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Статті в журналах з теми "Computer Generated Forces (CGF)"

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Archer, Rick, Brett Walters, and Amy Yow. "Modeling Training Effects in Computer Generated Forces." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 11 (July 2000): 402–5. http://dx.doi.org/10.1177/154193120004401119.

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Анотація:
The use of Computer Generated Forces (CGF) in simulations ranges from small human performance models to large scale Advanced Distributed Simulations (ADS). CGF have been used to assess human performance aspects of system designs and to augment man-in-the-loop simulators with friendly and opposing forces to make simulated battlefield training exercises realistic. However, the current human performance models and ADS available to system designers, trainers, and resource allocation analysts do not include the effects of training on the performance of the CGF. For the most part, the CGF entities in these simulations reflect a constant level of training. This paper discusses a methodology for modeling the effects of training in CGF and other human performance models
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Chen, Jian, Yan Li Yang, and Zhi Guo Liu. "Research on Method of Property Verification of Multi-Agent System CGF Architecture Model." Applied Mechanics and Materials 344 (July 2013): 294–99. http://dx.doi.org/10.4028/www.scientific.net/amm.344.294.

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When Multi-agent system theory is used to the research of CGF(Computer Generated Forces), making up a correct and believable model is critical. In this article, we deal with the foundation,exit and update of Agent as well as the reconfiguration of system framework of CGF aiming at the problem of model evolvement caused by many Agent in CGF system always changing and show the validity of the model using INA.
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Hutton, Robert J. B., Walter Warwick, Terry Stanard, Patricia L. McDermott, and Stacey McIlwaine. "Computational Model of Recognition-Primed Decisions (RPD): Improving Realism in Computer-Generated Forces (CGF)." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 45, no. 26 (October 2001): 1833–37. http://dx.doi.org/10.1177/154193120104502607.

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Park, Daekuk, and Namsuk Cho. "A Study on Reinforcement Learning Method for the Deception Behavior : Focusing on Marine Corps Amphibious Demonstrations." Journal of the Korea Institute of Military Science and Technology 25, no. 4 (August 5, 2022): 390–400. http://dx.doi.org/10.9766/kimst.2022.25.4.390.

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Анотація:
Military deception is an action executed to deliberately mislead enemy’s decision by deceiving friendly forces intention. In the lessons learned from war history, deception appears to be a critical factor in the battlefield for successful operations. As training using war-game simulation is growing more important, it is become necessary to implement military deception in war-game model. However, there is no logics or rules proven to be effective for CGF(Computer Generated Forces) to conduct deception behavior automatically. In this study, we investigate methodologies for CGF to learn and conduct military deception using Reinforcement Learning. The key idea of the research is to define a new criterion called a “deception index” which defines how agent learn the action of deception considering both their own combat objectives and deception objectives. We choose Korea Marine Corps Amphibious Demonstrations to show applicability of our methods. The study has an unique contribution as the first research that describes method of implementing deception behavior.
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Verdesca, Marlo, Jaeson Munro, Michael Hoffman, Maria Bauer, and Dinesh Manocha. "Using Graphics Processor Units to Accelerate OneSAF: A Case Study in Technology Transition." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 3, no. 3 (July 2006): 177–87. http://dx.doi.org/10.1177/154851290600300305.

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Ongoing research aims to accelerate the runtime processing speed of the One Semi-Automated Forces (OneSAF) Computer Generated Forces (CGF) simulation by converting and migrating some of the core algorithms from the host central processing unit (CPU) to an onboard auxiliary graphics processor unit (GPU). In this research the GPU chip is regarded as a surrogate stream processor, and appropriate algorithms are designed to map to the GPU architecture. Processing speed gains are realized both through computational capabilities of the GPU as well as through offloading of the host CPU. Technology transfer of this research into the OneSAF baseline is a key requirement of this research. The OneSAF development program focuses on the same issues of scalability and runtime performance that will be directly affected by use of GPUs. As program architects are marshalling conventional approaches for resolving these challenges, the introduction of GPU-based solutions is being realized. This paper examines the challenges, planned approaches, and benchmarked results for using GPUs to accelerate OneSAF simulation.
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Yao, Jian, Qiwang Huang, and Weiping Wang. "Adaptive CGFs Based on Grammatical Evolution." Mathematical Problems in Engineering 2015 (2015): 1–11. http://dx.doi.org/10.1155/2015/197306.

