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Displaying results 1 to 25 of 38.

  1. LINKED OPEN DATA FOR DIGITAL HUMANITIES
    Published: 2023
    Publisher:  ROUTLEDGE, [S.l.]

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781000929706; 1000929701; 9781003197898; 1003197892; 9781000929799; 1000929795
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    Series: Digital research in the arts and humanities
    Subjects: Linked data; Digital humanities; LANGUAGE ARTS & DISCIPLINES / Library & Information Science; COMPUTERS / Computer Science
    Scope: 1 online resource.
  2. The silicon jungle
    a novel of deception, power, and Internet intrigue
    Published: ©2011
    Publisher:  Princeton University Press, Princeton, NJ

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 069114754X; 1400838142; 9780691147543; 9781400838141
    Subjects: Literature; Fiction; Internet industry / Fiction; Privacy, Right of / Fiction; Corporations / Corrupt practices / Fiction; Data mining / Fiction; FICTION / General; COMPUTERS / Computer Science; Informatik; Literatur; Internet industry; Privacy, Right of; Corporations; Data mining
    Scope: 1 Online-Ressource (xiii, 334 pages)
    Notes:

    Includes bibliographical references

    What happens when a naive intern is granted unfettered access to people's most private thoughts and actions? Young Stephen Thorpe lands a coveted internship at Ubatoo, an Internet empire that provides its users with popular online services, from a search engine and shopping to e-mail and social networking. When Stephen's boss asks him to work on a project with the American Coalition for Civil Liberties, Stephen innocently obliges, believing he is mining Ubatoo's vast databases to protect the ever-growing number of people unfairly targeted in the name of national security. But nothing is as it

    Cover; Title; Copyright; Contents; Preface; Endings; Anklets; Anthropologists in the Midst; Mollycoddle; Touchpoints; Checking In; Working 9 to 4; Predicting the Future and 38 Needles; Contact; Two Geeks in a Pod; An Understatement; Euphoria and Diet Pills; To Better Days; Marathon; The Life and Soul of an Intern; Candid Cameras; Episodes; Liberal Food and Even More Liberal Activism; Subjects; Newsworthy; Patience; Hypergrowth; Little Pink Houses; Truth, Lies, and Algorithms; Negotiations and Herding Cats; The JENNY Discovery; I Dream of JENNY.

  3. Java 6 Core Techniken
    Essentielle Techniken für Java-Apps
    Published: [2009]; ©2008
    Publisher:  Oldenbourg Wissenschaftsverlag, Berlin ; Boston

    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: - Welche Techniken sind in Java 6 essentiell? - Wie kann man Techniken wie Generics, Reflexions, Annotationen und... more

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    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: - Welche Techniken sind in Java 6 essentiell? - Wie kann man Techniken wie Generics, Reflexions, Annotationen und Prozessoren bei der Programmierung eigener Applikationen einsetzen? - Wie kann man Services und Komponenten - ClassLoader, ServiceLoader, Easy of Development mit JDBC 4 und JavaDB sowie JMX gezielt nutzen? - Kann das Compiler-API für die dynamische Erstellung von Klassen zur Laufzeit verwendet werden? All diese Punkte werden in klar voneinander abgegrenzten Kapiteln anhand von vielen Beispielen und Hinweisen beantwortet

     

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486595192
    Other identifier:
    RVK Categories: ST 250 J35
    Subjects: Core Techniken; JDBC 4; JMX; Java 6; Java Apps; Java Standard Edition 6; COMPUTERS / Computer Science
    Scope: 1 online resource (467 p.)
  4. Medien-Datenbank- und Medien-Logistik-Systeme
    Anforderungen und praktischer Einsatz
    Published: [2010]; ©2003
    Publisher:  Oldenbourg Wissenschaftsverlag, Berlin ; Boston

    Wie wird die Kommunikation in unseren Unternehmen schneller und effektiver? Wie werden die immer komplexeren Grundbausteine unserer modernen Kommunikationswelt - die sogenannten Media Assets - zeitgemäß in digitalen Systemen organisiert? Dieses Buch... more

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    Wie wird die Kommunikation in unseren Unternehmen schneller und effektiver? Wie werden die immer komplexeren Grundbausteine unserer modernen Kommunikationswelt - die sogenannten Media Assets - zeitgemäß in digitalen Systemen organisiert? Dieses Buch gibt einen systematischen Überblick über das Media-Asset-Management und stellt Medien-/Content-Logistik-Systeme und ihren praktischen Einsatz in Cross-Media-Publishing-, Database-Publishing-, Advertising- und Enterprise-Content-Management-Systemen vor. Die beiden Autoren, der eine Softwarespezialist, Vorstands-Vorsitzender und Dozent, der andere Medienfachjournalist und Imaging-Experte, haben ihre umfangreichen fachlichen Ressourcen eingebracht. Eine echte Hilfe für alle, die durch den Einsatz von Media-Asset-Management-Systemen die Kommunikation in ihrem Unternehmen verbessern wollen

     

