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Networked Life

Model Thinking This course will consist of twenty sections. As the course proceeds, I will fill in the descriptions of the topics and put in readings. Section 1: Introduction: Why Model? In these lectures, I describe some of the reasons why a person would want to take a modeling course. These reasons fall into four broad categories: To be an intelligent citizen of the worldTo be a clearer thinkerTo understand and use dataTo better decide, strategize, and design There are two readings for this section. The Model Thinker: Prologue, Introduction and Chapter 1 Why Model? Section 2: Sorting and Peer Effects We now jump directly into some models. In this second section, I show a computational version of Schelling's Segregation Model using NetLogo. NetLogo The Schelling Model that I use can be found by clicking on the "File" tab, then going to "Models Library". The readings for this section include some brief notes on Schelling's model and then the academic papers of Granovetter and Miller and Page. Six Sigma V.S.

SI 508 - Networks: Theory and Application SI 508 has been taught in various forms from 2006 to 2008 to master’s students at the University of Michigan School of Information. The course covers topics in network analysis, from social networks to applications in information networks such as the Internet. I will introduce basic concepts in network theory, discuss metrics and models, use software analysis tools to experiment with a wide variety of real-world network data, and study applications to areas such as information retrieval. As a network scientist I think networks are fun to talk about, but they are even more fun to play with. Another important part of the course is the final group project, in which students take the concepts they learned and apply them to networks that they select. - Lada Adamic Instructor: Lada Adamic, Ph.D. dScribes: Pieter Kleymeer, Hung Truong Course level: Graduate Course Structure: weekly 1.5 hour lectures augmented by weekly 1.5 hour lab sessions over 14 weeks Overview Required Texts: Week 1 Week 2 Week 3 L.

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Recommended Background This course is designed as an introduction to gamification as a business practice. Suggested Readings Course Format Yes.

9 Daily Habits That Will Make You Happier Happiness is the only true measure of personal success. Making other people happy is the highest expression of success, but it's almost impossible to make others happy if you're not happy yourself. With that in mind, here are nine small changes that you can make to your daily routine that, if you're like most people, will immediately increase the amount of happiness in your life: 1. If there's any big truth about life, it's that it usually lives up to (or down to) your expectations. 2. The most common source of stress is the perception that you've got too much work to do. 3. I'm not talking about a formal, wrapped-up present. 4. Arguments about politics and religion never have a "right" answer but they definitely get people all riled up over things they can't control. 5. Since you can't read minds, you don't really know the "why" behind the "what" that people do. 6. Sometimes we can't avoid scarfing something quick to keep us up and running. 7. 8. 9.

Learn to Program: The Fundamentals About the Course A computer program is a set of instructions for a computer to follow, just as a recipe is a set of instructions for a chef. Laptops, kitchen appliances, MP3 players, and many other electronic devices all run computer programs. Programs have been written to manipulate sound and video, write poetry, run banking systems, predict the weather, and analyze athletic performance. This course is intended for people who have never seen a computer program. Recommended Background This course is intended for people who have never programmed before. Suggested Readings This online course is intended to be self-contained, but if you want additional reading material you will find that Practical Programming (2nd edition): An Introduction to Computer Science Using Python 3 matches the course material closely. Course Format The class consists of 1 to 2 hours of lecture each week, which are made up of videos that are generally shorter than 10 minutes each.

Spell Check | Online Spellchecker Online Spell check, Grammar, and Thesaurus checking Add Spell Checking to virtually any text box on your web site. Visit www.webspellchecker.net for details. Language: English - United States is currently selected (Change) Basic Check Advanced Check Ever wonder how to spell a word? How do you spell a word? If you don't want to use our free online spell check site, there are many spell check programs out there. Brain Pickings Social Network Analysis About the Course Everything is connected: people, information, events and places, all the more so with the advent of online social media. A practical way of making sense of the tangle of connections is to analyze them as networks. In this course you will learn about the structure and evolution of networks, drawing on knowledge from disciplines as diverse as sociology, mathematics, computer science, economics, and physics. Course Syllabus Week 1: What are networks and what use is it to study them? Concepts: nodes, edges, adjacency matrix, one and two-mode networks, node degree Activity: Upload a social network (e.g. your Facebook social network into Gephi and visualize it ). Week 2: Random network models: Erdos-Renyi and Barabasi-Albert Concepts: connected components, giant component, average shortest path, diameter, breadth-first search, preferential attachment Week 3: Network centrality Concepts: betweenness, closeness, eigenvector centrality (+ PageRank), network centralization Course Format

Information The School of Information (SI) is a graduate-level program, strong in teaching and research, that encourages students to challenge the status quo of the information professions. Its faculty and students work to develop an integrated understanding of human needs as they relate to information systems and social structures. SI pioneers the development and application of principles of information management. Full SI Course Catalog Course(s)› › › › › › › › › › › › › › › › › › › › › › › › › › › › › › › › ›

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