Software for Membrane Computing

2020 ◽  
pp. 659-678
Author(s):  
Andrei George Florea ◽  
Cătălin Buiu

In order to use membrane computing models for real life applications there is a real need for software that can read a model from some form of input media and afterwards execute it according to the execution rules that are specified in the definition of the model. Another requirement of this software application is for it to be capable of interfacing the computing model with the real world. This chapter discusses how this problem was solved along the years by various researchers around the world. After presenting notable examples from the literature, the discussion continues with a detailed presentation of three membrane computing simulators that have been developed by the authors at the Laboratory of Natural Computing and Robotics at the Politehnica University of Bucharest, Romania.

In order to use membrane computing models for real life applications there is a real need for software that can read a model from some form of input media and afterwards execute it according to the execution rules that are specified in the definition of the model. Another requirement of this software application is for it to be capable of interfacing the computing model with the real world. This chapter discusses how this problem was solved along the years by various researchers around the world. After presenting notable examples from the literature, the discussion continues with a detailed presentation of three membrane computing simulators that have been developed by the authors at the Laboratory of Natural Computing and Robotics at the Politehnica University of Bucharest, Romania.


2021 ◽  
Vol 74 (2) ◽  
pp. 67-71
Author(s):  
Zh.K. Madalieva ◽  

The article discusses in detail the essence and meaning of ritual as a social action. The study of the nature of this phenomenon involves, first of all, the study of various approaches to the definition of the concept of "ritual" and related phenomena. Analyzing the existing definitions, the author comes to the conclusion that "ritual" is a certain set of actions that have symbolic meaning. The symbolism of the ritual is manifested in its connecting role with the world of the sacred, sacred. The article emphasizes that in the consciousness of a person in a traditional society, the sacred world is present in the real world through ritual. As an archaic form of culture, ritual was also a way of regulating and maintaining collective life. The ritual served as a means of integrating and maintaining the integrity of the human community, giving it stability. Therefore, the article focuses on the social functions of the ritual in both public and individual life.


This chapter presents Josiah Royce's address regarding the conception of God. He believes that a really fruitful philosophical study of the conception of God is inseparable from an attempt to estimate what evidence there is for the existence of God. When one conceives of God, one does so because one is interested, not in the bare definition of a purely logical or mathematical notion, but in the attempt to make out what sort of real world this is in which we live. If it is worthwhile even to speak of God before the forum of the philosophical reason, it is so because one hopes to be able, in a measure, to translate into articulate terms the central mystery of our existence, and to get some notion about what is at the heart of the world.


2013 ◽  
Vol 2013 ◽  
pp. 1-9 ◽  
Author(s):  
Linda De Wet ◽  
Sue Walker

Many students do not seem to transfer their learning during formal education into applications in the real world. The objective of this ongoing study was to investigate the opinion of third-year students concerning their program through problem-based learning and to improve the module where necessary. Students attending theory classes had to apply their newly gained knowledge coupled with real-life weather data to solve a problem during practicums. Students attending practicums were given the same questionnaire thrice; thus, the answers were based on different sets of exercises. Responses by attendees for the three questionnaires were 73%, 100%, and 61%, respectively. Students preferred problem-based practicums (78%, 54%, and 72%, resp.) to other non-problem-based practicums. Most students thought that their knowledge had improved and it had prepared them better for the workplace (85%, 77%, and 92%, resp.). Generally students preferred working in groups (74%, 62%, and 56%, resp.), in contrast to those preferring to work individually. Students benefited from problem-based learning in that they thought they had improved their knowledge, skills, and critical thinking abilities and felt that they had learnt things that they could carry into their future lives out in the world at large and the workplace.


