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Computational Science And Its Applications - Iccsa 2006: International Conference, Glasgow, Uk, May 8-11, 2006, Proceedings - Isbn:9783540340799

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  • Book Title: Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings
  • ISBN 13: 9783540340799
  • ISBN 10: 3540340793
  • Author: Osvaldo Gervasi, Vipin Kumar
  • Category:
  • Category (general): Other
  • Publisher: Springer Science & Business Media
  • Format & Number of pages: 1045 pages, book
  • Synopsis: In order to protect from replay attacks, E can intercept H(ID||SEED) which is sent by U in Step 1 and can use it to impersonate U when sending the next login message. For a random challenge, however, SKi, which is separately generated by S, ...

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Computational Science and Its Applications - ICCSA 2006

Computational Science and Its Applications - ICCSA 2006 About this Book Book Title Computational Science and Its Applications - ICCSA 2006 Book Subtitle International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part III Copyright 2006 DOI 10.1007/11751595 Print ISBN 978-3-540-34075-1 Online ISBN 978-3-540-34076-8 Series Title Lecture Notes in Computer Science Series Volume 3982 Series ISSN 0302-9743 Publisher Springer Berlin Heidelberg Copyright Holder Springer-Verlag Berlin Heidelberg Additional Links
  • About this Book
Topics
  • Theory of Computation
  • Software Engineering/Programming and Operating Systems
  • Numeric Computing
  • Information Systems and Communication Service
  • Simulation and Modeling
  • Computer Imaging, Vision, Pattern Recognition and Graphics
Industry Sectors
  • Materials & Steel
  • Aerospace
  • Automotive
  • Consumer Packaged Goods
eBook Packages
  • Computer Science
Editors
  • Marina Gavrilova (16)
  • Osvaldo Gervasi (17)
  • Vipin Kumar (18)
  • C. J. Kenneth Tan (19)
  • David Taniar (20)
  • Antonio Laganá (21)
  • Youngsong Mun (22)
  • Hyunseung Choo (23)
Editor Affiliations
  • 16. Department of Computer Science, University of Calgary
  • 17. Department of Mathematics and Computer Science, University of Perugia
  • 18. William Norris Professor, Head of the Computer Science and Engineering Department, University of Minnesota
  • 19. OptimaNumerics Ltd.
  • 20. Clayton School of IT, Monash University
  • 21. Department of Chemistry, University of Perugia
  • 22. School of Computing, Soongsil University
  • 23. School of Information and Communication Engineering, Sungkyunkwan University
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Theoretical steps towards modelling resilience in complex systems - Research Database, The University of Dundee

Theoretical steps towards modelling resilience in complex systems Standard

Theoretical steps towards modelling resilience in complex systems. / Hawes, Cathy ; Reed, Chris .

Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006. Proceedings, Part I. ed. / Marina Gavrilova; Osvaldo Gervasi; Vipin Kumar; C. J. Kenneth Tan; David Taniar; Antonio Laganà; Youngsong Mun; Hyunseung Choo. Vol. 3980 LNCS Berlin and New York. Springer. 2006. p. 644-653.

Research output. Chapter in Book/Report/Conference proceeding › Chapter

Harvard

Hawes, C & Reed, C 2006, Theoretical steps towards modelling resilience in complex systems. in M Gavrilova, O Gervasi, V Kumar, CJ Kenneth Tan, D Taniar, A Laganà, Y Mun & H Choo (eds), Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006. Proceedings, Part I. vol. 3980 LNCS, Springer. Berlin and New York, pp. 644-653. DOI: 10.1007/11751540_68

APA

Hawes, C. & Reed, C. (2006). Theoretical steps towards modelling resilience in complex systems. In M. Gavrilova, O. Gervasi, V. Kumar, C. J. Kenneth Tan, D. Taniar, A. Laganà, Y. Mun. H. Choo (Eds.), Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006. Proceedings, Part I. (Vol. 3980 LNCS, pp. 644-653). Berlin and New York: Springer. DOI: 10.1007/11751540_68

Vancouver

Hawes C. Reed C. Theoretical steps towards modelling resilience in complex systems. In Gavrilova M, Gervasi O, Kumar V, Kenneth Tan CJ, Taniar D, Laganà A, Mun Y, Choo H, editors, Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006. Proceedings, Part I. Vol. 3980 LNCS. Berlin and New York: Springer. 2006. p. 644-653. Available from, DOI: 10.1007/11751540_68

Author

Hawes, Cathy ; Reed, Chris / Theoretical steps towards modelling resilience in complex systems.

Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006. Proceedings, Part I. ed. / Marina Gavrilova; Osvaldo Gervasi; Vipin Kumar; C. J. Kenneth Tan; David Taniar; Antonio Laganà; Youngsong Mun; Hyunseung Choo. Vol. 3980 LNCS Berlin and New York. Springer. 2006. p. 644-653.

Research output. Chapter in Book/Report/Conference proceeding › Chapter

Bibtex - Download

title = "Theoretical steps towards modelling resilience in complex systems",

author = "Cathy Hawes and Chris Reed",

booktitle = "Computational Science and Its Applications - ICCSA 2006",

RIS (suitable for import to EndNote) - Download

T1 - Theoretical steps towards modelling resilience in complex systems

N2 - This paper reports on theoretical work aimed at providing a harmonious set of tools for tackling the thorny problem of resilience in complex systems. Specifically, key features of resilience are laid out, and the ramifications on necessary theoretical and implementational machinery are analysed. These ramifications constitute a problem definition that, to the authors' knowledge, no extant system is sufficiently sophisticated to meet. It is, however, possible to identify existing components that can be combined to provide the necessary expressivity. In particular, theoretical ecology has individual based modelling approaches that are consonant with artificial intelligence techniques in multi-agent systems, and in philosophical logic, channel theory provides a mechanism for modelling both system energy and system information flow. The paper demonstrates that it is possible to integrate these components into a coherent theoretical framework, laying a foundation for implementation and testing.

