Tài liệu miễn phí Kỹ thuật lập trình

Download Tài liệu học tập miễn phí Kỹ thuật lập trình

Codebot–a Vietnamese chatbot system for answering C++ and python related questions

This paper, combining natural language processing with knowledge representation and reasoning, aimed to implement such a question answering chatbot in pure Vietnamese to help students with their programming related questions.

4/8/2023 1:15:03 PM +00:00

Lecture Human-computer interaction (3rd) - Chapter 21: Hypertext, multimedia and the world-wide web

Lecture Human-computer interaction (3rd) - Chapter 21: Hypertext, multimedia and the world-wide web. In this chapter we look at the distinctive features of hypertext and multimedia, where they are used and their potential problems. The world wide web is just one example, albeit an important one, of a hypertext system.

4/8/2023 11:15:20 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 20: Ubiquitous computing and augmented realities

Lecture Human-computer interaction (3rd) - Chapter 20: Ubiquitous computing and augmented realities. In this chapter, we will review the progress and challenges in the areas of ubiquitous computing, augmented reality, virtual reality and visualization.

4/8/2023 11:15:10 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 19: Groupware

Lecture Human-computer interaction (3rd) - Chapter 19: Groupware. In this chapter, we look in more detail at interactive applications that go beyond a single user with a desk-based computer. In Chapter 19 we revisit group interaction, this time focussing on groupware technology itself: what it can support, how it can be classified, and what particular implementation challenges it presents.

4/8/2023 11:15:04 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 18: Modeling rich interaction

We operate within an ecology of people, physical artifacts and electronic systems, and this rich ecology has recently become more complex as electronic devices invade the workplace and our day-to-day lives. We need methods to deal with these rich interactions. Chapter 18 extends these notations to model rich interactions.

4/8/2023 11:14:57 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 17-extra: Models of the system

This chapter has focussed on modeling the deeper semantic behavior of an interactive system. To design a usable system one needs to know what it does! We began by looking at different kinds of software engineering formalisms that can be used to specify the behavior of specific systems.

4/8/2023 11:14:51 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 17: Models of the system

Chapter 17 describes the use of general mathematical notations used in software engineering to specify and analyze abstract descriptions of interactive systems. In the previous chapter we looked at the specification of dialog. In this chapter we will look at ways of modeling the semantics of an interactive system. The dialog just tells us about what user actions are legal at any point, but here we will be interested in what the user’s actions do to the system.

4/8/2023 11:14:44 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 16: Dialog notations and design

Dialog is the syntactic level of human–computer interaction; it is rather like the script of a play, except the user, and sometimes the computer, has more choices. Chapter 16 is concerned with dialog description techniques used to specify and analyze the communication between user and system.

4/8/2023 11:14:37 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 15: Task analysis

Task analysis is the process of analyzing the way people perform their jobs: the things they do, the things they act on and the things they need to know. Chapter 15 describes task analysis techniques for determining the relevant actions a user performs in some work domain.

4/8/2023 11:14:30 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 14: Communication and collaboration models

Chapter 14 looks at models of collaboration and group interaction. We begin this chapter by looking at human communication. Effective communication clearly underlies much collaborative work and many systems aim to support communication at a distance. Face-to-face communication is often seen as the ideal to which computer-mediated communication should aim.

4/8/2023 11:14:24 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 13: Socio-organizational issues and stakeholder requirements

Chapter 13 discusses socio-technical models that attempt to describe the user within a social and organizational context. In this chapter we look in more detail at the socio-organizational context of use and discuss some of the generic issues that can affect the acceptance of technology in organizations. We then look at a number of approaches to modeling the socioorganizational context and the requirements of the stakeholders within it.

4/8/2023 11:14:13 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 12: Cognitive models

Lecture Human-computer interaction (3rd) - Chapter 12: Cognitive models. Chapter 12 considers models with psychological or cognitive origins, where the emphasis is on formulating aspects of user behavior such as goal formation and problem solving.

