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Showing 9,701 through 9,725 of 55,871 results

Computer Algebra Recipes for Classical Mechanics

by Richard H. Enns George C. McGuire

This is a standalone, but the recipes are correlated with topics found in standard texts, and make use of MAPLE (Release 7). As a reference text, or self-study guide this book is useful for science professionals and engineers.; Good for the classroom correlates with topics found in standard classical mechanics texts.; This book makes use of the powerful computer algebra system MAPLE (Release 7) but no prior knowledge of MAPLE is presumed.; The relevant command structures are explained on a need-to-know basis as the recipes are developed, thus making this a standalone text.

Computer Algebra Recipes for Mathematical Physics

by Richard H. Enns

* Uses a pedagogical approach that makes a mathematically challenging subject easier and more fun to learn* Self-contained and standalone text that may be used in the classroom, for an online course, for self-study, as a reference* Using MAPLE allows the reader to easily and quickly change the models and parameters

Computer Algorithms for Solving Linear Algebraic Equations: The State of the Art (NATO ASI Subseries F: #77)

by Emilio Spedicato

The NATO Advanced Study Institute on "Computer algorithms for solving linear algebraic equations: the state of the art" was held September 9-21, 1990, at II Ciocco, Barga, Italy. It was attended by 68 students (among them many well known specialists in related fields!) from the following countries: Belgium, Brazil, Canada, Czechoslovakia, Denmark, France, Germany, Greece, Holland, Hungary, Italy, Portugal, Spain, Turkey, UK, USA, USSR, Yugoslavia. Solving linear equations is a fundamental task in most of computational mathematics. Linear systems which are now encountered in practice may be of very large dimension and their solution can still be a challenge in terms of the requirements of accuracy or reasonable computational time. With the advent of supercomputers with vector and parallel features, algorithms which were previously formulated in a framework of sequential operations often need a completely new formulation, and algorithms that were not recommended in a sequential framework may become the best choice. The aim of the ASI was to present the state of the art in this field. While not all important aspects could be covered (for instance there is no presentation of methods using interval arithmetic or symbolic computation), we believe that most important topics were considered, many of them by leading specialists who have contributed substantially to the developments in these fields.

Computer Analysis of Images and Patterns: 17th International Conference, CAIP 2017, Ystad, Sweden, August 22-24, 2017, Proceedings, Part I (Lecture Notes in Computer Science #10424)

by Michael Felsberg Anders Heyden Norbert Krüger

The two volume set LNCS 10424 and 10425 constitutes the refereed proceedings of the 17th International Conference on Computer Analysis of Images and Patterns, CAIP 2017, held in Ystad, Sweden, in August 2017. The 72 papers presented were carefully reviewed and selected from 144 submissions The papers are organized in the following topical sections: Vision for Robotics; Motion and Tracking; Segmentation; Image/Video Indexing and Retrieval; Shape Representation and Analysis; Biomedical Image Analysis; Biometrics; Machine Learning; Image Restoration; and Poster Sessions.

Computer Analysis of Images and Patterns: 17th International Conference, CAIP 2017, Ystad, Sweden, August 22-24, 2017, Proceedings, Part II (Lecture Notes in Computer Science #10425)

by Michael Felsberg Anders Heyden Norbert Krüger

The two volume set LNCS 10424 and 10425 constitutes the refereed proceedings of the 17th International Conference on Computer Analysis of Images and Patterns, CAIP 2017, held in Ystad, Sweden, in August 2017. The 72 papers presented were carefully reviewed and selected from 144 submissions The papers are organized in the following topical sections: Vision for Robotics; Motion and Tracking; Segmentation; Image/Video Indexing and Retrieval; Shape Representation and Analysis; Biomedical Image Analysis; Biometrics; Machine Learning; Image Restoration; and Poster Sessions.

Computer and Information Science Applications in Bioprocess Engineering (NATO Science Series E: #305)

by A. R. Moreira Kimberlee K. Wallace

Biotechnology has been labelled as one of the key technologies of the last two decades of the 20th Century, offering boundless solutions to problems ranging from food and agricultural production to pharmaceutical and medical applications, as well as environmental and bioremediation problems. Biological processes, however, are complex and the prevailing mechanisms are either unknown or poorly understood. This means that adequate techniques for data acquisition and analysis, leading to appropriate modeling and simulation packages that can be superimposed on the engineering principles, need to be routine tools for future biotechnologists. The present volume presents a masterly summary of the most recent work in the field, covering: instrumentation systems; enzyme technology; environmental biotechnology; food applications; and metabolic engineering.

