995 resultados para computer quantistici computazione quantistica qubit applicazioni implementazioni


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Non-Markovian evolutions are responsible for a wide variety of physically interesting effects. Here, we study nonlocality of the nonclassical state of a system consisting of a qubit and an oscillator exposed to the effects of non-Markovian evolutions. We find that the different facets of non-Markovianity affect nonlocality in different and nonobvious ways, ranging from pronounced insensitivity of the Bell function to quite spectacular evidence of information kickback.

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We investigate the behavior of a two-level atom coupled to a one-dimensional, ultracold Fermi gas. The sudden switching on of the scattering between the two entities leads to the loss of any coherence in the initial state of the impurity and we show that the exact dynamics of this process is strongly influenced by the effect of the orthogonality catastrophe within the gas. We highlight the relationship between the Loschmidt echo and the retarded Green's function-typically used to formulate the dynamical theory of the catastrophe-and demonstrate that the effect is reflected in the impurity dynamics. We show that the expected nonexponential decay of the spectral function can be observed using Ramsey interferometry on the two-level atom and comment on finite temperature effects.

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MinneSPEC proposes reduced input sets that microprocessor designers can use to model representative short-running workloads. A four-step methodology verifies the program behavior similarity of these input sets to reference sets.

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Computer-aided drug design becomes an important part of G-protein coupled receptors (GPCR) drug discovery process that is applied for improving the efficiency of derivation and optimization of novel ligands. It represents the combination of methods that-use-structural information of a receptor binding site of known ligands to design new ligands. In this report, we give a brief description of ligand binding sites in cholecystokinin and gastrin receptors (CK1R and CCK2R) which were delineated using experimental and computational methods, and then, we show how the validated ligand binding sites can be used to design and improve novel ligands. The translation of the knowledge of ligand-binding sites of different GPCRs to computer-aided design of novel ligands is summarized.

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This 1 year prospective study involved nine general practitioners in an urban health centre who routinely record all patient contacts on computer. The study determines by comparison with a manual record how accurately doctors record laboratory investigations on computer and compares the effectiveness of three interventions in improving the completeness of computerized recording of presenting symptoms, problems/diagnoses and laboratory investigations. Recording was analysed for 1 month prior to and for two 1 month periods following each intervention. A control group was used. A total of 7983 patient contacts were analysed. Intervention led to an improvement in the recording of presenting symptoms and problems/diagnoses. Recording of investigations on the computer showed no improvement, remaining at one-third of the total in the treatment room book for both study and control doctors. The effectiveness of the different forms of intervention depended on both the aspect of the consultation considered and the familiarity of individual doctors with the method of data collection. Aspects considered less important required greater intervention to bring about a marked improvement, as did doctors relatively new to the practice. It may not be possible to get all aspects of the consultation recorded with the same degree of accuracy. This has implications for the accuracy of retrospective studies dependent on existing computerized data.

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This paper seeks to explore the construction of narrative space in 3D PC computer games. With reference to Stephen Heath’s theory of filmic narrative space, the paper will examine how computer games, based on the rendition of a continuous 3D, real-time interactive environment, construct a distinct mode of narrativisation. The dynamic imbrication of the manipulation of 3D objects in a virtual world and the (re)presentation of this virtual mise-en-scene constitute an interaction that affects the concept of narrative in computer games. This leads to several questions that the paper seeks to investigate: How does the construction of space in PC games contribute to the meaning-making process or the gamer’s experience of narrative? How then is this experience of narrative game-space different from that of film?