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Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience, should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn’t just for the professional software developer. It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone.

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In recent years, online social networking has revolutionized interpersonal communication. The newer research on language analysis in social media has been increasingly focusing on the latter's impact on our daily lives, both on a personal and a professional level. Natural language processing (NLP) is one of the most promising avenues for social media data processing. It is a scientific challenge to develop powerful methods and algorithms that extract relevant information from a large volume of data coming from multiple sources and languages in various formats or in free form. This book will discuss the challenges in analyzing social media texts in contrast with traditional documents. Research methods in information extraction, automatic categorization and clustering, automatic summarization and indexing, and statistical machine translation need to be adapted to a new kind of data. This book reviews the current research on NLP tools and methods for processing the non-traditional information from social media data that is available in large amounts, and it shows how innovative NLP approaches can integrate appropriate linguistic information in various fields such as social media monitoring, health care, and business intelligence. The book further covers the existing evaluation metrics for NLP and social media applications and the new efforts in evaluation campaigns or shared tasks on new datasets collected from social media. Such tasks are organized by the Association for Computational Linguistics (such as SemEval tasks), the National Institute of Standards and Technology via the Text REtrieval Conference (TREC) and the Text Analysis Conference (TAC), or the Conference and Labs of the Evaluation Forum (CLEF). In this third edition of the book, the authors added information about recent progress in NLP for social media applications, including more about the modern techniques provided by deep neural networks (DNNs) for modeling language and analyzing social media data.

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Many people find statistics confusing, and perhaps even more confusing given recent publicity about problems with traditional p-values and alternative statistical techniques including confidence intervals and Bayesian statistics. This book aims to help readers navigate this morass: to understand the debates, to be able to read and assess other people's statistical reports, and make appropriate choices when designing and analysing their own experiments, empirical studies, and other forms of quantitative data gathering.

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Data-driven experimental analysis has become the main evaluation tool of Natural Language Processing (NLP) algorithms. In fact, in the last decade, it has become rare to see an NLP paper, particularly one that proposes a new algorithm, that does not include extensive experimental analysis, and the number of involved tasks, datasets, domains, and languages is constantly growing. This emphasis on empirical results highlights the role of statistical significance testing in NLP research: If we, as a community, rely on empirical evaluation to validate our hypotheses and reveal the correct language processing mechanisms, we better be sure that our results are not coincidental. The goal of this book is to discuss the main aspects of statistical significance testing in NLP. Our guiding assumption throughout the book is that the basic question NLP researchers and engineers deal with is whether or not one algorithm can be considered better than another one. This question drives the field forward as it allows the constant progress of developing better technology for language processing challenges. In practice, researchers and engineers would like to draw the right conclusion from a limited set of experiments, and this conclusion should hold for other experiments with datasets they do not have at their disposal or that they cannot perform due to limited time and resources. The book hence discusses the opportunities and challenges in using statistical significance testing in NLP, from the point of view of experimental comparison between two algorithms. We cover topics such as choosing an appropriate significance test for the major NLP tasks, dealing with the unique aspects of significance testing for non-convex deep neural networks, accounting for a large number of comparisons between two NLP algorithms in a statistically valid manner (multiple hypothesis testing), and, finally, the unique challenges yielded by the nature of the data and practices of the field.

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The first course in software engineering is the most critical. Education must start from an understanding of the heart of software development, from familiar ground that is common to all software development endeavors. This book is an in-depth introduction to software engineering that uses a systematic, universal kernel to teach the essential elements of all software engineering methods. This kernel, Essence, is a vocabulary for defining methods and practices. Essence was envisioned and originally created by Ivar Jacobson and his colleagues, developed by Software Engineering Method and Theory (SEMAT) and approved by The Object Management Group (OMG) as a standard in 2014. Essence is a practice-independent framework for thinking and reasoning about the practices we have and the practices we need. Essence establishes a shared and standard understanding of what is at the heart of software development. Essence is agnostic to any particular method, lifecycle independent, programming language independent, concise, scalable, extensible, and formally specified. Essence frees the practices from their method prisons. The first part of the book describes Essence, the essential elements to work with, the essential things to do and the essential competencies you need when developing software. The other three parts describe more and more advanced use cases of Essence. Using real but manageable examples, it covers the fundamentals of Essence and the innovative use of serious games to support software engineering. It also explains how current practices such as user stories, use cases, Scrum, and micro-services can be described using Essence, and illustrates how their activities can be represented using the Essence notions of cards and checklists. The fourth part of the book offers a vision how Essence can be scaled to support large, complex systems engineering. Essence is supported by an ecosystem developed and maintained by a community of experienced people worldwide. From this ecosystem, professors and students can select what they need and create their own way of working, thus learning how to create ONE way of working that matches the particular situation and needs.

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The Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces. This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.

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Nash equilibrium is the central solution concept in Game Theory. Since Nash’s original paper in 1951, it has found countless applications in modeling strategic behavior of traders in markets, (human) drivers and (electronic) routers in congested networks, nations in nuclear disarmament negotiations, and more. A decade ago, the relevance of this solution concept was called into question by computer scientists, who proved (under appropriate complexity assumptions) that computing a Nash equilibrium is an intractable problem. And if centralized, specially designed algorithms cannot find Nash equilibria, why should we expect distributed, selfish agents to converge to one? The remaining hope was that at least approximate Nash equilibria can be efficiently computed. Understanding whether there is an efficient algorithm for approximate Nash equilibrium has been the central open problem in this field for the past decade. In this book, we provide strong evidence that even finding an approximate Nash equilibrium is intractable. We prove several intractability theorems for different settings (two-player games and many-player games) and models (computational complexity, query complexity, and communication complexity). In particular, our main result is that under a plausible and natural complexity assumption («Exponential Time Hypothesis for PPAD»), there is no polynomial-time algorithm for finding an approximate Nash equilibrium in two-player games. The problem of approximate Nash equilibrium in a two-player game poses a unique technical challenge: it is a member of the class PPAD, which captures the complexity of several fundamental total problems, i.e., problems that always have a solution; and it also admits a quasipolynomial time algorithm. Either property alone is believed to place this problem far below NP-hard problems in the complexity hierarchy; having both simultaneously places it just above P, at what can be called the frontier of intractability. Indeed, the tools we develop in this book to advance on this frontier are useful for proving hardness of approximation of several other important problems whose complexity lies between P and NP: Brouwer’s fixed point, market equilibrium, CourseMatch (A-CEEI), densest k-subgraph, community detection, VC dimension and Littlestone dimension, and signaling in zero-sum games.