Computer and Information Sciences: 31st International Symposium, ISCIS 2016, Kraków, Poland, October 27–28, 2016, Proceedings (Communications in Computer and Information Science #659)

by Tadeusz Czachórski Erol Gelenbe Krzysztof Grochla Ricardo Lent

This book constitutes the refereed proceedings of the 31st International Symposium on Computer and Information Sciences, ISCIS 2016, held in Krakow, Poland, in October 2016. The 29 revised full papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on smart algorithms; data classification and processing; stochastic modelling; performance evaluation; queuing systems; wireless networks and security; image processing and computer vision.

Computer Animation: Algorithms and Techniques (The\morgan Kaufmann Series In Computer Graphics Ser.)

by Rick Parent

Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example codeDescribes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of techniqueExpanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animationExplains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more

Computer Arithmetic in Practice: Exercises and Programming

by Sławomir Gryś

Computer Arithmetic in Practice: Exercises and Programming is a simple, brief introductory volume for undergraduate and graduate students at university courses interested in understanding the foundation of computers. It is focused on numeric data formats and capabilities of computers to perform basic arithmetic operations. It discusses mainly such topics as: Basic concepts of computer architecture Assembly language programming skills Data formats used to express integer and real numbers Algorithms of basic arithmetic operations Short overview of nonlinear functions evaluation Discussion on limited number representation and computer arithmetic Exercises and programming tasks This book provides an accessible overview of common data formats used to write numbers in programming languages and how the computer performs four basic arithmetic operations from the point of view of the processor instruction set. The book is primarily didactic in nature, therefore the theoretical information is enriched with many numerical examples and exercises to be solved using a ‘sheet of paper and a pencil’. Answers are provided for most of the tasks. The theoretical discussed issues are illustrated by listings of algorithms presenting the way to implement arithmetic operations in low-level language. It allows development of the skills of optimal programming, taking into consideration the computer architecture and limitations. Creating software using low-level language programming, despite the initial difficulties, gives the ability to control the code and create efficient applications. This allows for effective consolidation of knowledge and acquisition of practical skills required at this stage of education, mainly a specialist in the field of information technology, electronics, telecommunications, other related disciplines, or at the level of general education with introduction to information technology. It may be also useful for engineers interested in their own professional development and teachers as well.

A Computer-Assisted Analysis System for Mathematical Programming Models and Solutions: A User’s Guide for ANALYZE© (Operations Research/Computer Science Interfaces Series #1)

by H.J. Greenberg

Welcome to ANALYZE, designed to provide computer assistance for analyzing linear programs and their solutions. Chapter 1 gives an overview of ANALYZE and how to install it. It also describes how to get started and how to obtain further documentation and help on-line. Chapter 2 reviews the forms of linear programming models and describes the syntax of a model. One of the routine, but important, functions of ANALYZE is to enable convenient access to rows and columns in the matrix by conditional delineation. Chapter 3 illustrates simple queries, like DISPLAY, LIST, and PICTURE. This chapter also introduces the SUBMAT command level to define any submatrix by an arbitrary sequence of additions, deletions and reversals. Syntactic explanations and a schema view are also illustrated. Chapter 4 goes through some elementary exercises to demonstrate computer­ assisted analysis and introduce additional conventions of the ANALYZE language. Besides simple queries, it demonstrates the INTERPRT command, which automates the analysis process and gives English explanations of results. The last 2 exercises are diagnoses of elementary infeasible instances of a particular model. Chapter 5 progresses to some advanced uses of ANALYZE. The first is blocking to obtain macro views of the model and for finding embedded substructures, like a netform. The second is showing rates of substitution described by the basic equations. Then, the use of the REDUCE and BASIS commands are illustrated for a variety of applications, including solution analysis, infeasibility diagnosis, and redundancy detection.

