Author: Eric Winsberg
Publisher: University of Chicago Press
ISBN: 0226902048
Category : Computers
Languages : en
Pages : 166
Book Description
"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? Scrutinizing these issues with a philosophical lens, Eric 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"--Cover.
Science in the Age of Computer Simulation
Author: Eric Winsberg
Publisher: University of Chicago Press
ISBN: 0226902056
Category : Science
Languages : en
Pages : 166
Book Description
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.
Publisher: University of Chicago Press
ISBN: 0226902056
Category : Science
Languages : en
Pages : 166
Book Description
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.
The Simulation Hypothesis
Author: Rizwan Virk
Publisher: Bayview Books, LLC
ISBN:
Category : Computers
Languages : en
Pages : 414
Book Description
The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!
Publisher: Bayview Books, LLC
ISBN:
Category : Computers
Languages : en
Pages : 414
Book Description
The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!
Computer Meets Theoretical Physics
Author: Giovanni Battimelli
Publisher: Springer Nature
ISBN: 3030393992
Category : Science
Languages : en
Pages : 214
Book Description
This book provides a vivid account of the early history of molecular simulation, a new frontier for our understanding of matter that was opened when the demands of theoretical physicists were met by the availability of the modern computers. Since their inception, electronic computers have enormously increased their performance, thus making possible the unprecedented technological revolution that characterizes our present times. This obvious technological advancement has brought with it a silent scientific revolution in the practice of theoretical physics. In particular, in the physics of matter it has opened up a direct route from the microscopic physical laws to observable phenomena. One can now study the time evolution of systems composed of millions of molecules, and simulate the behaviour of macroscopic materials and actually predict their properties. Molecular simulation has provided a new theoretical and conceptual tool that physicists could only dream of when the foundations of statistical mechanics were laid. Molecular simulation has undergone impressive development, both in the size of the scientific community involved and in the range and scope of its applications. It has become the ubiquitous workhorse for investigating the nature of complex condensed matter systems in physics, chemistry, materials and the life sciences. Yet these developments remain largely unknown outside the inner circles of practitioners, and they have so far never been described for a wider public. The main objective of this book is therefore to offer a reasonably comprehensive reconstruction of the early history of molecular simulation addressed to an audience of both scientists and interested non-scientists, describing the scientific and personal trajectories of the main protagonists and discussing the deep conceptual innovations that their work produced.
Publisher: Springer Nature
ISBN: 3030393992
Category : Science
Languages : en
Pages : 214
Book Description
This book provides a vivid account of the early history of molecular simulation, a new frontier for our understanding of matter that was opened when the demands of theoretical physicists were met by the availability of the modern computers. Since their inception, electronic computers have enormously increased their performance, thus making possible the unprecedented technological revolution that characterizes our present times. This obvious technological advancement has brought with it a silent scientific revolution in the practice of theoretical physics. In particular, in the physics of matter it has opened up a direct route from the microscopic physical laws to observable phenomena. One can now study the time evolution of systems composed of millions of molecules, and simulate the behaviour of macroscopic materials and actually predict their properties. Molecular simulation has provided a new theoretical and conceptual tool that physicists could only dream of when the foundations of statistical mechanics were laid. Molecular simulation has undergone impressive development, both in the size of the scientific community involved and in the range and scope of its applications. It has become the ubiquitous workhorse for investigating the nature of complex condensed matter systems in physics, chemistry, materials and the life sciences. Yet these developments remain largely unknown outside the inner circles of practitioners, and they have so far never been described for a wider public. The main objective of this book is therefore to offer a reasonably comprehensive reconstruction of the early history of molecular simulation addressed to an audience of both scientists and interested non-scientists, describing the scientific and personal trajectories of the main protagonists and discussing the deep conceptual innovations that their work produced.
Co-designers
Author: Yanni Alexander Loukissas
Publisher: Routledge
ISBN: 0415592283
Category : Architecture
Languages : en
Pages : 170
Book Description
The book is organised around the accounts of professional designers engaged in a high-stakes competition to redefine architecture in the context of computer simulation.
Publisher: Routledge
ISBN: 0415592283
Category : Architecture
Languages : en
Pages : 170
Book Description
The book is organised around the accounts of professional designers engaged in a high-stakes competition to redefine architecture in the context of computer simulation.
