A Guide to the Mathematics
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Mathematics Is a Gentleman's Art: Analysis and Synthesis in American College Geometry Teaching, 1790-1840 Amy K
Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 2000 Mathematics is a gentleman's art: Analysis and synthesis in American college geometry teaching, 1790-1840 Amy K. Ackerberg-Hastings Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Higher Education and Teaching Commons, History of Science, Technology, and Medicine Commons, and the Science and Mathematics Education Commons Recommended Citation Ackerberg-Hastings, Amy K., "Mathematics is a gentleman's art: Analysis and synthesis in American college geometry teaching, 1790-1840 " (2000). Retrospective Theses and Dissertations. 12669. https://lib.dr.iastate.edu/rtd/12669 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margwis, and improper alignment can adversely affect reproduction. in the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. -
B.Casselman,Mathematical Illustrations,A Manual Of
1 0 0 setrgbcolor newpath 0 0 1 0 360 arc stroke newpath Preface 1 0 1 0 360 arc stroke This book will show how to use PostScript for producing mathematical graphics, at several levels of sophistication. It includes also some discussion of the mathematics involved in computer graphics as well as a few remarks about good style in mathematical illustration. To explain mathematics well often requires good illustrations, and computers in our age have changed drastically the potential of graphical output for this purpose. There are many aspects to this change. The most apparent is that computers allow one to produce graphics output of sheer volume never before imagined. A less obvious one is that they have made it possible for amateurs to produce their own illustrations of professional quality. Possible, but not easy, and certainly not as easy as it is to produce their own mathematical writing with Donald Knuth’s program TEX. In spite of the advances in technology over the past 50 years, it is still not a trivial matter to come up routinely with figures that show exactly what you want them to show, exactly where you want them to show it. This is to some extent inevitable—pictures at their best contain a lot of information, and almost by definition this means that they are capable of wide variety. It is surely not possible to come up with a really simple tool that will let you create easily all the graphics you want to create—the range of possibilities is just too large. -
Semantic Foundation of Diagrammatic Modelling Languages
Universität Leipzig Fakultät für Mathematik und Informatik Institut für Informatik Johannisgasse 26 04103 Leipzig Semantic Foundation of Diagrammatic Modelling Languages Applying the Pictorial Turn to Conceptual Modelling Diplomarbeit im Studienfach Informatik vorgelegt von cand. inf. Alexander Heußner Leipzig, August 2007 betreuender Hochschullehrer: Prof. Dr. habil. Heinrich Herre Institut für Medizininformatik, Statistik und Epidemologie (I) Härtelstrasse 16–18 04107 Leipzig Abstract The following thesis investigates the applicability of the picto- rial turn to diagrammatic conceptual modelling languages. At its heart lies the question how the “semantic gap” between the for- mal semantics of diagrams and the meaning as intended by the modelling engineer can be bridged. To this end, a pragmatic ap- proach to the domain of diagrams will be followed, starting from pictures as the more general notion. The thesis consists of three parts: In part I, a basic model of cognition will be proposed that is based on the idea of conceptual spaces. Moreover, the most central no- tions of semiotics and semantics as required for the later inves- tigation and formalization of conceptual modelling will be intro- duced. This will allow for the formalization of pictures as semi- otic entities that have a strong cognitive foundation. Part II will try to approach diagrams with the help of a novel game-based F technique. A prototypical modelling attempt will reveal basic shortcomings regarding the underlying formal foundation. It will even become clear that these problems are common to all current conceptualizations of the diagram domain. To circumvent these difficulties, a simple axiomatic model will be proposed that allows to link the findings of part I on conceptual modelling and formal languages with the newly developed con- cept of «abstract logical diagrams». -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Inviwo — a Visualization System with Usage Abstraction Levels