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Анотація:
Computer generated forces (CGFs) play blue or red units in military simulations for personnel training and weapon systems evaluation. Traditionally, CGFs are controlled through rule-based scripts, despite the doctrine-driven behavior of CGFs being rigid and predictable. Furthermore, CGFs are often tricked by trainees or fail to adapt to new situations (e.g., changes in battle field or update in weapon systems), and, in most cases, the subject matter experts (SMEs) review and redesign a large amount of CGF scripts for new scenarios or training tasks, which is both challenging and time-consuming. In an effort to overcome these limitations and move toward more true-to-life scenarios, a study using grammatical evolution (GE) to generate adaptive CGFs for air combat simulations has been conducted. Expert knowledge is encoded with modular behavior trees (BTs) for compatibility with the operators in genetic algorithm (GA). GE maps CGFs, represented with BTs to binary strings, and uses GA to evolve CGFs with performance feedback from the simulation. Beyond-visual-range air combat experiments between adaptive CGFs and nonadaptive baseline CGFs have been conducted to observe and study this evolutionary process. The experimental results show that the GE is an efficient framework to generate CGFs in BTs formalism and evolve CGFs via GA.
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Massei, Marina, Alberto Tremori, Vera Novak, Simonluca Poggi, Christian Bartolucci, Angelo Ferrando, and Alessandro Chiurco. "Obesity Epidemic Simulation Based on Behavioral Models and Intelligent Agents." International Journal of Privacy and Health Information Management 1, no. 2 (July 2013): 96–114. http://dx.doi.org/10.4018/ijphim.2013070107.

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This research work is aimed at proposing a simulation model based on Intelligent Agents devoted to reproduce human behavior influence over the evolution and impact of obesity epidemics. Indeed, obesity is a real big problem for both USA and European countries, so it is necessary to take under control this phenomenon and, above all, to support Agencies and Nations with simulation models in order to promote specific actions, to guarantee population healthy and to reduce the related social costs. To this end, taking advantage of previous experiences on Human Behavior Models, a Library including Intelligent Agents for Computer Generated Forces (IA-CGF Libraries) has been developed. This library is conceived to reproduce complex scenarios with particular attention to non-conventional frameworks on the progression of obesity epidemics in the world where human behaviors play a crucial role. As for the simulation models test, calibration and validation, two scenarios with different underlying social and cultural conditions have been considered and compared, namely: Italy (obesity prevalence ~10%) and U.S.A. (obesity prevalence ~35%). This way, it has been possible to gain fruitful insights about how simulation models evolve over different social and cultural conditions in different countries.
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Deng, Jian Jun, Da Wu, and Li Liu. "Research on Modeling in CGF System of Air Defense Missile." Applied Mechanics and Materials 734 (February 2015): 350–53. http://dx.doi.org/10.4028/www.scientific.net/amm.734.350.

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The Computer Generated Force (CGF) system was introduced and the model structure of CGF system was discussed. The entities' model of missile was designed, it includes operator model and mobile controller and dynamic model of missile, different missile can be simulated by given different parameters of performance with the model. The behavior modeling based on Finite State Machine of CGF was studied, it could generate targeted behavior to the changing situation of combat environment. The simulation results show that the modeling method is reasonable and valid.
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Han, Chang Hee. "Group Behavior Simulation for Computer-generated Forces." Joural of the Korea Entertainment Industry Association 10, no. 1 (February 29, 2016): 323. http://dx.doi.org/10.21184/jkeia.2016.02.10.1.323.

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Li, Ni, Min He, Zhi Ming Ren, and Guang Hong Gong. "CGF-SDP: Development of Simulation Scenario and Scenario Editor." Applied Mechanics and Materials 441 (December 2013): 431–34. http://dx.doi.org/10.4028/www.scientific.net/amm.441.431.

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Military Scenario Definition Language (MSDL) is intended to provide a standard mechanism for loading Military Scenarios independent of the applications. Some customized scenario specifications lack scalability and interoperability with Command and Control (C2) applications. And how to integrate MSDL with simulation models still needs further implementation. This paper extended and modified MSDL to propose a feasible simulation scenario specification based on our existed CGF (Computer Generated Force) model system. A CGF-SDP (Scenario Development tool) was also developed to facilitate generating course of action (COA) of a military scenario graphically based on a GIS system. A simulation scenario was generated by this editor and it was effectively used in a combat simulation system’s execution process.
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Дисертації з теми "Computer Generated Forces (CGF)"

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Tracy, Judd. "AN APPROACH FOR COMPUTING INTERVISIBILITY USING GRAPHICAL PROCESSING U." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2505.

