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Reuse and Software Quality: 21st International Conference on Software and Systems Reuse, ICSR 2024, Limassol, Cyprus, June 19–20, 2024, Proceedings (Lecture Notes in Computer Science #14614)
by George Angelos Papadopoulos Lidia Fuentes Achilleas AchilleosThis volume constitutes the refereed proceedings of the 21st International Conference on Software and Systems Reuse, ICSR 2024, held in Limassol, Cyprus, during June 19–20, 2024. The 9 full papers presented together with 2 short papers were carefully reviewed and selected from 25 submissions. They focus on the following topics: artificial intelligence and reuse; variability and reuse; adaptation and reuse; and code reuse.
Reuse in Emerging Software Engineering Practices: 19th International Conference on Software and Systems Reuse, ICSR 2020, Hammamet, Tunisia, December 2–4, 2020, Proceedings (Lecture Notes in Computer Science #12541)
by Sihem Ben Sassi Stéphane Ducasse Hafedh MiliThis book constitutes the proceedings of the 19th International Conference on Software and Systems Reuse, ICSR 2020, held in Hammamet, Tunesia in December 2020. Due to COVID-19 pandemic the Conference was held virtually. The 16 full papers and 2 short papers included in this book were carefully reviewed and selected from 60 submissions. The papers were organized in topical sections named: modelling, reuse in practice, reengineering, recommendation, and empirical analysis.
Reuse in Intelligent Systems (Advances In Intelligent Systems And Computing Ser. #346)
by Stuart H Rubin; Lydia Bouzar-BenlabiodThe book is based on the best papers of IEEE IRI 2018 and IEEE FMI 2018, Salt Lake City, July, 2018. They have been enhanced and modified suitably for publication. The book comprises recent works covering several aspects of reuse in intelligent systems – including Scientific Theory and Technology-Based Applications. New data analytic algorithms, technologies, and tools are sought to be able to manage, integrate, and utilize large amounts of data despite hardware, software, and/or bandwidth constraints; to construct models yielding important data insights, and to create visualizations to aid in presenting and understanding the data. Furthermore, it addresses the representation, cleansing, generalization, validation, and reasoning strategies for the scientifically-sound and cost-effective advancement of all kinds of intelligent systems – including all software and hardware aspects. The book addresses problems such as, how to optimally select the information/data sets for reuse and how to optimize the integration of existing information/knowledge with new, developing information/knowledge sources!
Reuse in the Big Data Era: 18th International Conference on Software and Systems Reuse, ICSR 2019, Cincinnati, OH, USA, June 26–28, 2019, Proceedings (Lecture Notes in Computer Science #11602)
by Xin Peng Apostolos Ampatzoglou Tanmay BhowmikThis book constitutes the proceedings of the 18th International Conference on Software and Systems Reuse, ICSR 2019, held in Cincinnati, Ohio, USA in June 2019. The 13 research papers included in this book were carefully reviewed and selected from 32 submissions. In addition, 3 industry innovation papers are included. The papers were organized in topical sections named: software reuse practice; software product line and requirements reuse; reuse and design and evolution; intelligent software reuse; and domain-specific software development.
Reusing Online Resources: A Sustainable Approach to E-learning (Advancing Technology Enhanced Learning)
by Allison LittlejohnTo improve the cost effectiveness and sustainability of e-learning, many national and international initiatives are pioneering new ways in which educators can share their curricula with teachers and learners around the world. To enable this global sharing, educators must learn to design, manage and implement reusable electronic educational resources. This unique book outlines approaches to sharing and reusing resources for e-learning. Drawing upon research by 30 prominent scholars from seven countries, the authors offer multiple perspectives from school, continuing and higher education as well as industry. It is essential reading for those implementing e-learning in education and corporate training, including teachers, trainers, academics, educational developers and support staff as well as senior managers.
Reusing Open Resources: Learning in Open Networks for Work, Life and Education (Advancing Technology Enhanced Learning)
by Allison Littlejohn Chris PeglerEvery day, learners use and reuse open, digital resources for learning. Reusing Open Resources offers a vision of the potential of these open, online resources to support learning. The book follows on from Reusing Online Resources: A Sustainable Approach to E-learning. At that time focus was on the creation, release and reuse of digital learning resources modeled on educational materials. Since then the open release of resources and data has become mainstream, rather than specialist, changing societal expectations around resource reuse. Social and professional learning networks are now routine places for the exchange of online knowledge resources that are shared, manipulated and reused in new ways, opening opportunities for new models of business, research and learning. The goal of this book is to extend the debate of how open, online resources might support learning across diverse contexts. Twenty-four distinguished experts from nine countries distributed across Europe and North America contribute empirical evidence and ideas. Collectively they provide a vision of the potential of open, online resources to support learning across everyday contexts of education, work and life.
