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Turing Tumble
''Turing Tumble'' is a game and demonstration of logic gates via mechanical computer. Named after Alan Turing, the game itself could (abstractly) duplicate the processes of any computer whatsoever if the game field itself were sufficiently large. This follows because the game is P-complete by the circuit value problem and PSPACE-complete if an exponential number of marbles are allowed. The device has implications for nanotechnology. The game is advertised as Turing complete; an extension of the game that allows an infinitely large board and infinitely many pieces has been shown to be Turing complete via simulations of both Rule 110 for cellular automata, as well as of Turing machines. Although it resembles a pachinko machine in its aesthetic use of gravity-fed metal balls, it is primarily a teaching device in the fundamentals of logic-computer programming, and as such is an example of gamification. The framing device in the included comic book features an astronaut who must so ...
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Game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
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Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Techniques Gamification techniques are intended to leverage pe ...
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Springer-Verlag
Springer Science+Business Media, commonly known as Springer, is a German multinational publishing company of books, e-books and peer-reviewed journals in science, humanities, technical and medical (STM) publishing. Originally founded in 1842 in Berlin, it expanded internationally in the 1960s, and through mergers in the 1990s and a sale to venture capitalists it fused with Wolters Kluwer and eventually became part of Springer Nature in 2015. Springer has major offices in Berlin, Heidelberg, Dordrecht, and New York City. History Julius Springer founded Springer-Verlag in Berlin in 1842 and his son Ferdinand Springer grew it from a small firm of 4 employees into Germany's then second largest academic publisher with 65 staff in 1872.Chronology
". Springer Science+Business Media.
In 1964, Springer expanded its business international ...
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Natural Computing
Natural computing,G.Rozenberg, T.Back, J.Kok, Editors, Handbook of Natural Computing, Springer Verlag, 2012A.Brabazon, M.O'Neill, S.McGarraghyNatural Computing Algorithms Springer Verlag, 2015 also called natural computation, is a terminology introduced to encompass three classes of methods: 1) those that take inspiration from nature for the development of novel problem-solving techniques; 2) those that are based on the use of computers to synthesize natural phenomena; and 3) those that employ natural materials (e.g., molecules) to compute. The main fields of research that compose these three branches are artificial neural networks, evolutionary algorithms, swarm intelligence, artificial immune systems, fractal geometry, artificial life, DNA computing, and quantum computing, among others. Computational paradigms studied by natural computing are abstracted from natural phenomena as diverse as self-replication, the functioning of the brain, Darwinian evolution, group behavior, the i ...
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American Specialty Toy Retailing Association
The American Specialty Toy Retailing Association, or ''ASTRA'', is an organization of manufacturers, manufacturers representatives, distributors and retailers of specialty toys (as compared to mass market product). The American Specialty Toy Retailing Association is a non-profit association that provides leadership and resources to grow the specialty toy industry. It is the largest association serving the specialty toy industry. ASTRA members build their businesses around specialty toys, which generally are designed with a focus on what the child A child ( : children) is a human being between the stages of birth and puberty, or between the developmental period of infancy and puberty. The legal definition of ''child'' generally refers to a minor, otherwise known as a person young ... can do, rather than what the toy can do. Neighborhood Toy Store Day In 2010, ASTRA established Neighborhood Toy Store Day, to be observed on the second Saturday of each November.Metro ...
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Parents' Choice Award
The Parents' Choice Award was an award presented by the non-profit Parents' Choice Foundation to recognize "the very best products for children of different ages and backgrounds, and of varied skill and interest levels." It was considered a "prestigious" award among children's products, and had been described by the ''Cincinnati Enquirer'' as the industry equivalent of an Academy Award The Academy Awards, better known as the Oscars, are awards for artistic and technical merit for the American and international film industry. The awards are regarded by many as the most prestigious, significant awards in the entertainment ind .... The Parents' Choice Awards were established in 1978 by Diana Huss Green, who was then the president of the Parents' Choice Foundation. The award recipients were determined by a committee of educators, scientists, performing artists, librarians, parents and children. One of six award commendations were given to award winners: Classic, Gold, Silver, Re ...
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Digi-Comp II
The Digi-Comp II was a toy computer invented by John "Jack" Thomas Godfrey (1924–2009) in 1965 and manufactured by E.S.R., Inc. in the late 1960s that used marbles rolling down a ramp to perform basic calculations. A two-level masonite platform with blue plastic guides served as the medium for a supply of marbles that rolled down an inclined plane moving plastic cams as they went. The red plastic cams played the part of flip-flops in an electronic computer - as a marble passed one of the cams, it would flip the cam around - in one position, the cam would allow the marble to pass in one direction, in the other position, it would cause the marble to drop through a hole and roll to the bottom of the ramp. The Digi-Comp II platform measures . The Digi-Comp II was not programmable, unlike the Digi-Comp I, an earlier offering in the E.S.R. product line that used an assortment of plastic slides, tubes, and bent metal wires to solve simple logic problems. Computational power Com ...
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Texas Instruments
Texas Instruments Incorporated (TI) is an American technology company headquartered in Dallas, Texas, that designs and manufactures semiconductors and various integrated circuits, which it sells to electronics designers and manufacturers globally. It is one of the top 10 semiconductor companies worldwide based on sales volume. The company's focus is on developing analog chips and embedded processors, which account for more than 80% of its revenue. TI also produces TI digital light processing technology and education technology products including calculators, microcontrollers, and multi-core processors. The company holds 45,000 patents worldwide as of 2016. Texas Instruments emerged in 1951 after a reorganization of Geophysical Service Incorporated, a company founded in 1930 that manufactured equipment for use in the seismic industry, as well as defense electronics. TI produced the world's first commercial silicon transistor in 1954, and the same year designed and manufac ...
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University Of Minnesota
The University of Minnesota, formally the University of Minnesota, Twin Cities, (UMN Twin Cities, the U of M, or Minnesota) is a public land-grant research university in the Twin Cities of Minneapolis and Saint Paul, Minnesota, United States. The Twin Cities campus comprises locations in Minneapolis and Falcon Heights, a suburb of St. Paul, approximately apart. The Twin Cities campus is the oldest and largest in the University of Minnesota system and has the ninth-largest main campus student body in the United States, with 52,376 students at the start of the 2021–22 academic year. It is the flagship institution of the University of Minnesota System, and is organized into 19 colleges, schools, and other major academic units. The Minnesota Territorial Legislature drafted a charter for the U of M as a territorial university in 1851, seven years before Minnesota became a state. Today, the university is classified among "R1: Doctoral Universities – Very high research acti ...
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Maker Culture
The maker culture is a contemporary subculture representing a technology-based extension of DIY culture that intersects with hardware-oriented parts of hacker culture and revels in the creation of new devices as well as tinkering with existing ones. The maker culture in general supports open-source hardware. Typical interests enjoyed by the maker culture include engineering-oriented pursuits such as electronics, robotics, 3-D printing, and the use of computer numeric control tools, as well as more traditional activities such as metalworking, woodworking, and, mainly, its predecessor, traditional arts and crafts. The subculture stresses a cut-and-paste approach to standardized hobbyist technologies, and encourages cookbook re-use of designs published on websites and maker-oriented publications. There is a strong focus on using and learning practical skills and applying them to reference designs. There is also growing work on equity and the maker culture. Philosophical empha ...
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