2013 ◽  
Vol 655-657 ◽  
pp. 1761-1764 ◽  
Author(s):  
Hai Na Rong ◽  
Xiao Li Huang

As a branch of natural computing, membrane computing has attracted much attention in various disciplines. But the programmability of membrane computing models is an ongoing and challenging issue in this area. This paper develops the automatic design of membrane computing models through predefining the membrane structure and initial objects and introducing a modified quantum-inspired evolutionary algorithm with a local disturbance to select an appropriate subset from a redundant evolution rule set. The main idea of the presented method is that multiple membrane computing models, instead of only one model like in the literature, can be designed by applying one redundant evolution rule set. The effectiveness of the design method is verified by the experiments.


2005 ◽  
Vol 2 (3) ◽  
pp. 211-223 ◽  
Author(s):  
James Paul Gee

This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling. They are extensions of life insofar as they recruit and externalize some fundamental features of how humans orientate themselves in and to the real world when operating at their best. Video games create a projective stance in the sense of a stance toward the world in which we see the world simultaneously as a project imposed on us and as a site onto which we can actively project our desires, values and goals. A special category of games allows players to enact the projective stance of an ‘authentic professional’, thereby experiencing deep expertise of the kind that so widely eludes learners in school.


Humanus ◽  
2014 ◽  
Vol 12 (2) ◽  
pp. 143
Author(s):  
Imas Maryanah

AbstractThe changing dynamic of human lives makes most of them ignorant to the values of right and wrong. Truth, freedom, and justice have become scarce and beyond real.Cruelty has caused fear, restlessness, and misery. In order to be free from excruciatingpressure, Kalatidha describes a picture of how someone has lived in his dream happily.The dreams and goals he is been longing for are only enjoyed in that surreal world, theworld freed from norms, ideas, and public opinion. “Running away” is the word used todescribe how people lock themselves away from the real world.  For him, the real world he understands is the world that can give him joy,happiness, and cheerfulness. Things that are immoral in the eyes of the public are noshame to him. One thing he is sure of, that life is a journey, and how he live it. Emptinessis no longer misery, but a process that has to be passed through the journey. Kalatidhahas become a picture of how inner unrest becomes a focus of deceitful real life pantings.Deceit and dishonesty are stupid, and craziness is an act of hopelessness.  Key words : Dream, Journey, Deceit AbstrakDinamika gambaran kehidupan manusia yang terus-menerus berubah menyebabkan sebagian manusia tidak mengindahkan lagi, mana yang harus dilakukanmana yang dilarang. Kebenaran, kebebasan, keadilan menjadi barang langka yanghanya menjadi impian belaka. Kekejaman telah memunculkan ketakutan, kegelisahan,kesengsaraan. Agar terbebas dari tekanan yang menyiksa, Kalatidha menyajikan sebuahpotret bagaimana seseorang telah hidup di alam khayalnya dengan bahagia. Impian dancita-cita yang selama ini didambakan, hanya dapat dinikmati di alam “sana”. Alamyang  terbebas dari norma, ide, pendapat masyarakat. “Lari” itulah kata yang tepatuntuk menggambarkan bagaimana seseorang telah memenjarakan dirinya darikehidupan nyata.  Kehidupan nyata yang ia pahami hanyalah dunia yang dapat memberinyakesenangan, kegembiraan dan keceriaan. Hal-hal aneh yang dianggap menyimpang olehmasyarakat pada umumnya bukan merupakan celaan baginya. Satu hal yang ia yakinibahwa hidup ini adalah sebuah perjalanan, dan bagaimana ia menjalankannya. Kekosongan dan kehampaan bukan lagi siksaan, tapi sebuah proses yang harus dilewatidalam menempuh perjalanan. Kalatidha telah menjadi sebuah potret bagaimanapergolakan batin menjadi fokus sebuah lukisan kenyataan semu. Kepalsuan dan kepurapuraanadalahhalbodoh,dankegilaanadalahtindakandarisuatukeputusasaan.Key words : Impian, Perjalanan, Semu


