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Digital Dice by Paul J. Nahin

Title Digital Dice
Author Paul J. Nahin
Publisher Princeton University Press
Release 2013-03-24
Category Mathematics
Total Pages 288
ISBN 1400846110
Language English, Spanish, and French
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Book Summary:

Some probability problems are so difficult that they stump the smartest mathematicians. But even the hardest of these problems can often be solved with a computer and a Monte Carlo simulation, in which a random-number generator simulates a physical process, such as a million rolls of a pair of dice. This is what Digital Dice is all about: how to get numerical answers to difficult probability problems without having to solve complicated mathematical equations. Popular-math writer Paul Nahin challenges readers to solve twenty-one difficult but fun problems, from determining the odds of coin-flipping games to figuring out the behavior of elevators. Problems build from relatively easy (deciding whether a dishwasher who breaks most of the dishes at a restaurant during a given week is clumsy or just the victim of randomness) to the very difficult (tackling branching processes of the kind that had to be solved by Manhattan Project mathematician Stanislaw Ulam). In his characteristic style, Nahin brings the problems to life with interesting and odd historical anecdotes. Readers learn, for example, not just how to determine the optimal stopping point in any selection process but that astronomer Johannes Kepler selected his second wife by interviewing eleven women. The book shows readers how to write elementary computer codes using any common programming language, and provides solutions and line-by-line walk-throughs of a MATLAB code for each problem. Digital Dice will appeal to anyone who enjoys popular math or computer science. In a new preface, Nahin wittily addresses some of the responses he received to the first edition.

Digital Dice by Paul J. Nahin

Title Digital Dice
Author Paul J. Nahin
Publisher Princeton University Press
Release 2013-03-24
Category Computers
Total Pages 288
ISBN 0691158215
Language English, Spanish, and French
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Book Summary:

Some probability problems are so difficult that they stump the smartest mathematicians. But even the hardest of these problems can often be solved with a computer and a Monte Carlo simulation, in which a random-number generator simulates a physical process, such as a million rolls of a pair of dice. This is what Digital Dice is all about: how to get numerical answers to difficult probability problems without having to solve complicated mathematical equations. Popular-math writer Paul Nahin challenges readers to solve twenty-one difficult but fun problems, from determining the odds of coin-flipping games to figuring out the behavior of elevators. Problems build from relatively easy (deciding whether a dishwasher who breaks most of the dishes at a restaurant during a given week is clumsy or just the victim of randomness) to the very difficult (tackling branching processes of the kind that had to be solved by Manhattan Project mathematician Stanislaw Ulam). In his characteristic style, Nahin brings the problems to life with interesting and odd historical anecdotes. Readers learn, for example, not just how to determine the optimal stopping point in any selection process but that astronomer Johannes Kepler selected his second wife by interviewing eleven women. The book shows readers how to write elementary computer codes using any common programming language, and provides solutions and line-by-line walk-throughs of a MATLAB code for each problem. Digital Dice will appeal to anyone who enjoys popular math or computer science. In a new preface, Nahin wittily addresses some of the responses he received to the first edition.

Title Digital Systems Design Using Verilog
Author Charles Roth
Publisher Cengage Learning
Release 2015-01-01
Category Technology & Engineering
Total Pages 608
ISBN 1305445414
Language English, Spanish, and French
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Book Summary:

DIGITAL SYSTEMS DESIGN USING VERILOG integrates coverage of logic design principles, Verilog as a hardware design language, and FPGA implementation to help electrical and computer engineering students master the process of designing and testing new hardware configurations. A Verilog equivalent of authors Roth and John's previous successful text using VHDL, this practical book presents Verilog constructs side-by-side with hardware, encouraging students to think in terms of desired hardware while writing synthesizable Verilog. Following a review of the basic concepts of logic design, the authors introduce the basics of Verilog using simple combinational circuit examples, followed by models for simple sequential circuits. Subsequent chapters ask readers to tackle more and more complex designs. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Title Roleplaying Games in the Digital Age
Author Stephanie Hedge
Publisher McFarland
Release 2021-02-22
Category Games & Activities
Total Pages 241
ISBN 1476676860
Language English, Spanish, and French
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Book Summary:

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Title Digital Libraries Supporting Open Science
Author Paolo Manghi
Publisher Springer
Release 2019-01-14
Category Computers
Total Pages 352
ISBN 3030112268
Language English, Spanish, and French
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Book Summary:

This book constitutes the thoroughly refereed proceedings of the 15th Italian Research Conference on Digital Libraries, IRCDL 2019, held in Pisa, Italy, in January/February 2019. The 22 full papers and 5 short papers presented were carefully selected from 42 submissions. The papers are organized in topical sections on information retrieval, digital libraries and archives, information integration, open science, and data mining.

