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از ساعت 7 صبح تا 10 شب
ویرایش: 1
نویسندگان: Brian J. Evans
سری:
ISBN (شابک) : 0367608618, 9780367608613
ناشر: Chapman and Hall/CRC
سال نشر: 2021
تعداد صفحات: 324
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 18 مگابایت
در صورت تبدیل فایل کتاب A Simple Guide to Technology and Analytics به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب یک راهنمای ساده برای فناوری و تجزیه و تحلیل نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Contents List of Figures List of Tables List of Equations Acknowledgements About the Author Preface Learning Outcomes CHAPTER 1: Background to Technology 1.1. OVERVIEW OF BASIC TECHNOLOGY AND WHY THE RAPID INCREASE IN NETWORK SPEED IS IMPORTANT 1.1.1. Introduction to Basic Technology 1.1.2. What Is Network Speed, 3G, 4G, 5G, Wifi, and Bluetooth? 1.1.3. Advantages of Higher Network Speed 1.1.4. Why STEM and Analytics Have Become Important 1.2. APPLICATION OF NEW TECHNOLOGIES IN SPORT AND INDUSTRY 1.2.1. Introduction to New Technology Analytics 1.2.2. Application to Sports 1.2.3. Application in Industry 1.3. BASIC PHYSICS OF EVERYDAY TECHNOLOGY INNOVATIONS 1.3.1. Basic History of Technology Development Leading to Data Analytics 1.3.2. The Physics from Analogue TV to Smart Viewing – LED, QLED, LCD, OLED 1.3.3. Smartphones, Towers, and Radiation 1.4. FREQUENCY AND THE BASICS OF SAMPLING SPEED 1.4.1. Use of the Frequency Spectrum – More Than Just Colours 1.4.2. What You Can See (and Hear) – Is Not What You Always Get 1.4.3. Basics of Clock Rate (aka Timing Frequency or Sample Speed) 1.5. EXERCISE FURTHER READING CHAPTER 2: Tracking and Triangulation: It’s Simple 2.1. TRACKING REAL-TIME POSITION 2.1.1. Animations of a Moving Object Using Multiple Fixed Cameras 2.1.2. Calculating Speed (Velocity) of a Moving Object Using Multiple Fixed Cameras 2.1.3. Calculating Multiple Body Tracking 2.2. CALCULATING POSITION FROM THE TV SCREEN VIEW 2.2.1. Tracking in 2D on the Sports Field 2.2.2. Tracking in 3D from Multiple Observation Points 2.2.3. Doppler Positioning by Satellite 2.3. EXERCISE FURTHER READING CHAPTER 3: Pattern Recognition and Its Applications 3.1. INTRODUCTION TO NUMBER (DATA) REPRESENTATION 3.1.1. Basics of Data Analysis – the Time Series 3.1.2. Number Systems Using BITS and BYTES 3.1.3. Higher Sampling Rate of Bits versus Accuracy 3.1.4. Bit Resolution, Formats, and Storage 3.1.5. Rebuilding the Analogue Graphic Using a Digital Number Series (DAC) 3.2. CORRELATION OF IMAGE DATA 3.2.1. Simple Correlation of Two Sets of Numbers – Recognition of a Wavy Line Is Simple 3.2.2. Flagging a Good Number Series Correlation versus a Weak Correlation 3.2.3. Effect of Higher Sample Rate on Accuracy of Correlations 3.2.4. Increasing Resolution through Pixel Mixing 3.3. APPLICATION USING A PIXELATED-MATRIX DISPLAY 3.3.1. Facial Recognition (on a TV or Monitor Screen) 3.3.2. EM Data Scanning for Financial and Other Transactions 3.4. CORRELATION APPLICATIONS AND USE IN SECURITY DEVICES – FROM CROWDS TO EYEBALLS 3.4.1. Application of Correlation to Pictures (Face in the Crowd) 3.4.2. Application of Correlation to Sound 3.4.3. Application of Correlation to EM Fields (Credit Card or Door Key) 3.4.4. Application of Correlation in Industry 3.5. EXERCISES FURTHER READING CHAPTER 4: Average Track and Prediction of Future Location 4.1. UNDERSTANDING THE MEANING OF AVERAGE TRACK 4.1.1. Average versus Mean, versus RMS Track 4.1.2. Filtering Data 4.2. RULE-BASED TRACK PREDICTION 4.2.1. Curve Fitting 4.2.2. Application to Ball Tracking 4.3. BASIC REGRESSION ANALYSIS AND PREDICTIONS OF FUTURE DATA 4.3.1. Regression and Least Squares (Best Fit) 4.3.2. Conical Equations 4.3.3. Accuracy of a Line of Regression 4.3.4. Probability of a Prediction Being Correct 4.3.5. Bayes’ Theorem of Probability or Chance 4.4. EXERCISE FURTHER READING CHAPTER 5: Track Prediction in Sports and Industry 5.1. PRESENT-DAY SPORTS (CRICKET, TENNIS, BASEBALL, AND FOOTBALL TECHNOLOGY) 5.1.1. Track Prediction of a Cricket Ball 5.1.2. Track Prediction during Tennis Games 5.1.3. Sports Analytics and Prediction – Baseball 5.1.4. Track Prediction in Football and Application to Gaming 5.1.5. The Use of Spidercam and Drones 5.2. PREDICTION IN PLAYER PERFORMANCE AND TEAM TRACKING 