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In large scale entity-level military force-on-force simulations it is essential to know when one entity can visibly see another entity. This visibility determination plays an important role in the simulation and can affect the outcome of the simulation. When virtual Computer Generated Forces (CGF) are introduced into the simulation these intervisibilities must now be calculated by the virtual entities on the battlefield. But as the simulation size increases so does the complexity of calculating visibility between entities. This thesis presents an algorithm for performing these visibility calculations using Graphical Processing Units (GPU) instead of the Central Processing Units (CPU) that have been traditionally used in CGF simulations. This algorithm can be distributed across multiple GPUs in a cluster and its scalability exceeds that of CGF-based algorithms. The poor correlations of the two visibility algorithms are demonstrated showing that the GPU algorithm provides a necessary condition for a "Fair Fight" when paired with visual simulations.
M.S.Cp.E.
Department of Electrical and Computer Engineering
Engineering and Computer Science
Computer Engineering
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2

Lorins, Peterson Marthen. "A Comparative Analysis Between Context-Based Reasoning (CxBR) and Contextual Graphs (CxGs)." Master's thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2302.

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Context-based Reasoning (CxBR) and Contextual Graphs (CxGs) involve the modeling of human behavior in autonomous and decision-support situations in which optimal human decision-making is of utmost importance. Both formalisms use the notion of contexts to allow the implementation of intelligent agents equipped with a context sensitive knowledge base. However, CxBR uses a set of discrete contexts, implying that models created using CxBR operate within one context at a given time interval. CxGs use a continuous context-based representation for a given problem-solving scenario for decision-support processes. Both formalisms use contexts dynamically by continuously changing between necessary contexts as needed in appropriate instances. This thesis identifies a synergy between these two formalisms by looking into their similarities and differences. It became clear during the research that each paradigm was designed with a very specific family of problems in mind. Thus, CXBR best implements models of autonomous agents in environment, while CxGs is best implemented in a decision support setting that requires the development of decision-making procedures. Cross applications were implemented on each and the results are discussed.
M.S.Cp.E.
Department of Electrical and Computer Engineering
Engineering and Computer Science
Computer Engineering
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3

Durning, John Patrick. "Modeling of acoustic phenomena in computer generated forces." Honors in the Major Thesis, University of Central Florida, 2002. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/271.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering
Science
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4

Pursel, Eugene Ray. "Synthetic vision : visual perception for computer generated forces using the programmable graphics pipeline /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPursel.pdf.

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Анотація:
Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, Sept. 2004.
Thesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 93-95). Also available online.
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Mohn, Howard Lee. "Implementation of a tactical mission planner for command and control of computer generated forces in ModSAF." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1994. http://handle.dtic.mil/100.2/ADA288577.

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Allsopp, Daniel John. "The specification and storage of military task knowledge to support automated production of computer generated forces." Thesis, Cranfield University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396437.

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Livak, Thomas Michael. "Collaborative warrior tutoring." Link to electronic thesis, 2004. http://www.wpi.edu/Pubs/ETD/Available/etd-0824104-152548/.

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Анотація:
Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: Collaborative tutoring; Intelligent tutoring; Computer generated forces; Cognitive modeling. Includes bibliographical references (p. 29-31).
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Книги з теми "Computer Generated Forces (CGF)"

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D, Gillis Philip, and U.S. Army Research Institute for the Behavioral and Social Sciences., eds. Cognitive behaviors for computer generated forces. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2000.

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Ellen, Mallery, Pope Marie, Armstrong Laboratory (U.S.), Hughes Training, Inc. Training Operations., and United States. Dept. of the Air Force., eds. Intelligent agents for computer-generated forces. Brooks Air Force Base, Tex: Armstrong Laboratory, Air Force Materiel Command, 1996.

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1962-, Guo Qisheng, ed. Ji suan ji sheng cheng bing li dao lun: An introduction to computer generated forces. Beijing: Guo fang gong ye chu ban she, 2006.