AB - This paper reports on theoretical work aimed at providing a harmonious set of tools for tackling the thorny problem of resilience in complex systems. Specifically, key features of resilience are laid out, and the ramifications on necessary theoretical and implementational machinery are analysed. These ramifications constitute a problem definition that, to the authors' knowledge, no extant system is sufficiently sophisticated to meet. It is, however, possible to identify existing components that can be combined to provide the necessary expressivity. In particular, theoretical ecology has individual based modelling approaches that are consonant with artificial intelligence techniques in multi-agent systems, and in philosophical logic, channel theory provides a mechanism for modelling both system energy and system information flow. The paper demonstrates that it is possible to integrate these components into a coherent theoretical framework, laying a foundation for implementation and testing.

BT - Computational Science and Its Applications - ICCSA 2006

Research output. Contribution to journal › Article

Budzynska, K. Janier, M.. Kang, J. Konat, B. Reed, C.. Saint-Dizier, P. Stede, M. & Yaskorska, O. 1 Jun 2016 Studies in Logic and Argumentation. Argumentation and Reasoned Action. Volume I Proceedings of the 1st European Conference on Argumentation . Mohammed, D. & Lewinski, M. (eds.). Lisbon: College Publications. Vol. 1. (Studies in Logic and Argumentation; vol. 62)

Research output. Chapter in Book/Report/Conference proceeding › Conference contribution

Janier, M.. Aakhus, M. Budzynska, K. & Reed, C. 1 Jun 2016 Studies in Logic and Argumentation: Argumentation and Reasoned Action. Volume I Proceedings of the 1st European Conference on Argumentation . Mohhamed, D. & Lewinski, M. (eds.). Lisbon: College Publications. Vol. 1. (Studies in Logic and Argumentation; vol. 62)

Research output. Chapter in Book/Report/Conference proceeding › Conference contribution

Lawrence, J. Janier, M. & Reed, C. 1 Jun 2016 Studies in Logic and Argumentation. Argumentation and Reasoned Action. Volume I Proceedings of the 1st European Conference on Argumentation . Mohammed, D. & Lewinski, M. (eds.). Lisbon: College Publications. Vol. 1. (Studies in Logic and Argumentation; vol. 62)

Research output. Chapter in Book/Report/Conference proceeding › Conference contribution

Snaith, M. & Reed, C. 1 Jun 2016 Studies in Logic and Argumentation: Argumentation and Reasoned Action. Volume I Proceedings of the 1st European Conference on Argumentation . Mohammed, D. & Lewinski, M. (eds.). Lisbon: College Publications. Vol. 1. (Studies in Logic and Argumentation; vol. 62)

Research output. Chapter in Book/Report/Conference proceeding › Conference contribution

Source:

