Skip navigation

Computer Science and Intelligent Systems

Computer Science and Intelligent Systems

Rise of the Networked Generation

Hello Avatar! Or, {llSay(0, “Hello Avatar!”); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations.

Logic, Language, and Analysis

In Software Abstractions Daniel Jackson introduces an approach to software design that draws on traditional formal methods but exploits automated tools to find flaws as early as possible. This approach--which Jackson calls “lightweight formal methods” or “agile modeling”--takes from formal specification the idea of a precise and expressive notation based on a tiny core of simple and robust concepts but replaces conventional analysis based on theorem proving with a fully automated analysis that gives designers immediate feedback.

A Practical Guide

Government agencies and public organizations often consider adopting open source software (OSS) for reasons of transparency, cost, citizen access, and greater efficiency in communication and delivering services. Adopting Open Source Software offers five richly detailed real-world case studies of OSS adoption by public organizations. The authors analyze the cases and develop an overarching, conceptual framework to clarify the various enablers and inhibitors of OSS adoption in the public sector.

The interplay between optimization and machine learning is one of the most important developments in modern computational science. Optimization formulations and methods are proving to be vital in designing algorithms to extract essential knowledge from huge volumes of data. Machine learning, however, is not simply a consumer of optimization technology but a rapidly evolving field that is itself generating new optimization ideas.

A World of Warcraft® Reader

World of Warcraft is the world’s most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten million active subscribers across Europe, North America, Asia, and Australia who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.

Video Games between Real Rules and Fictional Worlds

A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games.

New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives.

Science and Systems VI

Robotics: Science and Systems VI spans a wide spectrum of robotics, bringing together researchers working on the foundations of robotics, robotics applications, and the analysis of robotics systems. This volume presents the proceedings of the sixth Robotics: Science and Systems conference, held in 2010 at the University of Zaragoza, Spain.

This volume demonstrates the power of the Markov random field (MRF) in vision, treating the MRF both as a tool for modeling image data and, utilizing recently developed algorithms, as a means of making inferences about images. These inferences concern underlying image and scene structure as well as solutions to such problems as image reconstruction, image segmentation, 3D vision, and object labeling. It offers key findings and state-of-the-art research on both algorithms and applications.

Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field.