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Modeling and Simulation: A Model High School Curriculum

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Introduction Modeling and simulation is a dynamic field that is utilized in engineering, science, health science, business, education, and many other disciplines. Due to its dynamic nature, the modeling and simulation (M & S) field has tremendous potential for creating student interest in science, technology, engineering, and mathematics (STEM) disciplines. Content includes, but is not limited to geospatial technologies (i.e. GPS, GIS, remote sensing), gaming, medical and scientific imaging, animation, engineering drawing, transportation, distribution, warehousing, and architectural drawing. Course Description In Modeling and Simulation, students will develop an understanding of the systems, processes, tools, and implications of this field. Individual and group activities are designed to help students understand, use, manage, and assess historical, current, and emerging developments.
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Despite the plethora of documents on ethics, there are no books on ethics in modeling and simulation. Addressing this, the paper determines whether ethics is unimportant in modeling and simulation studies, and whether there should be a code of ethics in modeling and simulation.
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You're not alone. At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun. You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code. You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design pattern. Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter. With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts. If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.
Book
Contenido: I. Para comenzar: 1. Bienvenido al fabricante del juego; 2. Su primer juego: endemoniadamente fácil; II. Juegos de acción: 3. Más acciones: una galaxia de posibilidades; 4. Ponerle metas al jugador: es divertido ser sacudido; 5. Diseño del juego: retos interactivos; III. Diseño de niveles: 6. Herencia de eventos: madre la perla; 7. Juegos de laberintos: más cosas bonitas en peligro; 8. Diseño del juego: niveles y características; IV. Juegos multiusuario: 9. Juegos cooperativos: volar aviones; 10. Juegos cooperativos: jugar justo con tanques; 11. Diseño del juego: balance en juegos multiusuarios; V. Enemigos e inteligencia: 12. GML: conviértase en programador; 13. Computadoras listas: jugar gato; 14. Comportamiento inteligente: animación de la muerte; 15. Palabras finales.
Crowd Simulation ISBN: 978-1-84628-824-1 http
  • Daniel Thalmann
  • Soraia Musse
  • Raupp
Thalmann, Daniel, Musse, Soraia Raupp, Crowd Simulation, 2007, ISBN: 978-1-84628-824-1 http://www.springer.com/computer/computer+imaging/book/978-1-84628-824-1
Rationale for a Code of Professional Ethics for Simulationists
  • T I Ören
Ören, T.I. 2002. "Rationale for a Code of Professional Ethics for Simulationists." In Proceedings of the 2002 Summer Computer Simulation Conference (San Diego, CA, July 13-18).
Educating the Simulationists
  • T I Ören
Ören, T.I. 2000b. "Educating the Simulationists." In Conception of Curriculum for Simulation Education, (H. Szczerbicka, ed.) http://www.informs-cs.org/wsc00papers/225.PDF Proceedings of the 2000 Winter Simulation Conference (Orlando, FL., Dec. 10-13), 1635-1644.
Multi-Agent-Based Simulation VI International Workshop
Multi-Agent-Based Simulation VI International Workshop, MABS 2005, Utrecht, The Netherlands, July 25, 2005, Revised and Invited Papers Series: Lecture Notes in Computer Science, Vol. 3891
2006, X, 191 p. With online files/update
  • Sublibrary
Sublibrary: Lecture Notes in Artificial Intelligence Sichman, Jaime S.; Antunes, Luis (Eds.) 2006, X, 191 p. With online files/update., Softcover ISBN: 978-3-540-33380-7
Introduction to Game Development
  • Steve Rabin
Rabin, Steve: Introduction to Game Development, Charles Rivever Media, 2008. ISBN: 1-58450-377-7