discovery.dundee.ac.uk

Biocomputation Research Lab - Dublin City University, Ireland

2007
  • McMahon N. Crane M. Ruskin H.J. and Crane L. (2007), The Importance of Boundary Conditions in the Simulation of Dissolution in the USP Apparatus.. Simulation Modelling Practice and Theory, 15(3):247-255, March 2007.
    2006
  • Callaghan A. (2006). Emergent Properties of the Human Immune Response to HIV Infection: Results from Multi-Agent Computer Simulations. ERCIM News No. 64, January 2006.
  • Hecquet D. Ruskin H.J. and Crane, M. (2006). Optimisation and parallelisation strategies for Monte-Carlo simulation of HIV Infection. to appear in Computers in Biology and Medicine.
  • O'Leary C. Humphrys M. and Walshe R. (2006). Collaborative Online Development of Modular Intelligent Agents. ERCIM News No. 64, January 2006.
  • Perrin D. (2006). Agent-Based Modelling of Viral Infection. ERCIM News No. 64, January 2006.
  • Perrin D. Ruskin H.J. Burns J. and Crane M. (2006). An agent-based approach to immune modelling. 2006 International Conference on Computational Science and its Applications (ICCSA 2006), M. Gavrilova et al. (Eds.): ICCSA 2006, LNCS 3980, pp. 612-621, 2006.
  • Ruskin H. and Burns J. (2006). Network Emergence in Immune System Shape. ERCIM News No. 64, January 2006.
  • Ruskin H. and Burns, J. (2006). Weighted networks in immune system shape space. Physica A, The Journal of Statistical Mechanics and its Applications, 365(2):549-555, 2006.
  • Ruskin H. and Walshe R. (2006). Introduction to the Special Theme. ERCIM News No. 64, January 2006.
  • Walshe R. (2006). Modelling Bacterial Growth Patterns in the presence of Antibiotic. In Proceedings of 11th IEEE International Conference on Engineering of Complex Computer Systems (ICECCS 2006), IEEE Computer Society, pp 177-186. 2005
  • Callaghan A. (2005). Agent-Based Modelling applied to HIV/AIDS . ERCIM News No. 60, January 2005.
  • Kerr G. (2005). BAIT: Bacteria - Antibiotic Interaction Tool . ERCIM News No. 60, January 2005.
  • Ruskin, H. Burns, J. Weighted networks in immune system shape space To appear in: Physica A, The Journal of Statistical Mechanics and Its Applications.
  • Ruskin, H. Burns, J. 2005. Network Emergence in Immune System Shape Space. Gervasi O. et al. (eds.): Lecture Notes in Computer Science, Vol. 3481. Springer-Verlag, Berlin Heidelberg New York (2005) 1254-1263.
    2004
  • Burns, J. and Ruskin, H. (2004) Network Topology in Immune System Shape Space. In: Bubak, M.; Albada, G.D.v.; Sloot, P.M.A.; Dongarra, J. (Eds.): Lecture Notes in Computer Science, Vol. 3038. Springer-Verlag Pg. 1094-1101
  • Burns, J. and Ruskin, H. (2004) Diversity Emergence and Dynamics During Primary Immune Response: A Shape Space, Physical Space Model. Theory in Biosciences, Vol 123/2 Pg 183-194, Elsevier
  • Burns, J. Ruskin, H. (2004), A Stochastic Model of the Effector T Cell Lifecycle. In: Sloot P.M.A. Chopard, B. and Hoekstra A.G. (eds.): Cellular Automata, Lecture Notes in Computer Science, Vol. 3305. Springer-Verlag, Berlin Heidelberg (2004) 454-463
  • Crane, M. Crane, L. Healy, A.M. Corrigan, O.I. Gallagher, K.M. and McCarthy, L.G. (2004) A Pohlhausen Solution for the Mass Flux From a Multi-layered Compact in the USP Drug Dissolution Apparatus. Simulation Modelling Practice and Theory (SIMP&T), Vol. 12/6 Pg 397-411, Elsevier, 2004
  • Crane M. Hurley N. Crane L. Healy A.M. Corrigan, O.I. Gallagher, K.M. and McCarthy, L.G. (2004) Simulation of the USP drug delivery problem using CFD: experimental, numerical and mathematical aspects. to appear in Simulation Modelling Practice and Theory (SIMP&T), Vol. 12/2 Pg 147-158, Elsevier
  • Feng Y. Ruskin H.J. and Liu Y. (2004) Multiple Parameterisation of Human Immune Response in HIV: Many-Cell Models. Proceedings of the International Conference on Computational Science and Its Applications - ICCSA 2004, Laganà, A.; Gavrilova, M.L.; Kumar, V.; Mun, Y.; Tan, C.J.K.; Gervasi, O. (Eds.), Lecture Notes in Computer Science, Springer, May 2004, Vol. 3045, Pg 498-507, ISBN: 3-540-22057-7
  • O'Leary, C. Humphrys, M. and Walshe, R. (2004) Constructing an animat mind using 505 sub-minds from 234 different authors ,Proceedings of the Eighth International Conference on the Simulation of Adaptive Behavior, From Animals to Animats 8 (SAB 2004), S. Schaal, A.J. Ijspeert, A. Billard, S. Vijayakumar, J. Hallam, and J.-A. Meyer (Eds.), Pg 39-49, MIT Press, Cambridge, ISBN 0-262-69341-0, 2004
  • Walshe, R. Humphrys, M. and O'Leary, C. (2004) Constructing Complex Brains: Building minds using sub-minds from biotechnology authors in Proceeding of The Symposium on Professional Practice in AI, E. Mercier-Laurent, J. Debenham (Eds.), ISBN:2-907801-05-8, IFIP Press 2004
    2003
  • Burns J. Ruskin H.J. (2003) A Model of Immune Suppression and Repertoire Evolution. Proceedings of the International Conference on Computational Science 2003, (ICCS03), St. Petersburg, Russia, June 1-4.
  • Burns J. Ruskin H.J. (2003) Viral Strain Diversity and Immune Response - a Computational Model. Proceedings of the IASTED International Conference on Biomedical Engineering, Salzburg, Austria, June 25-27, 2003
  • McMahon N. Crane M. Ruskin H.J. and Crane L. (2003) The Mechanics of Drug-Dissolution. Proceedings in Applied mathematics and Mechanics (PAMM), Vol. 3, Issue 1, December 2003, p. 392-393.
    2002
  • Liu Y. and Ruskin H. J. (2002) A Mesoscopic Approach to Modelling Immunological Memory. International Conference on Computational Science ICCS 2002, (Ed. Sloot P.M. A. et al.) pub. in Lecture Notes in Computer Science, LNCS (2002) 2329, 127. Springer-Verlag ISBN 3-540-43592, ISSN 0302-9743
  • Mannion R. Ruskin H.J. and Pandey R.B. (2002) Effects of Viral Mutation on Cellular Dynamics in a Monte Carlo Simulation of HIV Immune Response Model in Three Dimensions. Theory in Biosciences 121, 237, Elsevier
  • Ruskin H.J. Pandey R.B. and Liu Y. (2002) Viral load and stochastic mutation in a Monte Carlo simulation of HIV. Physica A 311, 213, Elsevier
    2001
  • Hurley, N. Crane, L. Crane, M. Healy, A.M. Corrigan, O.I. Gallagher, K.M. and McCarthy, L.G. Modelling drug delivery systems using finite element analysis. in Proceedings of the 4th International Eurosim 2001 Congress, Delft, June 2001 (ISBN: 90-806441-1-0).
  • Walshe, R. (2001) The Origin of the Speeches: language evolution through collaborative reinforcement learning. in Proceedings of Intelligent Virtual Agents, Third International Workshop, IVA 2001, A. de Antonio, R. Aylett \& D. Ballin (Eds.), LNCS 2190, ISBN 3-540-42570-5, Springer
  • 2007
  • Perrin D. Duhamel C. Ruskin H.J. and Crane M. Microarray biclustering: mathematical model and metaheuristic alternatives. accepted for the International Conference on Computational Methods (ICCM2007), Hiroshima, Japan, April 4-6 2007.
    2006
  • Perrin D. Ruskin H.J. Burns J. and Crane M. An agent-based approach to immune modelling. 2006 International Conference on Computational Science and its Applications (ICCSA 2006), Glasgow, UK, May 8-11 2006.
  • Perrin D. and Ruskin H.J. Agent-Based Modelling of Viral Infection: An Introduction. poster presented at the BioNet 2006 conference, Tallaght, Ireland, January 18-19 2006.
  • Perrin D. Ruskin H.J. and Crane M. (2006). HIV Modelling - Parallel Implementation Strategies. accepted for presentation at the 3rd International Conference on Cluster and Grid Computing Systems (CGCS'06).
  • Perrin D. Ruskin H.J. and Crane M. 2006. An agent-based approach to immune modelling, Priming individual response. accepted for presentation at the 3rd International Conference on Modeling and Simulation (ICMS'06).
  • Ruskin, H.J. The Work of the Biocomputation Research Lab.. at Waterford Inst. Technology, Ireland, January 25th.
  • Ruskin, H.J. Biocomputation: Cell to System. at National University of Ireland Maynooth, Feb. 24th.
    2005
  • Barat, A. Ruskin, H.J, Crane, M. Modelling the in vitro Dissolution of Soluble Binary Drug Delivery Systems using Direct Monte Carlo techniques. accepted for presentation at First Open International Conference on Modelling and Simulation, Clermont-Ferrand, France, June 2005
  • McMahon, N. Crane, M. Ruskin, H.J, Crane, L. Particle Tracking: from Raindrops in 1940 to Drug Dissolution in 2005 accepted for presentation at Third MIT Conference on Computational Fluid and Solid Mechanics, Cambridge, Mass. June 2005
  • Ruskin, H.J. February 16th 2005. "BioComputation: Imitation and Inspiration", Speaker at Bioinformatics Inform 2005, DCU.
  • Ruskin, H.J. February 17th 2005. Speaker at Virtual Inst. Bioinformatics_Eire Bi-Annual Meeting, Biocomputation Group, DCU.
  • Ruskin, H.J. June 7th 2005. "Chip, Bytes and Bio: Computational and Mathematical Modelling of Complex Biosystems", Weill Medical College, Cornell University, NY, USA
  • Ruskin, H.J. Crane, M. Walshe, R. June 7th 2005. "Biocomputation at DCU", Albert Einstein Medical College, NY, USA.
    2004
  • December 2004, Kerr, G. (w. R. Walshe, M. Duggan, C. Pender, R. Winters), at Annual BioNet Conference, Institute of Technology Carlow, The BAIT Simulation: Bacteria Antibiotic Interaction Tool
  • November 2004, Barat, A. (w. M. Crane, & H.J. Ruskin), at Irish Association for High Performance Computing Symposium, Monte Carlo and Cellular Automata Techniques in Simulating Drug Dissolution
  • October 2004, J. Burns, (w. H. Ruskin) at Sixth International conference on Cellular Automata for Research and Industry (ACRI 04), Amsterdam, The Netherlands, "A Stochastic Model of the Effector T Cell Lifecycle".
  • July 2004, A. Barat (w. M. Crane, H.J. Ruskin & A.-M. Healy) at EXYSTENCE Thematic Institute: From Many-Particle Physics to Multi-Agent Systems, Max Planck Institute for the Physics of Complex Systems (MPIPKS), Dresden, Germany, "Monte-Carlo models of dissolution of multi-component tablets in the USP paddle apparatus"
  • May 2004, Y. Feng, (w. H.J. Ruskin, Y. Liu) at International Conference on Computational Science & Applications (ICCSA04), Assisi, Italy, "Multiple Parameterisation of Human Immune Response in HIV: Many-Cell Models."
    2003
  • June 2003 - J. Burns (w. H. Ruskin) at IASTED International Conference on Biomedical Engineering, Saltzburg, Austria. "Viral Strain Diversity and Immune Response - a Computational Model"
  • June 2003 - J. Burns (w. H. Ruskin) at International Conference on Computational Science, St. Petersburg, Russia. "A Model of Immune Suppression and Repertoire Evolution"
  • March 2003 - N. McMahon (w. H. Ruskin, M. Crane, L. Crane.) at GAMM, Padua, Italy - "Drug Dissolution Models"
    2002
  • Sep 2002 - J. Burns (w. Heather Ruskin) at the 7th Granada Seminar on Complex Systems, Spain - "MC model of Immune Suppression and T-cell receptor cross-reactivity during primary response"
  • May/June 2002 - H. Ruskin (translation Y. Feng) at Dalian University of Technology, Dept. of Computer Science. 3 invited lectures on "Modelling & Scientific Computing in CA" and related topics
  • April 2002 - Y. Liu (w. H. Ruskin) at the International Conference on Computational Science, Amsterdam, The Netherlands - "A Mesoscopic Approach to modelling Immunological Memory"