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486598803
    Other identifier:
    RVK Categories: AP 14450 ; AP 14450
    Edition: Reprint 2014
    Subjects: Datenbank; Java 2 Enterprise Edition; Logistiksystem; Medien; Metadaten; COMPUTERS / Computer Science
    Scope: 1 online resource (210 p.), Zahlr. Abb
  5. Computerspiele programmieren
    Künstliche Intelligenz für künstliche Gehirne
    Published: [2012]; ©2012
    Publisher:  Oldenbourg Wissenschaftsverlag, Berlin ; Boston

    Wie kann man ein Spiel programmieren? Welche programmtechnischen Hintergründe sind dazu nötig? Dieses Buch bietet eine Zusammenstellung vieler nützlicher Anregungen zu den Grundlagen und Ideen der Künstlichen Intelligenz in Computerspielen und einen... more

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    Wie kann man ein Spiel programmieren? Welche programmtechnischen Hintergründe sind dazu nötig? Dieses Buch bietet eine Zusammenstellung vieler nützlicher Anregungen zu den Grundlagen und Ideen der Künstlichen Intelligenz in Computerspielen und einen unmittelbaren Einstieg in die Programmierpraxis. Nach der Lektüre dieses Buches kann der Leser direkt mit der Programmierung seines ersten Spiels starten! Auf besonders einfache und humorvolle Art stellt der Autor komplizierte und oft buchfüllende Themen wie Finite State Machine, Fuzzy Logic, Neuronale Netze und Schwarmintelligenz vor, ohne den Leser dabei an eine bestimmte Programmiersprache zu binden. Für jedes Kapitel gibt es eine Reihe von hilfreichen Links auf weiterführende Inhalte im Internet

     

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486719253
    Other identifier:
    RVK Categories: ST 324
    Subjects: Programmierung; Computerspiel; COMPUTERS / Computer Science
    Scope: 1 online resource (168 p.)
  6. Java 6 Core Techniken
    Essentielle Techniken für Java-Apps
    Published: [2009]; ©2008
    Publisher:  Oldenbourg Wissenschaftsverlag, Berlin ; Boston

    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: - Welche Techniken sind in Java 6 essentiell? - Wie kann man Techniken wie Generics, Reflexions, Annotationen und... more

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    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: - Welche Techniken sind in Java 6 essentiell? - Wie kann man Techniken wie Generics, Reflexions, Annotationen und Prozessoren bei der Programmierung eigener Applikationen einsetzen? - Wie kann man Services und Komponenten - ClassLoader, ServiceLoader, Easy of Development mit JDBC 4 und JavaDB sowie JMX gezielt nutzen? - Kann das Compiler-API für die dynamische Erstellung von Klassen zur Laufzeit verwendet werden? All diese Punkte werden in klar voneinander abgegrenzten Kapiteln anhand von vielen Beispielen und Hinweisen beantwortet

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486595192
    Other identifier:
    RVK Categories: ST 250 J35
    Other subjects: Core Techniken; JDBC 4; JMX.; Java 6; Java Apps; Java Standard Edition 6; COMPUTERS / Computer Science
    Scope: 1 online resource (467 p.)
  7. Medien-Datenbank- und Medien-Logistik-Systeme
    Anforderungen und praktischer Einsatz
    Published: [2010]; ©2003
    Publisher:  Oldenbourg Wissenschaftsverlag, Berlin ; Boston

    Wie wird die Kommunikation in unseren Unternehmen schneller und effektiver? Wie werden die immer komplexeren Grundbausteine unserer modernen Kommunikationswelt - die sogenannten Media Assets - zeitgemäß in digitalen Systemen organisiert? Dieses Buch... more

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    Wie wird die Kommunikation in unseren Unternehmen schneller und effektiver? Wie werden die immer komplexeren Grundbausteine unserer modernen Kommunikationswelt - die sogenannten Media Assets - zeitgemäß in digitalen Systemen organisiert? Dieses Buch gibt einen systematischen Überblick über das Media-Asset-Management und stellt Medien-/Content-Logistik-Systeme und ihren praktischen Einsatz in Cross-Media-Publishing-, Database-Publishing-, Advertising- und Enterprise-Content-Management-Systemen vor. Die beiden Autoren, der eine Softwarespezialist, Vorstands-Vorsitzender und Dozent, der andere Medienfachjournalist und Imaging-Experte, haben ihre umfangreichen fachlichen Ressourcen eingebracht. Eine echte Hilfe für alle, die durch den Einsatz von Media-Asset-Management-Systemen die Kommunikation in ihrem Unternehmen verbessern wollen

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486598803
    Other identifier:
    RVK Categories: AP 14450 ; AP 14450
    Edition: Reprint 2014
    Other subjects: Datenbank; Java 2 Enterprise Edition; Logistiksystem; Medien; Metadaten; COMPUTERS / Computer Science
    Scope: 1 online resource (210 p.), Zahlr. Abb
  8. Computerspiele programmieren
    Künstliche Intelligenz für künstliche Gehirne
    Published: [2012]; ©2012
    Publisher:  Oldenbourg Wissenschaftsverlag, Berlin ; Boston