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Xiaodong, Huang, ed. Ji suan ji sheng cheng bing li zhi neng jue ce fang fa ji qi ying yong: The intellectualized decision-making methods of computer generated forces and their application. Beijing Shi: Dian zi gong ye chu ban she, 2011.

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5

A Domain Independent Framework for Developing Knowledge Based Computer Generated Forces. Storming Media, 1996.

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A Software Architecture For Computer Generated Forces In Complex Distributed Virtual Environments. Storming Media, 1996.

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Synthetic Vision: Visual Perception for Computer Generated Forces Using the Programmable Graphics Pipeline. Storming Media, 2004.

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8

A Representational Approach to Knowledge and Multiple Skill Levels for Broad Classes of Computer Generated Forces. Storming Media, 1997.

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9

Weimann, Gabriel. Terrorism and Counterterrorism on the Internet. Oxford University Press, 2018. http://dx.doi.org/10.1093/acrefore/9780190846626.013.420.

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The internet has emerged as an important medium for terrorists. Two key trends can be discerned from cyberterrorism: the democratization of communications driven by user generated content on the internet, and modern terrorists’ growing awareness of the internet’s potential for their purposes. The internet has become a favorite tool of the terrorists because of the many advantages it provides, such as easy access; little or no regulation, censorship, or other forms of government control; potentially huge audiences spread throughout the world; anonymity of communication; fast flow of information; interactivity; inexpensive development and maintenance of a Web presence; a multimedia environment; and the ability to influence coverage in the traditional mass media. These advantages make the network of computer-mediated communication ideal for terrorists-as-communicators. Terrorist groups of all sizes maintain their own websites to spread propaganda, raise funds and launder money, recruit and train members, communicate and conspire, plan and launch attacks. They also rely on e-mail, chatrooms, e-groups, forums, virtual message boards, and resources like YouTube, Facebook, and Google Earth. Fighting online terrorism raises the issue of countermeasures and their cost. The virtual war between terrorists and counterterrorism forces and agencies is certainly a vital, dynamic, and ferocious one. It is imperative that we become better informed about the uses to which terrorists put the internet and better able to monitor their activities. Second, we must defend our societies better against terrorism without undermining the very qualities and values that make our societies worth defending.
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Частини книг з теми "Computer Generated Forces (CGF)"

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"Massive Movie Waves." In A Book of Waves, 192–202. Duke University Press, 2023. http://dx.doi.org/10.1215/9781478024538-011.

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This short interstitial chapter examines representations of ocean waves in disaster and science fiction movies, reading them for what they can indicate about shifting ideological accounts of human-ocean relations. The chapter tracks the technical conjuring of such on-screen waves, made using everything from scale-model wave tanks to computer-generated imagery (CGI) and explicates how they enable waves' narrative purposes and effects. Towering waves in film have operated as emblems of the elemental power of cosmic, inhuman, arbitrary forces; the return of the social-environmental repressed; and the power and limits of cinematic media themselves.
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Stytz, M. R., and S. B. Banks. "Computer Generated Forces in Distributed Simulation." In Advances in Intelligent Systems for Defence, 61–168. WORLD SCIENTIFIC, 2002. http://dx.doi.org/10.1142/9789812776341_0003.

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"Modeling Operation Plans Based on Ontology for Computer Generated Forces." In International Conference on Electronics, Information and Communication Engineering (EICE 2012), 897–900. ASME Press, 2012. http://dx.doi.org/10.1115/1.859971.paper189.

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Gunjal, S. N., Yadav S K, and Kshirsagar D B. "A Distributed Item Based Similarity Approach for Collaborative Filtering on Hadoop Framework." In Intelligent Systems and Computer Technology. IOS Press, 2020. http://dx.doi.org/10.3233/apc200176.

