How Digital Computer Simulations Explain Real‐World Processes

2008 ◽  
Vol 22 (3) ◽  
pp. 277-292 ◽  
Author(s):  
Ulrich Krohs
Author(s):  
Yoel Tenne

Modern engineering often uses computer simulations as a partial substitute to real-world experiments. As such simulations are often computationally intensive, metamodels, which are numerical approximations of the simulation, are often used. Optimization frameworks which use metamodels require an initial sample of points to initiate the main optimization process. Two main approaches for generating the initial sample are the ‘design of experiments' method which is statistically based, and the more recent metaheuristic-based sampling which uses a metaheuristic or a computational intelligence algorithm. Since the initial sample can have a strong impact on the overall optimization search and since the two sampling approaches operate based only widely different mechanisms this study analyzes the impact of these two approaches on the overall search effectiveness in an extensive set of numerical experiments which covers a wide variety of scenarios. A detailed analysis is then presented which highlights which method was the most beneficial to the search depending on the problem settings.


Author(s):  
Wolff-Michael Roth

To learn by means of analogies, students have to see surface and deep structures in both source and target domains. Educators generally assume that students, presented with images, texts, video, or demonstrations, see what the curriculum designer intends them to see, that is, pick out and integrate information into their existing understanding. However, there is evidence that students do not see what they are supposed to see, which precisely inhibits them to learn what they are supposed to learn. In this extended case study, which exemplifies a successful multimedia application, 3 classroom episodes are used (a) to show how students in an advanced physics course do not see relevant information on the computer monitor; (b) to exemplify teaching strategies designed to allow relevant structures to become salient in students’ perception, allowing them to generate analogies and thereby learn; and (c) to exemplify how a teacher might assist students in bridging from the multimedia context to the real world.


2001 ◽  
Vol 24 (6) ◽  
pp. 1071-1072 ◽  
Author(s):  
Titus R. Neumann ◽  
Susanne Huber ◽  
Heinrich H. Bülthoff

From the perspective of biological cybernetics, “real world” robots have no fundamental advantage over computer simulations when used as models for biological behavior. They can even weaken biological relevance. From an engineering point of view, however, robots can benefit from solutions found in biological systems. We emphasize the importance of this distinction and give examples for artificial systems based on insect biology.


2005 ◽  
Vol 23 (1) ◽  
pp. 79-85 ◽  
Author(s):  
HENKJAN HONING

THE RELATION BETWEEN MUSIC and motion has been a topic of much theoretical and empirical research. An important contribution is made by a family of computational theories, so-called kinematic models, that propose an explicit relation between the laws of physical motion in the real world and expressive timing in music performance. However, kinematic models predict that expressive timing is independent of (a) the number of events, (b) the rhythmic structure, and (c) the overall tempo of the performance. These factors have no effect on the predicted shape of a ritardando. Computer simulations of a number of rhythm perception models show, however, a large effect of these structural and temporal factors. They are therefore proposed as a perception-based alternative to the kinematic approach.


2011 ◽  
Vol 19 ◽  
pp. 56
Author(s):  
Vehbi Turel

<p>The positive effects of using different types of listening texts (i.e. audio, video) in listening enhancement as a part of foreign language learning are already well known (Turel 2004: 178-84, Tschirner 2001: 310, Ridgway 2000: 182, Borchardt 1999:10, Adair-Hauck et al. 1999: 273, 289, Peter 1994: 202, Hart 1992: 5). As multimedia enables us to combine and present different listening texts on the same digital computer platform more effectively, the same listening texts can be presented to language learners in different forms (Turel 2004: 129-38, Trinder 2002: 79, Heron et al. 2002: 37, Brett 1998: 81, Chanier 1996: 7, Ashward 1996: 80, Brett 1996: 204, Fox et al. 1992: 39, Leffa 1992: 66). In this research, the language learners were provided with listening texts in the form of audio-only and audio-visuals (i.e. audio + visuals, audio + animation, video-only, video + visuals). They were also provided with the opportunity of re-listening to the same audio-only with visuals and audio-visuals without visuals. This study investigated 45 autonomous intermediate and upper intermediate language learners' perceptions of the opportunity of re-listening to the same audio-only with visuals and audio-visuals without visuals through interactive multimedia listening software that aimed to enhance the listening skills of the participants. The results reveal that the language learners are in favour of re-listening to the same audio-only with visuals and audio-visuals without visuals. They believe that such an opportunity improves their listening skills and helps prepare them for the real world.</p>


1993 ◽  
Vol 132 ◽  
pp. 45-45
Author(s):  
S. Rajeskar

AbstractWe discuss how chaotic dynamics can be converted into regular motion in Bonhoeffer-van der Pol oscillator. Using a control signal proportional to the actual and desired outputs we study the control of fixed points and limit cycles by making time-dependent perturbations of amplitude of external force. We show the round-off induced periodicity in the digital computer simulations of orbits on chaotic attractor. We illustrate the stabilization of unstable periodic or bits by adding periodic pulses of small magnitude.


Author(s):  
Swagatam Das ◽  
Amit Konar

This chapter explores the scope of biologically inspired swarm intelligence (SI) into production management with special emphasis in two specific problems of vehicle routing and motion planning of mobile robots. Computer simulations undertaken for this study have also been included to demonstrate the elegance in the application of the proposed theory in the said real-world problems. Possible directions of future research and industrial applications have also been appended at the end of the chapter.


Author(s):  
C. Montañola-Sales ◽  
X. Rubio-Campillo ◽  
J. Casanovas-Garcia ◽  
J. M. Cela-Espín ◽  
A. Kaplan-Marcusán

Advances on information technology in the past decades have provided new tools to assist scientists in the study of social and natural phenomena. Agent-based modeling techniques have flourished recently, encouraging the introduction of computer simulations to examine behavioral patterns in complex human and biological systems. Real-world social dynamics are very complex, containing billions of interacting individuals and an important amount of data (both spatial and social). Dealing with large-scale agent-based models is not an easy task and encounters several challenges. The design of strategies to overcome these challenges represents an opportunity for high performance parallel and distributed implementation. This chapter examines the most relevant aspects to deal with large-scale agent-based simulations in social sciences and revises the developments to confront technological issues.


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