    Wie kann man ein Spiel programmieren? Welche programmtechnischen Hintergründe sind dazu nötig? Dieses Buch bietet eine Zusammenstellung vieler nützlicher Anregungen zu den Grundlagen und Ideen der Künstlichen Intelligenz in Computerspielen und einen... more

    Access:
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    Wie kann man ein Spiel programmieren? Welche programmtechnischen Hintergründe sind dazu nötig? Dieses Buch bietet eine Zusammenstellung vieler nützlicher Anregungen zu den Grundlagen und Ideen der Künstlichen Intelligenz in Computerspielen und einen unmittelbaren Einstieg in die Programmierpraxis. Nach der Lektüre dieses Buches kann der Leser direkt mit der Programmierung seines ersten Spiels starten! Auf besonders einfache und humorvolle Art stellt der Autor komplizierte und oft buchfüllende Themen wie Finite State Machine, Fuzzy Logic, Neuronale Netze und Schwarmintelligenz vor, ohne den Leser dabei an eine bestimmte Programmiersprache zu binden. Für jedes Kapitel gibt es eine Reihe von hilfreichen Links auf weiterführende Inhalte im Internet

     

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486719253
    Other identifier:
    RVK Categories: ST 324
    Other subjects: Programmierung; Computerspiel; COMPUTERS / Computer Science
    Scope: 1 online resource (168 p.)
  9. Linked Open Data for Digital Humanities
    Published: 2023
    Publisher:  ROUTLEDGE, [S.l.] ; Taylor & Francis Group, London

    Linked Open Data for Digital Humanities provides insights into how digital technologies can enrich and diversify humanities scholarship and make it pioneering in the digital age. Written in non-specialist language, the book illustrates how... more

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    Linked Open Data for Digital Humanities provides insights into how digital technologies can enrich and diversify humanities scholarship and make it pioneering in the digital age. Written in non-specialist language, the book illustrates how information is captured, published, represented, accessed, and interpreted using computational systems and, in doing so, shows how technologies actively shape the way we understand what we encounter. Focusing as it does on underlying Web architecture and projects accessible online, the book has an inherently international focus. The interdisciplinary case study examples include bibliographic data from works published in England between 1470 and 1700; literature from ancient Iraq; jazz performances, predominantly from the USA in the 1930s; and even reach as far as an alien, fictional future. Whilst these case study examples span vast spatio-temporal distances, they all share a common thread in the use of the Linked Data information publication paradigm. Using existing computer science methods, as well as processes such as ontology development and database design, the book also includes reflections on practical considerations and offers advice about how to take institutional policies, socio-cultural sensitivities, and economic models into consideration when implementing Linked Data projects. Linked Open Data for Digital Humanities discusses technological issues in the context of Humanities scholarship, bridging disciplines and enabling informed conversations across disciplinary boundaries. It will be of interest to humanities scholars, computer and data scientists, and library and information scientists

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781000929706; 1000929701; 9781003197898; 1003197892; 9781000929799; 1000929795
    Other identifier:
    RVK Categories: AK 54550
    Series: Digital research in the arts and humanities
    Subjects: Linked data; Digital humanities; LANGUAGE ARTS & DISCIPLINES / Library & Information Science; COMPUTERS / Computer Science
    Scope: 1 Online-Ressource
  10. Recoding gender
    women's changing participation in computing
    Published: 2012
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262305464; 0262305461
    RVK Categories: MS 3050 ; SR 850
    Series: History of computing
    Subjects: COMPUTERS / Computer Literacy; COMPUTERS / Computer Science; COMPUTERS / Data Processing; COMPUTERS / Hardware / General; COMPUTERS / Information Technology; COMPUTERS / Machine Theory; COMPUTERS / Reference; COMPUTERS / History; Computer industry; Women in computer science; Array; Informatikerin; Frau; Geschlechterforschung; Computerindustrie; Informatik; Professionalisierung
    Scope: 1 online resource (x, 247 pages), illustrations
    Notes:

    Print version record

    Today, women earn a relatively low percentage of computer science degrees and hold proportionately few technical computing jobs. Meanwhile, the stereotype of the male "computer geek" seems to be everywhere in popular culture. Few people know that women were a significant presence in the early decades of computing in both the United States and Britain. Indeed, programming in postwar years was considered woman's work (perhaps in contrast to the more manly task of building the computers themselves). In Recoding Gender, Janet Abbate explores the untold history of women in computer science and programming from the Second World War to the late twentieth century. Demonstrating how gender has shaped the culture of computing, she offers a valuable historical perspective on today's concerns over women's underrepresentation in the field. Abbate describes the experiences of women who worked with the earliest electronic digital computers: Colossus, the wartime codebreaking computer at Bletchley Park outside London, and the American ENIAC, developed to calculate ballistics. She examines postwar methods for recruiting programmers, and the 1960s redefinition of programming as the more masculine "software engineering." She describes the social and business innovations of two early software entrepreneurs, Elsie Shutt and Stephanie Shirley; and she examines the career paths of women in academic computer science. Abbate's account of the bold and creative strategies of women who loved computing work, excelled at it, and forged successful careers will provide inspiration for those working to change gendered computing culture