The Revealers
by Doug WilhelmThrowing light on a dark problem: Parkland Middle School is a place the students call Darkland, because no one in it does much to stop the daily harassment of kids by other kids. <P><P>Three bullied seventh graders use their smarts to get the better of their tormentors by starting an unofficial e-mail forum at school in which they publicize their experiences. <P>Unexpectedly, lots of other kids come forward to confess their similar troubles, and it becomes clear that the problem at their school is bigger than anyone knew. <P>The school principal wants to clamp down on the operation, which she does when the trio, in their zealousness for revenge, libel a fellow student in what turns out to have been a setup. <P>Now a new plan of attack is needed ... <P>This suspenseful story of computer-era underground rebellion offers fresh perspectives on some of the most enduring themes in fiction for young readers.
Revealing Media Bias in News Articles: NLP Techniques for Automated Frame Analysis
by Felix HamborgThis open access book presents an interdisciplinary approach to reveal biases in English news articles reporting on a given political event. The approach named person-oriented framing analysis identifies the coverage’s different perspectives on the event by assessing how articles portray the persons involved in the event. In contrast to prior automated approaches, the identified frames are more meaningful and substantially present in person-oriented news coverage. The book is structured in seven chapters: Chapter 1 presents a few of the severe problems caused by slanted news coverage and identifies the research gap that motivated the research described in this thesis. Chapter 2 discusses manual analysis concepts and exemplary studies from the social sciences and automated approaches, mostly from computer science and computational linguistics, to analyze and reveal media bias. This way, it identifies the strengths and weaknesses of current approaches for identifying and revealing media bias. Chapter 3 discusses the solution design space to address the identified research gap and introduces person-oriented framing analysis (PFA), a new approach to identify substantial frames and to reveal slanted news coverage. Chapters 4 and 5 detail target concept analysis and frame identification, the first and second component of PFA. Chapter 5 also introduces the first large-scale dataset and a novel model for target-dependent sentiment classification (TSC) in the news domain. Eventually, Chapter 6 introduces Newsalyze, a prototype system to reveal biases to non-expert news consumers by using the PFA approach. In the end, Chapter 7 summarizes the thesis and discusses the strengths and weaknesses of the thesis to derive ideas for future research on media bias. This book mainly targets researchers and graduate students from computer science, computational linguistics, political science, and further social sciences who want to get an overview of the relevant state of the art in the other related disciplines and understand and tackle the issue of bias from a more effective, interdisciplinary viewpoint.
Revenge of the Zombie Monks (An Unofficial Graphic Novel for Minecrafters #2)
by Cara J. StevensOne in a series of unofficial graphic novels for MinecraftThe sequel to Megan Miller’s Quest for the Golden AppleFollows Phoenix and her new friends as they fight to save Xenos from zombie monks <P><P>Phoenix, Wolfie, and their friends are back in this exciting second part of the Unofficial Graphic Novel for Minecrafters series! Past the walls of their monastery, the monks of Xenos grow enchanted golden apples for their neighbor villagers. As readers learn in Quest for the Golden Apple, these golden apples have magical healing abilities and have the power to keep the villagers save. The monks also have and protect the knowledge that connects Xenos to her sister worlds. This knowledge keeps Xenos and her citizens safe. But when the monks are zombified, Xenos’s citizens need a new hero. Following the design of zombie comics and Minecraft comics, follow Phoenix and her friends as they fight to save the citizens and monks of Xenos. But Phoenix and her crew of heroes have no idea and do not suspect the culprit behind this disaster—an incredibly powerful foe who will do anything to keep Phoenix from saving her world. The following three books in this series—Chasing Herobrine, The Ender Eye Prophecy, and Battle for the Dragon’s Temple—continue the adventures of Phoenix and are written by Cara J. Stevens. This book is sure to delight fans of both authors, graphic novels, and Minecraft. Sky Pony Press, with our Good Books, Racehorse and Arcade imprints, is proud to publish a broad range of books for young readers—picture books for small children, chapter books, books for middle grade readers, and novels for young adults. Our list includes bestsellers for children who love to play Minecraft; stories told with LEGO bricks; books that teach lessons about tolerance, patience, and the environment, and much more. In particular, this adventure series is created especially for readers who love the fight of good vs. evil, magical academies like Hogwarts in the Harry Potter saga, and games like Minecraft, Terraria, and Pokemon GO. While not every title we publish becomes a New York Times bestseller or a national bestseller, we are committed to books on subjects that are sometimes overlooked and to authors whose work might not otherwise find a home. <P><P> <i>Advisory: Bookshare has learned that this book offers only partial accessibility. We have kept it in the collection because it is useful for some of our members. Benetech is actively working on projects to improve accessibility issues such as these.</i>
