Topic Review
FOCAL-69
FOCAL-69 was the landmark version of the FOCAL programming language, more widely publicized than the original version of the language created in 1968. FOCAL-69, created by Richard Merrill is important because: It was the basis for all later derivatives of the language (some of which branched off from one another); It was the language the classic BASIC game Hamurabi was first written in; It became a popular language on Russian microcomputers.
  • 473
  • 14 Oct 2022
Topic Review
Virtual Reality for Addressing Depression and Anxiety
Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. 
  • 473
  • 16 May 2023
Topic Review
The Analysis of Chaos-Based Metaheuristic Methods
The concept of chaos has been applied extensively in various applications with the growth of nonlinear dynamical systems that are highly sensitive to the initial state. Chaos-based algorithms can generate a large number of different search points in a short time, which can help explore the optimization area more efficiently and quickly than traditional optimization algorithms. In this regard, a new method named CSCSO is proposed to improve the shortcomings of the recently proposed Sand Cat Swarm Optimization (SCSO) algorithm with this chaos theory. This algorithm has also been tested in engineering and social science-based constrained problems. Especially in social sciences, it solves basic problems with this kind of artificial intelligence-based mechanism instead of traditional methods such as questionnaires and fieldresearch.
  • 473
  • 07 Aug 2023
Topic Review
Discrete Event Simulation
A discrete-event simulation (DES) models the operation of a system as a discrete sequence of events in time. Each event occurs at a particular instant in time and marks a change of state in the system. Between consecutive events, no change in the system is assumed to occur; thus the simulation can directly jump in time from one event to the next. This contrasts with continuous simulation in which the simulation continuously tracks the system dynamics over time. Instead of being event-based, this is called an activity-based simulation; time is broken up into small time slices and the system state is updated according to the set of activities happening in the time slice. Because discrete-event simulations do not have to simulate every time slice, they can typically run much faster than the corresponding continuous simulation. A more recent method is the three-phased approach to discrete event simulation (Pidd, 1998). In this approach, the first phase is to jump to the next chronological event. The second phase is to execute all events that unconditionally occur at that time (these are called B-events). The third phase is to execute all events that conditionally occur at that time (these are called C-events). The three phase approach is a refinement of the event-based approach in which simultaneous events are ordered so as to make the most efficient use of computer resources. The three-phase approach is used by a number of commercial simulation software packages, but from the user's point of view, the specifics of the underlying simulation method are generally hidden.
  • 472
  • 02 Nov 2022
Topic Review
SLinCA@Home
SLinCA@Home (Scaling Laws in Cluster Aggregation) was a research project that uses Internet-connected computers to do research in fields such as physics and materials science.
  • 472
  • 08 Nov 2022
Topic Review
Robotic Automation Software
The term robotic automation or robotization refer to the automation of industrial and business processes using robots, of various guises. Robotic automation software refers to a class of software products used in the clerical context. Examples of robotic automation include the use of industrial robots in manufacturing and the use of software robots in automating business processes in services industries. In the latter case, the use of the term robot is metaphorical, conveying the similarity of those software products – which are produced to provide a generic automation capability and then configured within the end user environment to execute manual and repetitive tasks – to their industrial robot counterparts. The metaphor is apt in the sense that the software "robot" is now mimicking or replacing a function classically associated with a person, for example in IVR voice recognition and chatbot technology as a means of data collection and distribution, in place of a person conducting a telephone conversation, for example. The World Bank's World Development Report 2019 shows that robotization creates jobs. In general terms, robotic automation corresponds to an emerging trend for technology to replace the functions performed by humans, particularly in the service sector, where the adoption of – and the concept of – robotics falls significantly behind the rate and incidence of adoption of automation within manufacturing.