  11. Learning objective-C by developing iPhone games
    leverage Xcode and objective-C to develop iPhone games
    Published: 2014
    Publisher:  Packt Publishing, Birmingham, England

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    Contributor: Walters, Joseph D.
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849696111; 184969611X; 1849696101; 9781849696104; 1306708907; 9781306708906
    RVK Categories: ST 250
    Series: Community experience distilled
    Subjects: COMPUTERS / Computer Literacy; COMPUTERS / Computer Science; COMPUTERS / Data Processing; COMPUTERS / Hardware / General; COMPUTERS / Information Technology; COMPUTERS / Machine Theory; COMPUTERS / Reference; Computer games / Programming; Array; Objective-C; Computerspiel; iPhone; Programmierung
    Scope: 1 online resource (284 pages), illustrations (some color), tables
    Notes:

    Includes index

    Online resource; title from PDF title page (ebrary, viewed May 17, 2014)

    Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected

  12. Aesthetic computing
    Published: ©2006
    Publisher:  MIT Press, Cambridge, Mass.

    Technische Hochschule Augsburg
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  13. Recoding gender
    women's changing participation in computing
    Published: c2012
    Publisher:  MIT Press, Cambridge, Mass.

    Technische Hochschule Augsburg
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    Hochschulbibliothek Ingolstadt
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262305461; 1283953099; 9780262305464; 9781283953092
    RVK Categories: MS 3050 ; SR 850
    Series: History of computing
    Subjects: COMPUTERS / Computer Literacy; COMPUTERS / Computer Science; COMPUTERS / Data Processing; COMPUTERS / Hardware / General; COMPUTERS / Information Technology; COMPUTERS / Machine Theory; COMPUTERS / Reference; Computer industry; Women in computer science; COMPUTERS / History; Geschichte; Informatik; Women in computer science; Computer industry; Informatikerin; Frau; Professionalisierung; Geschlechterforschung; Computerindustrie; Informatik
    Scope: 1 Online-Ressource (x, 247 p.)
    Notes:

    Includes bibliographical references (p. [225]-242) and index

    Today, women earn a relatively low percentage of computer science degrees and hold proportionately few technical computing jobs. Meanwhile, the stereotype of the male "computer geek" seems to be everywhere in popular culture. Few people know that women were a significant presence in the early decades of computing in both the United States and Britain. Indeed, programming in postwar years was considered woman's work (perhaps in contrast to the more manly task of building the computers themselves). In Recoding Gender, Janet Abbate explores the untold history of women in computer science and programming from the Second World War to the late twentieth century. Demonstrating how gender has shaped the culture of computing, she offers a valuable historical perspective on today's concerns over women's underrepresentation in the field. Abbate describes the experiences of women who worked with the earliest electronic digital computers: Colossus, the wartime codebreaking computer at Bletchley Park outside London, and the American ENIAC, developed to calculate ballistics. She examines postwar methods for recruiting programmers, and the 1960s redefinition of programming as the more masculine "software engineering." She describes the social and business innovations of two early software entrepreneurs, Elsie Shutt and Stephanie Shirley; and she examines the career paths of women in academic computer science. Abbate's account of the bold and creative strategies of women who loved computing work, excelled at it, and forged successful careers will provide inspiration for those working to change gendered computing culture

  14. Pervasive games
    theory and design
    Published: ©2009
    Publisher:  Morgan Kaufmann Publishers, Burlington, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780123748539; 0123748534; 9780080889795; 0080889794
    Subjects: Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; COMPUTERS / Reference; COMPUTERS / Machine Theory; COMPUTERS / Computer Literacy; COMPUTERS / Information Technology; COMPUTERS / Data Processing; COMPUTERS / Computer Science; COMPUTERS / Hardware / General; Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; Informatik; Alternate reality games; Fantasy games; Ubiquitous computing; Entwurf; Computerspiel; Geländespiel
    Scope: xxiii, 312 pages
    Notes:

    "International Game Developers Association."--Cover

    Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.-Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible.-Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others

    Includes bibliographical references (pages 286-298) and index

  15. Humanities Data in R
    Exploring Networks, Geospatial Data, Images, and Text
    Published: 2024.
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    - Part I Core -- Working with Data in R -- EDA I: Grammar of Graphics -- EDA II: Organizing Data -- EDA III: Restructuring Data -- Collecting Data -- Part II Data Types -- Textual Data -- Network Data -- Temporal Data -- Spatial Data -- Image Data --... more

