Fictional Technology
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Fictional Technology
Technology in science fiction is a crucial aspect of the genre. As science fiction emerged during the era of Industrial Revolution, the increased presence of machines in everyday life and their role in shaping of the society was a major influence on the genre. It appeared as a major element of the Proto SF, represented by machines and gadgets in works of Jules Verne, George Griffith, H. G. Wells, Edward Bellamy and others. Technology has been portrayed both in positive or negative ways; in some works it is a solution to the world problems, in others, a means of its destruction. Such things as robots and space travel became commonplace in the fiction of the 19th century. Concepts and illustrations of technology in science fiction have been a significant influence in the formation of popular culture images of future technology. Science fiction has often affected innovation and new technology – for example many rocketry pioneers were inspired by science fiction. See also ...
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Science Fiction
Science fiction (often shortened to sci-fi or abbreviated SF) is a genre of speculative fiction that deals with imaginative and futuristic concepts. These concepts may include information technology and robotics, biological manipulations, space exploration, time travel, Parallel universes in fiction, parallel universes, and extraterrestrials in fiction, extraterrestrial life. The genre often explores human responses to the consequences of projected or imagined scientific advances. Science fiction is related to fantasy (together abbreviated wikt:SF&F, SF&F), Horror fiction, horror, and superhero fiction, and it contains many #Subgenres, subgenres. The genre's precise Definitions of science fiction, definition has long been disputed among authors, critics, scholars, and readers. Major subgenres include hard science fiction, ''hard'' science fiction, which emphasizes scientific accuracy, and soft science fiction, ''soft'' science fiction, which focuses on social sciences. Other no ...
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Final Fantasy
is a Japanese fantasy Anthology series, anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy role-playing video games. The Final Fantasy (video game), first game in the series was released in 1987, with 16 numbered main entries having been released to date. The franchise has since branched into other video game genres such as tactical role-playing game, tactical role-playing, action role-playing game, action role-playing, massively multiplayer online role-playing game, massively multiplayer online role-playing, racing video game, racing, third-person shooter, Fighting game, fighting, and Rhythm game, rhythm, as well as branching into other media, including films, anime, manga, and novels. ''Final Fantasy'' is mostly an anthology series with primary installments being stand-alone role-playing games, each with different settings ...
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Technology Forecasting
Technology forecasting attempts to predict the future characteristics of useful technological machines, procedures or wikt:technique, techniques. Researchers create technology forecasts based on past experience and current technological developments. Like other forecasts, technology forecasting can be helpful for both public and private organizations to make smart decisions. By analyzing future opportunities and threats, the forecaster can improve decisions in order to achieve maximum benefits. Today, most countries are experiencing huge social and economic changes, which heavily rely on technology development. By analyzing these changes, government and economic institutions could make plans for future developments. However, not all of historical data can be used for technology forecasting, forecasters also need to adopt advanced technology and quantitative modeling from experts’ researches and conclusions. History Technology forecasting has existed more than a century, but it de ...
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Technobabble
Technobabble (a portmanteau of ''technology'' and ''babble''), also called technospeak, is a type of nonsense that consists of buzzwords, esoteric language, or technical jargon. It is common in science fiction. Use of technobabble in the ''Star Trek'' universe is referred to treknobabble. See also * Academese * Bullshit * Bogdanov affair * Dihydrogen monoxide parody * Flux capacitor * Fedspeak * Neologism * Officialese * Psychobabble * Reverse the polarity * Rubber science * Sokal affair * Turbo encabulator * Pseudoscience Pseudoscience consists of statements, beliefs, or practices that claim to be both scientific and factual but are incompatible with the scientific method. Pseudoscience is often characterized by contradictory, exaggerated or unfalsifiable cl ... References External links Technology Column called TechnobabbleTechnobabble Generators* * * Jargon Science fiction terminology Nonsense {{Term-stub ...
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Mad Scientist
The mad scientist (also mad doctor or mad professor) is a stock character of a scientist who is perceived as "mad, bad and dangerous to know" or "insanity, insane" owing to a combination of unusual or unsettling personality traits and the unabashedly ambitious, taboo or hubristic nature of their experiments. As a motif (narrative), motif in fiction, the mad scientist may be villainous (evil genius) or antagonistic, benign, or neutral; may be psychosis, insane, eccentricity (behaviour), eccentric, or clumsy; and often works with fictional technology or fails to recognise or value common human objections to attempting to Playing God (ethics), play God. Some may have benevolent intentions, even if their actions are dangerous or questionable, which can make them accidental antagonists. History Prototypes The prototypical fictional mad scientist was Victor Frankenstein, creator of his Frankenstein's monster, eponymous monster, who made his first appearance in 1818, in the novel ''Fra ...
