Fractals, Computer Science and Beyond

Author(s):  
Nicoletta Sala

In the modelling of the natural shapes (clouds, ferns, trees, shells, rivers, mountains), the limits imposed by Euclidean geometry can be exceeded by the fractals. Fractal geometry is relatively young (the first studies are the works by the French mathematicians Pierre Fatou (1878-1929) and Gaston Julia (1893-1978) at the beginning of the 20th century), but only with the mathematical power of computers has it become possible to realize connections between fractal geometry and the other disciplines. It is applied in various fields now, from the biology to the architecture. Important applications also appear in computer science, because the fractal geometry permits to compress the images; to reproduce, in the virtual reality environments, the complex patterns and the irregular forms present in nature using simple iterative algorithms execute by computers. Recent studies apply this geometry for controlling the traffic in the computer networks (LANs, MANs, WANs, and the Internet) and in the realization of virtual worlds based on World Wide Web. The aim of this chapter is to present fractal geometry, its properties (e.g., the self similarity), and their applications in computer science (starting from the computer graphics, to the virtual reality).

Author(s):  
Nicoletta Sala

Fractal geometry can help us to describe the shapes in nature (e.g., ferns, trees, seashells, rivers, mountains) exceeding the limits imposed by Euclidean geometry. Fractal geometry is quite young: The first studies are the works by the French mathematicians Pierre Fatou (1878-1929) and Gaston Julia (1893-1978) at the beginning of the 20th century. However, only with the mathematical power of computers has it become possible to realize connections between fractal geometry and other disciplines. It is applied in various fields now, from biology to economy. Important applications also appear in computer science because fractal geometry permits us to compress images, and to reproduce, in virtual reality environments, the complex patterns and irregular forms present in nature using simple iterative algorithms executed by computers. Recent studies apply this geometry to controlling traffic in computer networks (LANs, MANs, WANs, and the Internet). The aim of this chapter is to present fractal geometry, its properties (e.g., self-similarity), and their applications in computer science.


2011 ◽  
pp. 308-328 ◽  
Author(s):  
Nicoletta Sala

Fractal geometry can help us to describe the shapes in nature (e.g., ferns, trees, seashells, rivers, mountains) exceeding the limits imposed by Euclidean geometry. Fractal geometry is quite young: The first studies are the works by the French mathematicians Pierre Fatou (1878-1929) and Gaston Julia (1893-1978) at the beginning of the 20th century. However, only with the mathematical power of computers has it become possible to realize connections between fractal geometry and other disciplines. It is applied in various fields now, from biology to economy. Important applications also appear in computer science because fractal geometry permits us to compress images, and to reproduce, in virtual reality environments, the complex patterns and irregular forms present in nature using simple iterative algorithms executed by computers. Recent studies apply this geometry to controlling traffic in computer networks (LANs, MANs, WANs, and the Internet). The aim of this chapter is to present fractal geometry, its properties (e.g., self-similarity), and their applications in computer science.


2014 ◽  
Vol 7 (2) ◽  
Author(s):  
Rebecca Chui

This article reviews the literature on the relations between anonymity in antisocial behaviour: does online anonymity qualitatively alter online behaviour, encouraging antisocial behaviour online? Or does online anonymity have no effect on the exhibition of antisocial behaviour? I argue that this line of thought presents an unsatisfactory dichotomy as it does not sufficiently account for individual contexts. Anonymity alone is not adequate to induce antisocial behaviour: it requires the motivation to act in that manner. I argue that the development of this motivation to exhibit antisocial behaviour involves a multifaceted perspective that consolidates the self (e.g. socio-economic backgrounds and the degree of value placed on anonymity) with the other (e.g. group norms). This is, in turn, influenced by the chosen media channel (e.g. games, forums, virtual worlds, chat-rooms), the presence of any wider motivations (political and sociological), and the degree of anonymity afforded by the media channel; these factors affect the way anonymity is perceived and utilised.


Author(s):  
Randall Rogan

Although Usama bin Laden is dead, the radical ideology that underscored his actions and those of his followers continues to live in his written and spoken communiqués, as well as those of other leaders of the jihadist movement. Of interest to this investigation is the internet publication Inspire, produced by al-Qaeda in the Arabian Peninsula (AQAP). At the core of these documents are the identity constructions of Self and Other. Previous research of terrorist writings highlights the centrality of Self and Other framing in advocacy for violence. Employing computational linguistic analyses, this investigation explored the identity frames published in Inspire. Results indicate that characterizations of the Self are as the victim of oppression by the Other, countered by frames of morality, purity, spirituality, and honor. Comparatively, the Other is framed as the actor towards the Self, engaging in aggressive, militaristic, and oppressive behaviors.