4/8/2023 11:14:06 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 11: User support

Lecture Human-computer interaction (3rd) - Chapter 11: User support. This chapter includes contents: Users have different requirements for support at different times; user support should be: available but unobtrusive, accurate and robust, consistent and flexible; user support comes in a number of styles: command-based methods, context-sensitive help, tutorial help, online documentation, wizards and assistants, adaptive help.

4/8/2023 11:14:00 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 10: Universal design

Lecture Human-computer interaction (3rd) - Chapter 10: Universal design. This chapter includes contents: Universal design is about designing systems so that they can be used by anyone in any circumstance; Multi-modal systems are those that use more than one human input channel in the interaction; These systems may, for example, use: speech, non, speech sound, touch, handwriting, gestures; Universal design means designing for diversity.

4/8/2023 11:13:49 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 9: Evaluation techniques

Lecture Human-computer interaction (3rd) - Chapter 9: Evaluation techniques. This chapter includes contents: Evaluation tests the usability, functionality and acceptability of an interactive system; evaluation may take place; some approaches are based on expert evaluation; some approaches involve users; an evaluation method must be chosen carefully and must be suitable for the job.

4/8/2023 11:13:43 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 8: Implementation support

Lecture Human-computer interaction (3rd) - Chapter 8: Implementation support. In this chapter, we will discuss the programming support that is provided for the implementation of an interactive system. We have spent much effort up to this point considering design and analysis of interactive systems from a relatively abstract perspective.

4/8/2023 11:13:36 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 7: Design rules

Lecture Human-computer interaction (3rd) - Chapter 7: Design rules. This chapter includes contents: Designing for maximum usability is the goal of interactive systems design; Abstract principles offer a way of understanding usability in a more general sense, especially if we can express them within some coherent catalog; Design rules in the form of standards and guidelines provide direction for design, in both general and more concrete terms, in order to enhance the interactive properties of the system.

4/8/2023 11:13:27 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 6: HCI in the software process

Lecture Human-computer interaction (3rd) - Chapter 6: HCI in the software process. Software engineering provides a means of understanding the structure of the design process, and that process can be assessed for its effectiveness in interactive system design. Usability engineering promotes the use of explicit criteria to judge the success of a product in terms of its usability. Iterative design practices work to incorporate crucial customer feedback early in the design process to inform critical decisions which affect usability.

4/8/2023 11:13:20 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 5: Interaction design basics

Lecture Human-computer interaction (3rd) - Chapter 5: Interaction design basics. In this chapter we will think about interaction design. Note that we are not just thinking about the design of interactive systems, but about the interaction itself. An office has just got a new electric stapler.

4/8/2023 11:13:13 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 4-extra: Paradigms (additional materials)

Lecture Human-computer interaction (3rd) - Chapter 4-extra: Paradigms (additional materials). In this chapter, we investigate some of the principal historical advances in interactive designs. What is important to notice here is that the techniques and designs mentioned are recognized as major improvements in interaction, though it is sometimes hard to find a consensus for the reason behind the success. It is even harder to predict ahead what the new paradigms will be. Often new paradigms have arisen through exploratory designs that have then been seen, after the fact, to have created a new base point for future design.

4/8/2023 11:13:05 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 4: Paradigms

In this chapter, we investigate some of the principal historical advances in interactive designs. What is important to notice here is that the techniques and designs mentioned are recognized as major improvements in interaction, though it is sometimes hard to find a consensus for the reason behind the success.

4/8/2023 11:12:57 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 3: The interaction (extras more about widgets)

Lecture Human-computer interaction (3rd) - Chapter 3: The interaction (extras more about widgets). We have already noted the four key features of the WIMP interface that give it its name – windows, icons, pointers and menus – and we will now describe these in turn. There are also many additional interaction objects and techniques commonly used in WIMP interfaces, some designed for specific purposes and others more general. We will look at buttons, toolbars, palettes and dialog boxes. Together, these elements of the WIMP interfaces are called widgets, and they comprise the toolkit for interaction between user and system.

