Data Mining: Concepts and Techniques provides the concepts and techniques in processing gathered data or information, which will be used in various applications. Specifically, it explains data mining ...and the tools used in discovering knowledge from the collected data. This book is referred as the knowledge discovery from data (KDD). It focuses on the feasibility, usefulness, effectiveness, and scalability of techniques of large data sets. After describing data mining, this edition explains the methods of knowing, preprocessing, processing, and warehousing data. It then presents information about data warehouses, online analytical processing (OLAP), and data cube technology. Then, the methods involved in mining frequent patterns, associations, and correlations for large data sets are described. The book details the methods for data classification and introduces the concepts and methods for data clustering. The remaining chapters discuss the outlier detection and the trends, applications, and research frontiers in data mining. This book is intended for Computer Science students, application developers, business professionals, and researchers who seek information on data mining. * Presents dozens of algorithms and implementation examples, all in pseudo-code and suitable for use in real-world, large-scale data mining projects * Addresses advanced topics such as mining object-relational databases, spatial databases, multimedia databases, time-series databases, text databases, the World Wide Web, and applications in several fields * Provides a comprehensive, practical look at the concepts and techniques you need to get the most out of your data
Révész György portréja a Neumann János Számítógép-tudományi Társaság (NJSZT) Informatikatörténeti Fóruma (iTF) szervezésében készített "Arcképek a magyar informatika történetéből" sorozatában.
In recent years game theory has had a substantial impact on computer science, especially on Internet- and e-commerce-related issues. Algorithmic Game Theory, first published in 2007, develops the ...central ideas and results of this exciting area in a clear and succinct manner. More than 40 of the top researchers in this field have written chapters that go from the foundations to the state of the art. Basic chapters on algorithmic methods for equilibria, mechanism design and combinatorial auctions are followed by chapters on important game theory applications such as incentives and pricing, cost sharing, information markets and cryptography and security. This definitive work will set the tone of research for the next few years and beyond. Students, researchers, and practitioners alike need to learn more about these fascinating theoretical developments and their widespread practical application.
Discrete optimization problems are everywhere, from traditional operations research planning (scheduling, facility location and network design); to computer science databases; to advertising issues ...in viral marketing. Yet most such problems are NP-hard; unless P = NP, there are no efficient algorithms to find optimal solutions. This book shows how to design approximation algorithms: efficient algorithms that find provably near-optimal solutions. The book is organized around central algorithmic techniques for designing approximation algorithms, including greedy and local search algorithms, dynamic programming, linear and semidefinite programming, and randomization. Each chapter in the first section is devoted to a single algorithmic technique applied to several different problems, with more sophisticated treatment in the second section. The book also covers methods for proving that optimization problems are hard to approximate. Designed as a textbook for graduate-level algorithm courses, it will also serve as a reference for researchers interested in the heuristic solution of discrete optimization problems.
Masa pandemi Covid-19 menyebabkan perubahan strategi pembelajaran dari offline menjadi online. Pembelajaran online ini bukan merupakan hal baru, namun pembelajaran online pada masa pandemi sangat ...berbeda karena pembelajaran harus dilakukan full daring selama 1 semester. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh penerapan video conference dalam pembelajaran sinkronus yang dilakukan secara online. Penelitian ini merupakan penelitian eksperimentasi dengan populasi mahasiswa Teknik Informatika STIKI, dengan pengambilan sampel secara random pada mahasiswa yang menempuh mata kuliah bersama dan mata kuliah keahlian. Analisis data yang digunakan adalah Uji Mann Whitney. Hasil dari penelitian ini adalah tidak ada perbedaan hasil belajar yang diukur dari nilai posttest mahasiswa antara pembelajaran daring dengan menggunakan video conference dan LMS Moodle yang dikembangkan di STIKI tanpa menggunakan video conference pada mata kuliah bersama. Sedangkan pada mata kuliah keahlian ada perbedaan hasil belajar yang diukur dari nilai posttest mahasiswa antara kegiatan perkuliahan daring dengan menggunakan video conference dan kegiatan daring dengan Moodle saja tanpa menggunakan video conference. Pembelajaran melalui video conference tidak selalu berpengaruh pada hasil belajar, namun ada beberapa faktor lain yang mempengaruhi, seperti tingkat kesulitan materi dan ketertarikan mahasiswa untuk mempelajari materi.
