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This edited book presents scientific results of the 21th IEEE/ACIS International Fall Virtual Conference on Computer and Information Science (ICIS 2021-Fall) held on October 13-15, 2021, in Xi’an China. The aim of this conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the numerous fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Research results about all aspects (theory, applications, and tools) of computer and information science and to discuss the practical challenges encountered along the way and the solutions adopted to solve them. The conference organizers selected the best papers from those papers accepted for presentation at the conference. The papers were chosen based on review scores submitted by members of the program committee and underwent further rigorous rounds of review. From this second round of review, 13 of the conference’s most promising papers are then published in this Springer (SCI) book and not the conference proceedings. We impatiently await the important contributions that we know these authors will bring to the field of computer and information science.
Advances in Computer and Information Sciences and Engineering includes a set of rigorously reviewed world-class manuscripts addressing and detailing state-of-the-art research projects in the areas of Computer Science, Software Engineering, Computer Engineering, and Systems Engineering and Sciences. Advances in Computer and Information Sciences and Engineering includes selected papers from the conference proceedings of the International Conference on Systems, Computing Sciences and Software Engineering (SCSS 2007) which was part of the International Joint Conferences on Computer, Information and Systems Sciences and Engineering (CISSE 2007).
The field of computer science (CS) is currently experiencing a surge in undergraduate degree production and course enrollments, which is straining program resources at many institutions and causing concern among faculty and administrators about how best to respond to the rapidly growing demand. There is also significant interest about what this growth will mean for the future of CS programs, the role of computer science in academic institutions, the field as a whole, and U.S. society more broadly. Assessing and Responding to the Growth of Computer Science Undergraduate Enrollments seeks to provide a better understanding of the current trends in computing enrollments in the context of past trends. It examines drivers of the current enrollment surge, relationships between the surge and current and potential gains in diversity in the field, and the potential impacts of responses to the increased demand for computing in higher education, and it considers the likely effects of those responses on students, faculty, and institutions. This report provides recommendations for what institutions of higher education, government agencies, and the private sector can do to respond to the surge and plan for a strong and sustainable future for the field of CS in general, the health of the institutions of higher education, and the prosperity of the nation.
From cell phones to Web portals, advances in information and communications technology have thrust society into an information age that is far-reaching, fast-moving, increasingly complex, and yet essential to modern life. Now, renowned scholar and author David Luenberger has produced Information Science, a text that distills and explains the most important concepts and insights at the core of this ongoing revolution. The book represents the material used in a widely acclaimed course offered at Stanford University. Drawing concepts from each of the constituent subfields that collectively comprise information science, Luenberger builds his book around the five "E's" of information: Entropy, Economics, Encryption, Extraction, and Emission. Each area directly impacts modern information products, services, and technology--everything from word processors to digital cash, database systems to decision making, marketing strategy to spread spectrum communication. To study these principles is to learn how English text, music, and pictures can be compressed, how it is possible to construct a digital signature that cannot simply be copied, how beautiful photographs can be sent from distant planets with a tiny battery, how communication networks expand, and how producers of information products can make a profit under difficult market conditions. The book contains vivid examples, illustrations, exercises, and points of historic interest, all of which bring to life the analytic methods presented: Presents a unified approach to the field of information science Emphasizes basic principles Includes a wide range of examples and applications Helps students develop important new skills Suggests exercises with solutions in an instructor's manual
This book constitutes the refereed proceedings of the 31st International Symposium on Computer and Information Sciences, ISCIS 2016, held in Krakow, Poland, in October 2016. The 29 revised full papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on smart algorithms; data classification and processing; stochastic modelling; performance evaluation; queuing systems; wireless networks and security; image processing and computer vision.
Natural computing brings together nature and computing to develop new computational tools for problem solving; to synthesize natural patterns and behaviors in computers; and to potentially design novel types of computers. Fundamentals of Natural Computing: Basic Concepts, Algorithms, and Applications presents a wide-ranging survey of novel techniqu
"This set of books represents a detailed compendium of authoritative, research-based entries that define the contemporary state of knowledge on technology"--Provided by publisher.
Presents an illustrated A-Z encyclopedia containing approximately 600 entries on computer and technology related topics.
Written for the professional and the layman, the book provides the meanings of important and interesting acronyms in the broad area of computing and information science and technology. The acronyms and abbreviations contained in this book were created by the men and women of the computer and information age to save time and space and eliminate unnecessary repetition and wordage. The book is of value to engineers, scientists, technologists, executives and managers in technical fields, programmers, systems analysts, writers, and computer owners or potential buyers.
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.