Computer-Based Analysis of the Stochastic Stability of Mechanical Structures Driven by White and Colored Noise (SpringerBriefs in Applied Sciences and Technology)

by Aydin Azizi Poorya Ghafoorpoor Yazdi

This book provides a concise introduction to the behavior of mechanical structures and testing their stochastic stability under the influence of noise. It explains the physical effects of noise and in particular the concept of Gaussian white noise. In closing, the book explains how to model the effects of noise on mechanical structures, and how to nullify / compensate for it by designing effective controllers.

Computer-Based Learning Environments and Problem Solving (NATO ASI Subseries F: #84)

by Erik De Corte Marcia C. Linn Heinz Mandl Lieven Verschaffel

Most would agree that the acquisition of problem-solving ability is a primary goal of education. The emergence of the new information technologiesin the last ten years has raised high expectations with respect to the possibilities of the computer as an instructional tool for enhancing students' problem-solving skills. This volume is the first to assemble, review, and discuss the theoretical, methodological, and developmental knowledge relating to this topical issue in a multidisciplinary confrontation of highly recommended experts in cognitive science, computer science, educational technology, and instructional psychology. Contributors describe the most recent results and the most advanced methodological approaches relating to the application of the computer for encouraging knowledge construction, stimulating higher-order thinking and problem solving, and creating powerfullearning environments for pursuing those objectives. The computer applications relate to a variety of content domains and age levels.

Computer-Based Management of Complex Systems: Proceedings of the 1989 International Conference of the System Dynamics Society, Stuttgart, July 10–14, 1989

by Peter M. Milling Erich O. K. Zahn

Especially during the last decade, the systems approach gained wide spread attention and increased influence in the world of academics and business. The holistic view of how individual elements interact with ea~h other to form an entity -not a collection of isolated parts -becomes more and more important. Whether it is called "integration" as in Computer Integrated Manufacturing, "organism" in ecological studies, or "network" like the communication network, it is the system's idea which opens neVI' dimensions for insights, applications and development. System Dynamics -or Industrial Dynamics as it was called during its early years by its founder and mentor, M.I.T.'s now Professor Emeritus Jay W. Forrester, -pioneered the use of system concepts and computer simulation for the analysis of complex problems in business and management. It was applied to study the dynamics of corporations, cities, national economies and, finally, the global problems of man and in his limited and fragile environment. The field has reached a stage of self sustained development and momentum. A few years ago the System Dynamics Society was founded, a high quality academic journal is now published in its fifth volume, and the annual International Conferences of the Society were institutionalized and took place in America, Europe and Asia. The organization of international meet· ings for this scientific community, however, is older than the System Dynamics Society itself. The first conventions were held as special sections of conferences devoted to simulation or cybernetics.

Computer Chess

by Monroe Newborn

Computer Chess deals with the history of computer chess games and the programming of computer chess. Topics covered include chess programs such as the one initiated by Richard Greenblatt and those launched by the United States and the USSR in 1966-1967. The United States Computer Chess Championships from 1970 to 1973 are also discussed. Comprised of 10 chapters, this book begins with a historical overview of the basic ideas underlying computer chess and several of the earliest computer games. The next chapter deals with the chess match held in 1966 pitting the Kotok-McCarthy Chess Program of the United States and the ITEP (Institute of Theoretical and Experimental Physics) Chess Program of the Soviet Union. The reader is then introduced to Greenblatt's program, named Mac Hack Six, the first chess program to compete respectably against humans in tournament play. Subsequent chapters focus on the U.S. Computer Chess Championships, from its first edition in New York in 1970 to the fourth, held in Atlanta in 1973. Russia's chess program called KAISSA, an improved version of the ITEP Chess Program, is also described. The final chapter is devoted to OSTRICH, a chess-playing program written by George Arnold in the Digital Computer Laboratory of Columbia University's Department of Electrical Engineering and Computer Science in 1971. This monograph will be of value to computer science and those interested in computer chess programs and in the broader field of artificial intelligence.

Computer-Communication Networks

by James S. Meditch Wesley W. Chu

Computer- Communication Networks presents a collection of articles the focus of which is on the field of modeling, analysis, design, and performance optimization. It discusses the problem of modeling the performance of local area networks under file transfer. It addresses the design of multi-hop, mobile-user radio networks. Some of the topics covered in the book are the distributed packet switching queuing network design, some investigations on communication switching techniques in computer networks and the minimum hop flow assignment and routing subject to an average message delay constraints. The analysis of the multi-access communication channel is covered. The local area network file transfers are discussed. The text describes the C-PODA protocol. The congestion control scheme for window flow controlled computer network is presented. A chapter of the volume is devoted to the description of a fairness control algorithm. Another section of the book focuses on the analysis of hierarchical model. The book will provide useful information to computer programmers, network analysts, students, and researchers.

