Topic Review
National Electronic Library for Health
The National electronic Library for Health (NeLH) was a digital library service provided by the NHS for healthcare professionals and the public between 1998 and 2006. It briefly became the National Library for Health and elements of it continue to this day as NHS Evidence, managed by the National Institute for Health and Care Excellence, and a range of services provided by Health Education England's Library and Knowledge Service Leads.
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Topic Review
Token Ring
Token Ring is a computer networking technology used to build local area networks. It uses a special three-byte frame called a token that travels around a logical ring of workstations or servers. This token passing is a channel access method providing fair access for all stations, and eliminating the collisions of contention-based access methods. There were several other earlier implementations of token-passing networks. Token Ring was introduced by IBM in 1984, and standardized in 1989 as IEEE 802.5. It was a successful technology, particularly in corporate environments, but was gradually eclipsed by the later versions of Ethernet.
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Topic Review
Emotion Recognition
Emotion recognition is the process of identifying human emotion, most typically from facial expressions as well as from verbal expressions. This is both something that humans do automatically but computational methodologies have also been developed.
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Topic Review
Kodi
Kodi (formerly XBMC) is a free and open-source media player software application developed by the XBMC Foundation, a non-profit technology consortium. Kodi is available for multiple operating systems and hardware platforms, with a software 10-foot user interface for use with televisions and remote controls. It allows users to play and view most streaming media, such as videos, music, podcasts, and videos from the Internet, as well as all common digital media files from local and network storage media. It is a multi-platform home-theater PC (HTPC) application. Kodi is customizable: skins can change its appearance, and plug-ins allow users to access streaming media content via online services such as Amazon Prime Instant Video, Crackle, Pandora Internet Radio, Rhapsody, Spotify, and YouTube. The later versions also have a personal video-recorder (PVR) graphical front end for receiving live television with electronic program guide (EPG) and high-definition digital video recorder (DVR) support. The software was created in 2002 as an independently developed homebrew media player application named Xbox Media Player for the first-generation Xbox game console, changing its name in 2004 to Xbox Media Center (abbreviated as XBMC, which was adopted as the official name in 2008) and was later made available under the name XBMC as a native application for Android, Linux, BSD, macOS, iOS/tvOS, and Microsoft Windows-based operating systems. Because of its open source and cross-platform nature, with its core code written in C++, modified versions of Kodi-XBMC together with JeOS have been used as a software appliance suite or software framework in a variety of devices, including smart TVs, set-top boxes, digital signage, hotel television systems, network connected media players and embedded systems based on armhf platforms like Raspberry Pi. Derivative applications such as MediaPortal and Plex have been spun off from XBMC or Kodi, as well as just enough operating systems like LibreELEC. Kodi has attracted negative attention due to the availability of third-party plug-ins for the software that facilitate unauthorized access to copyrighted media content, as well as "fully loaded" digital media players that are pre-loaded with such add-ons; The XBMC Foundation has not endorsed any of these uses, and has taken steps to disassociate the Kodi project from these add-ons, including threatening legal action against those using its trademarks to promote them.
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Topic Review
Muhammad Ibn Musa Al-Khwarizmi
Muḥammad ibn Mūsā al-Khwārizmī (Persian: محمد بن موسی خوارزمی‎, romanized: Moḥammad ben Musā Khwārazmi; c. 780 – c. 850), or al-Khwarizmi and formerly Latinized as Algorithmi, was a Persian polymath who produced vastly influential works in mathematics, astronomy, and geography. Around 820 CE he was appointed as the astronomer and head of the library of the House of Wisdom in Baghdad.:14 Al-Khwarizmi's popularizing treatise on algebra (The Compendious Book on Calculation by Completion and Balancing, c. 813–833 CE:171) presented the first systematic solution of linear and quadratic equations. One of his principal achievements in algebra was his demonstration of how to solve quadratic equations by completing the square, for which he provided geometric justifications.:14 Because he was the first to treat algebra as an independent discipline and introduced the methods of "reduction" and "balancing" (the transposition of subtracted terms to the other side of an equation, that is, the cancellation of like terms on opposite sides of the equation), he has been described as the father or founder of algebra. The term algebra itself comes from the title of his book (the word al-jabr meaning "completion" or "rejoining"). His name gave rise to the terms algorism and algorithm, as well as Spanish and Portuguese terms algoritmo, and Spanish guarismo and Portuguese algarismo meaning "digit". In the 12th century, Latin translations of his textbook on arithmetic (Algorithmo de Numero Indorum) which codified the various Indian numerals, introduced the decimal positional number system to the Western world. The Compendious Book on Calculation by Completion and Balancing, translated into Latin by Robert of Chester in 1145, was used until the sixteenth century as the principal mathematical text-book of European universities. In addition to his best-known works, he revised Ptolemy's Geography, listing the longitudes and latitudes of various cities and localities.:9 He further produced a set of astronomical tables and wrote about calendaric works, as well as the astrolabe and the sundial. He also made important contributions to trigonometry, producing accurate sine and cosine tables, and the first table of tangents.
