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Handbook of Latent Semantic Analysis
  • Language: en
  • Pages: 570

Handbook of Latent Semantic Analysis

The Handbook of Latent Semantic Analysis is the authoritative reference for the theory behind Latent Semantic Analysis (LSA), a burgeoning mathematical method used to analyze how words make meaning, with the desired outcome to program machines to understand human commands via natural language rather than strict programming protocols. The first book

Reaching an Understanding
  • Language: en
  • Pages: 213

Reaching an Understanding

Reaching an Understanding: Innovations in How We View Reading Assessment builds upon the editors previous book Measuring Up: Advances in How We Assess Reading Ability by representing some early attempts to apply theory to help guide the development of new assessments and measurement models. Reaching an Understanding is divided into two sections: "assessment, learning, and instruction: connecting text, task, and reader/ learner" and "how to build for the future". These sections identify ways to assess students reading comprehension through multiple text sources, purpose readings, and assessment while a student is reading in order to determine deficits. In light of federal legislation towards common core standards and assessments, as well as significant national investments in reading and literacy education, it is a critical and opportune time to bring together the research and measurement community to address fundamental issues of measuring reading comprehension, in theory and in practice.

Designing Interaction
  • Language: en
  • Pages: 356

Designing Interaction

  • Type: Book
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  • Published: 1991-06-28
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  • Publisher: CUP Archive

Designing Interaction, first published in 1991, presents a broadbased and fundamental re-examination of human-computer interaction as a practical and scientific endeavor. The chapters in this well-integrated, tightly focused book are by psychologists and computer scientists in industry and academia, who examine the relationship between contemporary psychology and human-computer interaction. HCI seeks to produce user interfaces that facilitate and enrich human motivation, action and experience; but to do so deliberately it must also incorporate means of understanding user interfaces in human terms - the province of psychology. Conversely, the design and use of computing equipment provides psychologists with a diverse and challenging empirical field in which to assess their theories and methodologies.

Successful Remembering and Successful Forgetting
  • Language: en
  • Pages: 560

Successful Remembering and Successful Forgetting

This volume provides a window into cutting-edge research in cognitive psychology on inhibition in memory, metacognition, educational applications of basic memory research, and many other topics related to the groundbreaking research of Robert Bjork. It will appeal to graduate students and researchers in learning and memory.

Comprehension Instruction, Second Edition
  • Language: en
  • Pages: 465

Comprehension Instruction, Second Edition

This comprehensive professional resource and text is based on cutting-edge research. In each chapter, leading scholars provide an overview of a particular aspect of comprehension, offer best-practice instructional guidelines and policy recommendations, present key research questions still to be answered, and conclude with stimulating questions for individual study or discussion. Coverage includes such timely topics as differentiated instruction, technology and reading comprehension, teaching English language learners, and the implications of current neuroscientific findings.

Psychology of Learning and Motivation
  • Language: en
  • Pages: 385

Psychology of Learning and Motivation

  • Type: Book
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  • Published: 2002-06-18
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  • Publisher: Elsevier

The Psychology of Learning and Motivation publishes empirical and theoretical contributions in cognitive and experimental psychology, ranging from classical and instrumental conditioning to complex learning and problem solving. Each chapter provides a thoughtful integration of a body of work. Volume 41 includes in its coverage chapters on multimedia learning, brain imaging, and memory, among others.

Cross-Language Information Retrieval
  • Language: en
  • Pages: 190

Cross-Language Information Retrieval

Most of the papers in this volume were first presented at the Workshop on Cross-Linguistic Information Retrieval that was held August 22, 1996 dur ing the SIGIR'96 Conference. Alan Smeaton of Dublin University and Paraic Sheridan of the ETH, Zurich, were the two other members of the Scientific Committee for this workshop. SIGIR is the Association for Computing Ma chinery (ACM) Special Interest Group on Information Retrieval, and they have held conferences yearly since 1977. Three additional papers have been added: Chapter 4 Distributed Cross-Lingual Information retrieval describes the EMIR retrieval system, one of the first general cross-language systems to be implemented and evaluated; Chap...

Aspects of Automatic Text Analysis
  • Language: en
  • Pages: 450

Aspects of Automatic Text Analysis

This book presents recent developments in automatic text analysis. Providing an overview of linguistic modeling, it collects contributions of authors from a multidisciplinary area that focus on the topic of automatic text analysis from different perspectives. It includes chapters on cognitive modeling and visual systems modeling, and contributes to the computational linguistic and information theoretical grounding of automatic text analysis.

Game Usability
  • Language: en
  • Pages: 400

Game Usability

  • Categories: Art
  • Type: Book
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  • Published: 2008-08-12
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  • Publisher: CRC Press

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market-...

Semantic Algorithms in the Assessment of Attitudes and Personality
  • Language: en
  • Pages: 119