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Old-fashioned problem solving in the workplace can make you crazy - more so today than ever before. That's because real-world problems are maddeningly 3-Dimensional, while too many organizations are attacking these challenges with traditional 2-Dimensional tools that look at the surface, without effectively probing what is going on beneath the obvious. We began work in this arena as employees of a large global organization, and continued our efforts as consultants to these same kinds of firms. One of our most important conclusions is that colour blindness and dimension impairment around problem solving aren't genetically programmed in people. Instead these traits most often result from immersion in organizational cultures, where they are handed down in statements such as the following: "It's common sense; anyone can see what's going on!" (We call this 'Sherlock Holmes miraculously solved the crime.') "We've always done it like that around here." (Here, a seasoned veteran bravely fights the last war.) "I'm a can-do person; fixing problems is my special gift. (We call this 'The Lone Ranger Rides Again.') "We're in the repair department; this is what we do." (Here we see a whole posse of Lone Rangers riding again as part of a formally established, and probably quite expensive, department of problem fixers.) "Because I'm your boss and I said so!" (This is where Attila the Hun rides again.)
Enjoy figuring out creative solutions to real-world problems that have led to important inventions, discoveries, and innovations throughout history! Do you love trivia quizzes... but wish these didn't rely so much on useless facts that you either know or you don't, leaving no room for actual thinking? Do you enjoy logic puzzles... but want to learn something more valuable than just getting correct answers to abstract, theoretical problems? Something more practical and fundamental? This book aims to change the game. The problems in this book are related to erudition in fundamental areas - nature, technology, business, science, how things work, or why things are made in a certain way. But, unlike in trivia or jeopardy, you most probably do not know the answer. Instead, logic, out-of-the-box thinking, or intuition leap should be added to your general knowledge to puzzle out the correct solution. Experience walking in the footsteps of discoverers, inventors, and innovators through taking on real-world problems that challenge you to tap into lateral thinking and creativity. In this book, you will find: + 241 engaging problems across 12 fascinating topics: Ingenious Inventions, Business Innovations, Nature & Science, Historical Happenings, Folk Wisdom from different cultures around the world, and many more. + All problems have additional hints, which make it much easier to brainstorm. + Answers have explanations, going beyond fun facts, providing more insight and subject matter knowledge. + Chapters are arranged by difficulty and subject, so you have complete control over how you play. + An easy-to-navigate format eliminates the need to flip back and forth between sections, helping you keep the fun going and avoid accidentally stumbling upon answers. Each version of the book (ebook, paper book, audiobook) has its distinct structure. + All content is family-friendly and is ideal for adults and advanced teenagers. The "Easy Problems" chapters also work for gifted children. Children are often very good at ideation (idea generation) and solving problems creatively. Most stumpers of this book can be used as a mind game regardless of age, education, or background. Solo or in a team. + See inside for a link to download your FREE Bonus eBooks. Sharpen your logic, improve your analytical abilities, enhance your creativity, and develop your lateral thinking skills, all while having fun and learning more about the world around you.
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
This book explores the technologies that can be used in curricula to make education “smarter” and more adaptive in order to better meet the needs of today’s learners. The main emphasis is based on the theory and best practices of incorporating emerging technologies into curricula so as to educate learners in the 21st century. The book provides valuable insights into the future of education and examines which pedagogies are most suitable for integrating emerging technologies. It will help educators and stakeholders design and implement curricula that effectively prepare learners for the challenges of tomorrow.
This handbook provides thorough, in-depth, and well-focused developments of artificial intelligence (AI), machine learning (ML), deep learning (DL), natural language processing (NLP), cryptography, and blockchain approaches, along with their applications focused on healthcare systems. Handbook of AI-Based Models in Healthcare and Medicine: Approaches, Theories, and Applications highlights different approaches, theories, and applications of intelligent systems from a practical as well as a theoretical view of the healthcare domain. It uses a medically oriented approach in its discussions of human biology, healthcare, and medicine and presents NLP-based medical reports and medicine enhancements. The handbook includes advanced models of ML and DL for the management of healthcare systems and also discusses blockchain-based healthcare management. In addition, the handbook offers use cases where AI, ML, and DL can help solve healthcare complications. Undergraduate and postgraduate students, academicians, researchers, and industry professionals who have an interest in understanding the applications of ML/DL in the healthcare setting will want this reference on their bookshelf.