Revenue Assurance: Expert Opinions for Communications Providers
by Eric PriezkalnsThis cutting-edge reference represents a new phase in the talkRA project-an initiative dedicated to improving the discipline of revenue assurance (RA) for communication providers. From blog to podcasts and now a book, the project offers a platform for a select group of RA experts to share ideas and best practices in revenue assurance, revenue manag
Reverse Clustering: Formulation, Interpretation and Case Studies (Studies in Computational Intelligence #957)
by Jan W. Owsiński Jarosław Stańczak Karol Opara Sławomir Zadrożny Janusz KacprzykThis book presents a new perspective on and a new approach to a wide spectrum of situations, related to data analysis, actually, a kind of a new paradigm. Namely, for a given data set and its partition, whose origins may be of any kind, the authors try to reconstruct this partition on the basis of the data set given, using very broadly conceived clustering procedure. The main advantages of this new paradigm concern the substantive aspects of the particular cases considered, mainly in view of the variety of interpretations, which can be assumed in the framework of the paradigm. Due to the novel problem formulation and the flexibility in the interpretations of this problem and its components, the domains, which are encompassed (or at least affected) by the potential use of the paradigm, include cluster analysis, classification, outlier detection, feature selection, and even factor analysis as well as geometry of the data set. The book is useful for all those who look for new, nonconventional approaches to their data analysis problems.
Reverse Design: Diablo II
by Patrick HollemanThe Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game: <li>How does Diablo II borrow from different types of games like action RPGs, classical class-based RPGs and Roguelikes? <li>What are the different types of randomness in Diablo II and how do they work? <li>How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours? <P><P>Key Features <li>Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG design <li>Summary of historical context of Diablo II, how it came to be, and how it influenced other games <li>Extensive collections of data and data visualizations explaining how Diablo II’s systems work
Reverse Design: Chrono Trigger
by Patrick HollemanThe Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game: <li>Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot <li>Explains how Chrono Trigger is really two different games: the Tragedy of the Entity and the Comedy of the Sages. <li>Highlights how the two games differ in terms of tone, linearity, player choice and in the pacing of their content. <P><P>Key Features <li>Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG design <li>Summary of historical context of Chrono Trigger how it came to be, how it influenced other games, and how it manipulated players through expectations they had about the RPG genre <li>Extensive collections of data and data visualizations explaining how Chrono Trigger’s systems work and how the game’s challenges increase in complexity as the player gets deeper into the content
Reverse Design: Final Fantasy VII
by Patrick HollemanThe Reverse Design series looks at all of the design decisions that went into classic video games. This is the fifth installment in the Reverse Design series, looking at Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game: <li>How latter-day critics have misunderstood the artistic goals of Final Fantasy VII <li>How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII <li>How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game <P><P>Key Features <li>Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG design <li>Summary of historical context of Final Fantasy VII going all the way back to Dungeons & Dragons <li>Extensive collections of data and data visualizations explaining how Final Fantasy VII’s systems work, how they are organized to prioritize exploration, and how they interlock in a positive feedback loop that peaks at the end of the game
Reverse Design: Super Mario World
by Patrick HollemanThe Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. Written in a readable format; this game breaks down nicely into relatively short, separate sections. Reverse Design: Super Mario World is broken down into four sections with the final section a guide for level-by-level. The first three sections look at design history, cadences, skill and themes. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis. <P><P>Key Features <li>Learn how classic games game to be and the ground-breaking design decisions that made them such hallmarks.