5.2.1. Team Selection 5.2.2. Tracking Team Performance 5.3. PREDICTION IN INDUSTRY 5.3.1. Prediction Using Sensor Data in Process Control Operations 5.3.2. Computer Control System Terminology 5.3.3. Prediction Using Past Stock Market Values in the Financial Industry 5.4. THE USE OF REALITY TECHNOLOGY 5.4.1. Computer 3D Visualisations and Virtual Reality 5.4.2. Computer Augmented Reality and Its Use in Industry 5.5. PRODUCT TRACKING IN INDUSTRY, RFID 5.5.1. Electronic Signatures of Products – Barcodes 5.5.2. Radio Frequency IDentification of Products 5.6. EXERCISE FURTHER READING CHAPTER 6: Most Common Active and Passive Sensors 6.1. SENSORS – THE BASICS 6.1.1. All of the Natural Sensors 6.1.2. Most of the Passive Sensors 6.1.3. Most of the Active Sensors 6.2. SIMPLE EXPLANATION OF ACTIVE SENSOR TECHNOLOGY 6.2.1. Sensors Responding to Temperature 6.2.2. Sensors Responding to Pressure 6.2.3. Sensors Responding to Sound Pressure and Vibration 6.2.4. Sensors Responding to Light (Visible EM Radiation) 6.2.5. Sensors Responding to Any EM Energy 6.2.6. Sensors Responding to Electrical Transmission 6.2.7. Sensors Responding to Chemical Flow 6.2.8. Haptic (Tactile) Sensors and Their Future Potential 6.3. DIGITISING SENSOR DATA, USING CONVENTIONAL COMPUTER INTERFACES AND QUANTUM COMPUTING 6.3.1. Digitising Sensor Data 6.3.2. Sending the Output to a Recording and Computing Control Point 6.3.3. Speed of Modern Control Operations 6.3.4. Computer Programs and Toolboxes for Analytics, Python, and R 6.3.5. How Quantum Computing Will Change the World 6.4. EXERCISE FURTHER READING CHAPTER 7: Automation and Simulations 7.1. MONITORING, FEEDBACK LOOPS, AND REMOTE CONTROL 7.1.1. Sensing Data and Local Control Systems 7.1.2. Transmitting and Multiplexing Local Control to Remote Control 7.1.3. The Remote Control Centre and Its Operation 7.1.4. Recording, Analysing, and Predicting Future Data 7.1.5. Effect on Operating, Repairs, and Maintenance Scheduling 7.2. AUTOMATED PROCESS CONTROL SYSTEMS, PFDs TO P&IDs 7.2.1. Explaining a Simple Automated System as a PFD 7.2.2. P&ID Schematics 7.2.3. P&ID Diagrams for Automated Control 7.3. AUTOMATING A CONTINUOUS PROCESS 7.3.1. Issues in Continuous Processing Operations 7.3.2. Approach to Automating the Control of a Process – Heath Robinson Approach 7.3.3. Basic Hardware and Software Control Requirements 7.4. THE DIGITAL TWIN (AKA GHOSTING/SHADOWING) AND SIMULATIONS 7.4.1. Development of Simulators 7.4.2. Numerical Simulation 7.4.3. Running a Simulation in Parallel with a Process System – The Digital Twin 7.4.4. Blockchain and Its Use in Administering Developments 7.4.5. Cyber Issues 7.5. EXERCISE FURTHER READING CHAPTER 8: Technology of Household Appliances 8.1. THE MICROWAVE OVEN 8.2. THE REFRIGERATOR AND FREEZER 8.3. THE COOKTOP, INFRARED CERAMIC VERSUS INDUCTION 8.4. THE STEAM OVEN AND BAR-B-QUE 8.5. THE DISHWASHER 8.6. THE AUTOMATIC WASHING MACHINE AND THE CLOTHES DRYER 8.7. THE ELECTRIC/OIL/WATER HEATER VERSUS REVERSE-CYCLE AIR CONDITIONER 8.8. THE VACUUM CLEANER – SUCTION/VIBRATION VERSUS BARREL CYCLONE VERSUS ROBOT 8.9. THE HOT WATER SYSTEM – ELECTRIC IMMERSIVE STORAGE VERSUS INSTANTANEOUS HEATING 8.10. THE HOT WATER KETTLE – IMMERSIVE ELEMENT VERSUS INDUCTION 8.11. DRIP COFFEE VERSUS PERCOLATOR COFFEE MACHINE AND THE ESPRESSO COFFEE MACHINE WITH PODS 8.12. THE HOME PRINTER AND SCANNER – 3D PRINTING 8.13. THE HOT AIR FRYER AND THE THERMOMIX FURTHER READING CHAPTER 9: The Future of Analytics and Automation 9.1. SMART APPLICATIONS TO 2D AND 3D IN SPORT AND SOCIETY BENEFITS 9.1.1. Some Applications of 2D Analytics to Sport and Their Consequences 9.1.2. Some Applications of Quantum 3D Analytics to Society 9.2. GAMING AND SIMULATIONS CHANGING SPORT 9.2.1. Simulations in Real Time Allowing New Games to be Developed 9.2.2. Reality 3D Sports Using Haptic Sensor Suits and Automated Refereeing 9.2.3. The Avatar, Soccer with Pele, Cricket with Bradman, Baseball with Babe Ruth 9.3. SMART TECHNOLOGY CHANGING INDUSTRY 9.3.1. Communications 9.3.2. Traffic and Transport 9.3.3. Everyday Living with Robots and Technology 9.4. AN AUTOMATED WORLD AND A ROBOTIC FUTURE 9.5. THE SMART JOBS ASSOCIATED WITH FUTURE TECHNOLOGICALLY CONTROLLED PROCESSES FURTHER READING Exercise Answers Glossary of Terms Used Index