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    - Part I Core -- Working with Data in R -- EDA I: Grammar of Graphics -- EDA II: Organizing Data -- EDA III: Restructuring Data -- Collecting Data -- Part II Data Types -- Textual Data -- Network Data -- Temporal Data -- Spatial Data -- Image Data -- Part III Additional Methods -- Programming in R -- Data Formats. This book teaches readers to integrate data analysis techniques into humanities research practices using the R programming language. Methods for general-purpose visualization and analysis are introduced first, followed by domain-specific techniques for working with networks, text, geospatial data, temporal data, and images. The book is designed to be a bridge between quantitative and qualitative methods, individual and collaborative work, and the humanities and social sciences. The second edition of the text is a significant revision, with almost every aspect of the text rewritten in some way. The most notable difference is the incorporation of new R packages such as ggplot2 and dplyr that center broad data-science concepts. This 2nd edition of Humanities Data with R does not presuppose background programming experience. Early chapters take readers from R set-up to exploratory data analysis, with one chapter dedicated to each stage of the data-science pipeline (data collection, visualization, manipulation, and relational joins). Following this, text analysis, networks, temporal data, geospatial data, and image analysis each have a dedicated chapter. These are grounded in examples to move readers beyond the intimidation of adding new tools to their research. The final section of the book extends the core material with additional computer science techniques for processing large datasets. Everything is hands-on: image analysis is explained using digitized photographs from the 1930s, and networks are applied to page links on Wikipedia. After working through these examples with the provided data, code and book website, readers are prepared to apply new methods to their own work. The open source R programming language, with its myriad packages and popularity within the sciences and social sciences, is particularly well-suited to working with humanities data. R packages are also highlighted in an appendix. The methodology will have wide application in classrooms and self-study for the humanities, but also for use in linguistics, anthropology, and political science. Outside the classroom, this intersection of humanities and computing is particularly relevant for research and new modes of dissemination across archives, museums and libraries.

     

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  16. The Silicon Jungle
    A Novel of Deception, Power, and Internet Intrigue
    Published: 2015; ©2015.
    Publisher:  Princeton University Press, Princeton, N.J.

    What happens when a naive intern is granted unfettered access to people's most private thoughts and actions? Young Stephen Thorpe lands a coveted internship at Ubatoo, an Internet empire that provides its users with popular online services, from a... more

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    What happens when a naive intern is granted unfettered access to people's most private thoughts and actions? Young Stephen Thorpe lands a coveted internship at Ubatoo, an Internet empire that provides its users with popular online services, from a search engine and shopping to e-mail and social networking. When Stephen's boss asks him to work on a project with the American Coalition for Civil Liberties, Stephen innocently obliges, believing he is mining Ubatoo's vast databases to protect the ever-growing number of people unfairly targeted in the name of national security. But nothing is as it seems. Suspicious individuals--do-gooders, voyeurs, government agents, and radicals--surface, doing all they can to access the mass of desires and vulnerabilities gleaned from scouring Ubatoo's wealth of intimate information. Entry into Ubatoo's vaults of personal data need not require technical wizardry--simply knowing how to manipulate a well-intentioned intern may be enough. Set in today's cutting-edge data mining industry, The Silicon Jungle is a cautionary tale of data mining's promise and peril, and how others can use our online activities for political and personal gain just as easily as for marketing and humanitarian purposes. A timely thriller, The Silicon Jungle raises serious ethical questions about today's technological innovations and how our most confidential activities and minute details can be routinely pieced together into rich profiles that reveal our habits, goals, and secret desires--all ready to be exploited in ways beyond our wildest imaginations.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781400838141
    Other identifier:
    Subjects: Corporations; Corporations; Data mining; Internet industry; COMPUTERS; Privacy, Right of; FICTION; COMPUTERS / Computer Science
    Scope: Online-Ressource (352 S.)
  17. Narrating Locative Media
    Published: 2023; ©2023
    Publisher:  Palgrave Macmillan, Cham, Switzerland

    Intro -- Acknowledgements -- Contents -- List of Figures -- Chapter 1: Prologue -- Media Convergence and Remediation -- Digi-Textualities -- Space, Place, Location, and Narrative -- Mobile/Locative Media Experimentations -- Mobile Storytelling and... more

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    Intro -- Acknowledgements -- Contents -- List of Figures -- Chapter 1: Prologue -- Media Convergence and Remediation -- Digi-Textualities -- Space, Place, Location, and Narrative -- Mobile/Locative Media Experimentations -- Mobile Storytelling and Locative Art -- Locative Media Narrative Projects -- Locative Social Media -- Locative Gaming -- Locative Hypertext -- A Broader Approach to Narrative -- Methodology -- Chapter Overview -- Bibliography -- Part I: Theorizing Locative Media Through William Gibson's Fiction -- Introduction: From Cyberpunk to Locative Media -- Cyberpunk Origins and Locative Media -- Bibliography -- Chapter 2: Narrative Manifestations of Locative Media in Spook Country -- Fictional Representations of Locative Space -- (Ambivalent) Attitudes Toward Locative Media Technologies -- Locating the "New" Through Locative Media Technologies -- Bibliography -- Chapter 3: From Locative Media to Ubiquitous Computing: The Peripheral -- "Droning" the Smartphone: Locative Applications and Privacy -- Pervasive Drone Technologies: Droning the Human Body -- Ubiquitous Locative Media -- Beyond the Locative: Ubicomp and the Object Turn -- Bibliography -- Chapter 4: Afterthought I -- The Future of Locative Drone Media: Agency -- Locative Media and the Popular Imaginary -- Westworld -- Black Mirror -- Locative Media in/and the Cinema -- Bibliography -- Part II: E-Book and Audio Book Locative Experimentations -- Introduction: Sedentary and Experiential Locative Reading Practices -- Locative Narrative: Tensions and Problematic Aspects -- Experiential Value -- Case Studies -- Bibliography -- Chapter 5: Rethinking the E-Book: The Silent History -- Experientiality-Level 1 -- Experientiality-Level 2 -- Experientiality-Level 3 -- The Problematics of Immersion and Experientiality -- Experientiality-Level 4 -- Embodied Reading Practices.