Simulation and Its Discontents
Author: Sherry Turkle
Publisher: MIT Press
ISBN: 0262012707
Category : Computers
Languages : en
Pages : 233
Book Description
How the simulation and visualization technologies so pervasive in science, engineering, and design have changed our way of seeing the world. Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle's description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more “real” than experiments in physical laboratories. Echoing architect Louis Kahn's famous question, “What does a brick want?”, Turkle asks, “What does simulation want?” Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as “drunk with code.” Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors' tacit knowledge of buildings and bodies. From both sides of a generational divide, there is anxiety that in simulation, something important is slipping away. Turkle's examination of simulation over the past twenty years is followed by four in-depth investigations of contemporary simulation culture: space exploration, oceanography, architecture, and biology.
Publisher: MIT Press
ISBN: 0262012707
Category : Computers
Languages : en
Pages : 233
Book Description
How the simulation and visualization technologies so pervasive in science, engineering, and design have changed our way of seeing the world. Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle's description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more “real” than experiments in physical laboratories. Echoing architect Louis Kahn's famous question, “What does a brick want?”, Turkle asks, “What does simulation want?” Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as “drunk with code.” Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors' tacit knowledge of buildings and bodies. From both sides of a generational divide, there is anxiety that in simulation, something important is slipping away. Turkle's examination of simulation over the past twenty years is followed by four in-depth investigations of contemporary simulation culture: space exploration, oceanography, architecture, and biology.
Computer Simulation and Data Analysis in Molecular Biology and Biophysics
Author: Victor Bloomfield
Publisher: Springer Science & Business Media
ISBN: 1441900837
Category : Science
Languages : en
Pages : 325
Book Description
This book provides an introduction to two important aspects of modern bioch- istry, molecular biology, and biophysics: computer simulation and data analysis. My aim is to introduce the tools that will enable students to learn and use some f- damental methods to construct quantitative models of biological mechanisms, both deterministicandwithsomeelementsofrandomness;tolearnhowconceptsofpr- ability can help to understand important features of DNA sequences; and to apply a useful set of statistical methods to analysis of experimental data. The availability of very capable but inexpensive personal computers and software makes it possible to do such work at a much higher level, but in a much easier way, than ever before. TheExecutiveSummaryofthein?uential2003reportfromtheNationalAcademy of Sciences, “BIO 2010: Transforming Undergraduate Education for Future - search Biologists” [12], begins The interplay of the recombinant DNA, instrumentation, and digital revolutions has p- foundly transformed biological research. The con?uence of these three innovations has led to important discoveries, such as the mapping of the human genome. How biologists design, perform, and analyze experiments is changing swiftly. Biological concepts and models are becoming more quantitative, and biological research has become critically dependent on concepts and methods drawn from other scienti?c disciplines. The connections between the biological sciences and the physical sciences, mathematics, and computer science are rapidly becoming deeper and more extensive.
Publisher: Springer Science & Business Media
ISBN: 1441900837
Category : Science
Languages : en
Pages : 325
Book Description
This book provides an introduction to two important aspects of modern bioch- istry, molecular biology, and biophysics: computer simulation and data analysis. My aim is to introduce the tools that will enable students to learn and use some f- damental methods to construct quantitative models of biological mechanisms, both deterministicandwithsomeelementsofrandomness;tolearnhowconceptsofpr- ability can help to understand important features of DNA sequences; and to apply a useful set of statistical methods to analysis of experimental data. The availability of very capable but inexpensive personal computers and software makes it possible to do such work at a much higher level, but in a much easier way, than ever before. TheExecutiveSummaryofthein?uential2003reportfromtheNationalAcademy of Sciences, “BIO 2010: Transforming Undergraduate Education for Future - search Biologists” [12], begins The interplay of the recombinant DNA, instrumentation, and digital revolutions has p- foundly transformed biological research. The con?uence of these three innovations has led to important discoveries, such as the mapping of the human genome. How biologists design, perform, and analyze experiments is changing swiftly. Biological concepts and models are becoming more quantitative, and biological research has become critically dependent on concepts and methods drawn from other scienti?c disciplines. The connections between the biological sciences and the physical sciences, mathematics, and computer science are rapidly becoming deeper and more extensive.
Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
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.
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
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.