She is a charming lady. her beauty fascinates everyone, but she lives in one's desire.who is he?Raju, a minor student, has a secret dream.he wants to express it. how?"He was not a lewd person. he was the worshiper by nature.""Your son have stolen a magazine also...just for a...""after all, he was a teacher. how could he describe about...
This book focuses on the basic principles of digital electronics and logic design. It is designed as a textbook for undergraduate students of electronics, electrical engineering, computer science, physics, and information technology. The text covers the syllabi of several Indian and foreign universities. It depicts the comprehensive resources
This book focuses on the basic principles of digital electronics and logic design. It is designed as a textbook for undergraduate students of electronics, electrical engineering, computer science, physics, and information technology. The text covers the syllabi of several Indian and foreign universities. It depicts the comprehensive resources
This book is written in a clear and thorough way to cover both the traditional and modern uses of artificial intelligence and soft computing. It gives an in-depth look at mathematical models, algorithms, and real-world problems that are hard to solve in MATLAB. The book is intended to provide a broad and in-depth understanding of fuzzy logic controllers, genetic algorithms, neural networks, and hybrid techniques such as ANFIS and the GA-ANN model. Features: A detailed description of basic intelligent techniques (fuzzy logic, genetic algorithm and neural network using MATLAB) A detailed description of the hybrid intelligent technique called the adaptive fuzzy inference technique (ANFIS) Formulation of the nonlinear model like analysis of ANOVA and response surface methodology Variety of solved problems on ANOVA and RSM Case studies of above mentioned intelligent techniques on the different process control systems This book can be used as a handbook and a guide for students of all engineering disciplines, operational research areas, computer applications, and for various professionals who work in the optimization area.
What prompts common people to kill a guard and rob an office they thought had some tickets for a Test match? Why does a scholar of medieval Bengali literature remark, 'Had life been a sport, it would be cricket'? Who do journalists vindicate by promoting cricket, the imperial game par excellence, as the lifeforce of the ordinary Indian? This book pursues these threads of the people's uncanny attachment to cricket, seeking to understand the sport's role in the making of a postcolonial society. With a focus on Calcutta, it unpacks the various connotations of international cricket that have produced a postcolonial community and public culture. Cricket, it shows, gave the people a tool to understand and form themselves as a cultural community. More than the outcomes of matches, the beliefs, attitudes and actions the sport generated had an immense bearing on emerging social relationships.
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
The digital twin of a physical system is an adaptive computer analog which exists in the cloud and adapts to changes in the physical system dynamically. This book introduces the computing, mathematical, and engineering background to understand and develop the concept of the digital twin. It provides background in modeling/simulation, computing technology, sensor/actuators, and so forth, needed to develop the next generation of digital twins. Concepts on cloud computing, big data, IoT, wireless communications, high-performance computing, and blockchain are also discussed. Features: Provides background material needed to understand digital twin technology Presents computational facet of digital twin Includes physics-based and surrogate model representations Addresses the problem of uncertainty in measurements and modeling Discusses practical case studies of implementation of digital twins, addressing additive manufacturing, server farms, predictive maintenance, and smart cities This book is aimed at graduate students and researchers in Electrical, Mechanical, Computer, and Production Engineering.
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