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Applied Computer Science
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Applied Computer Science presents a unique approach for introductory courses that will engage students with relevant topics from a variety of disciplines, encourage their natural creativity, and prepare them for independent projects. Lab assignments are accessible and carefully sequenced for maximum impact. Students are able to write their own code in building solutions and Python is used to minimize any language barrier for beginners. Problems involving visualization are emphasized throughout with interactive graphics, image files, and plots of generated data. This text aims to establish a core learning experience around which any number of other learning objectives could be included. The text is presented in seven (7) chapters where each chapter contains three (3) problems and each problem develops five (5) specific lab assignments, plus additional questions and discussion. This approach seeks to leverage the immediate feedback provided by the computer to help students as they work toward writing code creatively. All labs will scale to available hardware and free software could be used for the entire course, if desired.
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An Introduction to Computer Graphics and Creative 3-D Environments
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This book introduces the fundamentals of 2-D and 3-D computer graphics. Additionally, a range of emerging, creative 3-D display technologies are described, including stereoscopic systems, immersive virtual reality, volumetric, varifocal, and others. Interaction is a vital aspect of modern computer graphics, and issues concerning interaction (including haptic feedback) are discussed. Included with the book are anaglyph, stereoscopic, and Pulfrich viewing glasses. Topics covered include: - essential mathematics, - vital 2-D and 3-D graphics techniques, - key features of the graphics, - pipeline, - display and interaction techniques, - important historical milestones. Designed to be a core teaching text at the undergraduate level, accessible to students with wide-ranging backgrounds, only an elementary grounding in mathematics is assumed as key maths is provided. Regular ‘Over to You’ activities are included, and each chapter concludes with review and discussion questions.
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Guide to Teaching Computer Science: An Activity-Based Approach
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This guide presents both a conceptual framework and detailed implementation guidelines for general computer science (CS) teaching. The content is clearly written and structured to be applicable to all levels of CS education and for any teaching organization, without limiting its focus to instruction for any specific curriculum, programming language or paradigm. Features: presents an overview of research in CS education; examines strategies for teaching problem-solving, evaluating pupils, and for dealing with pupils’ misunderstandings; provides learning activities throughout the book; proposes active-learning-based classroom teaching methods, as well as methods specifically for lab-based teaching; discusses various types of questions that a CS instructor, tutor, or trainer can use for a range of different teaching situations; investigates thoroughly issues of lesson planning and course design; describes frameworks by which prospective CS teachers gain their first teaching experience.
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Geometric Fundamentals of Robotics (Monographs in Computer Science)
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* Provides an elegant introduction to the geometric concepts that are important to applications in robotics * Includes significant state-of-the art material that reflects important advances, connecting robotics back to mathematical fundamentals in group theory and geometry * An invaluable reference that serves a wide audience of grad students and researchers in mechanical engineering, computer science, and applied mathematics
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Geometric Fundamentals of Robotics (Monographs in Computer Science)
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* Provides an elegant introduction to the geometric concepts that are important to applications in robotics * Includes significant state-of-the art material that reflects important advances, connecting robotics back to mathematical fundamentals in group theory and geometry * An invaluable reference that serves a wide audience of grad students and researchers in mechanical engineering, computer science, and applied mathematics
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Geometric Fundamentals of Robotics (Monographs in Computer Science)
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* Provides an elegant introduction to the geometric concepts that are important to applications in robotics * Includes significant state-of-the art material that reflects important advances, connecting robotics back to mathematical fundamentals in group theory and geometry * An invaluable reference that serves a wide audience of grad students and researchers in mechanical engineering, computer science, and applied mathematics
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Geometric Algebra: An Algebraic System for Computer Games and Animation
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Geometric algebra is still treated as an obscure branch of algebra and most books have been written by competent mathematicians in a very abstract style. This restricts the readership of such books especially by programmers working in computer graphics, who simply want guidance on algorithm design. Geometric algebra provides a unified algebraic system for solving a wide variety of geometric problems. John Vince reveals the beauty of this algebraic framework and communicates to the reader new and unusual mathematical concepts using colour illustrations, tabulations, and easy-to-follow algebraic proofs. The book includes many worked examples to show how the algebra works in practice and is essential reading for anyone involved in designing 3D geometric algorithms.
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Sets, Logic and Maths for Computing (Undergraduate Topics in Computer Science)
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This book equips the student with essential intellectual tools that are needed from the very beginning of university studies in computing. These consist of abilities and skills - to pass from a concrete problem to an abstract representation, reason with the abstract structure coherently and usefully, and return with booty to the specific situation. The most basic and useful concepts needed come from the worlds of sets (with also their employment as relations and functions), structures (notably trees and graphs), and combinatorics (alias principles of counting, with their application in the world of probability). Recurring in all these are two kinds of instrument of proof – logical (notably inference by suppositions, reductio ad absurdum, and proof by cases), and mathematical (notably induction on the positive integers and on well-founded structures). From this book the student can assimilate the basics of these worlds and set out on the paths of computing with understanding and a platform for further study as needed.
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Geometric Algebra: An Algebraic System for Computer Games and Animation
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(In-Stock)
Geometric algebra is still treated as an obscure branch of algebra and most books have been written by competent mathematicians in a very abstract style. This restricts the readership of such books especially by programmers working in computer graphics, who simply want guidance on algorithm design. Geometric algebra provides a unified algebraic system for solving a wide variety of geometric problems. John Vince reveals the beauty of this algebraic framework and communicates to the reader new and unusual mathematical concepts using colour illustrations, tabulations, and easy-to-follow algebraic proofs. The book includes many worked examples to show how the algebra works in practice and is essential reading for anyone involved in designing 3D geometric algorithms.
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Sets, Logic and Maths for Computing (Undergraduate Topics in Computer Science)
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(In-Stock)
This book equips the student with essential intellectual tools that are needed from the very beginning of university studies in computing. These consist of abilities and skills - to pass from a concrete problem to an abstract representation, reason with the abstract structure coherently and usefully, and return with booty to the specific situation. The most basic and useful concepts needed come from the worlds of sets (with also their employment as relations and functions), structures (notably trees and graphs), and combinatorics (alias principles of counting, with their application in the world of probability). Recurring in all these are two kinds of instrument of proof – logical (notably inference by suppositions, reductio ad absurdum, and proof by cases), and mathematical (notably induction on the positive integers and on well-founded structures). From this book the student can assimilate the basics of these worlds and set out on the paths of computing with understanding and a platform for further study as needed.
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$49.95
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