    Submissions Currently Under Review


    • Benoist, M. Murphy, J. Ruskin. H.J. and Crane, M. 2004. The management of Microarray data: The MIAME model, submitted to Information and Software Technology
    • Murphy J.T. and Walshe R. 2006. Micro-Gen: An Agent-Based Model of Bacteria-Antibiotic Interactions in Batch Culture. submitted to European Simulation and Modelling Conference, Toulouse, France.


    © Biocomputation Research Lab. Last update: March 29th, 2007.

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    www.computing.dcu.ie

  • An approach for document fragment retrieval and its formatting issue in engineering information management

    An approach for document fragment retrieval and its formatting issue in engineering information management Reference:

    Liu, S. F. McMahon, C. A. Darlington, M. J. Culley, S. J. and Wild, P. J. 2006. An approach for document fragment retrieval and its formatting issue in engineering information management. In. Computational Science and Its Applications - ICCSA 2006.Vol. 3981. Berlin: Springer, pp. 279-287. (Lecture Notes in Computer Science)

    Related documents:

    This repository does not currently have the full-text of this item.
    You may be able to access a copy if URLs are provided below.

    Official URL: Abstract

    This paper discusses engineering document fragment mark-up supported by the use of the eXstensible Stylesheet Language - Formatting Objects (XLS-FO). XLS-FO can be used to convert the native format representation of such documents as Word, Excel and PDF into XML. Once in XML, documents fragments can be retrieved at will in response to a search query. In the paper the process of a document fragment retrieval - based on the authors' decomposition scheme approach - has been modelled and the issue of converting documents into XML addressed. Additionally, the use of document templates is discussed as a means of ensuring that the transformed XML documents are compliant with the decomposition schemes. Automating the reformatting of documents into XML and the use of templates helps make implementation of a document-fragment approach to retrieval more resource efficient, so making its adoption in industry more practicable.

