Topic Review
Vulgate
The Vulgate (/ˈvʌlɡeɪt, -ɡət/) is a late-4th-century Latin translation of the Bible that became the Catholic Church's officially promulgated Latin version of the Bible during the 16th century. The translation was largely the work of Jerome, who in 382 had been commissioned by Pope Damasus I to revise the Vetus Latina ("Old Latin") Gospels then in use by the Roman Church. Jerome, on his own initiative, extended this work of revision and translation to include most of the books of the Bible, and once published, the new version was widely adopted and eventually eclipsed the Vetus Latina; so that by the 13th century, it had taken over from the former version the appellation of versio vulgata (the "version commonly used") or vulgata for short, and in Greek as βουλγάτα ("Voulgata"). The Catholic Church affirmed the Vulgate as its official Latin Bible at the Council of Trent (1545–63), though there was no authoritative edition at that time. The Clementine edition of the Vulgate of 1592 became the standard Bible text of the Roman Rite of the Roman Catholic Church and remained so until 1979 when the Nova Vulgata was promulgated.
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  • 24 Nov 2022
Topic Review
Vulgar Word Extraction in Chittagonian Dialect of Bangla
The proliferation of the internet, especially on social media platforms, has amplified the prevalence of cyberbullying and harassment. Addressing this issue involves harnessing natural language processing (NLP) and machine learning (ML) techniques for the automatic detection of harmful content. However, these methods encounter challenges when applied to low-resource languages like the Chittagonian dialect of Bangla. This entry compares two approaches for identifying offensive language containing vulgar remarks in Chittagonian. The first relies on basic keyword matching, while the second employs machine learning and deep learning techniques. The keyword- matching approach involves scanning the text for vulgar words using a predefined lexicon. Despite its simplicity, this method establishes a strong foundation for more sophisticated ML and deep learning approaches. An issue with this approach is the need for constant updates to the lexicon.
  • 369
  • 17 Nov 2023
Topic Review
VSOP (Planets)
The semi-analytic planetary theory VSOP (French: Variations Séculaires des Orbites Planétaires) is a mathematical model describing long-term changes (secular variation) in the orbits of the planets Mercury to Neptune. The earliest modern scientific model considered only the gravitational attraction between the Sun and each planet, with the resulting orbits being unvarying Keplerian ellipses. In reality, all the planets exert slight forces on each other, causing slow changes in the shape and orientation of these ellipses. Increasingly complex analytical models have been made of these deviations, as well as efficient and accurate numerical approximation methods. VSOP was developed and is maintained (updated with the latest data) by the scientists at the Bureau des Longitudes in Paris. The first version, VSOP82, computed only the orbital elements at any moment. An updated version, VSOP87, computed the positions of the planets directly at any moment, as well as their orbital elements with improved accuracy. At present, the difference between computational predictions and observations is so small that the model seems essentially complete in its physical principles. Such hypothetical deviations are often referred to as post-Keplerian effects.
  • 508
  • 28 Nov 2022
Topic Review
VRPN
VRPN (Virtual-Reality Peripheral Network) is a device-independent, network-based interface for accessing virtual reality peripherals in VR applications. It was originally designed and implemented by Russell M. Taylor II at the Department of Computer Science of the University of North Carolina at Chapel Hill. VRPN was maintained and supported by Sensics while it was business. It is currently maintained by ReliaSolve and developed in collaboration with a productive community of contributors. It is described more fully at vrpn.org and in VRPN-VRST. The purpose of VRPN is to provide a unified interface to input devices, like motion trackers or joystick controllers. It also provides the following: The VRPN system consists of programming interfaces for both the client application and the hardware drivers and a server application that communicates with the hardware devices. The client interfaces are written in C++ but have been wrapped in C#, Python and Java. A typical application of VRPN is to encode and send 6DoF motion capture data through the network in real time.
  • 489
  • 28 Nov 2022
Topic Review
VRK1 Gene
VRK serine/threonine kinase 1.
  • 398
  • 24 Dec 2020
Topic Review
Vrindavan
Vrindavan (pronunciation (help·info); IAST: Vṛndāvana), also spelt Vrindaban and Brindaban, is a historical city in the Mathura district of Uttar Pradesh, India . It is one of the most sacred places in Vaishnavism. It is located in the Braj Bhoomi region, and is where, according to Hinduism, Krishna spent most of his childhood days. The city is about 11 km from Mathura, Krishna's birthplace on the Agra–Delhi National Highway as NH-44. Vrindavan has many temples dedicated to the worship of Radha and Krishna.
  • 1.3K
  • 13 Oct 2022
Topic Review
VR/AR in K-12 Science Education
virtual reality (VR) and augmented reality (AR) are increasingly capturing educators’ and learners’ attention. In particular, VR is defined as a real-time graphical simulation in which the user interacts with the system via analog control, within a spatial frame of reference and with user control of the viewpoint’s motion and view direction. It first appeared in 1966 and was used in the design of US Air Force Flight Simulator. Developed from VR, AR is a technology used for improving users’ perception of the real world by dynamically adding virtual elements to the physical environment. It made its debut in the 1990s, which was initially proposed by scientists from Boeing, an aircraft manufacturer, where they mixed virtual graphics with real environment displays to help aircraft electricians assemble cables.
  • 1.3K
  • 08 Dec 2021
Topic Review
VR Technology to the Training of Paramedics
The virtual world has long been a focus not only of the gaming sphere, but also of the manufacturing and educational industries. The virtual world and its technology have many advantages, the basic ones being, for example, the use of experiential learning, with which the human brain can remember some things better and faster. It was due to the advantages of virtual reality technology that we decided to create an educational system on safety and health at work, and we focused on the healthcare segment due to the COVID-19 pandemic.
  • 785
  • 14 Apr 2022
Topic Review
VR Systems into the Construction Industry
The construction industry is characterized by its diversity and competitiveness, encompassing a wide range of numerous and interconnected operations and materials. These factors have a significant impact on various aspects of society, such as culture, economy, and environment, throughout the entire lifespan of construction projects.
  • 416
  • 07 Jul 2023
Topic Review
VR Social Skills Training in Autism Spectrum Disorder
Poor social skills in autism spectrum disorder (ASD) are associated with reduced independence in daily life. Current interventions for improving the social skills of individuals with ASD fail to represent the complexity of real-life social settings and situations. Virtual reality (VR) may facilitate social skills training in social environments and situations similar to those in real life; however, more research is needed to elucidate aspects such as the acceptability, usability, and user experience of VR systems in ASD. Twenty-five participants with ASD attended a neuropsychological evaluation and three sessions of VR social skills training, which incorporated five social scenarios with three difficulty levels. Participants reported high acceptability, system usability, and user experience. Significant correlations were observed between performance in social scenarios, self-reports, and executive functions. Working memory and planning ability were significant predictors of the functionality level in ASD and the VR system’s perceived usability, respectively. Yet, performance in social scenarios was the best predictor of usability, acceptability, and functionality level. Planning ability substantially predicted performance in social scenarios, suggesting an implication in social skills. Immersive VR social skills training in individuals with ASD appears to be an appropriate service, but an errorless approach that is adaptive to the individual’s needs should be preferred.
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  • 21 Jul 2023
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