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Scientific Simulations with Special-Purpose Computers. The GRAPE Systems J. Makino University of Tokyo, Japan and M. Taiji Institute for Statistical Mathematics, Tokyo, Japan Physics is full of complex many-body problems, i.e. problems where there are a large number of bodies interacting. This is particularly true in astrophysics, where stars or galaxies can be thought of as individual particles, but also in plasma physics, hydrodynamics and molecular dynamics. Special purpose computers have been developed to handle these highly complex problems. Scientific Simulations with Special-Purpose Computers gives an overview of these systems, and then focuses on an extremely high profile and successful project-the GRAPE computer at the University of Tokyo-and discusses its development, performance and applications across a range of problems. The future development and applications of special purpose computers are also discussed. Written by two of the leading developers of the GRAPE system, this unique volume will be of great interest to readers across a wide range of fields, including, astrophysicists, astronomers, plasma physicists, researchers in molecular dynamics and computer scientists.
This book discusses in detail all the relevant numerical methods for the classical N-body problem. It demonstrates how to develop clear and elegant algorithms for models of gravitational systems, and explains the fundamental mathematical tools needed to describe the dynamics of a large number of mutually attractive particles. Particular attention is given to the techniques needed to model astrophysical phenomena such as close encounters and the dynamics of black hole binaries. The author reviews relevant work in the field and covers applications to the problems of planetary formation and star cluster dynamics, both of Pleiades type and globular clusters. Self-contained and pedagogical, this book is suitable for graduate students and researchers in theoretical physics, astronomy and cosmology.
Special Purpose Computers describes special-purpose computers and compares them to general-purpose computers in terms of speed and cost. Examples of computers that were designed for the efficient solution of long established algorithms are given, including Navier-Stokes hydrodynamic solvers, classical molecular dynamic machines, and Ising model computers. Comprised of seven chapters, this volume begins by documenting the progress of the CalTech Concurrent Computation Program and its evolution from computational high-energy physics to a supercomputer initiative, with emphasis on the lessons learned including computer architecture issues and the trade-offs between in-house and commercial development. The reader is then introduced to the QCD Machine, a special-purpose parallel supercomputer that was designed and built to solve the lattice quantum chromodynamics problem. Subsequent chapters focus on the Geometry-Defining Processors and their application to the solution of partial differential equations; the Navier-Stokes computer; parallel processing using the Loosely Coupled Array of Processors (LCAP) system; and the Delft Ising system processor. The design and implementation of the Delft molecular-dynamics processor are also described. This book will be of interest to computer engineers and designers.
Computer simulation was first pioneered as a scientific tool in meteorology and nuclear physics in the period following World War II, but it has grown rapidly to become indispensible in a wide variety of scientific disciplines, including astrophysics, high-energy physics, climate science, engineering, ecology, and economics. Digital computer simulation helps study phenomena of great complexity, but how much do we know about the limits and possibilities of this new scientific practice? How do simulations compare to traditional experiments? And are they reliable? Eric Winsberg seeks to answer these questions in Science in the Age of Computer Simulation. Scrutinizing these issue with a philosophical lens, Winsberg explores the impact of simulation on such issues as the nature of scientific evidence; the role of values in science; the nature and role of fictions in science; and the relationship between simulation and experiment, theories and data, and theories at different levels of description. Science in the Age of Computer Simulation will transform many of the core issues in philosophy of science, as well as our basic understanding of the role of the digital computer in the sciences.
If all philosophy starts with wondering, then Calculated Surprises starts with wondering about how computers are changing the face and inner workings of science. In this book, Lenhard concentrates on the ways in which computers and simulation are transforming the established conception of mathematical modeling. His core thesis is that simulation modeling constitutes a new mode of mathematical modeling that rearranges and inverts key features of the established conception. Although most of these new key features--such as experimentation, exploration, or epistemic opacity--have their precursors, the new ways in which they are being combined is generating a distinctive style of scientific reasoning. Lenhard also documents how simulation is affecting fundamental concepts of solution, understanding, and validation. He feeds these transformations back into philosophy of science, thereby opening up new perspectives on longstanding oppositions. By combining historical investigations with practical aspects, Calculated Surprises is accessible for a broad audience of readers. Numerous case studies covering a wide range of simulation techniques are balanced with broad reflections on science and technology. Initially, what computers are good at is calculating with a speed and accuracy far beyond human capabilities. Lenhard goes further and investigates the emerging characteristics of computer-based modeling, showing how this simple observation is creating a number of surprising challenges for the methodology and epistemology of science. These calculated surprises will attract both philosophers and scientific practitioners who are interested in reflecting on recent developments in science and technology.
A description of computer programs for simulating phenomena in hydrodynamics, gas dynamics, and elastic plastic flow in one, two, and three dimensions. The text covers Maxwell's equations, and thermal and radiation diffusion, while the numerical procedures described permit the exact conservation of physical properties in the solutions of the fundamental laws of mechanics. The author also treats materials, including the use of simulation programs to predict material behavior.
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Simulation-Based Engineering and Science (SBE&S) cuts across disciplines, showing tremendous promise in areas from storm prediction and climate modeling to understanding the brain and the behavior of numerous other complex systems. In this groundbreaking volume, nine distinguished leaders assess the latest research trends, as a result of 52 site visits in Europe and Asia and hundreds of hours of expert interviews, and discuss the implications of their findings for the US government. The authors conclude that while the US remains the quantitative leader in SBE&S research and development, it is very much in danger of losing that edge to Europe and Asia. Commissioned by the National Science Foundation, this multifaceted study will capture the attention of Fortune 500 companies and policymakers.