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Books > Computing & IT > Computer software packages
Particle models play an important role in many applications in physics, chemistry and biology. They can be studied on the computer with the help of molecular dynamics simulations. This book presents in detail both the necessary numerical methods and techniques (linked-cell method, SPME-method, tree codes, multipole technique) and the theoretical background and foundations. It illustrates the aspects modelling, discretization, algorithms and their parallel implementation with MPI on computer systems with distributed memory. Furthermore, detailed explanations are given to the different steps of numerical simulation, and code examples are provided. With the description of the algorithms and the presentation of the results of various simulations from the areas material science, nanotechnology, biochemistry and astrophysics, the reader of this book will be able to write his own programs for molecular dynamics step by step and to run successful experiments.
As financial systems migrate to a pervasive, online environment, business leaders and layman investors alike must adapt to changes in the market brought about by this new age of business. Strategic E-Commerce Systems and Tools for Competing in the Digital Marketplace advances the body of knowledge on electronic business and commerce with an in-depth look at the opportunities and concerns surrounding online business and finance. This cutting-edge reference aids business leaders, financial managers, investors, and consumers looking to build their portfolios and thrive in modern digital business environments.
This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the computational cognitive neuroscience. The goal of computational cognitive neuroscience is to understand how the brain embodies the mind by using biologically based computational models comprising networks of neuronlike units. This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the field. The neural units in the simulations use equations based directly on the ion channels that govern the behavior of real neurons, and the neural networks incorporate anatomical and physiological properties of the neocortex. Thus the text provides the student with knowledge of the basic biology of the brain as well as the computational skills needed to simulate large-scale cognitive phenomena. The text consists of two parts. The first part covers basic neural computation mechanisms: individual neurons, neural networks, and learning mechanisms. The second part covers large-scale brain area organization and cognitive phenomena: perception and attention, memory, language, and higher-level cognition. The second part is relatively self-contained and can be used separately for mechanistically oriented cognitive neuroscience courses. Integrated throughout the text are more than forty different simulation models, many of them full-scale research-grade models, with friendly interfaces and accompanying exercises. The simulation software (PDP++, available for all major platforms) and simulations can be downloaded free of charge from the Web. Exercise solutions are available, and the text includes full information on the software.
This book presents bond graph model-based fault detection with a focus on hybrid system models. The book addresses model design, simulation, control and model-based fault diagnosis of multidisciplinary engineering systems. The text beings with a brief survey of the state-of-the-art, then focuses on hybrid systems. The author then uses different bond graph approaches throughout the text and provides case studies.
The recent popularity of Social Network Sites (SNS) shows that there is a growing interest in articulating, making visible, and managing personal or professional relationships through technology-enabled environments. Networked Sociability and Individualism: Technology for Personal and Professional Relationships provides a multidisciplinary framework for analyzing the new forms of sociability enabled by digital media and networks. This book focuses on a variety of social media and computer-mediated communication environments with the aim of identifying and understanding different types of social behavior and identity expression.
This book covers various aspects of spatial data modelling specifically regarding three-dimensional (3D) modelling and structuring. The realization of "true" 3D geoinformation spatial systems requires a high input, and the developmental process is taking place in various research centers and universities around the globe. The development of such systems and solutions, including the modelling theories are presented in this book.
The adoption of ICT for personal and business use has encouraged the growth of interactive learning as well as its application in a number of education and training scenarios. Designing effective syllabi for interactive learning projects helps to ensure that desired leaning outcomes are achieved without incurring a significant loss of time or money. Educational Stages and Interactive Learning: From Kindergarten to Workplace Training provides a record of current research and practical applications in interactive learning. This book reviews all aspects of interactive learning, investigates the history, status, and future trends of interactive learning, introduces emerging technologies for interactive learning, and analyzes interactive learning cases in various educational stages and learning situations. Readers interested in the technologies and pedagogical applications of interactive learning will find this book a comprehensive reference for the understanding of notions, theories, techniques, and methods related to the research and development of interactive learning.
Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behind it. Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.
In fields as diverse as research and development, governance, and international trade, success depends on effective communication. However, limited research exists on how professionals can express themselves consistently across disciplines. Modern Trends Surrounding Information Technology Standards and Standardization within Organizations showcases the far-ranging economic and societal ramifications incited by technical standardization between individuals, organizations, disciplines, and nations. This publication serves as a valuable model for inter-disciplinary scholars, IT researchers, and professionals interested in the link between technology and social change in an increasingly networked and interconnected global society.