Title Circuit and Layout Techniques for Soft error resilient Digital CMOS Circuits
Author
Publisher Stanford University
Release 2011
Category
Total Pages
ISBN
Language English, Spanish, and French
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Book Summary:

Radiation-induced soft errors are a major concern for modern digital circuits, especially memory elements. Unlike large Random Access Memories that can be protected using error-correcting codes and bit interleaving, soft error protection of sequential elements, i.e. latches and flip-flops, is challenging. Traditional techniques for designing soft-error-resilient sequential elements generally address single node errors, or Single Event Upsets (SEUs). However, with technology scaling, the charge deposited by a single particle strike can be simultaneously collected and shared by multiple circuit nodes, resulting in Single Event Multiple Upsets (SEMUs). In this work, we target SEMUs by presenting a design framework for soft-error-resilient sequential cell design with an overview of existing circuit and layout techniques for soft error mitigation, and introducing a new soft error resilience layout design principle called LEAP, or Layout Design through Error-Aware Transistor Positioning. We then discuss our application of LEAP to the SEU-immune Dual Interlocked Storage Cell (DICE) by implementing a new sequential element layout called LEAP-DICE, retaining the original DICE circuit topology. We compare the soft error performance of SEU-immune flip-flops with the LEAP-DICE flip-flop using a test chip in 180nm CMOS under 200-MeV proton radiation and conclude that 1) our LEAP-DICE flip-flop encounters on average 2,000X and 5X fewer errors compared to a conventional D flip-flop and our reference DICE flip-flop, respectively; 2) our LEAP-DICE flip-flop has the best soft error performance among all existing SEU-immune flip-flops; 3) In the evaluation of our design framework, we also discovered new soft error effects related to operating conditions such as voltage scaling, clock frequency setting and radiation dose.

Title Principles of Modern Digital Design
Author Parag K. Lala
Publisher John Wiley & Sons
Release 2007-09-10
Category Computers
Total Pages 436
ISBN 0470125209
Language English, Spanish, and French
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Book Summary:

A major objective of this book is to fill the gap between traditional logic design principles and logic design/optimization techniques used in practice. Over the last two decades several techniques for computer-aided design and optimization of logic circuits have been developed. However, underlying theories of these techniques are inadequately covered or not covered at all in undergraduate text books. This book covers not only the "classical" material found in current text books but also selected materials that modern logic designers need to be familiar with.

The Digital Logic of Death by Steven Pustay

Title The Digital Logic of Death
Author Steven Pustay
Publisher Bloomsbury Publishing USA
Release 2021-01-14
Category Social Science
Total Pages 224
ISBN 1501364065
Language English, Spanish, and French
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Book Summary:

In The Digital Logic of Death, Steven Pustay skillfully makes visible the immensely important but often overlooked role that moving images play in shaping our understanding of mortality. This relationship, he argues, is made all the more urgent by the technologies of the digital age, which have profoundly altered our ability to represent and contemplate death through moving images, resulting in an entirely new cultural logic of death. To draw out this new logic, Pustay presents accessible readings of otherwise dense and difficult philosophical approaches to death – such as those found in existentialism, psychoanalysis, and critical theory – by reading them through the lens of contemporary media. From art-house films like Irréversible and The Fountain to blockbusters like the Matrix trilogy, from television commercials for M&M's to pay-cable dramas like The Sopranos and Breaking Bad, from first-person shooters like Bioshock to indie-games like LIMBO, Pustay shows how moving images have shifted our understanding of death in general and our recognition of our own finiteness in particular.

Title 123 Robotics Experiments for the Evil Genius
Author Myke Predko
Publisher McGraw Hill Professional
Release 2003-05-21
Category Technology & Engineering
Total Pages 275
ISBN 9780071429207
Language English, Spanish, and French
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Book Summary:

123 ROBOT EXPERIMENTS! 123 STEPS NEEDED TO BRING OUT THE GENIUS IN EVERY BASEMENT HOBBYIST! If you enjoy tinkering in your workshop and have a fascination for robotics, you'll have hours of fun working through the 123 experiments found in this innovative project book. More than just an enjoyable way to spend time, these exciting experiments also provide a solid grounding in robotics, electronics, and programming. Each experiment builds on the skills acquired in those before it so you develop a hands-on, nuts-and-bolts understanding of robotics -- from the ground up. 123 Robotics Projects for the Evil Genius -- * Introduces you to robotics, electronics, and programming for robotics step-by-step -- you don't need to be a science whiz to get started, but you will be when you have finished * Vividly explains the science behind robots and the technologies needed to build them, including: Electronics; Mechanical assembly; Motors and batteries; Programming and microcontrollers * Shows how you can create simple robots and models using materials found around the house and workroom * Requires only inexpensive, easily obtained parts and tools * Provides a PCB (printed circuit board) that will make it easy to create the circuits used in this book as well as your own experiments * Gives you directions for building a maze-solving robot, two different designs for a light-seeking robot, an artificial intelligence program that will respond to you, and much more * Explains underlying principles and suggests other applications * Supplies parts lists and program listings IMAGINATIVE EXPERIMENTS THAT TEACH THE BASICS -- WHILE PROVIDING HOURS OF FUN!

Title Technologies for E Learning and Digital Entertainment
Author Zhigeng Pan
Publisher Springer
Release 2008-06-19
Category Computers
Total Pages 791
ISBN 3540697365
Language English, Spanish, and French
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Book Summary:

With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality technologies, a new area–– “Edutainment”––has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event (Edutainment 2006 in Hangzhou, China) and the second one (Edutainment 2007 in Hong Kong, China), Edutainment 2008 was held June 25–27, 2007 in Nanjing, China. This year, we received 219 submissions from 26 different countries and regions, including United Arab Emirates, Canada, Thailand, New Zealand, Austria, Turkey, Germany, Switzerland, Brazil, Cuba, Australia, Hong Kong (China), Pakistan, M- ico, Czech Republic, USA, Malaysia, Italy, Spain, France, UK, The Netherlands, Taiwan (China), Japan, South Korea, and China.

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