This is the second edition of a widely used practical guide to computer simulations of liquids. The technique uses a model for the way molecules interact, to predict how large numbers of them behave in liquid state. This essential introduction to this rapidly growing field is complete with illustrative computer code.
Why are some problems easy to solve, while others seem nearly impossible? What can we compute with a given amount of time or memory, and what cannot be computed at all? How will quantum physics change the landscape of computation? This book gives a playful and accessible introduction to the deep ideas of theoretical computer science.
Auralization is the creation of audible acoustic sceneries from computer-generated data. The term ´´auralization´´ is to be understood as being analogue to the well-known technique of ´´visualization´´. In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of ´´making visible´´ as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization. With mathematical background of advanced students the reader will be able to follow the main strategy of auralization easily and work own implementations of auralization in various fields of applications in acoustic engineering, sound design and virtual reality. For readers interested in basic research the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research and in the field of human-machine interaction.
Sliding friction is one of the oldest problems in physics and certainly one of the most important from a practical point of view. The ability to produce durable low-friction surfaces and lubricant fluids has become an important factor in the miniaturization of moving components in many technological devices, e.g., magnetic storage, recording systems, miniature motors and many aerospace components. This book will be useful to physicists, chemists, materials scientists, and engineers who want to understand sliding friction. The book (or parts of it) could also form the basis for a modern undergraduate or graduate course on tribology. This second edition covers several new topics including friction on superconductors, experimental studies and computer simulations of the layering transition, nanoindentation, wear in combustion engines, rubber wear, effects due to humidity, rolling and sliding of carbon nanotubes and the friction dynamics of granular materials.
John Taylor has brought to his new book, Classical Mechanics , all of the clarity and insight that made his Introduction to Error Analysis a best-selling text. Classical Mechanics is intended for students who have studied some mechanics in an introductory physics course and covers such topics as conservation laws, oscillations, Lagrangian mechanics, two-body problems, non-inertial frames, rigid bodies, normal modes, chaos theory, Hamiltonian mechanics, and continuum mechanics. A particular highlight is the chapter on chaos, which focuses on a few simple systems, to give a truly comprehensible introduction to the concepts that we hear so much about. At the end of each chapter is a large selection of interesting problems for the student, classified by topic and approximate difficulty, and ranging from simple exercises to challenging computer projects. Taylor´s Classical Mechanics is a thorough and very readable introduction to a subject that is four hundred years old but as exciting today as ever. He manages to convey that excitement as well as deep understanding and insight.
Del ingeniero de la NASA, creador de la web humorística xkcd y autor del best seller ¿Qué pasaría sí?, nos llega una serie de dibujos con descripciones brillantes -y simples- que lo explican todo, desde los reactores nucleares hasta los bolígrafos. ¿Has intentado alguna vez aprender algo sobre una cosa maravillosa, solo para frustrarte después ante una jerga incomprensible? Randall Munroe está aquí para ayudarte. Utilizando únicamente dibujos esquemáticos y las mil palabras (o, mejor dicho, los diez cientos) más comunes en nuestro idioma para dar explicaciones sencillas sobre algunas de las cosas más interesantes que existen, incluyendo: - Calentador de comida con ondas (= microondas) - Carreteras en alto (= puentes) - Edificio con ordenadores (= centro de procesamiento de datos) - Casa compartida en el espacio (= Estación Espacial Internacional) - Mundos alrededor del sol (= sistema solar) - Placas de roca sobre las que vivimos (= placas tectónicas) - Elementos de los que está hecho todo (= tabla periódica) - Barco volador con alar giratorias (= helicóptero) - Máquinas para que la ropa huela mejor (= lavadora y secadora) - Aparatos que tienes dentro (= órganos) ¿Cómo funcionan estas cosas? ¿De dónde vienen? ¿Cómo sería la vida sin ellas? Y ¿qué ocurriría si las abrimos, las calentamos, las enfriamos, las orientamos en una dirección diferente o apretamos un determinado botón? En El explicador de cosas, Munroe da respuesta a estas preguntas y a muchas más. Divertido, interesante y siempre comprensible, este libro es para cualquiera -entre 5 y 105 años- que alguna vez se haya preguntado cómo funcionan las cosas y por qué. ENGLISH DESCRIPTION In Thing Explainer: Complicated Stuff in Simple Words, things are explained in the style of Up Goer Five, using only drawings and a vocabulary of the 1,000 (or ´´ten hundred´´) most common words. Explore computer buildings (datacenters), the flat rocks we live on (tectonic plates), the things you use to steer a plane (airliner cockpit controls), and the little bags of water you´re made of (cells).
Computer art is any art in which computers played a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, videogame, web site, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is by its nature evolutionary since changes in technology and software directly affect what is possible. Notable artists in this vein include James Faure Walker, Manfred Mohr, Ronald Davis, Joseph Nechvatal, Matthias Groebel, George Grie, Olga Kisseleva, John Lansdown and Perry Welman.