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL X, NO. Y, MAY 2019 1 Inviwo — A Visualization System with Usage Abstraction Levels Daniel Jonsson,¨ Peter Steneteg, Erik Sunden,´ Rickard Englund, Sathish Kottravel, Martin Falk, Member, IEEE, Anders Ynnerman, Ingrid Hotz, and Timo Ropinski Member, IEEE, Abstract—The complexity of today’s visualization applications demands specific visualization systems tailored for the development of these applications. Frequently, such systems utilize levels of abstraction to improve the application development process, for instance by providing a data flow network editor. Unfortunately, these abstractions result in several issues, which need to be circumvented through an abstraction-centered system design. Often, a high level of abstraction hides low level details, which makes it difficult to directly access the underlying computing platform, which would be important to achieve an optimal performance. Therefore, we propose a layer structure developed for modern and sustainable visualization systems allowing developers to interact with all contained abstraction levels. We refer to this interaction capabilities as usage abstraction levels, since we target application developers with various levels of experience. We formulate the requirements for such a system, derive the desired architecture, and present how the concepts have been exemplary realized within the Inviwo visualization system. Furthermore, we address several specific challenges that arise during the realization of such a layered architecture, such as communication between different computing platforms, performance centered encapsulation, as well as layer-independent development by supporting cross layer documentation and debugging capabilities. Index Terms—Visualization systems, data visualization, visual analytics, data analysis, computer graphics, image processing. F 1 INTRODUCTION The field of visualization is maturing, and a shift can be employing different layers of abstraction. -
The Best Schools for Aspiring Game Developers
THE BEST SCHOOLS FOR ASPIRING GAME DEVELOPERS THE BEST GAME Whether you’re taking your first steps or refining your skills, there’s DESIGN PROGRAMS, a game design program for anyone. Check out the 50 best RANKED BY THE undergraduate and 25 best PRINCETON REVIEW. graduate programs out there. Even in these ridiculous times, video games you want to use your artistic flourish to are there to comfort, challenge, and inspire design fascinating worlds and new us. It takes a lot of work to make your characters? Do you want to manage the favorite games, though, and a lot of business of running a studio? Or do you smarts. It’s dangerous to go alone, as one want to get your hands dirty in the coding famous adventure told us, and that’s where and programming that makes games run? awaiting new image these game design programs come in. Maybe you’re also looking to master your The Princeton Review has done all the skill set with a graduate degree. & cut out heavy lifting of researching the absolute Every adventurer knows that the first best game design programs across North steps can often be the most important. America and Europe. Whether it’s the best If you’re ready to take that leap, read teachers, the most prestigious graduates, on to find out where you should start the best facilities, or the highest average your journey. salary, you’ll find a great school for you. Want to know more? Check out The So take a moment to think about what Princeton Review’s website for further info: kind of game developer you’d like to be. -
Beyond Infinity
Copyright Copyright © 2017 by Eugenia Cheng Hachette Book Group supports the right to free expression and the value of copyright. The purpose of copyright is to encourage writers and artists to produce the creative works that enrich our culture. The scanning, uploading, and distribution of this book without permission is a theft of the author’s intellectual property. If you would like permission to use material from the book (other than for review purposes), please contact [email protected]. Thank you for your support of the author’s rights. Basic Books Hachette Book Group 1290 Avenue of the Americas, New York, NY 10104 www.basicbooks.com First published in Great Britain by Profile Books LTD, 3 Holford Yard, Bevin Way, London WC1X 9HD, www.profilebooks.com. First Trade Paperback Edition: April 2018 Published by Basic Books, an imprint of Perseus Books, LLC, a subsidiary of Hachette Book Group, Inc. The Basic Books name and logo is a trademark of the Hachette Book Group. The Hachette Speakers Bureau provides a wide range of authors for speaking events. To find out more, go to www.hachettespeakersbureau.com or call (866) 376-6591. The publisher is not responsible for websites (or their content) that are not owned by the publisher. Library of Congress Control Number: 2017931084 ISBNs: 978-0-465-09481-3 (hardcover), 978-0-465-09482-0 (e-book), 978-1- 5416-4413-7 (paperback) E3-20180327-JV-PC Cover Title Page Copyright Dedication Prologue part one | THE JOURNEY 1 What Is Infinity? 2 Playing with Infinity 3 What Infinity Is Not 4 Infinity -
Arxiv:2001.11604V2 [Cs.PL] 6 Sep 2020 of Trigger Conditions, Having an in Situ Infrastructure That Simplifies Results They Desire
