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This module provides an introduction to basic design principles of systems, including modelling principles and the use of tools, and design patterns. It also looks into different software processes, and introduces software testing. Regarding software project management, topics All the issues cover in the module will form the basis of the group project, which entails the design, implementation and evaluation of a simple software system.

Regarding software project management, topics like risk management, quality assurances are covered. Under professional practice the module covers codes of ethics and professional conduct. All the issues cover in the module will form the basis of the group project, which entails the design, implementation and evaluation of a simple software system. The curriculum covers topics in algorithms and data structures, such as hashing and graph algorithms.

It addresses how to program such algorithms, as well as how to test them, reason about their correctness and analyse their efficiency. It includes a mathematical treatment of big-O notation. Formal languages: finite automata, regular expressions, CFGs. Turing machines, decidability. This module covers the basic principles of machine learning and the kinds of problems that can be solved by such techniques.

You learn about the philosophy of AI, how knowledge is represented and algorithms to search state spaces. The module also provides an introduction to both machine learning and biologically inspired computation.

Artificial intelligence - Wikipedia

This module provides an introduction to the theory and practice of database systems. It extends the study of information systems in Stage 1 by focusing on the design, implementation and use of database systems. Topics include database management systems architecture, data modelling and database design, query languages, recent developments and future prospects. Building scaleable web sites using client-side and and server-side frameworks e.

JQuery, CodeIgniter. Data transfer technologies, e. Building highly interactive web sites using e. Web services. Deploying applications and services to the web: servers, infrastructure services, and traffic and performance analysis. Web and application development for mobile devices.

Artificial intelligence

This module will introduce students to fundamental concepts of functional and concurrent programming, using a suitable language e. Erlang as a vehicle to put these concepts into practice. The first part of the module will cover basic ideas in functional programming, such as expressions, types, values, lists, pattern-matching and recursion, together with the specific language concurrency model, including process creation, message sending and receiving. Good concurrent design practices will be considered, based on networks of communicating processes e. Actor and CSP models , and avoiding problems such as deadlock, livelock and starvation.

The later part of the module will cover more advanced topics higher-order functions and look at alternative concurrency models e. Alongside this, consideration will be given to the relevance and applicability of functional and concurrent programming for use in real applications. In this module you learn what is meant by neural networks and how to explain the mathematical equations that underlie them. You also build neural networks using state of the art simulation technology and apply these networks to the solution of problems.

In addition, the module discusses examples of computation applied to neurobiology and cognitive psychology. There is an increasing use of nature-inspired computational techniques in computer science. These include the use of biology as a source of inspiration for solving computational problems, such as developments in evolutionary algorithms and swarm intelligence.

It is therefore proposed to allow students the opportunity to become exposed to these types of methods for use in their late careers. The project may be self-proposed or may be selected from a list of project proposals.


  • Computer Science with Artificial Intelligence (MEng) - Undergraduate, University of York.
  • University of London.
  • Computer Science (Artificial Intelligence) - BSc (Hons);
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A project will involve the specification, design, implementation, documentation and demonstration of a technical artefact, demonstrating the ability to synthesise information, ideas and practices to provide a quality solution together with an evaluation of that solution. As a research project, this module is normally aimed at students who are achieving at upper second class level and above, and who may be intending to undertake research following graduation.

A project will involve background study and working on an open-ended research problem. Each assignment will be of one of three types:. Work on one of KITC's contracts with an external client. To the extent that client-funded work allows, every student will be given at least one assignment of this type. Wherever practical, a student will be encouraged to participate in the negotiation and pricing of contracts, under the ultimate supervision of KITC management.

For each assignment, the student may work on the assignment individually or as part of a group, as directed by KITC. A contribution to the infrastructure of KITC itself. These assignments work in a similar way to external assignments, but with KITC as the client. Formulating a costed proposal for the future development of KITC, and presenting reasoned argument in support of the proposal to KITC management, as a candidate for inclusion in KITC's strategic plan for the following academic year.


  • The Evening After;
  • This Lovely Life;
  • Behaviour for Learning in the Primary School: Achieving Qts.