    Details

    Source:

    opus.bath.ac.uk

    Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part II (Lecture Notes in

    Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part II (Lecture Notes in. Compu - Website of wusivaux! Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part II (Lecture Notes in. Compu

    Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part II (Lecture Notes in. Computer Science and General Issues) book download

    Antonio Lagan. C.J. Kenneth Tan, David Taniar, Hyunseung Choo, Marina Gavrilova, Osvaldo Gervasi, Vipin Kumar, Youngsong Mun

    of ICCCI 2010 Part II, The 2nd International Conference on Computational. Proceedings of International Conference on Next. and More: 28 Stunning Designs to Make Using Caron International Yarn; Circuits and Applications. Amazon.com: linksys wrt54gs v7 Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part V (Lecture Notes in. Part II. Intel Corporation - 2006 Asia Academic Forum. Publications - Liverpool John Moores University - Homepage. Glasgow, UK, May 8-11, 2006. DBLP: Vipin Kumar. (ICCSA'06), May 8-11, 2006, Glasgow, UK. Computer. Lecture Notes. Lecture Notes in. Lecture Notes in Computational Science. Related Social Issues - Lecture Notes in Computer Science. DBLP: David Taniar Proceedings, Part II. Fourth Annual International Conference in Computer Game Design

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    Silvia Gamblin - Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part IV

    Computational Science and Its Applications - ICCSA 2006: International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part IV (Lecture Notes in. Computer Science and General Issues) book download


    Antonio Lagan. C.J. Kenneth Tan, David Taniar, Hyunseung Choo, Marina Gavrilova, Osvaldo Gervasi, Vipin Kumar, Youngsong Mun

    Proceedings of Conference. The 12th International Conference on Computational Science and Its. Modelling & Scientific Computing @ School of Computing, DCU, Ireland. conference proceedings to be published by Lecture Notes in Computer Science. International Conference on Computational Science and its Applications (ICCSA 2006), Glasgow, UK, May 8-11. Computational Science and Its Applications - ICCSA 2006, International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part III>, booktitle = , publisher = , series =

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    Signs of Life

    Update 0.7.5

    The primary goal with this update was to change the combat balance and armor/weapon progression to be more satisfying across the length of the game. This update is light on the new content because we’re still working on the next major content update, but we figured we should go ahead and put out the balance changes in the meantime.

    Previously, armor provided percentage damage reduction, which meant early armor sets protected very little, the high level armor sets ended up providing far too much protection, and going from one tier to the next didn’t feel very satisfying because gaining a few percentage points of defense at a time is really boring. The new system uses flat damage reduction, so if you pick up a helmet that has a defense of 3 it will just prevent 3 damage, which might not seem like a big change but it allows us to make the progression much more satisfying and each new tier of armor or weapons should feel like more of an upgrade. There is a cap on the defense though, and you will always take at least 25% of the damage that is dealt to you. These changes required tweaking the balance of pretty much everything in the game. Most creatures have more health, most weapons do more damage, and we’ve changed the way armor piercing works so that individual weapons can have specific armor piercing values.

    We’ve done a significant amount of testing, but with all the combinations of creatures and weapons we have I’m sure there will still be some balance issues, so let us know what you think. We’re definitely not done tweaking the combat balance, but we decided now was a good time to start making some big steps towards a better system.

    Balance Changes
    • Changed armor calculations to use flat damage reduction instead of percent damage reduction
    • Shields no longer add to encumbrance
    • Encumbrance values tweaked across the board
    • Encumbrance can now slow your melee attack speed if it is high enough
    • Projectiles now have individual armor piercing values
    • The weird pink eyeball creatures can now only spawn spikes on appropriate block types. Also reduced their initial spawn rate.
    • Sulfur gas now does its own damage type, we’ll probably make a gas mask or something soon
    • Tesla gun does more damage but uses more energy
    • Base energy regen rate has been doubled
    • Reduced energy regen rate bonus on the Jewel sets
    • Increased damage of most projectiles
    • Increased health of most creatures
    • Increased armor on many creatures
    • Fists now do more damage with better gloves
    • Kicking now does more damage with better boots
    • Increased rocket/grenade explosion range
    • Reduced the spawn rate of creatures
    • Spears no longer prevent you from moving while attacking
    • Increased the amount of sand that generates on the surface of planets
    Gameplay Changes
    • Changed quick slots to use Z/X instead of Q/E by default, and changed the default dodge behavior so that Q/E make you dodge left/right.
    • Reduced knockdown received from creature
    • Spiked wall creature updated, it is now much easier to damage in the soft spot and much harder to hurt it from the back
    • Fruits can no longer spawn quite as close together
    • During world generation, the area between the mining base and Pioneer Station have been cleaned up a bit. This means fewer spikes, etc.
    • Deposits should now only generate on flat ground
    • Added some grass golems to the far side of the planet during world generation
    • Toilets can now be opened
    • Tweaked some bits of the Pioneer Station and Mining Base. Nothing major, but we’re working on fleshing them out a little bit at a time.
    • Renamed Rifle Ammo to 5.56 Ammo
    • You can now click quick slots in order to select them while the inventory menu is closed.
    • Sheared sheep now drop 1 piece of wool when sheared post-mortem instead of 0.
    • Slightly reduced the drop rates of sticks/logs when breaking trees
    Bug Fixes
    • Fixed some cases where certain energy bonuses wouldn’t stack. Let us know if you see more.
    • Fixed some graphical issue with the spike blocks
    • Fixed a crash related to fireballs
    • Fixed a bug with fall damage calculation related to using multiple fall damage reduction items
    • Movement buttons no longer get stuck on if you were holding them while clicking in the search box of the crafting window
    • AGIS message received when you equip the entire prototype mining suit now only appears once

    We decided to celebrate Independence Day in the best way possible, by adding more things to Signs of Life that explode in a brilliant and dangerous fashion. For this special holiday update, we added several fireworks and stuffed a Fireworks Party Pack into everyone’s inventory, filled to the brim with instruments of pyromaniacal delight.

