Topic Review
Meaning-Text Theory
Meaning-text theory (MTT) is a theoretical linguistic framework, first put forward in Moscow by Aleksandr Žolkovskij and Igor Mel’čuk, for the construction of models of natural language. The theory provides a large and elaborate basis for linguistic description and, due to its formal character, lends itself particularly well to computer applications, including machine translation, phraseology, and lexicography.
  • 899
  • 14 Oct 2022
Topic Review
Bionic
Bionic is an implementation of the standard C library, developed by Google for its Android operating system. It differs from the GNU C Library (glibc) in being designed for devices with less memory and processor power than a typical Linux system. It is a combination of new code and code from FreeBSD, NetBSD, and OpenBSD released under a BSD license, rather than glibc, which uses the GNU Lesser General Public License. This difference was important in the early days of Android, when static linking was common, and is still helpful in introducing Android to software companies used to proprietary operating systems, who can be wary of the LGPL, and unclear about the differences between it and the full GNU General Public License (GPL). Bionic is a C library for use with the Linux kernel, and provides libc, libdl, and libm (libpthread functionality is part of libc, not a separate library as on some other systems). This differs from the BSD C libraries that bionic shares code with, because they require a BSD kernel.
  • 899
  • 30 Oct 2022
Topic Review
Network Sovereignty
Network Sovereignty is the effort of a governing entity, such as a state, to create boundaries on a network and then exert a form of control, often in the form of law enforcement over such boundaries. Much like states invoke sole power over their physical territorial boundaries, state sovereignty, such governing bodies also invoke sole power within the network boundaries they set and claim network sovereignty. In the context of the Internet, the intention is to govern the web and control it within the borders of the state. Often, that is witnessed as states seeking to control all information flowing into and within their borders. The concept stems from questions of how states can maintain law over an entity such like the Internet, whose infrastructure exists in real space, but its entity itself exists in the intangible cyberspace. Some Internet Scholars, such as Joel R. Reidenberg, argue, "Networks have key attributes of sovereignty: participant/citizens via service provider membership agreements, 'constitutional' rights through contractual terms of service, and police powers through taxation (fees) and system operator sanctions." Indeed, many countries have pushed to ensure the protection of their citizens' privacy and of internal business longevity by data protection and information privacy legislation (see the EU's Data Protection Directive, the UK's Data Protection Act 1998). Network Sovereignty has implications for state security, Internet governance, and the users of the Internet's national and international networks.
  • 898
  • 17 Oct 2022
Topic Review
Delay Line Memory
Delay line memory is a form of computer memory, now obsolete, that was used on some of the earliest digital computers. Like many modern forms of electronic computer memory, delay line memory was a refreshable memory, but as opposed to modern random-access memory, delay line memory was sequential-access. Analog delay line technology had been used since the 1920s to delay the propagation of analog signals. When a delay line is used as a memory device, an amplifier and a pulse shaper are connected between the output of the delay line and the input. These devices recirculate the signals from the output back into the input, creating a loop that maintains the signal as long as power is applied. The shaper ensures the pulses remain well-formed, removing any degradation due to losses in the medium. The memory capacity is determined by dividing the time taken to transmit one bit into the time it takes for data to circulate through the delay line. Early delay-line memory systems had capacities of a few thousand bits, with recirculation times measured in microseconds. To read or write a particular bit stored in such a memory, it is necessary to wait for that bit to circulate through the delay line into the electronics. The delay to read or write any particular bit is no longer than the recirculation time. Use of a delay line for a computer memory was invented by J. Presper Eckert in the mid-1940s for use in computers such as the EDVAC and the UNIVAC I. Eckert and John Mauchly applied for a patent for a delay line memory system on October 31, 1947; the patent was issued in 1953. This patent focused on mercury delay lines, but it also discussed delay lines made of strings of inductors and capacitors, magnetostrictive delay lines, and delay lines built using rotating disks to transfer data to a read head at one point on the circumference from a write head elsewhere around the circumference.
  • 897
  • 01 Dec 2022
Topic Review
Hardware Heritage
Hardware heritage is the history of both hardware and software. Human knowledge, experience, and skills are translated into computation models (binary code) in software and computer environment (‘digital ecosystem’). The history of software is a history of how different communities of practitioners ‘put their world into a computer’.