U drugom desetljeću dvadeset prvog stoljeća ponuđen je model obrazovanja koji je postao poznat kao akronim STEM. Taj model prihvaćen je kao osnova za reforme školovanja pa tako i u Hrvatskoj. ...Podrobnijim analizama upućivalo se na nedostatke toga modela. Stoga je predložen temelj obrazovanja koji se označuje akronimom STEAL – prirodoznanstvo, informatika, tehnika, art i jezici: formalni (npr., matematika, logika i računalstvo) te humani: vizualni i auditivni.
Pemerintah merintis pembelajaran daring agar akses mahasiswa mempelajari mata kuliah bermutu dari dosen-dosen bermutu se-Indonesia meningkat. Seperti halnya pendidikan tradisional, pendidikan daring ...juga memiliki kelebihan dan kekurangan, meskipun pelaksanaannya lebih menarik. Pada pelaksanaannya, pembelajaran daring tidak berjalan lancar karena pendidik masih memiliki keraguan tentang apakah ada perbedaan antara hasil belajar mahasiswa yang menggunakan pembelajaran moda daring dan moda tatap muka. Tujuan penelitian ini adalah untuk membuktikan hipotesis bahwa ada perbedaan antara hasil belajar mahasiswa yang menggunakan pembelajaran moda daring dan moda tatap muka. Penelitian ini adalah true experimental design dengan the randomized pretest-posttest control group design. Subyek penelitian adalah Kelas TI-A dan TI-B. Kedua kelompok tersebut diukur melalui pretest dan posttest. Kelas TI-A adalah kelas eksperimen yang menggunakan pembelajaran moda daring, sedangkan kelas TI-B adalah kelas kontrol yang menggunakan pembelajaran tatap muka. Melalui uji independent sampel T test, diperoleh t Test for Equality of Means dengan sig.(2 tailed) adalah 0.017. Sehingga dapat disimpulkan bahwa bahwa terdapat perbedaan hasil belajar mahasiswa yang menerapkan pembelajaran moda daring dan pembelajaran tatap muka. Besarnya perbedaan hasil belajar kedua kelompok bernilai positif, yaitu 10.67. Artinya, hasil belajar mahasiswa dengan pembelajaran moda daring lebih baik dari hasil belajar mahasiswa dengan pembelajaran tatap muka.
This study aims to determine and analyze network performance with quality of service parameters in realizing good and optimal network performance quality so that it can be adjusted between the ...efficiency of network needs and the effectiveness of user access at the Communication and Informatics Office of West Sumbawa Regency. The process of accumulating data is obtained by measuring the quality of service parameters using the quality of service method and measuring bandwidth load distribution with the load set at 30 Mbps. The quality of service method on the network, the influence between the variables of network performance quality on the internet connection, and the bandwidth capacity of each user are known. The study results from the quality of service analysis at the Communication and Informatics Service of West Sumbawa Regency entered the excellent category with an average throughput value ranging from 10,320-1,026,454 kbps from the fourth index being in the excellent category. The average packet loss value of 0-1.5% of the third index is in a good category, with the highest value occurring on the fifth day, 1.5%. The average delay value ranges from 7-150 ms, with the highest delay value occurring on the first day due to the user's distance from the remote network access source and queues in dense packet transmission. The average jitter value of 1-12 ms from the third index is in a good category, and the maximum result of the bandwidth value set in size is 9,092,407 bps
Automated Planning Ghallab, Malik; Nau, Dana; Traverso, Paolo
2004, 2004-05-21
eBook, Book
Automated planning technology now plays a significant role in a variety of demanding applications, ranging from controlling space vehicles and robots to playing the game of bridge. These real-world ...applications create new opportunities for synergy between theory and practice: observing what works well in practice leads to better theories of planning, and better theories lead to better performance of practical applications. Automated Planning mirrors this dialogue by offering a comprehensive, up-to-date resource on both the theory and practice of automated planning. The book goes well beyond classical planning, to include temporal planning, resource scheduling, planning under uncertainty, and modern techniques for plan generation, such as task decomposition, propositional satisfiability, constraint satisfaction, and model checking. The authors combine over 30 years experience in planning research and development to offer an invaluable text to researchers, professionals, and graduate students. *Comprehensively explains paradigms for automated planning. *Provides a thorough understanding of theory and planning practice, and how they relate to each other. *Presents case studies of applications in space, robotics, CAD/CAM, process control, emergency operations, and games.
*Provides a thorough understanding of AI planning theory and practice, and how they relate to each other. *Covers all the contemporary topics of planning, as well as important practical applications of planning, such as model checking and game playing. *Presents case studies and applications in planning engineering, space, robotics, CAD/CAM, process control, emergency operations, and games.*Provides lecture notes, examples of programming assignments, pointers to downloadable planning systems and related information online.