    Fireworks
    • Red Roman Candles
    • Blue Roman Candles
    • Green Roman Candles
    • Yellow Roman Candles
    • Multicolored Roman Candles
  • Bangsnaps
  • Bottle Rocket Kit and Bottle Rockets
  • Sparklers
  • M80s
  • String of 20 Firecrackers
  • String of 100 Firecrackers
  • String of 1000 Firecrackers (Best Value!)
  • New Content (Some parts redacted to avoid spoilers =D)
    • Added a gross eyeball creature to the areas near the spiky bosses.
    • Added" />
    • Added a Python revolver that has an alternate fire that allows you to fan the hammer and quickly unload all the remaining bullets in the cylinder.
    • Added" />
    • Added" />
    • Added" />
      • Ice" />
      • [REDACTED] – Explodes, [REDACTED]
      • Calm [REDACTED] – [REDACTED]
      • [REDACTED] – [REDACTED]
      • [REDACTED] Bolts – [REDACTED] hard to control explosive [REDACTED]
      • [REDACTED] – Send the [REDACTED]
      • Energy [REDACTED] – [REDACTED] damages a target
      • [REDACTED] – Lights up [REDACTED]
    • Added [REDACTED] Tablet – Used with the Strange Artifact, and can be bound with [REDACTED]
    • Added [REDACTED] and [REDACTED] – [REDACTED] used in various [REDACTED]. [REDACTED] is now added to the world generator
    • Added [REDACTED] – Converts [REDACTED]
    • Added [REDACTED] Device – [REDACTED] mark a location and then [REDACTED] a portal that [REDACTED].
    • Added [REDACTED] for [REDACTED]
    • Added [REDACTED] Altar for acquiring [REDACTED]
    • Added [REDACTED] to the HUD under the enery bar – Does not charge over time and must be replenished by [REDACTED]. Enabled once you find [REDACTED]
    • Added [REDACTED] – A pedestal that is activated by [REDACTED], and [REDACTED] your [REDACTED] when right clicked once activated. [REDACTED] when you die.
    • Added [REDACTED] Expansion – When broken, [REDACTED]
    • Added [REDACTED] creature
    • Added [REDACTED] deposits
    • Added many different [REDACTED] statues and decorations
    • Added several [REDACTED] containers
    Bug Fixes
    • Fixed an issue with particle effects that was causing them to look more muted than intended. The majority of particle effects should now look better.
    • Fixed many cases where items would get desynchronized between clients and servers (should result in less items that can’t be picked up when on a multiplayer game)
    • Fixed some issues that could have caused graphical corruption on a narrow range of computers
    • Prevented the player from deleting key items
    • Fixed rendering issue on the text input popups on larger font sizes
    • Scrolling in the crafting menu no longer causes the scroll slots to scroll as well
    • Many other small issues
    General Gameplay Improvements
    • Improved medium and large fonts
    • Re-worked the Crafting menu significantly
      • Added larger buttons for categories
      • Reduced max crafting items to 4 (Some recipes that required 5 items have been changed slightly)
      • Combined with functions of the Projects menu
      • Increased the overall size to make the menu less cramped
      • Added ability to change materials in crafting, for example you can now choose between using a normal or rubber stick in many recipes. Some recipes also let you change the primary (first) material, which can change the crafted result, for example now there is just a “torch” recipe, and you can change the result from a normal sap torch to a biofuel torch by changing the primary material from sap to biofuel. We only adjusted a few recipes, so let us know if you have more ideas for places we could use this feature.
    • Removed Projects menu since its functionality was included in the Crafting menu
    • Added mineable Biofuel to world generator
    • Added optional settings for the Dodge mechanic as well as a bindable dodge action – Can be found in the settings menu
      • Double Tap – How it worked previously, double tap forward to dodge roll forward, double tap back to backjump.
      • Shift + Double Tap – Double tap only works when holding shift
      • Binds Only – Only activates when you press the key bound to dodge, dodge rolls forward if you’re moving forward, backjump if you’re moving backwards or standing still. Bound to Z by default… but honestly that is a terrible bind and we’re trying to find a better one, but its tricky to find something that we’re not already using that can be easily pressed while doing other actions. Still working on this.
    • Increased friction on the player when stopping to be less slippy
    Balance Changes
    • Tweaked combat balance a bit – We only made some small changes for now, but we’re planning on doing a bit of an overhaul soon
      • Melee weapons do a bit more damage, and have a wider spread between tiers
      • Enemies have a bit more health
    • Added additional health set bonuses to Bronze and Tin armor sets
    Miscellaneous
    • Added ability to tweak various balance settings for creatures and melee weapons through a text file located in your game install directory (The directory should be something like Steam/SteamApps/Common/Signs Of Life/Content/CSV) Note: I don’t think the projectiles file works yet, so don’t be surprised if tweaking that doesn’t do anything.
    Version 0.6

    Hey folks, got another update ready for ya. This update had two objectives, we wanted to make the underground a bit more interesting and we wanted to do some work on general user friendliness features. We’ve still got a lot of work on our plate before we’ll feel like the underground is as interesting as we want it to be, but this should take us a significant step closer. We also added some sweet weapons and gadgets because they’re fun to make =D We’ve fixed all the bugs we’re aware of, but I’m sure there are some things we missed, so let us know when you run into issues. We still have more a bit more planned for the new Biome, but we didn’t want to keep you folks waiting any longer, so expect some new things to trickle in over the next couple weeks. We’re particularly interested in your opinions on balance of the new items/creatures/etc, so don’t be afraid to pop in and let us know what you think.