This book presents four mathematical essays which explore the foundations of mathematics and related topics ranging from philosophy and logic to modern computer mathematics. While connected to the historical evolution of these concepts, the essays place strong emphasis on developments still to come. The book originated in a 2002 symposium celebrating the work of Bruno Buchberger, Professor of Computer Mathematics at Johannes Kepler University, Linz, Austria, on the occasion of his 60th birthday. Among many other accomplishments, Professor Buchberger in 1985 was the founding editor of the Journal of Symbolic Computation; the founder of the Research Institute for Symbolic Computation (RISC) and its chairman from 1987-2000; the founder in 1990 of the Softwarepark Hagenberg, Austria, and since then its director. More than a decade in the making, Mathematics, Computer Science and Logic - A Never Ending Story includes essays by leading authorities, on such topics as mathematical foundations from the perspective of computer verification; a symbolic-computational philosophy and methodology for mathematics; the role of logic and algebra in software engineering; and new directions in the foundations of mathematics. These inspiring essays invite general, mathematically interested readers to share state-of-the-art ideas which advance the never ending story of mathematics, computer science and logic. Mathematics, Computer Science and Logic - A Never Ending Story is edited by Professor Peter Paule, Bruno Buchberger s successor as director of the Research Institute for Symbolic Computation. "
This book examines air pollution of a big city using multi-year and multi-season data from ground-based air monitoring stations and satellite sounding data, which provides more clear and detailed information on the main sources of air pollution, the long-term trend of pollution, the influence of meteorological parameters on pollution levels, and trajectories of polluted air masses. For example, the book shows that particulate matter from local sources is transported from deserts to create air quality challenges. It also analyzes the effects of desert and semi-desert landscapes on high concentrations of pollutants.
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Point-based graphics promises to change all that, and this book explains how. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it s on to the methods themselves. Even though
point-based graphics is in its infancy, practitioners have already
established many effective, economical techniques for achieving all
the major effects associated with traditional 3D Modeling and
rendering. You ll learn to apply these techniques, and you ll also
learn how to create your own. The final chapter demonstrates how to
do this using Pointshop3D, an open-source tool for developing new
point-based algorithms. A copy of this tool can be found on the
companion website.
Computer graphics systems are capable of generating stunningly
realistic images of objects that have never physically existed. In
order for computers to create these accurately detailed images,
digital models of appearance must include robust data to give
viewers a credible visual impression of the depicted materials. In
particular, digital models demonstrating the nuances of how
materials interact with light are essential to this capability.
In the early days of the Web a need was recognized for a language
to display 3D objects through a browser. An HTML-like language,
VRML, was proposed in 1994 and became the standard for describing
interactive 3D objects and worlds on the Web. 3D Web courses were
started, several best-selling books were published, and VRML
continues to be used today. However VRML, because it was based on
HTML, is a stodgy language that is not easy to incorporate with
other applications and has been difficult to add features to.
Meanwhile, applications for interactive 3D graphics have been
exploding in areas such as medicine, science, industry, and
entertainment. There is a strong need for a set of modern Web-based
technologies, applied within a standard extensible framework, to
enable a new generation of modeling & simulation applications
to emerge, develop, and interoperate. X3D is the next generation
open standard for 3D on the web. It is the result of several years
of development by the Web 3D Consortium's X3D Task Group. Instead
of a large monolithic specification (like VRML), which requires
full adoption for compliance, X3D is a component-based architecture
that can support applications ranging from a simple non-interactive
animation to the latest streaming or rendering applications. X3D
replaces VRML, but also provides compatibility with existing VRML
content and browsers. Don Brutzman organized the first symposium on
VRML and is playing a similar role with X3D; he is a founding
member of the consortium. Len Daly is a professional member of the
consortium and both Len and Don have been involved with the
development of the standard from the start.
Senior level/graduate level text/reference presenting state-of-the- art numerical techniques to solve the wave equation in heterogeneous fluid-solid media. Numerical models have become standard research tools in acoustic laboratories, and thus computational acoustics is becoming an increasingly important branch of ocean acoustic science. The first edition of this successful book, written by the recognized leaders of the field, was the first to present a comprehensive and modern introduction to computational ocean acoustics accessible to students. This revision, with 100 additional pages, completely updates the material in the first edition and includes new models based on current research. It includes problems and solutions in every chapter, making the book more useful in teaching (the first edition had a separate solutions manual). The book is intended for graduate and advanced undergraduate students of acoustics, geology and geophysics, applied mathematics, ocean engineering or as a reference in computational methods courses, as well as professionals in these fields, particularly those working in government (especially Navy) and industry labs engaged in the development or use of propagating models.
This book offers a basic introduction to genetic algorithms. It provides a detailed explanation of genetic algorithm concepts and examines numerous genetic algorithm optimization problems. In addition, the book presents implementation of optimization problems using C and C++ as well as simulated solutions for genetic algorithm problems using MATLAB 7.0. It also includes application case studies on genetic algorithms in emerging fields.
The physics of metal forming and metal removing is normally expressed using non-linear partial differential equations which can be solved using the finite element method (FEM). However, when the process parameters are uncertain and/or the physics of the process is not well understood, soft computing techniques can be used with FEM or alone to model the process. Using FEM, fuzzy set theory and neural networks as modeling tools; Modeling of Metal Forming and Machining Processes provides a complete treatment of metal forming and machining, and includes: a [ an explanation of FEM and its application to the modeling of manufacturing processes; a [ a discussion of the numerical difficulties of FEM; a [ chapters on the application of soft computing techniques in this modeling process. The algorithms and solved examples included make Modeling of Metal Forming and Machining Processes of value to postgraduates, senior undergraduates, lecturers and researchers in these fields. R&D engineers and consultants for the manufacturing industry will also find it of use.