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Now a day’s multiple website provides millions of product to their on-line users. Due to the interaction of millions customer with the e-commerce websites creates massive volume of data. Recommendation system is a dynamic data capturing system filters massive volume of information generated through the interaction of users to web-portals & generate suggestion that fits the user expectations. Recommendation framework is data filtering tools that make use of algorithms and user rating data to recommend the most relevant items to a particular user. Collaborative filtering is one of the successful techniques in the recommendation system to recommend the top N-item. In the majority of the Recommendation framework information sparsity, high dimensionality, adaptability which are normal issue in the RS domain have adversely influence the exhibition of CF. The proposed system is developed to resolve the mentioned problems in most of the recommendation system using item based similarities approach in CF with the help of user sub space clustering approach on hadoop framework. In the proposed system user subspaces formed by considering the interest of the users in the items like Interested, Neither Interested nor Uninterested (NIU), and Uninterested. After the user subspace clustering the neighbor item tree is constructed. To find out the similarities between the items the similarities measures is developed from the neighbor item tree. It observed that in traditional item-based collaborative filtering method requires more computational cost but the computation of item similarities is performed off line & computational cost required for on line prediction is less. In proposed work to improve the computation speed of off line item-item similarity the computation is performed on various nodes in cluster in the hadoop distributed system. The similarity between the two items is used to predict the rating provided by user on the target items. The proposed method tested on the Movie lens 100K, Movie lens 1M in order to make comparisons with the existing techniques. The proposed method improves the performance of the recommendation systems by resolving the issues like scalability, high dimensionality, data sparsity etc.
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Brahimi, Tayeb, and Ion Paraschivoiu. "Aerodynamic Analysis and Performance Prediction of VAWT and HAWT Using CARDAAV and Qblade Computer Codes." In Entropy and Exergy in Renewable Energy [Working Title]. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.96343.

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Wind energy researchers have recently invited the scientific community to tackle three significant wind energy challenges to transform wind power into one of the more substantial, low-cost energy sources. The first challenge is to understand the physics behind wind energy resources better. The second challenge is to study and investigate the aerodynamics, structural, and dynamics of large-scale wind turbine machines. The third challenge is to enhance grid integration, network stability, and optimization. This chapter book attempts to tackle the second challenge by detailing the physics and mathematical modeling of wind turbine aerodynamic loads and the performance of horizontal and vertical axis wind turbines (HAWT & VAWT). This work underlines success in the development of the aerodynamic codes CARDAAV and Qbalde, with a focus on Blade Element Method (BEM) for studying the aerodynamic of wind turbines rotor blades, calculating the induced velocity fields, the aerodynamic normal and tangential forces, and the generated power as a function of a tip speed ration including dynamic stall and atmospheric turbulence. The codes have been successfully applied in HAWT and VAWT machines, and results show good agreement compared to experimental data. The strength of the BEM modeling lies in its simplicity and ability to include secondary effects and dynamic stall phenomena and require less computer time than vortex or CFD models. More work is now needed for the simulation of wind farms, the influence of the wake, the atmospheric wind flow, the structure and dynamics of large-scale machines, and the enhancement of energy capture, control, stability, optimization, and reliability.
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Gautschi, Walter. "Computational Methods." In Orthogonal Polynomials. Oxford University Press, 2004. http://dx.doi.org/10.1093/oso/9780198506720.003.0004.

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The fundamental problem is to compute the first n recursion coefficients αk (dλ), Βk(dλ), k = 0, 1, . . . , n − 1 (cf. §1.3.1), where n ≥ 1 is a (typically large) integer and dλ a positive measure given either implicitly via moment information or explicitly. In the former case, an important aspect is the sensitivity of the problem with respect to small perturbations in the data (the first 2n moments or modified moments); this is the question of conditioning. In principle, there is a simple algorithm, essentially due to Chebyshev, that produces the desired recursion coefficients from given moment information. The effectiveness of this algorithm, however, depends critically on the conditioning of the underlying problem. If the problem is ill-conditioned, as it often is, recourse has to be made either to symbolic computation or to the explicit form of the measure. A procedure applicable in the latter case is discretization of the measure and subsequent approximation of the desired recursion coefficients by those relative to a discrete measure. Other problems calling for numerical methods are the evaluation of Cauchy integrals of orthogonal polynomials and the problem of passing from the recursion coefficients of a measure to those of a modified measure—the original measure multiplied by a rational function. Finally, Sobolev orthogonal polynomials present their own problems of calculating recursion coefficients and zeros. Orthogonal polynomials as well as their recursion coefficients are expressible in determinantal form in terms of the moments of the underlying measure. Indeed, much of the classical theory of orthogonal polynomials is moment-oriented. This is true, in particular, of a classical algorithm due to Chebyshev, which generates the recursion coefficients directly from the moments, bypassing determinants. The use of moments, unfortunately, is numerically problematic inasmuch as they give rise to severe ill-conditioning. In many cases, particularly for measures with bounded support, it is possible, however, to work with the so-called “modified moments,” which lead to better conditioned problems and a more stable analog of the Chebyshev algorithm.
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Chen, Kuang-hua, and Muh-Chyun Tang. "A Bibliographic Analysis of Scholarly Publication in the Emerging Field of Digital Humanities in Taiwan." In Digital Humanities and Scholarly Research Trends in the Asia-Pacific, 140–57. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7195-7.ch007.