    New Content
    • New Underground Biome
    • New Creatures
      • Dart Crawler
      • Crawler Pod
      • Chitinous Spike Wall
      • Chitinous Spike Boss
    • Added a Decoy Hologram throwable gadget that will distract creatures that aren’t too mad at you.
    • Added a Trajectory Computer that displays predicted paths for throwable items and arrows.
    • Carbon Nanotube Mesh – Adds 2% damage resistance to a piece of armor.
    • Ceramic Plate – Adds 5% heat and energy resistance to a piece of armor.
    • Optical Camo – Adds optical camo to a piece of armor. Must be activated with the Optical Camo activator and all armor pieces must have optical camo applied to function.
  • Added 9mm Ricochet Ammo, it is not very helpful…
  • Added a Railgun. Its still way overpowered, but we’ll be tweaking it.
  • Equipment Spoiler: [spoiler]Added a Chitinous Shield crafted with bits from the new underground boss.[/spoiler]
  • New Recipes
    • Decoy Hologram – 2x Steel Rivets, 3x Copper Wire, 1x Small Battery, 1x Refined Sapphire, 1x Standard Lens.
    • Trajectory Computer – 1x Microchip, 1x Plastic, 1x Copper Wire, 1x Standard Lens.
    • Explosive Grenade (3) – 1x Iron Ingot, 1x Black Powder.
    • 9mm Ricochet Ammo (12) – 1x Lead, 1x Black Powder, 1x Springtail Nectar.
    • Armor Patch Mods
      • Carbon Nanotube Mesh – 1x D6 Polymer, 1x Steel Rivet.
      • Ceramic Plate – 1x Clay, 1x Steel Rivet.
      • Optical Camo – 1x LED, 1x Steel Rivet.
    • Optical Camo Activator, 1x Microchip, 1x Plastic, 1x Small Battery, 1x Copper Wire.
    • Iron Grill – 6x Iron Ingots, Requires Tool: Hammer.
    • Railgun – 1x Steel Gun Parts, 18x Copper Wire, 1x Standard Lens, 1x Refined Ruby, 4x Medium Battery.
    • Iron Railgun Slugs (6) – 1x Iron Ingot.
    • Microchip – 1x Sand, 1x Copper Wire, 1x Rough Topaz.
    • [spoiler]Chitinous Shield – 1x Medusa Medulla, 6x Crawler Spines, 1x Chitinous Plate, 1x Plated Hide Strap.[/spoiler]
    • [spoiler]Mining Suit Mk2 – You get the recipes when you wear the entire Prototype Mining Suit at once.[/spoiler]
      • [spoiler]Mining Suit Mk2 Helmet – 1x Prototype Mining Suit Helmet, 1x Medium Battery, 1x Microchip, 2x Plastic, 2x D6 Polymer.[/spoiler]
      • [spoiler]Mining Suit Mk2 Torso – 1x Protoype Mining Suit Torso, 6x Steel Rivets, 4x Plastic, 4x D6 Polymer, 4x Copper Wire.[/spoiler]
      • [spoiler]Mining Suit Mk2 Legs – 1x Protoype Mining Suit Legs, 6x Steel Rivets, 4x Plastic, 2x D6 Polymer.[/spoiler]
      • [spoiler]Mining Suit Mk2 Arms – 1x Prototype Mining Suit Arms, 4x Steel Rivets, 4x Plastic, 2x D6 Polymer.[/spoiler]
      • [spoiler]Mining Suit Mk2 Boots – 1x Prototype Mining Suit Boots, 4x Steel Rivets, 4x Plastic, 2x D6 Polymer.[/spoiler]
      • [spoiler]Mining Suit Mk2 Gloves – 1x Prototype Mining Gloves, 4x Steel Rivets, 4x Plastic, 2x D6 Polymer.[/spoiler]
      • [spoiler]Mining Suit Mk2 Jumpjet – 1x Prototype Mining Suit Jumpjet, 1x Large Battery, 6x Steel Rivets, 4x Plastic, 4x D6 Polymer.[/spoiler]
    • [spoiler]Prototype Mining Suit Jumpjet – 1x Broken Prototype Mining Suit Jumpjet, 1x Jumpjet Core, Requires Tool: Screwdriver.[/spoiler]
    Gameplay Changes
    • You can now switch to a manual item slot mode that lets you drag your items to your hotbar.
    • Added" />
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    • You can stand in any respawners you find and right click it in order to set your respawn point to that respawner.
    • The player now has acceleration and deceleration when moving around.
    • Fall" />
    • Changed" />
    • Increased growing time of bush saplings.
    • Thrown items no longer stack with existing items in the world.
    • You can now cancel a throw or bow pull by pressing the reload key.
    • Changed controls for throwable items. Left clicking now drops items and you can hold the right mouse button to power up a throw. You can use the scroll wheel to adjust the power of the throw after holding down the right mouse button.
    • Tweaked thrown item physics a bit.
    • Removed Material Printer crafting requirement from: Steel Arrows, Steel Bolts, Jewel Arrows, Jewel Bolts, Explosive Arrows, Rockets and Launcher Grenades.
    • Reduced healing rate of the Regeneration Salve by half.
    • Smelting Furnace now smelts metal twice as fast as the basic smelter.
    • Jewel Arrows and Bolts now travel a bit faster.
    • Jewel Bows and Crossbows have a bit more power.
    • The pale spitting creature’s melee attacks now break weak blocks and its spit can corrode away weak blocks.
    • Tweaked creature AI to be a bit more consistent.
    • Mobs should no longer be able to hit players through the wall with melee attacks.
    • Marble Deposits now have a chance to drop anthracite when broken.
    • Tapping the hotbar slot for the active item now holsters it
    • Fall damage is no longer impacted by armor. We likely will add more fall damage reduction foot items rather than have the armor value itself reduce fall damage.
    • [spoiler]The old steel jumpjet has been replaced with the Prototype Mining Suit Jumpjet, which is crafted from a broken one you find in the Pioneer Station. along with the Jumpjet Core that you get from the robot chicken.[/spoiler]
    Misc Changes
    • Prototype Mining Suit armor pieces are now distributed randomly in bases in the world.
    • Platforms now draw in front of trees and bushes.
    • Increased the max audio volume from 11 to 20.
    • Significantly decreased world generation time.
    • Various performance improvements.
    • Renamed Puncher Plate to Chitinous Plate.
    Bug Fixes
    • Synchronized quick slots in multiplayer games, there may still be issues with specific items so let us know if you have any problems.
    • Fixed some typos in item descriptions, let us know if you find more!
    • Fixed a crash related to laser pistols.
    • Fixed the tongue attack on the fat-butt purple creature so that it no longer goes through blocks on its way to the player.
    • Sparks from the firestarter should no longer travel through a campfire and light the grass under it on fire.
    • Fixed some cases where right clicking in the inventory would trigger the alternate fire on weapons.
    • Fixed a bug that could result in reduced performance if you discoved a lot of recipes in a single play session.
    • Fixed a bug that would occasionally cause parts of creatures to disappear.
    • Fixed some issues with the flyer javelin.
    • Fixed several multiplayer bugs related to inventory items.