     

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  18. Lifelong and continual learning dialogue systems
    Published: [2024]
    Publisher:  Springer, Cham

    This book introduces the new paradigm of lifelong and continual learning dialogue systems to endow dialogue systems with the ability to learn continually by themselves through their own self-initiated interactions with their users and the working... more

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    This book introduces the new paradigm of lifelong and continual learning dialogue systems to endow dialogue systems with the ability to learn continually by themselves through their own self-initiated interactions with their users and the working environments. The authors present the latest developments and techniques for building such continual learning dialogue systems. The book explains how these developments allow systems to continuously learn new language expressions, lexical and factual knowledge, and conversational skills through interactions and dialogues. Additionally, the book covers techniques to acquire new training examples for learning new tasks during the conversation. The book also reviews existing work on lifelong learning and discusses areas for future research. Provides background on the categories of dialogue systems, including their problems and weaknesses Provides a framework for open-world continual learning and explains how it can be used to improve dialogue systems Focuses on how lifelong learning dialogue systems can be built and deployed for practical applications.

     

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  19. Building and using comparable corpora for multilingual natural language processing
    Published: [2023]
    Publisher:  Springer, Cham, Switzerland

    This book provides a comprehensive overview of methods to build comparable corpora and of their applications, including machine translation, cross-lingual transfer, and various kinds of multilingual natural language processing. The authors begin with... more

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    This book provides a comprehensive overview of methods to build comparable corpora and of their applications, including machine translation, cross-lingual transfer, and various kinds of multilingual natural language processing. The authors begin with a brief history on the topic followed by a comparison to parallel resources and an explanation of why comparable corpora have become more widely used. In particular, they provide the basis for the multilingual capabilities of pre-trained models, such as BERT or GPT. The book then focuses on building comparable corpora, aligning their sentences to create a database of suitable translations, and using these sentence translations to produce dictionaries and term banks. Then, it is explained how comparable corpora can be used to build machine translation engines and to develop a wide variety of multilingual applications.

     

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  20. Formal Analysis for Natural Language Processing: A Handbook
    Author: Feng, Zhiwei
    Published: 2023.
    Publisher:  Springer Nature Singapore, Singapore ; Imprint: Springer

    Preface -- Chapter 1. Past and Present of Natural Language Processing -- Chapter 2. Pioneers in Study of Language Computing -- Chapter 3.Formal Models Based on Phrase Structure Grammar -- Chapter 4.The Formal Model Based on Unification -- Chapter... more

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    Preface -- Chapter 1. Past and Present of Natural Language Processing -- Chapter 2. Pioneers in Study of Language Computing -- Chapter 3.Formal Models Based on Phrase Structure Grammar -- Chapter 4.The Formal Model Based on Unification -- Chapter 5.Formal Models Based on Dependency and Valence -- Chapter 6.Formal models based on lexicalism -- Chapter 7. Formal Models of Automatic Semantic Processing -- Chapter 8. Formal Models of Automatic Situation and Pragmatic Processing -- Chapter 9. Formal Models of Discourse Analysis -- Chapter 10.Formal Models of Probabilistic Grammar -- Chapter 11. Formal Models Based on Neural Networks and Deep learning -- Chapter 12. Knowledge Graphs -- Conclusion. The field of natural language processing (NLP) is one of the most important and useful application areas of artificial intelligence. NLP is now rapidly evolving, as new methods and toolsets converge with an ever-expanding wealth of available data. This state-of-the-art handbook addresses all aspects of formal analysis for natural language processing. Following a review of the field’s history, it systematically introduces readers to the rule-based model, statistical model, neural network model, and pre-training model in natural language processing. At a time characterized by the steady and vigorous growth of natural language processing, this handbook provides a highly accessible introduction and much-needed reference guide to both the theory and method of NLP. It can be used for individual study, as the textbook for courses on natural language processing or computational linguistics, or as a supplement to courses on artificial intelligence, and offers a valuable asset for researchers, practitioners, lecturers, graduate and undergraduate students alike.

