In 2015, ACM SIGMM, the special interest group on multimedia, launched a new initiative to address this void by selecting and inviting 12 rising-star speakers from different subfields of multimedia research to deliver plenary tutorial-style talks at the ACM Multimedia conference for 2015. Each speaker discussed the challenges and state-of-the-art developments of their prospective research areas in a general manner to the broad community. The covered topics were comprehensive, including multimedia content understanding, multimodal human-human and human-computer interaction, multimedia social media, and multimedia system architecture and deployment.
Following the very positive responses to these talks, the speakers were invited to expand the content covered in their talks into chapters that can be used as reference material for researchers, students, and practitioners. Each chapter discusses the problems, technical challenges, state-of-the-art approaches and performances, open issues, and promising direction for future work. Collectively, the chapters provide an excellent sampling of major topics addressed by the community as a whole. This book, capturing some of the outcomes of such efforts, is well positioned to fill the aforementioned needs in providing tutorial-style reference materials for frontier topics in multimedia.At the same time, the speed and sophistication required of data processing have grown. In addition to simple queries, complex algorithms like machine learning and graph analysis are becoming common. And in addition to batch processing, streaming analysis of real-time data is required to let organizations take timely action. Future computing platforms will need to not only scale out traditional workloads, but support these new applications too.
This book, a revised version of the 2014 ACM Dissertation Award winning dissertation, proposes an architecture for cluster computing systems that can tackle emerging data processing workloads at scale. Whereas early cluster computing systems, like MapReduce, handled batch processing, our architecture also enables streaming and interactive queries, while keeping MapReduce's scalability and fault tolerance. And whereas most deployed systems only support simple one-pass computations (e.g., SQL queries), ours also extends to the multi-pass algorithms required for complex analytics like machine learning. Finally, unlike the specialized systems proposed for some of these workloads, our architecture allows these computations to be combined, enabling rich new applications that intermix, for example, streaming and batch processing.
We achieve these results through a simple extension to MapReduce that adds primitives for data sharing, called Resilient Distributed Datasets (RDDs). We show that this is enough to capture a wide range of workloads. We implement RDDs in the open source Spark system, which we evaluate using synthetic and real workloads. Spark matches or exceeds the performance of specialized systems in many domains, while offering stronger fault tolerance properties and allowing these workloads to be combined. Finally, we examine the generality of RDDs from both a theoretical modeling perspective and a systems perspective.
This version of the dissertation makes corrections throughout the text and adds a new section on the evolution of Apache Spark in industry since 2014. In addition, editing, formatting, and links for the references have been added.
Shih-Fu Chang is the Richard Dicker Professor at Columbia University, with appointments in both Electrical Engineering Department and Computer Science Department. His research is focused on multimedia information retrieval, computer vision, machine learning, and signal processing. A primary goal of his work is to develop intelligent systems that can extract rich information from the vast amount of visual data such as those emerging on the Web, collected through pervasive sensing, or available in gigantic archives. His work on content-based visual search in the early 90s—VisualSEEk and VideoQ—set the foundation of this vibrant area. Over the years, he continued to develop innovative solutions for image/video recognition, multimodal analysis, visual content ontology, image authentication, and compact hashing for large-scale indexing. His work has had major impacts in various applications like image/video search engines, online crime prevention, mobile product search, AR/VR, and brain machine interfaces.
His scholarly work can be seen in more than 350 peer-reviewed publications, many best-paper awards, more than 30 issued patents, and technologies licensed to seven companies. He was listed as the Most Influential Scholar in the field of Multimedia by Aminer in 2016. For his long-term pioneering contributions, he has been awarded the IEEE Signal Processing Society Technical Achievement Award, ACM Multimedia Special Interest Group Technical Achievement Award, Honorary Doctorate from the University of Amsterdam, the IEEE Kiyo Tomiyasu Award, and IBM Faculty Award. For his contributions to education, he received the Great Teacher Award from the Society of Columbia Graduates. He served as Chair of ACM SIGMM (2013–2017), Chair of Columbia Electrical Engineering Department (2007–2010), the Editor-in-Chief of the IEEE Signal Processing Magazine (2006–2008), and advisor for several international research institutions and companies. In his current capacity as Senior Executive Vice Dean at Columbia Engineering, he plays a key role in the School’s strategic planning, special research initiatives, international collaboration, and faculty development. He is a Fellow of the American Association for the Advancement of Science (AAAS), a Fellow of the IEEE, and a Fellow of the ACM.
