These 48 quick and easy object lessons help children's church leaders and pastors present Bible concepts in a way children can understand and remember.
This book may be regarded as an introduction to the study of String Figures—games which are widespread among primitive peoples, and played by weaving on the hands a single loop of string in order to produce intricate patterns supposed to represent certain familiar objects. I have gathered together the facts already known concerning these games, and, adding my own studies and the unpublished records of other observers, I have here described and illustrated the methods whereby about one hundred string figures are made. My purpose has been twofold: to interest other students in the subject, in order that additional figures and their methods may be collected among various tribes and races; and to reach a still larger public, that more people may share in the fascinations of the games themselves. The games are certainly fascinating, appealing as they do to young and to old, and to those debarred from all pastimes demanding physical exertion. Moreover, they are not unduly difficult; and, capable as they are of infinite variations, their charm ought to be inexhaustible.
Since its genesis more than thirty-five years ago, the field of computer vision has been known by various names, including pattern recognitions, image analysis, and image understanding. The central problem of computer vision is obtaining descriptive information by computer analysis of images of a scene. Together with the related fields of image processing and computer graphics, it has become an established discipline at the interface between computer science and electrical engineering. This volume contains fourteen papers presented at the AMS Special Session on Geometry Related to Computer Vision, held in Hoboken, New Jersey in Ooctober 1989. This book makes the results presented at the Special Session, which previously had been available only in the computer science literature, more widely available within the mathematical sciences community. Geometry plays a major role in computer vision since scene descriptions always involve geometrical properties of, and relations among, the objects of surfaces in the scene. The papers in this book provide a good sampling of geometric problems connected with computer vision. They deal with digital lines and curves, polygons, shape decompositions, digital connectedness and surfaces, digital metrics, and generalizations to higher-dimensional and graph-structured "spaces". Aimed at computer scientists specializing in image processing, computer vision, and pattern recognition - as well as mathematicians interested in applications to computer science - this book will provide readers with a view of how geometry is currently being applied to problems in computer vision.
Topological defects are an expected consequence of phase transitions in the early Universe. As such these objects, if detected, provide unequivocal evidence of physics beyond the Standard Model. This means they are prime targets for new observational facilities. However, our understanding of defects is heavily bottlenecked by computational limitations. In this book, the author explores the use of accelerator hardware to alleviate this problem, presenting the world’s first (multiple-)GPU defect simulations. Such simulations can evolve a network of line-like cosmic strings at an unprecedented resolution. Then these are used to obtain the most accurate to date calibrations of semi-analytical modelling and to show the impact of accuracy on observational consequences of strings. Lastly, a modified version of this application is used to study interconnected networks of strings in greater detail than ever before. This book benefits any student or researcher who wishes to learn about field theory simulations in the early Universe and about supercomputing with multiple accelerators.