Practical Guide to Computer Simulations
by Alexander K. Hartmann
Call Number: QA76.9 .C65 H37 2009
Publication Date: 2009-04-21
"This book presents all the computational techniques and tools needed to start doing scientific research using computer simulations. After working through this book, the reader will possess the necessary basic background knowledge, from program design, programming in C, fundamental algorithms and data structures, random numbers, and debugging, all the way to data analysis, presentation and publishing. In each of these fields, no preliminary knowledge is assumed.
Like them or hate them, computers are here to stay. This new book presents leading-edge research from across the globe in the field of computer science research, technology and applications. Each contribution has been carefully selected for inclusion based on the significance of the research to this fast-moving and diverse field. Some topics included are Ethernet Passive Optical Networks; Human-Computer Interaction Systems; Mobile multicast protocols in wireless networks and STB and Smart Cards in IPTV Broadcasting.
Cyberspace is a ubiquitous realm interconnecting every aspect of modern society, enabled by broadband networks and wireless signals around us, existing within local area networks in our schools, hospitals and businesses, and within the massive grids that power most countries. Securing cyberspace to ensure the continuation of growing economies and to protect a nation's way of life is a major concern for governments around the globe.
This book presents current research in the field of computer science. Topics discussed include developing soft computing approaches for flood level forecasting; soft computing in astronomy; fuzzy linear goal programming applied to solve assets and liability management problems in banks; computer-assisted teaching on science education; inquiry web-based learning to enhance knowledge construction; new forms of and tools for cooperative learning with social software in higher education; e-technology use and abuse in university classrooms; a strategy for analyzing digital epistemic games and exploring the educational possibilities of computer games.