Algorithms and Theory of Computation Handbook - 2 Volume Set

Algorithms and Theory of Computation Handbook - 2 Volume Set
Author: Mikhail J. Atallah
Publisher: CRC Press
Total Pages: 1904
Release: 2022-05-29
Genre: Computers
ISBN: 1439832331

Algorithms and Theory of Computation Handbook, Second Edition in a two volume set, provides an up-to-date compendium of fundamental computer science topics and techniques. It also illustrates how the topics and techniques come together to deliver efficient solutions to important practical problems. New to the Second Edition: Along with updating and revising many of the existing chapters, this second edition contains more than 20 new chapters. This edition now covers external memory, parameterized, self-stabilizing, and pricing algorithms as well as the theories of algorithmic coding, privacy and anonymity, databases, computational games, and communication networks. It also discusses computational topology, computational number theory, natural language processing, and grid computing and explores applications in intensity-modulated radiation therapy, voting, DNA research, systems biology, and financial derivatives. This best-selling handbook continues to help computer professionals and engineers find significant information on various algorithmic topics. The expert contributors clearly define the terminology, present basic results and techniques, and offer a number of current references to the in-depth literature. They also provide a glimpse of the major research issues concerning the relevant topics

Handbook of Weighted Automata

Handbook of Weighted Automata
Author: Manfred Droste
Publisher: Springer Science & Business Media
Total Pages: 614
Release: 2009-09-18
Genre: Computers
ISBN: 3642014925

The purpose of this Handbook is to highlight both theory and applications of weighted automata. Weighted finite automata are classical nondeterministic finite automata in which the transitions carry weights. These weights may model, e. g. , the cost involved when executing a transition, the amount of resources or time needed for this,or the probability or reliability of its successful execution. The behavior of weighted finite automata can then be considered as the function (suitably defined) associating with each word the weight of its execution. Clearly, weights can also be added to classical automata with infinite state sets like pushdown automata; this extension constitutes the general concept of weighted automata. To illustrate the diversity of weighted automata, let us consider the following scenarios. Assume that a quantitative system is modeled by a classical automaton in which the transitions carry as weights the amount of resources needed for their execution. Then the amount of resources needed for a path in this weighted automaton is obtained simply as the sum of the weights of its transitions. Given a word, we might be interested in the minimal amount of resources needed for its execution, i. e. , for the successful paths realizing the given word. In this example, we could also replace the “resources” by “profit” and then be interested in the maximal profit realized, correspondingly, by a given word.

Human Computer Interaction Handbook

Human Computer Interaction Handbook
Author: Julie A. Jacko
Publisher: CRC Press
Total Pages: 1469
Release: 2012-05-04
Genre: Computers
ISBN: 1439829446

Winner of a 2013 CHOICE Outstanding Academic Title Award The third edition of a groundbreaking reference, The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications raises the bar for handbooks in this field. It is the largest, most complete compilation of HCI theories, principles, advances, case st

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Author: Correia, Anacleto
Publisher: IGI Global
Total Pages: 459
Release: 2023-07-10
Genre: Business & Economics
ISBN: 1668491672

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

The Oxford Handbook of the Learning Organization

The Oxford Handbook of the Learning Organization
Author: Anders Örtenblad
Publisher: Oxford University Press
Total Pages: 548
Release: 2019-12-12
Genre: Business & Economics
ISBN: 0192568442

The concept of the 'learning organization' is one of the most popular management ideas of the last few decades. Since it was conceived as an idea in its own right, it has been given various definitions and meanings, such that we are still faced with the question as to whether any unified understanding of what the learning organization really is can be established. This Handbook offers extensive reviews of both new and traditional perspectives on the concept and provides suggestions for how the learning organization can best be defined, practiced, studied, and developed in future research. With contributions from long-standing scholars in the field as well as those new to the area, this book aims to bridge the gap between traditional and more critical perspectives, and in doing so find alternative features and angles to take the idea forward. In addition to elaborating on and developing older definitions of the learning organization and suggesting updated and even new definitions, the chapters also provide focused explorations on pertinent aspects of the learning organization such as ambidexterity, gender inclusivity, and systems thinking. They also survey organizations that have made efforts towards becoming learning organizations, how the learning organization can best be measured and studied, and the universality of the idea itself. Some of the questions raised in this book are answered, or at least given tentative answers, while other questions are left open. In this way, the book has the ambition to take the learning organization an important step further, whilst having no intentions to take any final step; instead, the intention is that others will endeavour to continue where this book stops.

The Handbook of Multimodal-Multisensor Interfaces, Volume 1

The Handbook of Multimodal-Multisensor Interfaces, Volume 1
Author: Sharon Oviatt
Publisher: Morgan & Claypool
Total Pages: 598
Release: 2017-06-01
Genre: Computers
ISBN: 1970001666

The Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces— user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations—for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.