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This book investigates collisions occurring in the motion of solids, in the motion of fluids but also in the motion of pedestrians in crowds. The duration of these presented collisions is short compared to the whole duration of the motion: they are assumed instantaneous. The innovative concept demonstrated in this book is that a system made of two solids, is deformable because their relative position changes. The definition of the velocities of deformation of the system introduced in the classical developments of mechanics, the principle of the virtual work and the laws of thermodynamics, allows a large range of applications such as crowd motions, debris flow motions, and shape memory alloys motions. The set of the applications is even larger: social sciences and mechanics are unified to predict the motion of crowds with application to transport management and to evacuation of theaters management.
The volume includes a set of selected papers extended and revised from the I2009 Pacific-Asia Conference on Knowledge Engineering and Software Engineering (KESE 2009) was held on December 19~ 20, 2009, Shenzhen, China. Volume 2 is to provide a forum for researchers, educators, engineers, and government officials involved in the general areas of Knowledge Engineering and Communication Technology to disseminate their latest research results and exchange views on the future research directions of these fields. 135 high-quality papers are included in the volume. Each paper has been peer-reviewed by at least 2 program committee members and selected by the volume editor Prof.Yanwen Wu. On behalf of the this volume, we would like to express our sincere appreciation to all of authors and referees for their efforts reviewing the papers. Hoping you can find lots of profound research ideas and results on the related fields of Knowledge Engineering and Communication Technology.
This book provides novel insights into two fundamental subjects in solid mechanics: virtual work and shape change. The author explains how the principle of virtual work represents a tool for analysis of the mechanical effects of the evolution of the shape of a system, how it can be applied to observations and experiments, and how it may be adapted to produce predictive theories of numerous phenomena. The book is divided into three parts. The first relates the principle of virtual work to what we observe with our eyes, the second demonstrates its flexibility on the basis of many examples, and the third applies the principle to predict the motion of solids with large deformations. Examples of both usual and unusual shape changes are presented, and equations of motion, some of which are entirely new, are derived for smooth and non-smooth motions associated with, for instance, systems of disks, systems of balls, classical and non-classical small deformation theories, systems involving volume and surface damage, systems with interactions at a distance (e.g., solids reinforced by fibers), systems involving porosity, collisions, and fracturing of solids.
This book constitutes the thoroughly refereed proceedings of the 33rd International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems, IEA/AIE 2020, held in Kitakyushu, Japan, in September 2020. The 62 full papers and 17 short papers presented were carefully reviewed and selected from 119 submissions. The IEA/AIE 2020 conference will continue the tradition of emphasizing on applications of applied intelligent systems to solve real-life problems in all areas. These areas include are language processing; robotics and drones; knowledge based systems; innovative applications of intelligent systems; industrial applications; networking applications; social network analysis; financial applications and blockchain; medical and health-related applications; anomaly detection and automated diagnosis; decision-support and agent-based systems; multimedia applications; machine learning; data management and data clustering; pattern mining; system control, classification, and fault diagnosis.
This graduate-level text, intended for any student of physics who requires a thorough grounding in the quantum theory of nonrelativistic scattering, emphasizes the time-dependent approach. 1983 edition.
A 1997 monograph on simulation for condensed matter physicists, materials scientists, chemists and electrical engineers.
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.
This book constitutes the refereed post-proceedings of the third Asian Simulation Conference, AsiaSim 2004, held in Jeju Island, Korea in October 2004. The 78 revised full papers presented together with 2 invited keynote papers were carefully reviewed and selected from 178 submissions; after the conference, the papers went through another round of revision. The papers are organized in topical sections on modeling and simulation methodology, manufacturing, aerospace simulation, military simulation, medical simulation, general applications, network simulation and modeling, e-business simulation, numerical simulation, traffic simulation, transportation, virtual reality, engineering applications, and DEVS modeling and simulation.
The aim of this book is to reflect the current cutting-edge thinking and established practices in the investigation of queueing systems and networks. This first volume includes ten chapters written by experts well-known in their areas. The book studies the analysis of queues with interdependent arrival and service times, characteristics of fluid queues, modifications of retrial queueing systems and finite-source retrial queues with random breakdowns, repairs and customers' collisions. Some recent tendencies in the asymptotic analysis include the average and diffusion approximation of Markov queueing systems and networks, the diffusion and Gaussian limits of multi-channel queueing networks with rather general input flow, and the analysis of two-time-scale nonhomogenous Markov chains using the large deviations principle. The book also analyzes transient behavior of infinite-server queueing models with a mixed arrival process, the strong stability of queueing systems and networks, and applications of fast simulation methods for solving high-dimension combinatorial problems.
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f