Digital Accounting: The Effects of the Internet and ERP on Accounting provides a foundation in digital accounting by covering fundamental topics such as accounting software, XBRL (eXtensible Business Reporting Language), and EDI. The effects of the Internet and ERP on accounting are classified and presented for each accounting cycle, along with a comprehensive discussion of online controls. ""Digital Accounting: The Effects of the Internet and ERP on Accounting"" provides a conceptual approach to handling the latest developments at the intersection of the accounting and IT fields.
Nowadays, engineering systems are of ever-increasing complexity and must be c- sidered asmultidisciplinary systems composed of interacting subsystems or system components from different engineering disciplines. Thus, an integration of various engineering disciplines, e.g, mechanical, electrical and control engineering in ac- current design approach is required. With regard to the systematic development and analysis of system models, interdisciplinary computer aided methodologies are - coming more and more important. A graphical description formalism particularly suited for multidisciplinary s- tems arebondgraphs devised by Professor Henry Paynter in as early as 1959 at the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts, USA and in use since then all over the world. This monograph is devoted exclusively to the bond graph methodology. It gives a comprehensive, in-depth, state-of-the-art presentation including recent results sc- tered over research articles and dissertations and research contributions by the - thor to a number of topics. The book systematically covers the fundamentals of developing bond graphs and deriving mathematical models from them, the recent developments in meth- ology, symbolic and numerical processing of mathematical models derived from bond graphs. Additionally it discusses modern modelling languages, the paradigm of object-oriented modelling, modern software that can be used for building and for processing of bond graph models, and provides a chapter with small case studies illustrating various applications of the methodology
The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development
OpenGL (R): A Primer is a concise presentation of fundamental OpenGL, providing readers with a succinct introduction to essential OpenGL commands as well as detailed listings of OpenGL functions and parameters. Angel uses a top-down philosophy to teach computer graphics based on the idea that students learn modern computer graphics best if they can start programming significant applications as soon as possible. The book makes it easy for students to find functions and their descriptions, and supplemental examples are included in every chapter to illustrate core concepts. This primer can be used both as a companion to a book introducing computer graphics principles and as a stand-alone guide and reference to OpenGL for programmers with a background in computer graphics.
I3E 2009 was held in Nancy, France, during September 23-25, hosted by Nancy University and INRIA Grand-Est at LORIA. The conference provided scientists andpractitionersofacademia, industryandgovernmentwithaforumwherethey presented their latest ?ndings concerning application of e-business, e-services and e-society, and the underlying technology to support these applications. The 9th IFIP Conference on e-Business, e-Services and e-Society, sponsored by IFIP WG 6.1. of Technical Committees TC6 in cooperation with TC11, and TC8 represents the continuation of previous events held in Zurich (Switzerland) in 2001, Lisbon (Portugal) in 2002, Sao Paulo (Brazil) in 2003, Toulouse (France) in 2004, Poznan (Poland) in 2005, Turku (Finland) in 2006, Wuhan (China) in 2007 and Tokyo (Japan) in 2008. The call for papers attracted papers from 31 countries from the ?ve con- nents. As a result, the I3E 2009 programo?ered 12 sessions of full-paper pres- tations. The 31 selected papers cover a wide and important variety of issues in e-Business, e-servicesande-society, including security, trust, andprivacy, ethical and societal issues, business organization, provision of services as software and software as services, and others. Extended versions of selected papers submitted to I3E 2009 will be published in the International Journal of e-Adoption and in AIS Transactions on Enterprise Systems. In addition, a 500-euros prize was awarded to the authors of the best paper selected by the Program Comm- tee. We thank all authors who submitted their papers, the Program Committee members and external reviewers for their excellent
Weigh the past and seize your destiny-wherever the darkened path may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by the mythos of Blizzard Entertainment's Diablo and its magic-infused world of Sanctuary. In this deluxe boxed set featuring 78 oversize cards and a 96-page guidebook, rekindle the traditions of those who threw bones, read tea leaves, and invoked the supernatural to light their path. With a team of artists led by Konstantin Vavilov and a comprehensive guidebook by Barbara Moore, this tarot set channels the beauty and terror of Sanctuary into an all-encompassing, visually stunning experience that holds the key to understanding-and embracing-your own inner demons.
Tuning of SQL code is generally cheaper than changing the data
model. Physical and configuration tuning involves a search for
bottlenecks that often points to SQL code or data model issues.
Building an appropriate data model and writing properly performing
SQL code can give 100%+ performance improvement. Physical and
configuration tuning often gives at most a 25% performance
increase. |
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