     

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    Content information
  21. Symbols
    an evolutionary history from the Stone Age to the future
    Published: [2023]; © 2023
    Publisher:  Springer, Cham, Switzerland

    Intro -- Preface -- Contents -- 1 Introduction -- 1.1 What's in a Symbol? -- 1.2 Syntax -- 1.3 What this Book Is About -- 2 Semiotics -- 2.1 Introduction -- 2.2 The Field of Semiotics -- 2.3 Iconicity -- 2.4 Syntax -- 2.5 Articulation -- 3 A Taxonomy... more

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    Intro -- Preface -- Contents -- 1 Introduction -- 1.1 What's in a Symbol? -- 1.2 Syntax -- 1.3 What this Book Is About -- 2 Semiotics -- 2.1 Introduction -- 2.2 The Field of Semiotics -- 2.3 Iconicity -- 2.4 Syntax -- 2.5 Articulation -- 3 A Taxonomy of Non-linguistic Symbol Systems -- 3.1 Introduction -- 3.2 A Brief History of Non-linguistic Symbols -- 3.3 A Preliminary Taxonomy of Non-linguistic Symbol Systems -- 3.4 Examples of Systems -- 3.5 An in Depth Comparison of Two Non-linguistic Symbol Systems: Japanese kamon and European Heraldry -- 3.5.1 Kamon -- 3.5.2 British Heraldry -- 3.5.3 Structural Differences: Summary -- 3.6 Survey of a Variety of Nonlinguistic Symbol Systems -- 3.6.1 Vin7ca Symbols -- 3.6.2 Uruk Accounting -- 3.6.3 Kudurrus -- 3.6.4 Central Asian Tamgas -- 3.6.5 Pictish Symbols -- 3.6.6 European Heraldry -- 3.6.7 Kamon -- 3.6.8 Alchemical Symbols -- 3.6.9 Symbols of Guild -- 3.6.10 House Marks -- 3.6.11 Gaunerzinken and Hobo Signs -- 3.6.12 Khipu: The Accounting System -- 3.6.13 Totem Poles -- 3.6.14 Naxi Pictography -- 3.6.15 Pennsylvania Barn Stars -- 3.6.16 Dakota Winter Counts -- 3.6.17 Australian Message Sticks -- 3.6.18 Silas John's System -- 3.6.19 Lukasa Memory Boards -- 3.6.20 Tupicochan Staff Code -- 3.6.21 Dance Notation -- 3.6.22 Weather Icons -- 3.6.23 Scouting Merit Badges -- 3.6.24 Traffic Signs -- 3.6.25 Car Logos or ``Hood Ornaments'' -- 3.6.26 ``Asian'' Emoticons -- 3.6.27 Other Non-linguistic Symbol Systems -- 3.7 Detailed Statistical Analysis of kamon -- 4 Writing Systems -- 4.1 Introduction -- 4.2 Writing -- 4.2.1 Preliminaries -- 4.2.2 Types of Writing Systems -- 4.2.3 A Side Note on Alphabets and Typewriters -- 4.2.4 Blissymbolics: An Attempt at a ``Semasiographic'' Writing System -- 4.3 Limitations of Writing -- 4.3.1 Inclusiveness -- 4.3.2 Graphocentrism.

     

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  22. Linked data for digital humanities
    Published: 2024
    Publisher:  Routledge, Taylor & Francis Group, London

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781000929706; 1000929701; 9781003197898; 1003197892; 9781000929799; 1000929795
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    Series: Digital research in the arts and humanities
    Subjects: Linked data; Digital humanities; LANGUAGE ARTS & DISCIPLINES / Library & Information Science; COMPUTERS / Computer Science
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  23. Symbols
    an evolutionary history from the Stone Age to the future
    Published: 2023
    Publisher:  Springer, Cham, Switzerland

    For millennia humans have used visible marks to communicate information. Modern examples of conventional graphical symbols include written language, and non-linguistic symbol systems such as mathematical symbology or traffic signs. The latter kinds... more

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    For millennia humans have used visible marks to communicate information. Modern examples of conventional graphical symbols include written language, and non-linguistic symbol systems such as mathematical symbology or traffic signs. The latter kinds of symbols convey information without reference to language. This book presents the first systematic study of graphical symbol systems, including a history of graphical symbols from the Paleolithic onwards, a taxonomy of non-linguistic systems -- systems that are not tied to spoken language -- and a survey of more than 25 such systems. One important feature of many non-linguistic systems is that, as in written language, symbols may be combined into complex "messages" if the information the system represents is itself complex. To illustrate, the author presents an in-depth comparison of two systems that had very similar functions, but very different structure: European heraldry and Japanese kamon. Writing first appeared in Mesopotamia about 5,000 years ago and is believed to have evolved from a previous non-linguistic accounting system. The exact mechanism is unknown, but crucial was the discovery that symbols can represent the sounds of words, not just the meanings. The book presents a novel neurologically-inspired hypothesis that writing evolved in an institutional context in which symbols were "dictated", thus driving an association between symbol and sound, and provides a computational simulation to support this hypothesis. The author further discusses some common fallacies about writing and non-linguistic systems, and how these relate to widely cited claims about statistical "evidence" for one or another system being writing. The book ends with some thoughts about the future of graphical symbol systems. The intended audience includes students, researchers, lecturers, professionals and scientists from fields like Natural Language Processing, Machine Learning, Archaeology and Semiotics, as well as general readers interested in language and/or writing systems and symbol systems. Richard Sproat is a Research Scientist at Google working on Deep Learning. He has a long-standing interest in writing systems and other graphical symbol systems

