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Artificial Intelligence Laboratories
Artificiality (the state of being artificial, anthropogenic, or man-made) 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 arti ...
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Nature
Nature is an inherent character or constitution, particularly of the Ecosphere (planetary), ecosphere or the universe as a whole. In this general sense nature refers to the Scientific law, laws, elements and phenomenon, phenomena of the physical world, including life. Although humans are part of nature, human activity or humans as a whole are often described as at times at odds, or outright Anthropocentrism, separate and even superior to nature. During the advent of modern scientific method in the last several centuries, nature became the passive reality, organized and moved by divine laws. With the Industrial Revolution, nature increasingly became seen as the part of reality deprived from intentional intervention: it was hence considered as sacred by some traditions (Jean-Jacques Rousseau, Rousseau, American transcendentalism) or a mere decorum for divine providence or human history (Hegel, Marx). However, a vitalist vision of nature, closer to the pre-Socratic one, got reborn ...
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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 fate determination, cell fates in space and time. The role of genes in pattern formation is an aspect of morphogenesis, the creation of diverse anatomy, 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 eyespot (mimicry), 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 ...
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Tamagotchi
is a brand of handheld digital pets 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 United States 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 Romanization of Japanese, romanized as ''Tamagotch'' without the "i" in Japan. Most Tamagotchi characters' names end in ''tchi'' or in Japanese, with few exceptions. History Tamagotchi was invented by Aki Maita and Akihiro Yokoi in 1996. They both won the tongue-in-cheek 199 ...
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Synthetic (other)
Synthetic may refer to: Science * Synthetic biology * Synthetic chemical or compound, produced by the process of chemical synthesis * Synthetic elements, chemical elements that are not naturally found on Earth and therefore have to be created in experiments * Synthetic organic compounds synthetic chemical compounds based on carbon (organic compounds). * Synthetic peptide * Synthetic population * Synthetic population (biology) 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 computing machines is not an imitation or "artificial." * ...
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Simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of 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. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computer simulation, computers are used to execute the 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 functio ...
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Homo Faber
alludes to the idea 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"). 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. In 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. Henri Bergson also referred to the concept ...
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Fake (other)
Fake or fakes may refer to: Arts and entertainment Film and television * ''The Fake'' (1927 film), a silent British drama film * ''The Fake'' (1953 film), a British film * ''Fake'' (2003 film), a Thai movie * ''Fake'', a 2010 film featuring Fisher Stevens * ''The Fake'' (2013 film), a South Korean animated film * ''Fake'' (TV series), a 2024 Australian drama thriller television series * ''Fakes'' (TV series), a 2022 American-Canadian comedy television series Music Groups * Fake (Swedish band), a Swedish synthpop band active in the 1980s * Fake, an American electro band remixed by Imperative Reaction * Fake?, a Japanese rock musical project Recordings * ''Fake'' (album), by Adorable * "Fake" (Ai song) (2010) * "Fake" (Alexander O'Neal song) (1987) * "Fake" (Simply Red song) (2003) * "Fake", a song by Brand New Heavies from '' Brother Sister'' * "Fake", a song by Brockhampton from '' Saturation'' * "Fake", a 1994 song by Korn from ''Korn'' * "Fake", a song by Mötle ...
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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 Television (TV) is a telecommunication medium for transmitting moving images and sound. Additionally, the term can refer to a physical television set rather than the medium of transmission. Tele ...
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3D Modeling
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based Computer representation of surfaces, representation of a surface of an object (inanimate or living) in Three-dimensional space, three dimensions via 3D computer graphics software, 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 (Point (geometry), points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by 3D scanning, scanning. Their surfaces may be further defined with texture mapping. Outline The product is called a 3D model, while 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 t ...
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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 ...
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Texture (computer Graphics)
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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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 ''State (computer science), states'' at any given time. The FSM can change from one state to another in response to some Input (computer science), 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 automaton, deterministic finite-state machines and Nondeterministic finite automaton, non-deterministic finite-state machines. For any non-deterministic finite-state machine, an equivalent deterministic one can be constructed. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions d ...
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