·Smart Gamification and Smart Serious Games.
·Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology.
·Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach.
·Evaluation of Student Knowledge using an e-Learning Framework.
·The iTEC Eduteka.
·3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies.
·Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull.
The book is directed to researchers, students and software developers working in the areas of education and information technologies.
This book gives you an opportunity to check your proficiency in Python by answering the questions in this book. The Programs/commands presented in this book are executed using Python version 3.5.2. The questions are categorized based on various facts of programming in python. The aim is to cover the topics in depth. Detailed explanation of each question helps even a novice learner.
-More than 400 questions for testing skills in Python
-Topics covered in sequence for novice readers
-Getting started section gives a good start and overview
-Questions are represented topic-wise so that a Python programmer can directly go for testing a particular topic
-Multiple choice questions with True/False options also
-Questions based on output help to learn the programming skills and various in-built functions in Python
-Better understanding through detailed explanation
-Solved Model test papers help to learn theory questions
WHAT WILL YOU LEARN
1. Data types, Control flow instructions, console & File Input/Output
2. Strings, list & tuples, List comprehension
3. Sets & Dictionaries, Functions & Lambdas
4. Dictionary Comprehension
5. Modules, classes and objects, Inheritance
6. Operator overloading, Exception handling
7. Iterators & Generators, Decorators, Command-line Parsing
WHO THIS BOOK IS FOR
Students, Programmers, researchers, and software developers who wish to learn the basics of Python programming language.
Table of Contents
1. Input –Output
2. Operators and Expressions
3. Decision Control statements
8. Sets and Dictionaries
13. In-built functions
15. Appendix A: Python keywords and their use
16. Appendix B: Operators in Python and their precedence
17. Appendix C: Libraries in Python and common functions
19. Model Test Paper 1 (Solved)
20. Model Test Paper 2 (Solved)
21. Model Test Paper 3 (Unsolved)
22. Model Test Paper 4 (Unsolved)
It covers all the topics of Java with explanation like object and class, this, super, instance, static, final, package, interface, abstract exception handling, applet, swing, event handling, collections, GUI, AWT, Thread, Servlet, JSP, JDBC, Look and feel, RMI, Socket programming and many more keywords and topics.
This book helps you to understand each and every topic of java practically. It will help you in developing software and websites because one should have sound practical knowledge. It covers all the topics which are important from the point of view of the interview, certification and examinations and no topic is left untouched.
Well versed in C and OOPs
Wants to learn Java Programming
Not familiar with Java and has good knowledge of programming
Wants to learn Android or other App development/ website development
Wants to work as freelancer
Wants to fight for certification/ interview/ examination.
WHAT WILL YOU LEARN
This book will help developers to easily develop attractive and efficient dynamic web applications using Java. It will be a great source of reference for developers for migrating applications to open source technologies such as HTML5, and MySQL.
WHO THIS BOOK IS FOR
This book will prove to be a “must have” for beginners as well as experienced professionals as it is a stepping stone for learning Java technology.
Table of Contents
1. History in Brief
2. Magic Code : Bytecode
3. Operators in java
4. Java Comment
5. Java Control Statement
6. Iteration / Looping
8. Object and classes
11. This Keyword
12. Final Keyword
13. Java Regular Expressions (RegeX)
16. Inner Class
21. Collection and Generics
23. Adapter Class
26. File Handling ( IO package)
28. Java Advance
29. Extra efforts
Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins