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Course Criteria
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3.00 Credits
The course covers heuristic versus algorithmic methods, rational and heuristic approaches, and description of cognitive processes; and objectives of work in artificial intelligence, the mid-brain problem and nature of intelligence, simulation of cognitive behavior, and self-organizing systems. Examples are given of representative applications.
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3.00 Credits
3 hours lecture Prerequisites: CIS 361 Several of the most significant models of computation will be reviewed, i.e., Turing machines, 1-calculus, predicate calculus. The traditional undecidibility results will be covered, along with the attempts to overcome the resulting limitations in restricted situations. Mechanical theorem provers will be considered. The resolution and unification predicate calculus methods will be discussed along with appropriate PROLOG programming assignments. The Boyer-Moore approach will be discussed, along with LISP programming assignments.
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4.00 Credits
3 hours lecture, 2 hours laboratory Prerequisites: CIS 360 or permission of instructor Design and analysis of algorithms for parallel computers with two modes of operation: shared memory, and message passing. Synchronous and asynchronous parallel algorithms for the following problems will be designed and implemented: selection, merging, sorting, searching, generating permutations and combinations, and matrix operations. Parallel computational complexity of these algorithms will be analyzed.
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3.00 Credits
Prerequisites: CIS 360 Designed to provide students with a solid background in data mining and knowledge discovery concepts, tools, and methodology, as well as their applicability to real world problems. A variety of data mining techniques will be explored including memory-based reasoning, cluster detection, classification, neural networks, and finding understandable knowledge in large sets of real world examples. Some related topics such as web and multimedia mining will be discussed. Students will gain hands-on experience in data mining techniques using various data mining software packages and tools.
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4.00 Credits
3 hours lecture; 3 hours laboratory Prerequisites: CIS 362 or permission of instructor Theory and principles for constructing usable software systems. Cognitive and effective aspects of users. The impact of user characteristics on design decisions. The construction and evaluation of the user interface. Sensory and perceptual aspects of interfaces, task structure, input modalities, screen layout, and user documentation. Individual concerns for systems such as personal productivity tools, real-time control systems, instructional software, and games.
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3.00 Credits
Prerequisites: CIS 280 Use of DBMS software in the development of an information system. Overview of the ANSI/SPARC Study Group on Database Management Systems model. Relational database model techniques. Emphasis on user views necessary to support data management and retrieval.
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3.00 Credits
Prerequisites: At least junior CIS standing Graphics devices. Graphics devices. Two dimensional and three dimensional image representations and transformations. Graphics systems software architecture; graphics standards; packages.
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3.00 Credits
lectures; 3 hrs per week Prerequisites: CIS 360 and CIS 361 or permission of instructor Introduction to the field of bioinformatics.& This course addresses the analysis of information present in biological systems.& This course presents an overview of the applications of computing technologies such as: analysis of protein sequence, pattern matching, biomodeling and simulation, and biological data visualization.& It also provides algorithms and methods on a selection of computational problems. Hands on experience with tools and data.
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3.00 Credits
No course description available.
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3.00 Credits
lectures; 3 hours per week Prerequisites: MTH 112, CIS 280, CIS 360 &
Science, technology, and art involved in the creation of computer games. A variety of software technologies relevant to games including programming languages, scripting languages, networks, simulation engines, and multi-media design systems are discussed along with underlying scientific concepts from computer science and related fields including: simulation and modeling, graphics, artificial intelligence, real-time processing, and game theory. The art and design principles for developing useable and engaging games including: software engineering, human computer interaction, thematic structure, graphic design, choreography, music and sound effects, and game aesthetics are introduced and compared.
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