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031268090; 3031268091
    Subjects: Signs and symbols; COM094000; COMPUTERS / Computer Science; COMPUTERS / Computer Simulation; COMPUTERS / Natural Language Processing; Computational linguistics; Computer modelling & simulation; Computer-Anwendungen in Kunst und Geisteswissenschaften; Computer-Anwendungen in den Sozial- und Verhaltenswissenschaften; Computerlinguistik und Korpuslinguistik; Computermodellierung und -simulation; Information technology: general issues; Machine learning; Maschinelles Lernen; Natural language & machine translation; Natürliche Sprachen und maschinelle Übersetzung; Social research & statistics
    Scope: 1 Online-Ressource (xiii, 235 pages), Illustrationen
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    Includes bibliographical references and index

    1. Introduction -- 2. Semiotics -- 3. Taxonomy -- 4. Writing Systems -- 5. Symbols in the Brain -- 6. The Evolution of Writing -- 7. Simulations -- 8. Misrepresentations -- 9. The Future.

  24. Building and using comparable corpora for multilingual Natural language processing
    Published: [2023]
    Publisher:  Springer International Publishing AG, Cham

    Intro -- Contents -- About the Authors -- 1 Introduction -- 1.1 Rationale for Working with Comparable Corpora -- 1.1.1 Availability of Truly Parallel Data -- 1.1.2 Translationese in Parallel Data -- 1.2 Levels of Comparability -- 1.3 Methodology for... more

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    Intro -- Contents -- About the Authors -- 1 Introduction -- 1.1 Rationale for Working with Comparable Corpora -- 1.1.1 Availability of Truly Parallel Data -- 1.1.2 Translationese in Parallel Data -- 1.2 Levels of Comparability -- 1.3 Methodology for Dealing with Comparable Resources -- 2 Basic Principles of Cross-Lingual Models -- [DELETE] -- 2.1 Monolingual VSMs -- 2.2 Cross-Lingual VSMs -- 2.3 Contextual Embeddings -- 3 Building Comparable Corpora -- [DELETE] -- 3.1 Measures for Document Similarity Across Languages -- 3.2 Evaluation Methods and Datasets -- 3.3 Natural Annotation: Building Strongly Comparable Corpora -- 3.4 Low-Hanging Fruit: Building Weakly Comparable Corpora -- 3.5 Large Scale Document Alignment -- 3.5.1 Structural Similarity -- 3.5.2 Lexical Similarity -- 3.6 Comparable Corpora of Unrelated Documents -- 4 Extraction of Parallel Sentences -- [DELETE] -- 4.1 Extraction from Parallel Corpora -- 4.2 Assessing Cross-Lingual Sentence Similarity -- 4.3 Datasets and Evaluation -- 4.4 General Principles -- 4.5 Pre-neural Methods -- 4.6 Supervised Neural Methods -- 4.7 Limitations of Supervised Methods in Low-Resource Settings -- 4.8 Unsupervised Neural Methods -- 5 Induction of Bilingual Dictionaries -- 5.1 Setting the Task -- 5.2 Bilingual Lexicon Induction From Parallel Corpora -- 5.3 Matching Contexts -- 5.4 Geometric Properties of Word Embedding Spaces -- 5.5 Alignment of Word Embeddings -- 5.6 Alignment of Contextual Embeddings -- 5.7 Evaluation -- 5.7.1 Evaluation Experiments for BLI -- 5.7.2 Evaluation on Multilingual Termbanks -- 5.8 The BUCC 2020 Shared Task on Bilingual Dictionary Induction -- 5.8.1 Resources -- 5.8.2 Evaluation -- 5.9 The BUCC 2022 Shared Task on Bilingual Terminology Extraction -- 5.9.1 Specifications of the Task -- 5.9.2 Shared Task Results -- 6 Comparable and Parallel Corpora for Machine Translation.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031313844
    Series: Synthesis lectures on human language technologies series
    Subjects: Angewandte Informatik; COM094000; COMPUTERS / Computer Science; COMPUTERS / Natural Language Processing; Computational linguistics; Computerlinguistik und Korpuslinguistik; Information technology: general issues; Machine learning; Maschinelles Lernen; Natural language & machine translation; Natürliche Sprachen und maschinelle Übersetzung
    Scope: 1 Online-Ressource (viii, 133 Seiten)
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  25. Benjamin von Stuckrad-Barres Panikherz
    Text - Poetik - Inszenierung