Every student will have at least one assignment of this type. Computer graphics and animation are important for a variety of technical and artistic applications including web design, HCI and GUI development, games and simulations, digital photography and cinema, medical and scientific visualization, etc. This module introduces the subject from the perspective of computing. You will learn about technologies and techniques for modelling, manipulating, capturing, displaying and storing visual scenes, digital images, animations and video.

You will also gain practical experience of 3D modelling tools. The scope of the module is outlined below. Note that topics will not necessarily be delivered in this order:. Data privacy legislation, and other UK laws relating to the professional use of computer systems. Criminal law relating to networked computer use, including new Anti-Terrorism legislation; and their application.

Computer-based Projects, including the vendor-client relationship and professional responsibilities. Students will spend one half-day per week for ten weeks in a school with a nominated teacher. They will observe sessions taught by their designated teacher and possibly other teachers. Later they will act somewhat in the role of a teaching assistant, by helping individual pupils who are having difficulties or by working with small groups.

They may take 'hotspots': brief sessions with the whole class where they explain a technical topic or talk about aspects of university life. They must keep a weekly log of their activities. Each student must also devise a special project in consultation with the teacher and with the module convener. They must then implement and evaluate the project. The module aim is to give students an overview and understanding of key theoretical, practical and philosophical research and issues around computational creativity, and to give them practical experience in writing and evaluating creative software.

This module is aimed at introducing the principles of concurrency theory 1, 2, 3 and demonstrating how these can be applied to design and implement distributed applications 4. Advanced concepts of Web services will be studied and placed in the perspective of these principles 5, 6. This module shows students what trade-offs are involved in designing a programming language, and how those trade-offs ultimately influence programmer productivity.

The module starts with a quick, example-based introduction to the basics of programming languages. It then continues with a series of problems that are each solved in several programming languages.

After each problem, we stop and reflect on which language features help and which hinder. Finally, towards the end of the module, several of the language features previously identified are discussed in a more general setting. Indicative examples are:. The problems will involve concepts such as parsing, evaluation, trees, graphs, memorization, randomization, big data algorithms, reactive user interfaces. The module introduces fundamental techniques employed in image processing and pattern recognition providing an understanding of how practical pattern recognition systems may be developed able to address the inherent difficulties present in real world situations.

The material is augmented with a study of biometric and security applications looking at the specific techniques employed to recognise biometric samples. The module will study some of the major works in the history of modern philosophy of cognitive science and artificial intelligence. An indicative list of topics is: The Turing test; the Chinese Room argument; the frame problem; connectionism; extended and embodied cognition; artificial consciousness.

Course structure

The approach will be philosophical and critical, and will involve the close reading of texts. Students will be expected to engage critically with the works being studied and to formulate and argue for their own views on the issues covered.

The module starts with a comprehensive and detailed study of current computer networks and communications technologies. It includes: a review of network techniques, switching and multiple access; high speed local area networks; network protocols, including data link, network, transport and application layers.

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A selection of key topics are looked at in greater depth to reveal the state-of-the-art and issues problems that remain to be solved. This module is designed to provide students across the university with access to knowledge, skill development and training in the field of entrepreneurship with a special emphasis on developing a business plan in order to exploit identified opportunities. The module complements students' final year projects in Computing, Law, Biosciences, Electronics, Multimedia, and Drama etc.

Programmes are taught by leading researchers who are experts in their fields. Teaching is based on lectures, with practical classes and seminars, but we are also introducing more innovative ways of teaching, such as virtual learning environments and work-based tuition. Work includes group projects, case studies and computer simulations, with a large-scale project of your own choice in the final year.

Each stage comprises eight modules.

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Most modules run for a single week term. Each module has two lectures and one to two hours of classes, making 14 formal contact hours per week and eight hours of 'homework club' drop-in sessions each term. We provide excellent support for you throughout your time at Kent. This includes access to web-based information systems, podcasts and web forums for students who can benefit from extra help.

The award is made by ACM, the world's largest educational and scientific computing society. Assessment is by a combination of coursework and end-of-year examination and details are shown in the module outlines on the web.