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Positioning itself at the common boundaries of several disciplines, this work provides new perspectives on modern nanoscale problems where fundamental science meets technology and computer modeling. In addition to well-known computational techniques such as finite-difference schemes and Ewald summation, the book presents a new finite-difference calculus of Flexible Local Approximation Methods (FLAME) that qualitatively improves the numerical accuracy in a variety of problems.
This book presents the Generalized Multipole Technique as a fast and powerful theoretical and computation tool to simulate light scattering by nonspherical particles. It also demonstrates the considerable potential of the method. In recent years, the concept has been applied in new fields, such as simulation of electron energy loss spectroscopy and has been used to extend other methods, like the null-field method, making it more widely applicable. The authors discuss particular implementations of the GMT methods, such as the Discrete Sources Method (DSM), Multiple Multipole Program (MMP), the Method of Auxiliary Sources (MAS), the Filamentary Current Method (FCM), the Method of Fictitious So...
This book is an edited volume of nine papers covering the different variants of the generalized multipole techniques (GMT). The papers were presented at the recent 3rd Workshop on Electromagnetics and Light Scattering - Theory and Applications, which focused on current GMT methods. These include the multiple multipole method (MMP), the discrete sources method (DSM), Yasuura's method, method of auxiliary sources and null-field method with discrete sources. Each paper presents a full theoretical description as well as some applications of the method in electrical engineering and optics. It also includes both 2D and 3D methods and other applications developed in the former Soviet Union and Japan.
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
This book is a collection of the works of leading experts worldwide in the rapidly developing fields of plasmonics and metamaterials. These developments are promising to revolutionize ways of generating, controlling and processing light in the nanoscale. The technological applications range from nano-lasers to optical nano-waveguides to artificial media with unusual and exotic optical properties unattainable in natural materials. The volume cuts across all relevant disciplines and covers experiments, measurements, fabrication, physical and mathematical analysis, as well as computer simulation.
This book is to continue the Light Scattering Reviews series devoted to modern knowledge and milestones in both experimental and theoretical techniques related to light scattering and radiative transport problems. It gives a valuable picture of recent developments in the area of remote sensing and radiative transfer. The work has capabilities to further facilitate studes in light scattering media optics and be of importance for researchers across various scientific fields including astronomy, meterology and geophysics.
This book requires an interdisciplinary understanding of creativity, ideal for the formation of a digital public culture. Educating students, young professionals and future engineers is to develop their capacity for creativity. Can creativity be learned? With this question, the relations of technology and art appear in a new light. Especially the notion of "progress" takes on a new meaning and must be distinguished from innovation. The discussion of particular educational approaches, the exploration of digital technologies and the presentation of best practice examples conclude the book. University teachers show how the teaching of creativity reinforces the teaching of other subjects, especially foreign languages.
This book develops the theory of the null-field method (also called T-matrix method), covering almost all aspects and current applications. This book also incorporates FORTRAN programs and simulation results. Worked examples of the application of the FORTRAN programs show readers how to adapt or modify the programs for their specific application.
The Routledge Companion to Photography and Visual Culture is a seminal reference source for the ever-changing field of photography. Comprising an impressive range of essays and interviews by experts and scholars from across the globe, this book examines the medium’s history, its central issues and emerging trends, and its much-discussed future. The collected essays and interviews explore the current debates surrounding the photograph as object, art, document, propaganda, truth, selling tool, and universal language; the perception of photography archives as burdens, rather than treasures; the continual technological development reshaping the field; photography as a tool of representation and control, and more. One of the most comprehensive volumes of its kind, this companion is essential reading for photographers and historians alike.