Modeling Students’ Mathematical Modeling Competencies offers welcome clarity and focus to the international research and professional community in mathematics, science, and engineering education, as well as those involved in the sciences of teaching and learning these subjects.
This book constitutes the refereed proceedings of the 20th EPIA Conference on Artificial Intelligence, EPIA 2021, held virtually in September 2021. The 62 full papers and 6 short papers presented were carefully reviewed and selected from a total of 108 submissions. The papers are organized in the following topical sections: artificial intelligence and IoT in agriculture; artificial intelligence and law; artificial intelligence in medicine; artificial intelligence in power and energy systems; artificial intelligence in transportation systems; artificial life and evolutionary algorithms; ambient intelligence and affective environments; general AI; intelligent robotics; knowledge discovery and business intelligence; multi-agent systems: theory and applications; and text mining and applications.
This volume constitutes the proceedings of the Third International Workshop on Hybrid Artificial Intelligence Systems, HAIS 2008, held in Burgos, Spain, during September 24-26, 2008. The 93 papers presented, together with 4 invited talks, were carefully reviewed and selected from 280 submissions. The topics covered are agents and multi-agent systems; evolutionary computation; connectionist models; optimization sysetms; fuzzy logic systems; classification and classifiers; cluster analysis; video and image analysis; learning systems, algorithms and applications; hybrid systems based on negotiation and social network modelling; real world applications of HAIS under uncertainty; hybrid intelligent systems for multi-robot and multi-agent systems; applications of hybrid artificial intelligence in bioinformatics; and novel approaches to genetic fuzzy systems.
The discipline of Integrated Environmental Modelling (IEM) has developed in order to solve complex environmental problems, for example understanding the impacts of climate change on the physical environment. IEM provides methods to fuse or link models together, this in turn requires facilities to make models discoverable and also to make the outputs of modelling easily visualized. The vision and challenges for IEM going forward are summarized by leading proponents. Several case studies describe the application of model fusion to a range of real-world problems including integrating groundwater and recharge models within the UK Environment Agency, and the development of ‘catastrophe’ models to predict better the impact of natural hazards. Communicating modelling results to end users who are often not specialist modellers is also an emerging area of research addressed within the volume. Also included are papers that highlight current developments of the technology platforms underpinning model fusion.
This textbook is designed for postgraduate studies in the field of 3D Computer Vision. It also provides a useful reference for industrial practitioners; for example, in the areas of 3D data capture, computer-aided geometric modelling and industrial quality assurance. This second edition is a significant upgrade of existing topics with novel findings. Additionally, it has new material covering consumer-grade RGB-D cameras, 3D morphable models, deep learning on 3D datasets, as well as new applications in the 3D digitization of cultural heritage and the 3D phenotyping of crops. Overall, the book covers three main areas: ● 3D imaging, including passive 3D imaging, active triangulation 3D imaging, active time-of-flight 3D imaging, consumer RGB-D cameras, and 3D data representation and visualisation; ● 3D shape analysis, including local descriptors, registration, matching, 3D morphable models, and deep learning on 3D datasets; and ● 3D applications, including 3D face recognition, cultural heritage and 3D phenotyping of plants. 3D computer vision is a rapidly advancing area in computer science. There are many real-world applications that demand high-performance 3D imaging and analysis and, as a result, many new techniques and commercial products have been developed. However, many challenges remain on how to analyse the captured data in a way that is sufficiently fast, robust and accurate for the application. Such challenges include metrology, semantic segmentation, classification and recognition. Thus, 3D imaging, analysis and their applications remain a highly-active research field that will continue to attract intensive attention from the research community with the ultimate goal of fully automating the 3D data capture, analysis and inference pipeline.