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Biosimulation: Simulation of Living Systems

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Biosimulation: Simulation of Living Systems

by Daniel A. Beard
English | 2012 | ISBN: 0521768233 | 320 pages | PDF | 5.15 MB

Biosimulation: Simulation of Living Systems
This practical guide to biosimulation provides the hands-on experience needed to devise, design and analyze simulations of biophysical processes for applications in biological and biomedical sciences. Through real-world case studies and worked examples, students will develop and apply basic operations through to advanced concepts, covering a wide range of biophysical topics including chemical kinetics and thermodynamics, transport phenomena, and cellular electrophysiology. Each chapter is built around case studies in a given application area, with simulations of real biological systems developed to analyze and interpret data. Open-ended project-based exercises are provided at the end of each chapter, and with all data and computer codes available online (www.cambridge.org/biosim) students can quickly and easily run, manipulate, explore and expand on the examples inside. This hands-on guide is ideal for use on senior undergraduate/graduate courses and also as a self-study guide for anyone who needs to develop computational models of biological systems.
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Gamers at Work: Stories Behind the Games People Play [Repost]

Morgan Ramsay – Gamers at Work: Stories Behind the Games People Play
Published: 2012-02-08 | ISBN: 1430233516 | EPUB + MOBI | 356 pages | 3 MB

There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way.
Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management.
Gamers at Work:
Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds
Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup
Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business
Featured Entrepreneurs:
Trip Hawkins, Electronic Arts (Madden NFL)
Nolan Bushnell, Atari (Pong)
Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization)
Tony Goodman, Ensemble Studios (Age of Empires)
Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II)
Tim Cain, Troika Games (Arcanum, Vampire: The Masquerade–Bloodlines)
Warren Spector, Junction Point Studios (Disney Epic Mickey)
Doug and Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)
Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball)
John Smedley, Verant Interactive (EverQuest, PlanetSide)
Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry)
Lorne Lanning, Oddworld Inhabitants (Oddworld)
Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls)
Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)
Christopher Weaver, Bethesda Softworks (The Elder Scrolls)
Jason Rubin, Naughty Dog (Crash Bandicoot, Jak and Daxter)
Ted Price, Insomniac Games (Spyro, Ratchet & Clank)

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