Instruction on sending questions via text message.
Broad Band: The Untold Story of the Women Who Made the Internet by Claire L. EvansIf you loved Hidden Figures or The Rise of the Rocket Girls, you'll love Claire Evans' breakthrough book on the women who brought you the internet--written out of history, until now. "This is a radically important, timely work," says Miranda July, filmmaker and author of The First Bad Man. The history of technology you probably know is one of men and machines, garages and riches, alpha nerds and brogrammers--but from Ada Lovelace, who wrote the first computer program in the Victorian Age, to the cyberpunk Web designers of the 1990s, female visionaries have always been at the vanguard of technology and innovation. In fact, women turn up at the very beginning of every important wave in technology. They may have been hidden in plain sight, their inventions and contributions touching our lives in ways we don't even realize, but they have always been part of the story. VICE reporter and YACHT lead singer Claire L. Evans finally gives these unsung female heroes their due with her insightful social history of the Broad Band, the women who made the internet what it is today. Seek inspiration from Grace Hopper, the tenacious mathematician who democratized computing by leading the charge for machine-independent programming languages after World War II. Meet Elizabeth "Jake" Feinler, the one-woman Google who kept the earliest version of the Internet online, and Stacy Horn, who ran one of the first-ever social networks on a shoestring out of her New York City apartment in the 1980s. Join the ranks of the pioneers who defied social convention to become database poets, information-wranglers, hypertext dreamers, and glass ceiling-shattering dot com-era entrepreneurs. This inspiring call to action shines a light on the bright minds whom history forgot, and shows us how they will continue to shape our world in ways we can no longer ignore. Welcome to the Broad Band. You're next.
Call Number: QA76.2.A2 E93 2018
Publication Date: 2018-03-06
Computer Science: An Interdisciplinary Approach by Robert Sedgewick; Kevin WayneNamed a Notable Book in the 21st Annual Best of Computing list by the ACM! Robert Sedgewick and Kevin Wayne's Computer Science: An Interdisciplinary Approach is the ideal modern introduction to computer science with Java programming for both students and professionals. Taking a broad, applications-based approach, Sedgewick and Wayne teach through important examples from science, mathematics, engineering, finance, and commercial computing. The book demystifies computation, explains its intellectual underpinnings, and covers the essential elements of programming and computational problem solving in today's environments. The authors begin by introducing basic programming elements such as variables, conditionals, loops, arrays, and I/O. Next, they turn to functions, introducing key modular programming concepts, including components and reuse. They present a modern introduction to object-oriented programming, covering current programming paradigms and approaches to data abstraction. Building on this foundation, Sedgewick and Wayne widen their focus to the broader discipline of computer science. They introduce classical sorting and searching algorithms, fundamental data structures and their application, and scientific techniques for assessing an implementation's performance. Using abstract models, readers learn to answer basic questions about computation, gaining insight for practical application. Finally, the authors show how machine architecture links the theory of computing to real computers, and to the field's history and evolution. For each concept, the authors present all the information readers need to build confidence, together with examples that solve intriguing problems. Each chapter contains question-and-answer sections, self-study drills, and challenging problems that demand creative solutions. Companion web site (introcs.cs.princeton.edu/java) contains Extensive supplementary information, including suggested approaches to programming assignments, checklists, and FAQs Graphics and sound libraries Links to program code and test data Solutions to selected exercises Chapter summaries Detailed instructions for installing a Java programming environment Detailed problem sets and projects Companion 20-part series of video lectures is available at informit.com/title/9780134493831
Call Number: QA76 .S4 2017
Publication Date: 2016-06-15
Playing Smart: On Games, Intelligence, and Artificial Intelligence by Julian Togelius; Mia Consalvo; Jesper Juul; Geoffrey Long; William UricchioA new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us--when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
Call Number: GV1469.34.P79 T64 2018
Publication Date: 2018-10-05
Quantum Computing for Everyone by Chris BernhardtAn accessible introduction to an exciting new area in computation, explaining such topics as qubits, entanglement, and quantum teleportation for the general reader. Quantum computing is a beautiful fusion of quantum physics and computer science, incorporating some of the most stunning ideas from twentieth-century physics into an entirely new way of thinking about computation. In this book, Chris Bernhardt offers an introduction to quantum computing that is accessible to anyone who is comfortable with high school mathematics. He explains qubits, entanglement, quantum teleportation, quantum algorithms, and other quantum-related topics as clearly as possible for the general reader. Bernhardt, a mathematician himself, simplifies the mathematics as much as he can and provides elementary examples that illustrate both how the math works and what it means. Bernhardt introduces the basic unit of quantum computing, the qubit, and explains how the qubit can be measured; discusses entanglement--which, he says, is easier to describe mathematically than verbally--and what it means when two qubits are entangled (citing Einstein's characterization of what happens when the measurement of one entangled qubit affects the second as "spooky action at a distance"); and introduces quantum cryptography. He recaps standard topics in classical computing--bits, gates, and logic--and describes Edward Fredkin's ingenious billiard ball computer. He defines quantum gates, considers the speed of quantum algorithms, and describes the building of quantum computers. By the end of the book, readers understand that quantum computing and classical computing are not two distinct disciplines, and that quantum computing is the fundamental form of computing. The basic unit of computation is the qubit, not the bit.