    Got a new update for you folks. The big feature of this update is the long-requested co-op multiplayer. today is truly a red letter day. Multiplayer uses Steamworks and is drop-in, drop-out, so you should be able to join your friends games through the friends list or the new multiplayer menu from the main menu. Right now the multiplayer is exclusively peer to peer, but we’ll be looking into the option of dedicated servers before too long. We’ve done quite a bit of testing and things seem to be working pretty well, but multiplayer is a very complicated feature so definitely let us know if/when you run into issues.

    We’ve decided to bump the version number to 0.5, because in a way we feel like the addition of multiplayer brings Signs of Life to about the halfway point. Almost all of our technical challenges are solved, and we’ll be able to focus on mostly content and bugfixes from now on.

    Multiplayer
    • Added drop-in, drop-out multiplayer. Enabled by default, so you should be able to drop right into your friends’ games.
    • Players join in the middle of the surface of the planet
    • Players show up as a blue dot on your minimap and also show up on the GPS device
    • Added a multiplayer join menu to the main menu which shows your friends that are currently playing, you can also join through the friends list
    • Added an in-game multiplayer menu that allows you to disable/enable multiplayer as well as turn on/off auto join (by default it asks for permission when a friend tries to join your game)
    • Added a player listing to the top right of the screen when the inventory menu is open and you have other players on your server
    • Added server-wide chat, opened by pressing T while in game.
    New Content
    • Added a new underground creature
    • Added Rubbery leg and boot armor based on the above creature
    • Added Rock creature arm and glove equipment
  • Added a Burst Rifle
  • Added several new hairstyles
  • Hairstyles (including facial hair) are now gender agnostic
  • Updated sheep graphics, sheep are now shearable with scissors
  • Added/changed several sound effects
  • Added rubber wood materials and craftable blocks. Not much use for the rubber wood materials yet, but we’ll add more over time.
  • Added a flying javelin throwable weapon
  • Added a tomahawk throwable weapon
  • New Recipes
    • Burst Rifle – 1x Steel Gun Parts, 5x Plastic
    • Flying Javelin – 1x Laminous Wing, 1x Stick, 1x Bone
    • Tomahawk – 1x Bone, 1x Stick, 1x Plant Fiber
    • Rocky Arms – 1x Rock Lips, 1x Rock Core, 4x Wool Padding, 2x Leather Strap
    • Rocky Gloves – 2x Rock Lips, 2x Wool Padding, 2x Leather Strap
    • Rubbery Legs – 4x Rubbery Skin, 2x Organic Joint, 4x Wool Padding, 2x Leather Strap
    • Rubbery Boots – 2x Rubbery Skin, 2x Leather Strap
    Recipe Changes
    • Smelting recipes are now displayed in the crafting menu
    • LED recipe material requirements reduced significantly
    • LED crafing recipe output changed to 3
    • Copper Wire recipe output changed to 3
    • Black Powder recipe output changed to 3
    • Rubber recipe output changed to 3
    • Plastic recipe output changed to 3
    • Unrefined glass smelting recipe output changed to 3
    • Launcher Parts now require the material printer
    • Crafted blocks recipe outputs changed to 5
    Gameplay Changes
    • Screwdriver and scissors are now equippable, and you must right click things while they are equipped to use them
    • Made crossbows more accurate on the first shot, but less accurate with multiple bolts loaded
    • Arrows and bolts now have a chance to break when they strike creatures or surfaces
    • When arrows and bolts break, they have a chance to drop some of the materials used in their crafting
    • Cracked arrowheads can be smelted into ingots
    • Increased goat jump height
    • Holding RMB now loops the melee attack on the pulse rifle
    • Auto organize containers no longer get sorted inside of matching containers
    • Material grinder no longer allows you to drop items on it directly in the inventory
    • Fixed the clicking hitbox of the wooden door when opened
    • Fixed some issues with thrown items and made their trajectory a bit better
    • Tweaked the graphics of the rock creatures
    • Added new item drops to the rock creatures
    Bug Fixes
    • Fixed some issues with creature AI
    • Prevented creatures from attacking the player while they are respawning
    • Tweaked the main menu to work better on low resolutions
    • A bunch more we forgot about
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    Source:

    playsignsoflife.com

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