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This chapter focuses on the development of digital humanities (DH) in Taiwan. A bibliographic methodology was adopted where the scholarly publications in DH were collected and their bibliographic information retrieved and analyzed. Both co-authorship and article similarity networks were generated so social network analysis can be used to characterize the development of the field. The preliminary results show that in the earlier stage of DH in Taiwan more emphasis has been put on the construction and modeling of the cultural heritage databases; the later period has witnessed a wide variety of efforts to apply computational means within different branches in humanities, most noticeably history, Buddhists, and literary studies. The Computer Science, Library and Information Science, Geography, and History are the major driving forces for DH in Taiwan. The strong presence of Buddhists study is unique because of the strong influence of Buddhism on the Taiwanese.
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Тези доповідей конференцій з теми "Computer Generated Forces (CGF)"

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Yang, Cunwu, Charles S. Ih, and Lianqin Xiang. "Making infrared holograms using a computer-generated hologram." In OSA Annual Meeting. Washington, D.C.: Optica Publishing Group, 1986. http://dx.doi.org/10.1364/oam.1986.fv1.

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Since high resolution recording materials are not readily available in the infrared and laser diodes do not have a sufficient coherent length, it is difficult to make an infrared hologram for the LD directly. An infrared hologram for a simple object can be easily calculated by a computer. If the hologram is large and the spatial frequency is high (say, more than 1000 lines/mm), it is still an elaborated process to generate these holograms by an electron beam machine. Also because of the long writing time required for the hologram, the electron beam and the translation stage stability must be carefully maintained. The former is often affected by the static charge built up and the latter by temperature changes and mechanical vibrations. In this paper we describe a different approach to make the hologram. We first create a CGH for a visible wavelength for which high resolution recording media are available. The CGH is then used as the object to make the final IR hologram using visible wavelength. The CGH is designed in such a way that the wavefront distortion is precompensated. The CGH is drawn by a personal computer system which includes an MP 1000-01 plotter.
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2

Esmaeelpanah, J., A. Dalili, S. Chandra, J. Mostaghimi, H. C. Fan, and H. Kuo. "Interactions Between High-Viscosity Droplets Deposited on a Surface: Experiments and Simulations." In ASME 2012 Fluids Engineering Division Summer Meeting collocated with the ASME 2012 Heat Transfer Summer Conference and the ASME 2012 10th International Conference on Nanochannels, Microchannels, and Minichannels. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/fedsm2012-72068.

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A combined numerical and experimental investigation of coalescence of droplets of highly viscous liquids dropped on a surface has been carried out. Droplets of 87 wt% glycerin-in-water solutions with viscosity 110 centistokes were deposited sequentially in straight lines onto a flat, solid steel plate and droplet impact photographed. Impacting droplets spread on the surface until liquid surface tension and viscosity overcame inertial forces and the droplets recoiled, eventually reaching equilibrium. Droplet center-to-center distance was varied and droplet line length was measured from photographs. As droplet spacing was increased there was less interaction between the droplets. A three dimensional parallel code has been developed to simulate fluid flow and free surface interaction by solving the continuity, momentum and volume-of-fluid (VOF) equations. The two-step projection method was employed to solve the governing equations for the whole domain including both liquid and air phases. The continuum-surface-force (CSF) scheme was applied to model surface tension and the piecewise-linear-interface-construction (PLIC) technique used to reconstruct the free surface. Computer generated images of impacting droplets modeled droplet shape evolution correctly and compared well with photographs taken during experiments. Accurate predictions were obtained for droplet line length during spreading and at equilibrium.
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3

Cummings, Scott M., and Patricia Schreiber. "Wheel Spalling: Simulation of High Speed Wheel Slip." In ASME 2008 Rail Transportation Division Fall Technical Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/rtdf2008-74011.

