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Bukunya memperkenalkan konsep dasar yang diperlukan untuk merancang, menggunakan, dan mengimplementasikan sistem basis data dan aplikasi basis data. Presentasi kami menekankan dasar-dasar pemodelan dan desain basis data, bahasa dan model yang disediakan oleh sistem manajemen basis data, dan teknik implementasi sistem basis data. Buku ini dimaksudkan untuk digunakan sebagai buku teks pada matakuliah sistem basis data sebagai buku referensi. Tujuan buku ini memberikan presentasi yang mendalam dan terkini tentang aspek terpenting dari sistem basis data, serta teknologi terkait. Ada dua bab baru mengenai kemajuan terkini dalam sistem basis data dan pemrosesan data besar; satu bab baru (Bab 13) mencakup pengenalan kelas sistem basis data baru yang dikenal sebagai basis data NOSQL, dan bab baru lainnya (Bab 14) mencakup teknologi untuk memproses data besar, termasuk MapReduce dan Hadoop. Bab mengenai pemrosesan dan optimalisasi kueri telah diperluas dan disusun ulang pada bab 11 Bab 11 berfokus pada strategi dan algoritma untuk pemrosesan kueri sedangkan Bab 12 berfokus pada teknik pengoptimalan kueri.
Buku ini merupakan buku ajar yang mempelajari konsep kecerdasan buatan Sasaran utama Buku ini adalah mahasiswa teknik informatika dan sistem informasi. Mahasiswa diharapkan mampu berpikir akan pentingnya mempelajari dan membuat berbagai produk atau aplikasi disertai dengan rule yang melibatkan pakar. Akhirnya aplikasi tersebut bisa menyerupai manusia sehingga membantu berbagai pekerjaan misalnya AC dan mesin cuci yang menerapkan sistem fuzzy.) Buku ini terdiri atas 15 bab yang dimulai dengan pendahuluan yang berisi sejarah awal munculnya kecerdasan buatan hingga Decision Support System. Adapun buku ini mencakup sistem pakar, Natural Language Processing, Speech Recognition, Computer Vision, Fuzzy Logic, algoritma genetika, immune dan koloni semut, Tabu Search serta robotika dan sistem sensor. Penulis menyadari masih banyak kekurangan dalam penulisan dan penyusunan buku Kecerdasan Buatan ini.
The digital era has redefined our understanding of ethics as a multi-disciplinary phenomenon. The newness of the internet means it is still highly unregulated, which allows for rampant problems encountered by countless internet users. In order to establish a framework to protect digital citizenship, an academic understanding of online ethics is required. Multidisciplinary Approaches to Ethics in the Digital Era examines the concept of ethics in the digital environment through the framework of digitalization. Covering a broad range of topics including ethics in art, organizational ethics, and civil engineering ethics, this book is ideally designed for media professionals, sociologists, programmers, policymakers, government officials, academicians, researchers, and students.
The knowledge discovery process is as old as Homo sapiens. Until some time ago this process was solely based on the ‘natural personal' computer provided by Mother Nature. Fortunately, in recent decades the problem has begun to be solved based on the development of the Data mining technology, aided by the huge computational power of the 'artificial' computers. Digging intelligently in different large databases, data mining aims to extract implicit, previously unknown and potentially useful information from data, since “knowledge is power”. The goal of this book is to provide, in a friendly way, both theoretical concepts and, especially, practical techniques of this exciting field, ready to be applied in real-world situations. Accordingly, it is meant for all those who wish to learn how to explore and analysis of large quantities of data in order to discover the hidden nugget of information.
This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of lea...
In this student-friendly text, Jones and Singh explore the phenomenon of language change, with a particular focus on the social contexts of its occurrence and possible motivations, including speakers’ intentions and attitudes. Presenting new or little-known data, the authors draw a distinction between "unconscious" and "deliberate" change. The discussion on "unconscious" change considers phenomena such as the emergence and obsolescence of individual languages, whilst the sections on "deliberate" change focus on issues of language planning, including the strategies of language revival and revitalization movements. There is also a detailed exploration of what is arguably the most extreme ins...
The author centers on journalists and journalism in the-Netherlands. He describes and explains the basic occupational and professional characteristics of Dutch journalists and analyzes the findings in comparison with similar research projects in other Western democracies of recent years. The book articulates the impact of multicultural society, infotainment, and the Internet on contemporary Dutch journalism. The book concludes with a discussion of the findings as it relates to journalism studies in general and journalism education in particular.