Computer Graphics and Geometric Modeling

by David Salomon

A book for those interested in how modern graphics programs work and how they can generate realistic-looking objects. It emphasises the mathematics behind computer graphics, most of which is included in an appendix. The main topics covered are: scan conversion methods; selecting the best pixels for generating lines, circles and other objects; geometric transformations and projections; translations, rotations, moving in 3D, perspective projections, curves and surfaces; construction, wire-frames, rendering, normals; CRTs, antialiasing, animation, colour, perception, polygons, compression. With its numerous illustrative examples and exercises, the book is ideal for a two-semester course for advanced undergraduates or graduates, while also making a fine reference for professionals in the field.

Computer Graphics and Geometric Modelling: Mathematics

by Max K. Agoston

Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modelling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modelling: Mathematics, contains the mathematical background needed for the geometric modeling topics in computer graphics covered in the first volume. This volume begins with material from linear algebra and a discussion of the transformations in affine & projective geometry, followed by topics from advanced calculus & chapters on general topology, combinatorial topology, algebraic topology, differential topology, differential geometry, and finally algebraic geometry. Two important goals throughout were to explain the material thoroughly, and to make it self-contained. This volume by itself would make a good mathematics reference book, in particular for practitioners in the field of geometric modelling. Due to its broad coverage and emphasis on explanation it could be used as a text for introductory mathematics courses on some of the covered topics, such as topology (general, combinatorial, algebraic, and differential) and geometry (differential & algebraic).

Computer Graphics and Geometric Modelling: Implementation & Algorithms

by Max K. Agoston

Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modelling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modelling: Implementation and Algorithms, covers the computer graphics part of the field of geometric modelling and includes all the standard computer graphics topics. The first part deals with basic concepts and algorithms and the main steps involved in displaying photorealistic images on a computer. The second part covers curves and surfaces and a number of more advanced geometric modelling topics including intersection algorithms, distance algorithms, polygonizing curves and surfaces, trimmed surfaces, implicit curves and surfaces, offset curves and surfaces, curvature, geodesics, blending etc. The third part touches on some aspects of computational geometry and a few special topics such as interval analysis and finite element methods. The volume includes two companion programs.

Computer Graphics and Mathematics (Focus on Computer Graphics)

by Bianca Falcidieno Ivan Herman Caterina Pienovi

Since its very existence as a separate field within computer science, computer graphics had to make extensive use of non-trivial mathematics, for example, projective geometry, solid modelling, and approximation theory. This interplay of mathematics and computer science is exciting, but also makes it difficult for students and researchers to assimilate or maintain a view of the necessary mathematics. The possibilities offered by an interdisciplinary approach are still not fully utilized. This book gives a selection of contributions to a workshop held near Genoa, Italy, in October 1991, where a group of mathematicians and computer scientists gathered to explore ways of extending the cooperation between mathematics and computer graphics.

Computer Graphics Through OpenGL: From Theory to Experiments

by Sumanta Guha

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an und

Computer Graphics Through OpenGL®: From Theory to Experiments

by Sumanta Guha

COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling• Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders• Includes 180 programs with 270 experiments based on them• Contains 750 exercises, 110 worked examples, and 700 four-color illustrations• Requires no previous knowledge of computer graphics• Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

Computer Graphics Through OpenGL®: From Theory to Experiments

by Sumanta Guha

COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling• Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders• Includes 180 programs with 270 experiments based on them• Contains 750 exercises, 110 worked examples, and 700 four-color illustrations• Requires no previous knowledge of computer graphics• Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

Computer Graphics Through OpenGL®: From Theory to Experiments

by Sumanta Guha

COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGL From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®, as well as using WebGL® in order to publish to the web. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders Comprehensive coverage of WebGL® 2.0. Includes 440 programs and experiments Contains 700 exercises, 100 worked examples and 650 four-color illustrations Requires no previous knowledge of computer graphics Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

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Showing 9,701 through 9,725 of 55,871 results