2021 ◽  
Vol 23 (8) ◽  
pp. 2144-2166
Author(s):  
Benjamin J Li ◽  
Hye Kyung Kim

This study capitalizes on the unique capability of virtual reality (VR) to examine the efficacy of self- versus other-embodied perspective taking in promoting kidney donation in Singapore. The study used a 2 (self- vs other-embodied) × 2 (mirror vs photo presentation) between-subjects VR experiment ( N = 128), wherein participants played the role of a patient needing a kidney donation, either as themselves or as a typical organ-failure patient. Our findings showed that self-embodied perspective taking triggered self-oriented emotions (i.e. personal distress) and subsequently egoistic motivations that resulted in alternative prosocial behaviors (e.g. monetary donation, volunteering) than kidney donation. We found that embodying the other, rather than the self, had the practical benefit of inducing other-oriented emotions (i.e. empathy) and hence altruistic motivations that promoted kidney donation. This study clarified the conditions under which embodied perspective taking promoted different prosocial outcomes, and the specific mechanisms through which it achieved those outcomes.


2012 ◽  
Vol 220-223 ◽  
pp. 2688-2693
Author(s):  
Yu Zhang ◽  
Feng Xia

Malware (malicious software) is software designed to disrupt computer operation, gather sensitive information, or gain unauthorized access to a computer system. Most malwares propagate themselves throughout the Internet by self-relocation. Self-relocation is a built-in module in most malwares that gets the base address of the code to correctly infect the other programs. Since most legitimate computer programs do not need the self-relocate module, the detection of malware with self-relocation module can be viewed as a promising approach for malware detection. This paper presents a self-relocation based method for both known and previously unknown malwares. The experiments indicate that the proposed approach has better ability to detect known and unknown malwares than other methods.


2010 ◽  
Vol 2 (3) ◽  
pp. 124-137
Author(s):  
Yelena Georgievna Yaremenko

The digital special effects industry is constantly developing and searching new expressive means. The article explores the ambiguous relationship between virtual reality and cinema. The new milieu is an instrument of film creators, on the one hand, and the film's protagonist, on the other. Virtual space, artificial environment and digital technologies have become part of the "living" reality without our noticing it, and we are its virtual element. (Conclusion, for beginning see Issue # 3-4).


2016 ◽  
pp. 197-216
Author(s):  
Andrzej Górny ◽  
Agata Zygmunt

The article contains the reflec­tion on the role and meaning of Internet in contemporary family bonds creation. The times we live are described as “Web 2.0 era” or “Facebook epoque”, which in­dicates the presence of Internet in vari­ous fields of everyday life. Internet is not only the space where we can find a fun, but it is also used for education, work and establishing or sustaining social in­teractions. Contemporary families’ con­dition diagnosis stresses many problems which their members have to face. The most serious of them are: 1) the increase of generation gap, that determine mis­understandings and conflicts between family members also 2) dynamic mi­gration processes that extend the dis­tance between family members, which can be discussed in both: spatial and emotional aspect. We’d like to consid­er a multidimensional influence of the Internet, treated as a social phenome­non, on family’s relations. In our opin­ion many examples of destructive influ­ence of Internet on families’ condition can be indicated. For example: a vis­ible tendency to treat a virtual reality as an alternative for family life; look­ing for authorities and significant oth­ers in Internet; neglecting home duties which is the effect of intensive activi­ty in the Web. On the other hand we can find some positive aspects of using Internet by family members. First of all it makes contacts between family mem­bers who are far away from each oth­er easier. Secondly, it can be treated as a space of a common activity of all fam­ily. Thirdly, in the Web we can also find reasonable solutions of family problems.


Author(s):  
Angela Adrian

Virtual worlds may be the future of e-commerce. The game designers who fashioned these flourishing virtual worlds have invented a much more appealing way to use the internet: through an avatar. This usage of the term was coined in 1985 by Chip Morningstar, a user of the first avatar environment created by LucasFilm called Habitat. Habitat lacked many of the features we have in today’s games such as quests and puzzles. It was more similar to a social MUD in which the interactivity between avatars was the ultimate goal. According to Encarta: “Avatar [Sanskrit]: 1. incarnation of Hindu deity: an incarnation of a Hindu deity in human or animal form, especially one of the incarnations of Vishnu such as Rama and Krishna. 2. embodiment of something: somebody who embodies, personifies, or is the manifestation of an idea or concept. 3. image of person in virtual reality: a movable three-dimensional image that can be used to represent somebody in cyberspace, for example, an Internet user.” Unlike previous video game alter-egos, these avatars can be completely customized and are designed mainly for social interaction (Lastowka and Hunter, 2004). The average player dedicates hundreds of hours (and hundreds of dollars, in some cases). To cultivate his avatar. A survey suggested that approximately 20 percent of Norrath’s citizens deem it their place of residence; they just commute to Earth and back. To a large and growing number of people, virtual worlds are an important source of material and emotional well-being. (Yee). Ordinary people, who are bored and frustrated by regular web commerce, participate vigorously and passionately in avatar-based on-line markets.


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