  • 895
  • 23 Sep 2021
Topic Review
Biblical Software
Biblical software or Bible software is a group of computer applications designed to read, study and in some cases discuss biblical texts and concepts. Biblical software programs are similar to e-book readers in that they include digitally formatted books, may be used to display a wide variety of inspirational books and Bibles, and can be used on portable computers. However, biblical software is geared more toward word and phrase searches, accessing study bible notes and commentaries, referencing various modern translations, cross-referencing similar passages and topics, biblical dictionaries, original language texts and language tools, maps, charts, and other e-books deemed relevant to understanding texts from a philological approach. Bible software varies in complexity and depth, depending on the needs of users, just as the purposes of the users vary from devotional reading and personal study to lesson and sermon preparation, inspirational publishing and even further research tools and translations. Basic Bible software is typically aimed at mobile phones, and is designed to simply display the text of a single Bible translation, with word and phrase searches as the only available tool. More advanced packages run on personal computers and boast far more features, display a wider variety of theological resources (see above), and may offer features such as synopses and harmonies of the Gospel narratives, morphological and syntactical searches of original texts, sentence diagramming, user notes, manual and dynamic highlighting, lectionary viewers, etc.
  • 894
  • 04 Nov 2022
Topic Review
Cloud-Native Workload Orchestration at the Edge
Cloud-native computing principles such as virtualization and orchestration are key to transferring to the promising paradigm of edge computing. Challenges of containerization, operative models and scarce availability of established tools make a thorough review indispensable. Container virtualization and its orchestration through Kubernetes have dominated the cloud computing domain, while major efforts have been recently recorded focused on the adaptation of these technologies to the edge. Such initiatives have addressed either the reduction of container engines and the development of specific tailored operating systems or the development of smaller K8s distributions and edge-focused adaptations (such as KubeEdge). Finally, new workload virtualization approaches, such asWebAssembly modules together with the joint orchestration of these heterogeneous workloads, seem to be the topics to pay attention to in the short to medium term.
  • 893
  • 27 Feb 2023
Topic Review
Procedures in Mathematical Problems and Video Games
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. The recreational aspect of video games is more important than the educational aspect. However, the students were not aware of using the problem-solving procedures they learned at school to solve different challenges in the video games. Furthermore, overcoming video game challenges stimulates positive emotions as opposed to the negative emotions generated when solving mathematical problems. 
  • 892
  • 24 Mar 2022
Topic Review Video Peer Reviewed
Geometry-Based Deep Learning in the Natural Sciences
Nature is composed of elements at various spatial scales, ranging from the atomic to the astronomical level. In general, human sensory experience is limited to the mid-range of these spatial scales, in that the scales which represent the world of the very small or very large are generally apart from our sensory experiences. Furthermore, the complexities of Nature and its underlying elements are not tractable nor easily recognized by the traditional forms of human reasoning. Instead, the natural and mathematical sciences have emerged to model the complexities of Nature, leading to knowledge of the physical world. This level of predictiveness far exceeds any mere visual representations as naively formed in the Mind. In particular, geometry has served an outsized role in the mathematical representations of Nature, such as in the explanation of the movement of planets across the night sky. Geometry not only provides a framework for knowledge of the myriad of natural processes, but also as a mechanism for the theoretical understanding of those natural processes not yet observed, leading to visualization, abstraction, and models with insight and explanatory power. Without these tools, human experience would be limited to sensory feedback, which reflects a very small fraction of the properties of objects that exist in the natural world. As a consequence, as taught during the times of antiquity, geometry is essential for forming knowledge and differentiating opinion from true belief. It not only provides a framework for understanding astronomy, classical mechanics, and relativistic physics, but also the morphological evolution of living organisms, along with the complexities of the cognitive systems. Geometry also has a role in the information sciences, where it has explanatory power in visualizing the flow, structure, and organization of information in a system. This role further impacts the explanations of the internals of deep learning systems as developed in the fields of computer science and engineering.
  • 891
  • 21 Jun 2023
Topic Review
Machine Learning and Fuzzy Logic in Electronics
Machine learning is a part of artificial intelligence science and works in close collaboration with data science. The main aim is the collected big data to be processed and studied in such a way to give meaningful knowledge when problems have to be solved or decisions have to be made. Fuzzy logic is another scientific field that is used for modeling, description and evaluation of objects and systems with different levels of complexity, which are characterized with uncertainty, fuzziness and vagueness of their parameters and properties. The application of machine learning and fuzzy logic in electronics is studied to outline the current research topics, scientific achievements and directions for future exploration.
  • 890
  • 07 Dec 2021
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