Reverse Design: Half-Life
by Patrick HollemanThe Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game: <li>How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece style of design. <li>How Half-Life defined almost all of the core concepts of the cover-based shooter, and redefined the level architecture of the FPS genre <li>The small tricks and flourishes that Half-Life used to tell a story through its mechanics, AI and environments <P><P>Key Features <li>Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of FPS design <li>Summary of historical context of Half-Life, how it emerged from arena shooters like Doom and Quake, and how it influenced other games <li>Extensive collections of data and data visualizations explaining how systems like enemy movement, cover design and platformer physics work
Reverse Design: Final Fantasy VI
by Patrick HollemanThe Reverse Design series looks at all of the design decisions that went into classic video games. This is the first installment in the Reverse Design series, looking at Final Fantasy VI. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game: <li>How narrative elements, specifically the design of the fourteen player-characters, was the critical constraint which shaped the game’s production <li>How the game broke with numerous RPG traditions in order to focus on plot and characterization, while still maintaining mechanical depth <li>How the systems were designed to allow the player to use any combination of characters with equal levels of success <P><P>Key Features <li>Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG design <li>Summary of historical context of Final Fantasy VI how it came to be, how it diverges sharply from the class-based design ideas of older RPGs, and what systems in uses to replace those old ideas <li>Extensive collections of data and data visualizations explaining how Final Fantasy VI’s systems work, how those systems evolve across the course of the game, and how the overall game systems were designed to be balanced easily
Reverse Engineering Social Media: Software, Culture, and Political Economy in New Media Capitalism
by Robert W. GehlRobert Gehl's timely critique, Reverse Engineering Social Media, rigorously analyzes the ideas of social media and software engineers, using these ideas to find contradictions and fissures beneath the surfaces of glossy sites such as Facebook, Google, and Twitter. Gehl adeptly uses a mix of software studies, science and technology studies, and political economy to reveal the histories and contexts of these social media sites. Looking backward at divisions of labor and the process of user labor, he provides case studies that illustrate how binary "Like" consumer choices hide surveillance systems that rely on users to build content for site owners who make money selling user data, and that promote a culture of anxiety and immediacy over depth. Reverse Engineering Social Media also presents ways out of this paradox, illustrating how activists, academics, and users change social media for the better by building alternatives to the dominant social media sites.
Reverse Engineering with Terraform: An Introduction to Infrastructure Automation, Integration, and Scalability using Terraform
by Sumit Bhatia Chetan GabhaneThis book is a comprehensive guide for employing Terraform in infrastructure as code automation, and its application to infrastructure operations. Reverse Engineering with Terraform begins with an introduction to Terraform’s core functionalities, including state files, configuration files, and providers, followed by a deep dive into the tool. You’ll then learn how to pinpoint problems with Terraform automation and how reverse engineering can help you resolve them. Drilling down, authors Sumit Bhatia and Chetan Gabhane walk you through the various steps in reverse engineering with an eye towards more effective Terraform integration with preexisting and legacy IT infrastructure. Using a real-world reverse engineering example, they demonstrate how to import a preexisting resource into your infrastructure, which can help you develop an automatable and scalable method for Terrraform adoption. You’ll also learn how to create reusable, shareable components to streamline infrastructure code and foster collaboration within teams, and advanced techniques for using Terraform to optimize infrastructure provisioning, configuration, and management. Filled with real-world case studies, tips and tricks, and best practices, this book will leave you with a thorough understanding of the infrastructure as code paradigm, and how to leverage Terraform automation with legacy as well as modern IT infrastructure. What You Will Learn Understand Terraform and its infrastructure automation capabilities Explore how Terraform can be used with other platforms like AWS, Azure and VMware Master the basic concepts of reverse engineering for legacy infrastructure entities Enable Terraform in legacy IT environments through reverse engineering Who This Book Is For IT architects, admins, technical managers, and infrastructure solution experts. Minimal knowledge of Python programming is the only prerequisite.