First Monday ◽  
2005 ◽  
Author(s):  
Wagner James Au

In 2005, persistent online worlds — sometimes saddled with the unwieldy acronym MMORPGs, for “massively multiplayer online role playing games,” or somewhat less clumsily, MMOs — made the leap from niche entertainment to global mainstream medium. On a popularity metric, Worlds of Warcraft became the first game to surpass a million U.S. subscribers, while gaining a global audience over 4.5 million and counting (with a third of that from mainland China.) On an innovation scale, Second Life suggested the potential for MMOs to also be a development platform for commercial, educational, and research projects. As broadband and high end PCs saturate the international market, it’s time to consider MMOs as the likeliest candidate for the Internet’s next generation, supplanting the two dimensional, semi–interactive portal of the Web for an immersive, three–dimensional, fully interactive Metaverse of data. But a new medium requires new guidelines for understanding it, and it is here that many questions loom. What happens as users continue to employ MMOs for purposes beyond gaming or light socializing, when they become the first true meeting space for the world, where cultural, commercial, and political intercourse is conducted in real time in an immersive setting that feels real, even hyperreal? When they have a direct, measurable impact on real world news? And who will do the reporting to understand this profound shift? Unlike the Web revolution of the ’90s, documenting the emergence of online worlds is something that will be conducted from the inside, immersed within the media itself. Some tentative guidelines are therefore proposed, a new kind of journalistic ethics for a world where reality and identity are mutable and anonymity is both hazard and godsend. Based on nearly three years as Second Life’s official embedded journalist, the author suggests several principles, with the object to preserve a separation between real life identity and virtual being, while sustaining the fantastic, otherworldly nature of online worlds. Paradoxically, it’s argued, maintaining the illusion increases the value of online worlds as a journalistic tool, enabling a direct, intimate form of communication with diverse people throughout the world. At the same time, it enables us to see these worlds as model and microcosm for the socioeconomic realm of the world at large. In either case, these worlds can help us understand the conflicts and values of our own material world — and for good and ill, begin to shape them. To emphasize how crucial the need to understand this next dramatic shift for the Internet, the author offers five likely futures in which online worlds directly impact national and international politics and the global economy — a time when MMOs help decide the outcomes of real–world elections and influence long–established jurisprudence, while authoritarian government attempt to repress them, and they become the next theater for terrorist and counterterrorist infiltration.


2020 ◽  
Vol 179 ◽  
pp. 02053
Author(s):  
Chen Ni ◽  
Li Wang

There is an obvious difference between the real world and the world we perceive, and we are constantly updating the definition of color. Color, like point, line, and plane, is the basic unit of our visual information. However, compared with other visual elements, our research on color has obvious shortcomings. We can solve many specific problems in our design practice through new analysis methods.


2014 ◽  
Vol 22 (1) ◽  
pp. 18-33 ◽  
Author(s):  
Mario J. Pérez-Jiménez

In the last few decades several computing models using powerful tools from Nature have been developed (because of this, they are known as bio-inspired models). Commonly, the space-time trade-off method is used to develop efficient solutions to computationally hard problems. According to this, implementation of such models (in biological, electronic, or any other substrate) would provide a significant advance in the practical resolution of hard problems. Membrane Computing is a young branch of Natural Computing initiated by Gh. Păun at the end of 1998. It is inspired by the structure and functioning of living cells, as well as from the organization of cells in tissues, organs, and other higher order structures. The devices of this paradigm, called P systems or membrane systems, constitute models for distributed, parallel and non-deterministic computing. In this paper, a computational complexity theory within the framework of Membrane Computing is introduced. Polynomial complexity classes associated with different models of cell-like and tissue-like membrane systems are defined and the most relevant results obtained so far are presented. Different borderlines between efficiency and non-efficiency are shown, and many attractive characterizations of the P ≠ NP conjecture within the framework of this bio-inspired and non-conventional computing model are studied.


Sign in / Sign up

Export Citation Format

Share Document