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How does a bird flock keep its movements so graceful and synchronized? Most people assume that the bird in front leads and the others follow. In fact, bird flocks don't have leaders: they are organized without an organizer, coordinated without a coordinator. And a surprising number of other systems, from termite colonies to traffic jams to economic systems, work the same decentralized way. Turtles, Termites, and Traffic Jams describes innovative new computational tools that can qhelp people (even young children) explore the workings of such systems—and help them move beyond the centralized mindset.
How does a bird flock keep its movements so graceful and synchronized? Most people assume that the bird in front leads and the others follow. In fact, bird flocks don't have leaders: they are organized without an organizer, coordinated without a coordinator. And a surprising number of other systems, from termite colonies to traffic jams to economic systems, work the same decentralized way. Turtles, Termites, and Traffic Jams describes innovative new computational tools that can qhelp people (even young children) explore the workings of such systems—and help them move beyond the centralized mindset.
Have you ever wondered how birds flock or forest fires spread? For thousands of years people - from DaVinci to Einstein - have created models to help them better understand patterns and processes in the world around them. Computers make it easier for novices to build and explore their own models - and learn new scientific ideas in the process. Adventures in Modeling introduces you and your students to designing, creating, and investigating models in StarLogo. Computer modeling, the use of computer programs to simulate complex, dynamic systems or events (like population growth or environmental conservation), is a powerful learning tool that is finding a rapidly growing audience among teachers in middle and high school science and mathematics classes, especially since the NCTM Standards 2000 advocates its use in the curriculum. This valuable resource: Provides educators with a rich and accessible introduction to the use of computer modeling in the classroom using the popular StarLogo computer programming language; Takes readers step-by-step through the process of using computer models to simulate complex relationships; Shows how and why computer modeling can lead to powerful and enduring learning outcomes for all students. Provides explicit links between various state and national math and science content standards and the use of computer models, to enable educators to see how this work may enhance standards-based instruction; As computer use gains in currency and value in the middle and high school classroom, Adventures in Modeling will give teachers and students a very effective way to build curiosity and boost learning outcomes in a standards-based curriculum.
""Growing Artificial Societies" is a milestone in social science research. It vividly demonstrates the potential of agent-based computer simulation to break disciplinary boundaries. It does this by analyzing in a unified framework the dynamic interactions of such diverse activities as trade, combat, mating, culture, and disease. It is an impressive achievement." -- Robert Axelrod, University of Michigan How do social structures and group behaviors arise from the interaction of individuals? "Growing Artificial Societies" approaches this question with cutting-edge computer simulation techniques. Fundamental collective behaviors such as group formation, cultural transmission, combat, and trade are seen to "emerge" from the interaction of individual agents following a few simple rules. In their program, named Sugarscape, Epstein and Axtell begin the development of a "bottom up" social science that is capturing the attention of researchers and commentators alike. The study is part of the 2050 Project, a joint venture of the Santa Fe Institute, the World Resources Institute, and the Brookings Institution. The project is an international effort to identify conditions for a sustainable global system in the next century and to design policies to help achieve such a system. "Growing Artificial Societies" is also available on CD-ROM, which includes about 50 animations that develop the scenarios described in the text. "Copublished with the Brookings Institution"
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
This book constitutes the thoroughly refereed post-proceedings of the Second International Workshop on Environments for Multiagent Systems, E4MAS 2005, held in Utrecht, The Netherlands, in July 2005, as an associated event of AAMAS 2005. The 16 revised papers presented were carefully reviewed and selected from the lectures given at the workshop completed by a number of invited papers of prominent researchers active in the domain. The papers are organized in topical sections on models, architecture, and design, mediated coordination, as well as applications.
This volume contains a selection of revised and extended research articles written by prominent researchers participating in a large international conference on Advances in Engineering Technologies and Physical Science which was held in San Francisco, California, USA, October 25-27, 2017. Topics covered include engineering mathematics, electrical engineering, communications systems, computer science, chemical engineering, systems engineering, manufacturing engineering, and industrial applications. With contributions carefully chosen to represent the most cutting-edge research presented during the conference, the book contains some of the state-of-the-art in engineering technologies and the physical sciences and their applications, and serves as a useful reference for researchers and graduate students working in these fields.
Mobile Ad hoc NETworks (MANETs) has attracted great research interest in recent years. A Mobile Ad Hoc Network is a self-organizing multi-hop wireless network where all hosts (often called nodes) participate in the routing and data forwarding process. The dependence on nodes to relay data packets for others makes mobile ad hoc networks extremely susceptible to various malicious and selfish behaviors. This point is largely overlooked during the early stage of MANET research. Many works simply assume nodes are inherently cooperative and benign. However, experiences from the wired world manifest that the reverse is usually true; and many works [3] [10] [9] [8] [12] [19] have pointed out that the impact of malicious and selfish users must be carefully investigated. The goal of this research is to address the cooperation problem and related security issues in wireless ad hoc networks. As a rule of thumb, it is more desirable to include security mechanisms in the design phase rather than continually patching the system for security breaches. As pointed out in [2] [1], there can be both selfish and malicious nodes in a mobile ad hoc network. Selfish nodes are most concerned about their energy consumption and intentionally drop packets to save power. The purpose of malicious nodes, on the other hand, is to attack the network using various intrusive techniques. In general, nodes in an ad hoc network can exhibit Byzantine behaviors.
How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.