and graduate-level data mining and machine learning courses who want to incorporate data mining as part of their data management knowledge base and expertise.