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Hypothetical Technology
Hypothetical technology is technology that does not exist yet, but that could exist in the future. This article presents examples of technologies that have been hypothesized or proposed, but that have not been developed yet. An example of hypothetical technology is teleportation. Artificial general intelligence Artificial general intelligence (AGI) is a hypothetical artificial intelligence that demonstrates a human-like ability to learn. AGI is a machine which could do all human activities with the efficiency of a machine. It is a primary goal of artificial intelligence research and a common topic among science fiction writers and futurists. Artificial general intelligence is also referred to as ''strong AI'', or seAdvanced Human Intelligencewhere he defines strong AI as "machine intelligence with the full range of human intelligence." ''full AI'' or one that has the ability to perform "general intelligent action". AGI is associated with traits such as consciousness, sentience, ...
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Emerging Technologies
Emerging technologies are technology, technologies whose development, practical applications, or both are still largely unrealized. These technologies are generally innovation, new but also include old technologies finding new applications. Emerging technologies are often perceived as capable of changing the status quo. Emerging technologies are characterized by radical novelty (in application even if not in origins), relatively fast growth, coherence, prominent impact, and uncertainty and ambiguity. In other words, an emerging technology can be defined as "a radically novel and relatively fast growing technology characterised by a certain degree of coherence persisting over time and with the potential to exert a considerable impact on the socio-economic domain(s) which is observed in terms of the composition of actors, institutions and patterns of interactions among those, along with the associated knowledge production processes. Its most prominent impact, however, lies in the f ...
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Shadowrun
''Shadowrun'' is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic in fiction, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy, and crime fiction, crime, with occasional elements of conspiracy fiction, conspiracy, horror fiction, horror, and detective fiction. From its inception in 1989, it has spawned a franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, and multiple video games. The title is taken from the game's main premise – a near-future world damaged by a massive magical event, where industrial espionage and corporate warfare runs rampant. A ''shadowrun'' – a successful data theft or physical break-in at a rival corporation or organization – is one of the main tools employed by both corporate rivals and underworld figures. Deckers (futuristic hacker (computer security), hackers) can tap into an immersive, three-dimensional ...
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Eberron
Eberron is a campaign setting for the ''Dungeons & Dragons'' (''D&D'') role-playing game. The game is set primarily on the continent of Khorvaire following a vast destructive war. Eberron is designed to accommodate traditional ''D&D'' elements and races within a differently toned setting; Eberron combines a fantasy tone with pulp magazine, pulp and dark adventure elements, and some non-traditional fantasy technologies such as trains, skyships, and mechanical beings which are all powered by Magic of Dungeons & Dragons, magic. Eberron was created by author and game designer Keith Baker (game designer), Keith Baker as the winning entry for Wizards of the Coast's Fantasy Setting Search, a competition run in 2002 to establish a new setting for the ''D&D'' game. Eberron was chosen from more than 11,000 entries, and was officially released with the publication of the ''Eberron Campaign Setting'' hardback book in June 2004. Creative origins Keith Baker (game designer), Keith Baker's '' ...
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Industrial Revolution
The Industrial Revolution, sometimes divided into the First Industrial Revolution and Second Industrial Revolution, was a transitional period of the global economy toward more widespread, efficient and stable manufacturing processes, succeeding the Second Agricultural Revolution. Beginning in Kingdom of Great Britain, Great Britain around 1760, the Industrial Revolution had spread to continental Europe and the United States by about 1840. This transition included going from craft production, hand production methods to machines; new Chemical industry, chemical manufacturing and Puddling (metallurgy), iron production processes; the increasing use of Hydropower, water power and Steam engine, steam power; the development of machine tools; and rise of the mechanisation, mechanised factory system. Output greatly increased, and the result was an unprecedented rise in population and population growth. The textile industry was the first to use modern production methods, and textiles b ...
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Science Fantasy
file:Warhammer40kcosplay.jpg, Cosplay of a character from the ''Warhammer 40,000'' tabletop game; one critic has characterized the game's setting as "action-oriented science-fantasy." Science fantasy is a hybrid genre within speculative fiction that simultaneously draws upon or combines trope (literature), tropes and elements from both science fiction and fantasy. In a conventional science fiction story, the world is presented as grounded by the laws of nature and comprehensible by science, while a conventional fantasy story contains mostly supernatural elements that do not obey the scientific laws of the real world. The world of science fantasy, however, is laid out to be scientifically logical and often supplied with hard science-like explanations of any supernatural elements.Eric R. Williams, ''The Screenwriters Taxonomy: A Collaborative Approach to Creative Storytelling''p. 121/ref> During the Golden Age of Science Fiction, science fantasy stories were seen in sharp contrast ...
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Innovation
Innovation is the practical implementation of ideas that result in the introduction of new goods or service (economics), services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a new or changed entity, realizing or redistributing value (economics), value". Others have different definitions; a common element in the definitions is a focus on newness, improvement, and spread of ideas or technologies. Innovation often takes place through the development of more-effective product (business), products, processes, Service (economics), services, technologies, art works or business models that innovators make available to Market (economics), markets, governments and society. Innovation is related to, but not the same as, ''invention'': innovation is more apt to involve the practical implementation of an invention (i.e. new / improved ability) to make a meaningful impact in a market or society, and not all innovations requir ...
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