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Artificiality (the state of being artificial or manmade) is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity. Connotations Artificiality often carries with it the implication of being false, counterfeit, or deceptive. The philosopher Aristotle wrote in his ''Rhetoric'': However, artificiality does not necessarily have a negative connotation, as it may also reflect the ability of humans to replicate forms or functions arising in nature, as with an artificial heart or artificial intelligence. Political scientist and artificial intelligence expert Herbert A. Simon observes that "some artificial things are imitations of things in nature, and the imitation may use either the same basic materials as those in the natural object or quite different materials.Herbert A. Simon, ''The Sciences of the Artificial'' (1996), p. 4. Simon distinguishes between the artificial and the synthe ...
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Nature
Nature, in the broadest sense, is the physics, physical world or universe. "Nature" can refer to the phenomenon, phenomena of the physical world, and also to life in general. The study of nature is a large, if not the only, part of science. Although humans are part of nature, human activity is often understood as a separate category from other natural phenomena. The word ''nature'' is borrowed from the Old French ''nature'' and is derived from the Latin word ''natura'', or "essential qualities, innate disposition", and in ancient times, literally meant "birth". In ancient philosophy, ''natura'' is mostly used as the Latin translation of the Greek word ''physis'' (φύσις), which originally related to the intrinsic characteristics of plants, animals, and other features of the world to develop of their own accord. The concept of nature as a whole, the physical universe, is one of several expansions of the original notion; it began with certain core applications of the word ...
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Pattern Formation
The science of pattern formation deals with the visible, ( statistically) orderly outcomes of self-organization and the common principles behind similar patterns in nature. In developmental biology, pattern formation refers to the generation of complex organizations of cell fates in space and time. The role of genes in pattern formation is an aspect of morphogenesis, the creation of diverse anatomies from similar genes, now being explored in the science of evolutionary developmental biology or evo-devo. The mechanisms involved are well seen in the anterior-posterior patterning of embryos from the model organism ''Drosophila melanogaster'' (a fruit fly), one of the first organisms to have its morphogenesis studied, and in the eyespots of butterflies, whose development is a variant of the standard (fruit fly) mechanism. Patterns in nature Examples of pattern formation can be found in biology, physics, and science, and can readily be simulated with computer graphics, as descri ...
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Tamagotchi
The is a handheld digital pet that was created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was released by Bandai on November 23, 1996 in Japan and in the USA on May 1, 1997, quickly becoming one of the biggest toy fads of the late 1990s and the early 2000s. , over units have been sold worldwide. Most Tamagotchi are housed in a small egg-shaped handheld video game with an interface consisting of three buttons, with the Tamagotchi Pix adding a shutter on the top to activate the camera. According to Bandai, the name is a portmanteau combining the two Japanese words , which means "egg", and "watch". After the original English spelling of ''watch'', the name is sometimes romanized as ''Tamagotch'' without the "i" in Japan. Most Tamagotchi characters' names end in in Japanese, with few exceptions. History Tamagotchi was invented by Aki Maita and Akihiro Yokoi in 1996. They both won the 1997 Ig Nobel Prize for economics, dubbing them the father and mother ...
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Synthetic (other)
Synthetic things are composed of multiple parts, often with the implication that they are artificial. In particular, 'synthetic' may refer to: Science * Synthetic chemical or compound, produced by the process of chemical synthesis * Synthetic organic compounds synthetic chemical compounds based on carbon (organic compounds). * Synthetic peptide * Synthetic biology * Synthetic elements, chemical elements that are not naturally found on Earth and therefore have to be created in experiments Industry * Synthetic fuel * Synthetic oil * Synthetic marijuana * Synthetic diamond * Synthetic fibers, cloth or other material made from other substances than natural (animal, plant) materials Other * Synthetic position, a concept in finance * Synthetic-aperture radar, a type or radar * Analytic–synthetic distinction, in philosophy * Synthetic language in linguistics, inflected or agglutinative languages * Synthetic intelligence a term emphasizing that true intelligence expressed by c ...
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Simulation
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the computer simulation, simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed bu ...
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Homo Faber
''Homo faber'' () is the concept that human beings are able to control their fate and their environment as a result of the use of tools. Original phrase In Latin literature, Appius Claudius Caecus uses this term in his ''Sententiæ'', referring to the ability of man to control his destiny and what surrounds him: ''Homo faber suae quisque fortunae'' ("Every man is the artifex of his destiny"). In older anthropological discussions, ''Homo faber'', as the "working man", is confronted with ''Homo ludens'', the "playing man", who is concerned with amusements, humor, and leisure. It is also used in George Kubler's book, '' The Shape of Time'' as a reference to individuals who create works of art. Modern usage The classic ''homo faber suae quisque fortunae'' was "rediscovered" by humanists in 14th century and was central in the Italian Renaissance. In the 20th century, Max Scheler and Hannah Arendt made the philosophical concept central again. Henri Bergson also referred to ...
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Fake (other)
Fake may refer to: * Deception, an act or a statement intended to deceive ** Charlatan, a person who practices deception to obtain money or other advantages ** Counterfeit, a reproduction of an item, intended to deceive ** Cover-up, an attempt to conceal wrongdoing, error, or other embarrassing information ** Decoy, a person, device, or event meant as a distraction ** Fake news, a form of news consisting of deliberate disinformation or hoaxes spread via traditional news media or online social media. ** Falsity, the deceitfulness of one party culminating in damage to another party ** Feint, a maneuver designed to distract or mislead, often in fencing or military tactics ** Forgery, the falsification of a legal instrument with the intent to defraud ** Hoax, a falsehood deliberately crafted to deceive ** Illusion, a distortion of the senses, which can reveal how the human brain normally organizes and interprets sensory stimulation. * False (other) * Replica, a reproduction of ...
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Cultural Artifact
A cultural artifact, or cultural artefact (see American and British English spelling differences), is a term used in the social sciences, particularly anthropology, ethnology and sociology for anything created by humans which gives information about the culture of its creator and users. ''Artifact'' is the spelling in North American English; ''artefact'' is usually preferred elsewhere. Cultural artifact is a more generic term and should be considered with two words of similar, but narrower, nuance: it can include objects recovered from archaeological sites, i.e. archaeological artifacts, but can also include objects of modern or early-modern society, or social artifacts. For example, in an anthropological context: a 17th-century lathe, a piece of faience, or a television each provides a wealth of information about the time in which they were manufactured and used. Cultural artifacts, whether ancient or current, have a significance because they offer an insight into: techno ...
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3D Modeling
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space. Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data ( points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by scanning. Their surfaces may be further defined with texture mapping. Outline The product is called a 3D model. Someone who works with 3D models may be referred to as a 3D artist or a 3D modeler. A 3D Model can also be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. 3D Models may be created au ...
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Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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Texture (computer Graphics)
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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Finite State Machine
A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of '' states'' at any given time. The FSM can change from one state to another in response to some inputs; the change from one state to another is called a ''transition''. An FSM is defined by a list of its states, its initial state, and the inputs that trigger each transition. Finite-state machines are of two types— deterministic finite-state machines and non-deterministic finite-state machines. A deterministic finite-state machine can be constructed equivalent to any non-deterministic one. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Simple examples are vending machines, which dispense p ...
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