Computer simulationComputer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be determined by comparing their results to the real-world outcomes they aim to predict. Computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics (computational physics), astrophysics, climatology, chemistry, biology and manufacturing, as well as human systems in economics, psychology, social science, health care and engineering.
SimulationA simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games.
Breaking waveIn fluid dynamics and nautical terminology, a breaking wave or breaker is a wave with enough energy to "break" at its peak, reaching a critical level at which linear energy transforms into wave turbulence energy with a distinct forward curve. At this point, simple physical models that describe wave dynamics often become invalid, particularly those that assume linear behaviour. The most generally familiar sort of breaking wave is the breaking of water surface waves on a coastline.
Simulation video gameSimulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation.
SolitonIn mathematics and physics, a soliton or solitary wave is a self-reinforcing wave packet that maintains its shape while it propagates at a constant velocity. Solitons are caused by a cancellation of nonlinear and dispersive effects in the medium. (Dispersive effects are a property of certain systems where the speed of a wave depends on its frequency.) Solitons are the solutions of a widespread class of weakly nonlinear dispersive partial differential equations describing physical systems.
Wind waveIn fluid dynamics, a wind wave, or wind-generated water wave, is a surface wave that occurs on the free surface of bodies of water as a result of the wind blowing over the water's surface. The contact distance in the direction of the wind is known as the fetch. Waves in the oceans can travel thousands of kilometers before reaching land. Wind waves on Earth range in size from small ripples to waves over high, being limited by wind speed, duration, fetch, and water depth.
TsunamiA tsunami ((t)suːˈnɑːmi,_(t)sʊˈ- ; from 津波, tsɯnami) is a series of waves in a water body caused by the displacement of a large volume of water, generally in an ocean or a large lake. Earthquakes, volcanic eruptions and other underwater explosions (including detonations, landslides, glacier calvings, meteorite impacts and other disturbances) above or below water all have the potential to generate a tsunami.
Rogue waveRogue waves (also known as freak waves, monster waves, episodic waves, killer waves, extreme waves, and abnormal waves) are unusually large, unpredictable, and suddenly appearing surface waves that can be extremely dangerous to ships, even to large ones. They are distinct from tsunamis, which are often almost unnoticeable in deep waters and are caused by the displacement of water due to other phenomena (such as earthquakes). A rogue wave appearing at the shore is sometimes referred to as a sneaker wave.
Soliton (optics)In optics, the term soliton is used to refer to any optical field that does not change during propagation because of a delicate balance between nonlinear and linear effects in the medium. There are two main kinds of solitons: spatial solitons: the nonlinear effect can balance the diffraction. The electromagnetic field can change the refractive index of the medium while propagating, thus creating a structure similar to a graded-index fiber.
Training simulationIn business, training simulation is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. They are also common in academic environments as an integrated part of a business or management course. The word simulation implies an imitation of a real-life process, usually via a computer or other technological device, in order to provide a lifelike experience.
Phase velocityThe phase velocity of a wave is the rate at which the wave propagates in any medium. This is the velocity at which the phase of any one frequency component of the wave travels. For such a component, any given phase of the wave (for example, the crest) will appear to travel at the phase velocity. The phase velocity is given in terms of the wavelength λ (lambda) and time period T as Equivalently, in terms of the wave's angular frequency ω, which specifies angular change per unit of time, and wavenumber (or angular wave number) k, which represent the angular change per unit of space, To gain some basic intuition for this equation, we consider a propagating (cosine) wave A cos(kx − ωt).
Propagation constantThe propagation constant of a sinusoidal electromagnetic wave is a measure of the change undergone by the amplitude and phase of the wave as it propagates in a given direction. The quantity being measured can be the voltage, the current in a circuit, or a field vector such as electric field strength or flux density. The propagation constant itself measures the change per unit length, but it is otherwise dimensionless. In the context of two-port networks and their cascades, propagation constant measures the change undergone by the source quantity as it propagates from one port to the next.
Numerical weather predictionNumerical weather prediction (NWP) uses mathematical models of the atmosphere and oceans to predict the weather based on current weather conditions. Though first attempted in the 1920s, it was not until the advent of computer simulation in the 1950s that numerical weather predictions produced realistic results. A number of global and regional forecast models are run in different countries worldwide, using current weather observations relayed from radiosondes, weather satellites and other observing systems as inputs.
2004 Indian Ocean earthquake and tsunamiOn 26 December 2004, at 07:58:53 local time (UTC+7), a major earthquake with a magnitude of 9.1–9.3 struck with an epicentre off the west coast of northern Sumatra, Indonesia. The undersea megathrust earthquake, known by the scientific community as the Sumatra–Andaman earthquake, was caused by a rupture along the fault between the Burma Plate and the Indian Plate, and reached a Mercalli intensity up to IX in some areas.
Tsunami warning systemA tsunami warning system (TWS) is used to detect tsunamis in advance and issue the warnings to prevent loss of life and damage to property. It is made up of two equally important components: a network of sensors to detect tsunamis and a communications infrastructure to issue timely alarms to permit evacuation of the coastal areas. There are two distinct types of tsunami warning systems: international and regional.
Velocity factorThe velocity factor (VF), also called wave propagation speed or velocity of propagation (VoP or of a transmission medium is the ratio of the speed at which a wavefront (of an electromagnetic signal, a radio signal, a light pulse in an optical fibre or a change of the electrical voltage on a copper wire) passes through the medium, to the speed of light in vacuum. For optical signals, the velocity factor is the reciprocal of the refractive index.
Phase (matter)In the physical sciences, a phase is a region of material that is chemically uniform, physically distinct, and (often) mechanically separable. In a system consisting of ice and water in a glass jar, the ice cubes are one phase, the water is a second phase, and the humid air is a third phase over the ice and water. The glass of the jar is another separate phase. (See .) More precisely, a phase is a region of space (a thermodynamic system), throughout which all physical properties of a material are essentially uniform.
Phase transitionIn chemistry, thermodynamics, and other related fields, a phase transition (or phase change) is the physical process of transition between one state of a medium and another. Commonly the term is used to refer to changes among the basic states of matter: solid, liquid, and gas, and in rare cases, plasma. A phase of a thermodynamic system and the states of matter have uniform physical properties. During a phase transition of a given medium, certain properties of the medium change as a result of the change of external conditions, such as temperature or pressure.
Laurent seriesIn mathematics, the Laurent series of a complex function is a representation of that function as a power series which includes terms of negative degree. It may be used to express complex functions in cases where a Taylor series expansion cannot be applied. The Laurent series was named after and first published by Pierre Alphonse Laurent in 1843. Karl Weierstrass may have discovered it first in a paper written in 1841, but it was not published until after his death.
WaveIn physics, mathematics, engineering, and related fields, a wave is a propagating dynamic disturbance (change from equilibrium) of one or more quantities. Waves can be periodic, in which case those quantities oscillate repeatedly about an equilibrium (resting) value at some frequency. When the entire waveform moves in one direction, it is said to be a traveling wave; by contrast, a pair of superimposed periodic waves traveling in opposite directions makes a standing wave.