DIVA: A Declarative and Reactive Language for in situ Visualization Qi Wu* Tyson Neuroth† Oleg Igouchkine‡ University of California, Davis, University of California, Davis, University of California, Davis, United States United States United States Konduri Aditya§ Jacqueline H. Chen¶ Kwan-Liu Ma|| Indian Institute of Science, India Sandia National Laboratories, University of California, Davis, United States United States ABSTRACT for many applications. VTK [61] also partially adopted this ap- The use of adaptive workflow management for in situ visualization proach, however, VTK is designed for programming unidirectional and analysis has been a growing trend in large-scale scientific simu- visualization pipelines, and provides limited support for highly dy- lations. However, coordinating adaptive workflows with traditional namic dataflows. Moreover, the synchronous dataflow model is procedural programming languages can be difficult because system somewhat difficult to use and does not always lead to modular pro- flow is determined by unpredictable scientific phenomena, which of- grams for large scale applications when control flows become com- ten appear in an unknown order and can evade event handling. This plicated [19]. Functional reactive programming (FRP) [19,24,48,53] makes the implementation of adaptive workflows tedious and error- further improved this model by directly treating time-varying values prone. Recently, reactive and declarative programming paradigms as first-class primitives. This allowed programmers to write reac- have been recognized as well-suited solutions to similar problems in tive programs using dataflows declaratively (as opposed to callback other domains. However, there is a dearth of research on adapting functions), hiding the mechanism that controls those flows under these approaches to in situ visualization and analysis. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Reconstruction of the Interpretation of Geometric Diagrams of Primary School Children Based on Actions on Various Materials - a Semiotic Perspective on Actions
International Electronic Journal of Mathematics Education 2021, 16(3), em0650 e-ISSN: 1306-3030 https://www.iejme.com Research Article OPEN ACCESS Reconstruction of the Interpretation of Geometric Diagrams of Primary School Children Based on Actions on Various Materials - A Semiotic Perspective on Actions Lara Kristina Billion 1* 1 Goethe University Frankfurt, Frankfurt am Main, GERMANY *Corresponding Author: [email protected] Citation: Billion, L. K. (2021). Reconstruction of the Interpretation of Geometric Diagrams of Primary School Children Based on Actions on Various Materials - A Semiotic Perspective on Actions. International Electronic Journal of Mathematics Education, 16(3), em0650. https://doi.org/10.29333/iejme/11068 ARTICLE INFO ABSTRACT Received: 18 Jan. 2021 This paper adopts a semiotic perspective on mathematical learning according to Peirce, in which the actions on Accepted: 17 May 2021 material arrangements are considered the bases for diagrammatic work. The focus is on the learner’s actions using digital and analogue material arrangements which are the starting point for the reconstruction of the learner’s mathematical interpretations. In this paper a qualitative interpretative paradigm is adopted for the reconstruction. Specifically, a semiotic specification of the context analysis according to Mayring and an adoption of Vogel, is carried out. The reconstruction of the mathematical interpretation is presented with a focus on a geometrical problem that third graders are working on. Finally, the results of several cases are compared to identify possible differences between the analysed actions when using digital and analogue material arrangements. Keywords: semiotics, mathematics education, actions on material, mathematical interpretation of diagrams, primary school INTRODUCTION In mathematics education, a cognitive psychological perspective largely determines the perception of actions on the learning material and the focus is on their function as means of illustration. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
賽車遊戲的視角之研究A Study of Viewing Angle in Racing Video Game
國立交通大學 應用藝術研究所視覺傳達設計組 碩士論文 賽車遊戲的視角之研究 A Study of Viewing Angle in Racing Video Game 指導教授:張恬君博士 研究生:曹訓誌 中華民國九十四年七月 i 摘要 電動遊戲裡所呈現真實感是一個簡化後的真實,這和真實世界裡的真實感 其實是不一樣的。先前的許多研究並未針對遊戲裡的物理行為、視覺效果如何影 響玩家的感受等議題做進一步的探討。本研究是針對賽車遊戲裡的遊戲視角做研 究與分析,研究中發現速度的快慢,與路旁有無參考物對視角大小(路寬)的認知 沒有影響,但是視野大小的寬與窄對視角有顯著的影響。除此之外,在本次研究 的條件下,速度的快慢、路旁有無參考物、視野大小的寬與窄對女性受試者視角 大小的認知均沒有影響,但視野大小的寬與窄(Y 方向)對男性受試者的視角大小 的認知有影響。另外,有 33%受試者會將路寬調整至接近視野的寬度(X 方向) , 這群受試者中又以男性受試者佔大多數(91%),相較之下女性受試者這個現象較 不明顯。此外, 受試者喜愛與不喜愛賽車電玩之間也沒有顯著的差異。 關鍵字:電動遊戲、賽車遊戲、視角。 ii Abstract The realistic world of video game is different from reality, it only provide reduced reality to players. This study focus on the viewing angle of racing video game, and try to understand how the viewing angle influence of the speed of moving, side walk object and field size of viewing. The results show the speed of moving and side walk object don’t affect the perception of viewing angle, but the field size of viewing (Y-axis direction) do. Otherwise, the speed of motion, side walk object, and view area size is nothing to do with the viewing angle perception of female testers, but male testers are influenced by the size of view area. This study also observes 33% testers intend to align the width of road to the width of view area (X-axis direction), most of them are male (90%). Besides, the factor that a man who favors the racing video game or not doesn’t make any difference to the viewing angle perception. Keywords: Video game, Racing Video game, view angle iii 目錄 摘要................................................................................................................................ii