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The Wheel Defect Prevention Research Consortium (WDPRC) conducted an analysis of the possibility of wheel spall creation under revenue service conditions when a car traverses perturbed and/or lubricated track with the brakes applied. When the brake retarding force acting on a wheelset is greater than the wheelset vertical load multiplied by the wheel/rail coefficient of friction (COF), the wheelset rotational speed will begin to decrease, because the braking force has exceeded the available wheel/rail traction. Due to its large rotational inertia, the wheelset will not immediately stop rotating. As the wheelset slows rotationally, a relative motion (slip) between the contact patch of the wheel and the rail will be introduced due to the continued forward motion of the vehicle. Any sliding action generates heat in the contact patch. If sufficient heat is generated, martensite can form and spalling problems can be initiated. However, as long as the wheelset is rotating, the contact patch is cooled by continually moving circumferentially around the wheel and the tread surface temperature is limited. A NUCARS® multi-body computer simulation model was used to determine wheel normal forces at a variety of speeds across perturbed track. The wheel slip rate was then calculated for each discreet output time step of the NUCARS model. The resulting wheel tread temperature due to the wheel slip was calculated. The predicted contact patch temperature was compared to the austenitic transformation temperature to form a prediction about whether or not martensite would be created. Based on the results of this analysis, it does appear to be possible to create martensite on the wheels of loaded cars under heavy braking while traversing track surface irregularities. However, most operating conditions would not provide the required conditions and this is probably not a major source of spalling.
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4

Rajput, Sumeet, Clarke R. Karr, Mikel D. Petty, and Michael A. Craft. "Intervisibility heuristics for computer generated forces." In Critical Review Collection. SPIE, 1995. http://dx.doi.org/10.1117/12.204226.

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5

Shaobin Sun and Jun Pan. "Behavior modeling of computer generated forces." In 2012 IEEE Symposium on Electrical & Electronics Engineering (EEESYM). IEEE, 2012. http://dx.doi.org/10.1109/eeesym.2012.6258592.

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6

"AGENT-BASED COMPUTER-GENERATED-FORCES’ BEHAVIOUR IMPROVEMENT." In 3rd International Conference on Agents and Artificial Intelligence. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003187002730280.

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7

Luotsinen, Linus J., Farzad Kamrani, Peter Hammar, Magnus Jandel, and Rikke Amilde Lovlid. "Evolved creative intelligence for computer generated forces." In 2016 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2016. http://dx.doi.org/10.1109/smc.2016.7844707.

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8

Petty, Mikel D. "Computer-generated forces in distributed interactive simulation." In Critical Review Collection. SPIE, 1995. http://dx.doi.org/10.1117/12.204224.

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9

Sweeney, Donald W., and George F. Schils. "Computer-generated holographic filters for rotationally invariant image processing." In OSA Annual Meeting. Washington, D.C.: Optica Publishing Group, 1985. http://dx.doi.org/10.1364/oam.1985.the4.

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A new class of optical correlation filters has been implemented experimentally using computer-generated holographic elements. The new filters are formed from a recombination of the angular harmonics of the target image so that the target image can be identified from an infinite set of images of arbitrary position and angular orientation. The computer designed filters have a large amplitude dynamic range and rapid phase variations. Such image functions are difficult to encode in a computer-generated hologram having small quantization and binarization error as well as high diffraction efficiency. Numerical modeling has shown that the filters are robust to amplitude clipping and phase quantization. Filters are being fabricated on a high resolution vector graphics device followed by photoreduction and also on an electron beam system. Various polar and projection CGH algorithms are being compared experimentally in the optical correlation system.
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10

Sun, Shaobin, Xuehua Lin, Jun Pan, and Yingchun Zhou. "Decision-making and planning of computer generated forces." In 2012 IEEE International Conference on Computer Science and Automation Engineering (CSAE). IEEE, 2012. http://dx.doi.org/10.1109/csae.2012.6272641.

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Звіти організацій з теми "Computer Generated Forces (CGF)"

1

Weeks, Joseph L., L. B. McDonald, and Jack Hughes. Development of Computer-Generated Forces for Air Force Security Forces Distributed Mission Training. Fort Belvoir, VA: Defense Technical Information Center, October 2002. http://dx.doi.org/10.21236/ada408672.

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2

ILLGEN SIMULATION TECHNOLOGIES INC GOLETA CA. Project Plan for Support to the U.S. Army Computer Generated Forces Assessment Working Group (CGFAWG). Fort Belvoir, VA: Defense Technical Information Center, March 1995. http://dx.doi.org/10.21236/ada297140.

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