4/8/2023 11:12:50 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 3: The interaction

Lecture Human-computer interaction (3rd) - Chapter 3: The interaction. In this chapter, we consider the communication between user and system: the interaction. We will look at some models of interaction that enable us to identify and evaluate components of the interaction, and at the physical, social and organizational issues that provide the context for it. We will also survey some of the different styles of interaction that are used and consider how well they support the user.

4/8/2023 11:12:44 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 2: The computer

Lecture Human-computer interaction (3rd) - Chapter 2: The computer. In order to understand how humans interact with computers, we need to have an understanding of both parties in the interaction. The previous chapter explored aspects of human capabilities and behavior of which we need to be aware in the context of human–computer interaction; this chapter considers the computer and associated input–output devices and investigates how the technology influences the nature of the interaction and style of the interface.

4/8/2023 11:12:37 AM +00:00

Lecture Human-computer interaction (3rd) - Chapter 1: The human

Lecture Human-computer interaction (3rd) - Chapter 1: The human. This chapter is the first of four in which we introduce some of the ‘foundations’ of HCI. We start with the human, the central character in any discussion of interactive systems. The human, the user, is, after all, the one whom computer systems are designed to assist. The requirements of the user should therefore be our first priority.

4/8/2023 11:12:31 AM +00:00

Hướng dẫn thiết kế mạch PLC: Phần 2

Phần 2 của ebook Thiết kế mạch và lập trình PLC gồm có 13 bài tập lớn. Tất cả các bài tập được sắp xếp theo thứ tự từ dễ đến khó, từ đơn giản đến phức tạp và có tính thực tiễn. Mỗi bài đều nêu rõ mục đích, nội dung, tài liệu đọc thêm, vật tư và các bước thực hiện. Mời các bạn cùng tham khảo để biết thêm nội dung chi tiết.

4/8/2023 11:05:59 AM +00:00

Hướng dẫn thiết kế mạch PLC: Phần 1

Cuốn sách Thiết kế mạch và lập trình PLC trình bày dưới dạng các bài tập lớn (24 bài) và chia làm 2 phần ebook. Phần I ebook gồm có 11 bài tập lớn, trình bày tóm tắt lý thuyết và thực hành các mạch điều khiển cơ bản như: Các mạch dừng - khởi động, Các mạch chạy - dừng theo chu kỳ, Mạch thuận/đảo, Các mạch thời chuẩn, Hệ thống truyền động AC, STOP - START (PLC), Chạy và chạy dừng, Băng tải bao,… Mời các bạn cùng tham khảo.

4/8/2023 11:05:40 AM +00:00

Lecture Artificial Intelligence - Chapter 25: Robotics

Lecture Artificial Intelligence - Chapter 25: Robotics. The main contents of this chapter include all of the following: The rubber hits the road, mobile robots and manipulators, degrees of freedom to define robot configuration, localization and mapping as probabilistic inference problems (require good sensor and motion models), motion planning in configuration space requires some method for finitization.

4/8/2023 10:57:43 AM +00:00

Lecture Artificial Intelligence - Chapter 22: Communication and Language

Lecture Artificial Intelligence - Chapter 22: Communication and Language. The main contents of this chapter include all of the following: Recall the principles of effective communication, identify the responsibilities of women and health care providers in the consultation process, discuss and list the principles of informed consent.

4/8/2023 10:57:30 AM +00:00

Lecture Artificial Intelligence - Chapter 20b: Neural networks

Lecture Artificial Intelligence - Chapter 20b: Neural networks. The main contents of this chapter include all of the following: Brains, neural networks, perceptrons, multilayer perceptrons, applications of neural networks.

4/8/2023 10:57:17 AM +00:00