  • 472
  • 14 Nov 2022
Topic Review
Atari Assembler Editor
Atari Assembler Editor (sometimes written as Atari Assembler/Editor) is a ROM cartridge-based development system released by Atari, Inc. in 1981. It is used to edit, assemble, and debug 6502 programs for the Atari 8-bit family of home computers. It was programmed by Kathleen O'Brien of Shepardson Microsystems, the company which wrote Atari BASIC, and Assembler Editor shares many design concepts with that language. Assembly times are slow, making the cartridge challenging to use for larger programs. In the manual, Atari recommended the Assembler Editor as a tool for writing subroutines to speed up Atari BASIC, which would be much smaller than full applications. The Atari Macro Assembler was offered as an alternative with better performance and more features, such as macros, but it was disk-based, copy-protected, and did not include an editor or debugger. Despite the recommendation, commercial software was written using the Assembler Editor, such as the games Eastern Front (1941), Caverns of Mars, Galahad and the Holy Grail, and Kid Grid. The source code to the original Assembler Editor was licensed to Optimized Systems Software who shipped EASMD based on it.
  • 472
  • 21 Nov 2022
Topic Review
OpenSync
OpenSync is an obsolete (or at least years-dormant) software library framework used for synchronization of PIM data (contacts, calendar, tasks, and notes) between personal computers and mobile devices. It is derived from MultiSync. OpenSync is plugin based and its product-specific plugins allow support for a wide variety of different synchronization endpoints (PIM applications, mobile phones, personal digital assistants, groupware servers, and Lightweight Directory Access Protocol (LDAP) directories). Its design and implementation would allow other synchronization uses as well. OpenSync has been selected to be KDE's main synchronization framework. It is cross-platform software that can be run on Microsoft Windows and various Unix-like systems, including Linux and Mac OS X. OpenSync is free and open source software, released under the terms of the GNU Lesser General Public License.
  • 472
  • 28 Nov 2022
Topic Review
INTERLNK
This article presents a list of commands used by DOS operating systems, especially as used on x86-based IBM PC compatibles (PCs). Other DOS operating systems are not part of the scope of this list. In DOS, many standard system commands were provided for common tasks such as listing files on a disk or moving files. Some commands were built into the command interpreter, others existed as external commands on disk. Over the several generations of DOS, commands were added for the additional functions of the operating system. In the current Microsoft Windows operating system, a text-mode command prompt window, cmd.exe, can still be used.
  • 472
  • 28 Nov 2022
Topic Review
Graphicacy
Graphicacy is defined as the ability to understand and present information in the form of sketches, photographs, diagrams, maps, plans, charts, graphs and other non-textual formats. The word graphicacy was coined by Balchin and Coleman as representation of the visuo-spatial abilities, they gave their reasons as follows "In the choice of a word to denote the educated counterpart of visual-spatial ability one must first ask the question what exactly does this form of communication involve. It is fundamentally the communication of spatial information that cannot be conveyed adequately by verbal or numerical means,e.g. the plan of a town, the pattern of a drainage network or a picture of a distant place - in other words the whole field of the graphic arts and much of geography cartography, computer-graphics, photography, itself. All of these words contain the syllable "graph" which seemed a logical stem for "graphicacy" which was completed by analogy with literacy, numeracy and articulacy. The modern economy is becoming increasingly reliant on graphics to communicate information. Until recently, words and numbers were the main vehicles for communication, as they have long been relatively easy to produce and distribute in comparison with graphics. Advances in information and communications technology and visualization techniques are increasing the accessibility and usage of graphics, increasing the importance of information graphics. Interpretation of graphics is loosely analogous to the process of reading text, while generation of graphics is the counterpart of writing text. However, these analogies are imperfect, as text and graphics are based on very different symbol systems. For example, whereas text is structured according to formal organisational rules that apply irrespective of the content, this is not the case for graphics. With text structure, the units of information (words) are expected to be organised according to broad conventions (such as being sequenced in orderly rows starting from top left and progressing down the page). However graphics are not subject to a similarly stringent set of structural conventions. Instead, it is the content itself that largely determines the nature of the graphic entities and the way they are arranged. For example, the form and spatial arrangement of the items that comprise the actual subject matter being represented in the graphic are used as the basis for the graphic entities and structure that are displayed in the graphic. This is not the case with written text where the words and their arrangement bear no resemblance to the represented subject matter. Because of these and other fundamental differences between text and graphics, it is appropriate that the processes involved in comprehension and production of graphics are clearly distinguished from those involved in comprehension and production of text.
  • 472
  • 29 Nov 2022
  • Page
  • of
  • 366
ScholarVision Creations