Reversibility and Universality: Essays Presented To Kenichi Morita On The Occasion Of His 70th Birthday (Emergence, Complexity And Computation Ser. #30)
by Andrew AdamatzkyThis book is a tribute to Kenichi Morita’s ideas and achievements in theoretical computer science, reversibility and computationally universal mathematical machines. It offers a unique source of information on universality and reversibility in computation and is an indispensable book for computer scientists, mathematicians, physicists and engineers. Morita is renowned for his works on two-dimensional language accepting automata, complexity of Turing machines, universality of cellular automata, regular and context-free array grammars, and undecidability. His high-impact works include findings on parallel generation and parsing of array languages by means of reversible automata, construction of a reversible automaton from Fredkin gates, solving a firing squad synchronization problem in reversible cellular automata, self-reproduction in reversible cellular spaces, universal reversible two-counter machines, solution of nondeterministic polynomial (NP) problems in hyperbolic cellular automata, reversible P-systems, a new universal reversible logic element with memory, and reversibility in asynchronous cellular automata.Kenichi Morita’s achievements in reversibility, universality and theory of computation are celebrated in over twenty high-profile contributions from his colleagues, collaborators, students and friends. The theoretical constructs presented in this book are amazing in their diversity and depth of intellectual insight, addressing: queue automata, hyperbolic cellular automata, Abelian invertible automata, number-conserving cellular automata, Brownian circuits, chemical automata, logical gates implemented via glider collisions, computation in swarm networks, picture arrays, universal reversible counter machines, input-position-restricted models of language acceptors, descriptional complexity and persistence of cellular automata, partitioned cellular automata, firing squad synchronization algorithms, reversible asynchronous automata, reversible simulations of ranking trees, Shor’s factorization algorithms, and power consumption of cellular automata.
Reversible Computation
by Simon Devitt Ivan LaneseThis book constitutes the refereed proceedings of the 8th International Conference on Reversible Computation, RC 2016, held in Bologna, Italy, in July 2016. The 18 full and 5 short papers included in this volume were carefully reviewed and selected from 38 submissions. The papers are organized in topical sections named: process calculi; reversible models; programming languages; quantum computing; quantum programming; circuit theory; and syntheses.
Reversible Computation: 10th International Conference, RC 2018, Leicester, UK, September 12-14, 2018, Proceedings (Lecture Notes in Computer Science #11106)
by Jarkko Kari Irek UlidowskiThis book constitutes the refereed proceedings of the 10th International Conference on Reversible Computation, RC 2018, held in Leicester, UK, in September 2018. The 13 full, 7 short, and one tutorial papers included in this volume together with four invited talks were carefully reviewed and selected from 28 submissions. The papers are organized in the following topical sections: reversible concurrent computation; quantum circuits; reversible programming languages; and applications.
Reversible Computation: 15th International Conference, RC 2023, Giessen, Germany, July 18–19, 2023, Proceedings (Lecture Notes in Computer Science #13960)
by Martin Kutrib Uwe MeyerThis book constitutes the refereed proceedings of the 15th International Conference on Reversible Computation, RC 2023, held in Giessen, Germany, during July 18–19, 2023.The 11 full papers and 3 short papers included in this book were carefully reviewed and selected from 19 submissions. They were organized in topical sections as follows: Foundations; Reversible Programming; Quantum Computing; and Quantum Circuits.
Reversible Computation: 12th International Conference, RC 2020, Oslo, Norway, July 9-10, 2020, Proceedings (Lecture Notes in Computer Science #12227)
by Ivan Lanese Mariusz RawskiThis book constitutes the refereed proceedings of the 12th International Conference on Reversible Computation, RC 2020, held in Oslo, Norway, in July 2020. The 17 full papers included in this volume were carefully reviewed and selected from 22 submissions. The papers are organized in the following topical sections: theory and foundation; programming languages; circuit synthesis; evaluation of circuit synthesis; and applications and implementations.
Reversible Computation: Selected Results of the COST Action IC1405 (Lecture Notes in Computer Science #12070)
by Ivan Lanese Irek Ulidowski Ulrik Pagh Schultz Carla FerreiraThis open access State-of-the-Art Survey presents the main recent scientific outcomes in the area of reversible computation, focusing on those that have emerged during COST Action IC1405 "Reversible Computation - Extending Horizons of Computing", a European research network that operated from May 2015 to April 2019.Reversible computation is a new paradigm that extends the traditional forwards-only mode of computation with the ability to execute in reverse, so that computation can run backwards as easily and naturally as forwards. It aims to deliver novel computing devices and software, and to enhance existing systems by equipping them with reversibility. There are many potential applications of reversible computation, including languages and software tools for reliable and recovery-oriented distributed systems and revolutionary reversible logic gates and circuits, but they can only be realized and have lasting effect if conceptual and firm theoretical foundations are established first.