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Topic Review
First-Order Arithmetic
In set theory and mathematical logic, first-order arithmetic is a collection of axiomatic systems formalising natural and subsets of the natural numbers. It is a choice for axiomatic theory as a basis for many mathematics, but not all. The primary first-order axiom is Peano arithmetic, created by Giuseppe Peano: Peano arithmetic has a proof-theoretic ordinal of [math]\displaystyle{ \varepsilon_0 = \varphi(1, 0) = \psi_0(\Omega) }[/math].
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Topic Review
Birkhoff's Representation Theorem
In mathematics, Birkhoff's representation theorem for distributive lattices states that the elements of any finite distributive lattice can be represented as finite sets, in such a way that the lattice operations correspond to unions and intersections of sets. The theorem can be interpreted as providing a one-to-one correspondence between distributive lattices and partial orders, between quasi-ordinal knowledge spaces and preorders, or between finite topological spaces and preorders. It is named after Garrett Birkhoff, who published a proof of it in 1937. The name “Birkhoff's representation theorem” has also been applied to two other results of Birkhoff, one from 1935 on the representation of Boolean algebras as families of sets closed under union, intersection, and complement (so-called fields of sets, closely related to the rings of sets used by Birkhoff to represent distributive lattices), and Birkhoff's HSP theorem representing algebras as products of irreducible algebras. Birkhoff's representation theorem has also been called the fundamental theorem for finite distributive lattices.
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Topic Review
Interactive Visual Analysis
Interactive Visual Analysis (IVA) is a set of techniques for combining the computational power of computers with the perceptive and cognitive capabilities of humans, in order to extract knowledge from large and complex datasets. The techniques rely heavily on user interaction and the human visual system, and exist in the intersection between visual analytics and big data. It is a branch of data visualization. IVA is a suitable technique for analyzing high-dimensional data that has a large number of data points, where simple graphing and non-interactive techniques give an insufficient understanding of the information. These techniques involve looking at datasets through different, correlated views and iteratively selecting and examining features the user finds interesting. The objective of IVA is to gain knowledge which is not readily apparent from a dataset, typically in tabular form. This can involve generating, testing or verifying hypotheses, or simply exploring the dataset to look for correlations between different variables.
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Topic Review
Moser–De Bruijn Sequence
In number theory, the Moser–De Bruijn sequence is an integer sequence named after Leo Moser and Nicolaas Govert de Bruijn, consisting of the sums of distinct powers of 4, or equivalently the numbers whose binary representations are nonzero only in even positions. These numbers grow in proportion to the square numbers, and are the squares for a modified form of arithmetic without carrying. No two doubled sequence members differ by a square, and every non-negative integer has a unique representation as the sum of a sequence member and a doubled sequence member. This decomposition into sums can be used to define a bijection between the integers and pairs of integers, to define coordinates for the Z-order curve, and to construct inverse pairs of transcendental numbers with simple decimal representations. A simple recurrence relation allows values of the Moser–De Bruijn sequence to be calculated from earlier values, and can be used to prove that the Moser–De Bruijn sequence is a 2-regular sequence.
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Topic Review
Wargaming
A wargame (also war game) is a strategy game that deals with military operations of various types, real or fictional. Wargaming is the hobby dedicated to the play of such games, which can also be called conflict simulations, or consims for short. When used professionally by the military to study warfare, "war game" may refer to a simple theoretical study or a full-scale military exercise. Hobby wargamers have traditionally used "wargame", while the military has generally used "war game"; this is not a hard rule. Although there may be disagreements as to whether a particular game qualifies as a wargame or not, a general consensus exists that all such games must explore and represent some feature or aspect of human behaviour directly bearing on the conduct of war, even if the game subject itself does not concern organized violent conflict or warfare. Business wargames exist as well, but in general, they are only role-playing games based on market situations. Wargames are generally categorized as historical, hypothetical, fantasy, or science fiction. Historical games form by far the largest group. These games are based upon real events and attempt to represent a reasonable approximation of the actual forces, terrain, and other material factors faced by the actual participants. Hypothetical games are games grounded in historical fact but concern battles or conflicts that did not (or have yet to) actually happen. Fantasy and science fiction wargames either draw their inspiration from works of fiction or provide their own imaginary setting. Highly stylized conflict games such as chess are not generally considered wargames, although they are recognized as being related. Games involving conflict in other arenas than the battlefield, such as business, sports or natural environment are similarly usually excluded. The modern wargaming hobby has its origins at the beginning of the 19th century, with von Reiswitz's Kriegsspiel rules. Later, H.G. Wells' book Little Wars ushered in the age of miniatures games in which two or more players simulated a battle as a pastime. During the 1950s the first large-scale, mass-produced board games depicting military conflicts were published. These games were at the height of their popularity during the 1970s, and became quite complex and technical in that time. Wargaming has changed dramatically over the years, from its roots in miniatures and board wargaming, to contemporary computer and computer assisted wargames; however, both miniature and board wargames maintain a healthy, if small, hobby market with lighter games being popular with many 'non-wargamers'.
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