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|a UAMI
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|a National Research Council (U.S.).
|b Committee on Modeling, Simulation, and Games.
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|a The rise of games and high-performance computing for modeling and simulation /
|c Committee on Modeling, Simulation, and Games, Standing Committee on Technology Insight--Gauge, Evaluate and Review, Division on Engineering and Physical Sciences, National Research Council of the National Academies.
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|a Washington, D.C. :
|b National Academies Press,
|c Ã2010.
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|a 1 online resource (xiii, 116 pages) :
|b illustrations (chiefly color)
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|a computer
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|a Includes bibliographical references.
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|a A new paradigm in modeling and simulation -- Modeling, simulation, games, and computing -- Games: beyond entertainment -- Defense modeling, simulation, and games.
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|a "The technical and cultural boundaries between modeling, simulation, and games are increasingly blurring, providing broader access to capabilities in modeling and simulation and further credibility to game-based applications. The purpose of this study is to provide a technical assessment of Modeling, Simulation, and Games (MS & G) research and development worldwide and to identify future applications of this technology and its potential impacts on government and society. Further, this study identifies feasible applications of gaming and simulation for military systems; associated vulnerabilities of, risks to, and impacts on critical defense capabilities; and other significant indicators and warnings that can help prevent or mitigate surprises related to technology applications by those with hostile intent. Finally, this book recommends priorities for future action by appropriate departments of the intelligence community, the Department of Defense research community, and other government entities. The Rise of Games and High Performance Computing for Modeling and Simulation will serve as a useful tutorial and reference document for this particular era in the evolution of MS & G. The book also highlights a number of rising capabilities facilitated by MS & G to watch for in the coming years"--Publisher's description.
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|a Print version record.
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Computer simulation.
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|a Video games.
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|a Computer Simulation
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|a Simulation par ordinateur.
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|a simulation.
|2 aat
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|a COMPUTERS
|x Computer Simulation.
|2 bisacsh
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|a Computer games
|2 fast
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|a Computer simulation
|2 fast
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|i has work:
|a The Rise of Games and High-performance Computing for Modeling and Simulation (Text)
|1 https://id.oclc.org/worldcat/entity/E39PD3hg4Y3XxrbFRbJgHJ48qP
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
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|i Print version:
|a National Research Council (U.S.). Committee on Modeling, Simulation, and Games.
|t Rise of games and high-performance computing for modeling and simulation.
|d Washington, D.C. : National Academies Press, 2010
|z 9780309147774
|w (OCoLC)587078070
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|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=3378596
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