Random Articles (Page 2)
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π Autostereogram
An autostereogram is a single-image stereogram (SIS), designed to create the visual illusion of a three-dimensional (3D) scene from a two-dimensional image. In order to perceive 3D shapes in these autostereograms, one must overcome the normally automatic coordination between accommodation (focus) and horizontal vergence (angle of one's eyes). The illusion is one of depth perception and involves stereopsis: depth perception arising from the different perspective each eye has of a three-dimensional scene, called binocular parallax.
The simplest type of autostereogram consists of horizontally repeating patterns (often separate images) and is known as a wallpaper autostereogram. When viewed with proper convergence, the repeating patterns appear to float above or below the background. The well-known Magic Eye books feature another type of autostereogram called a random dot autostereogram. One such autostereogram is illustrated above right. In this type of autostereogram, every pixel in the image is computed from a pattern strip and a depth map. A hidden 3D scene emerges when the image is viewed with the correct convergence.
Autostereograms are similar to normal stereograms except they are viewed without a stereoscope. A stereoscope presents 2D images of the same object from slightly different angles to the left eye and the right eye, allowing us to reconstruct the original object via binocular disparity. When viewed with the proper vergence, an autostereogram does the same, the binocular disparity existing in adjacent parts of the repeating 2D patterns.
There are two ways an autostereogram can be viewed: wall-eyed and cross-eyed. Most autostereograms (including those in this article) are designed to be viewed in only one way, which is usually wall-eyed. Wall-eyed viewing requires that the two eyes adopt a relatively parallel angle, while cross-eyed viewing requires a relatively convergent angle. An image designed for wall-eyed viewing if viewed correctly will appear to pop out of the background, while if viewed cross-eyed it will instead appear as a cut-out behind the background and may be difficult to bring entirely into focus.
Discussed on
- "Autostereogram" | 2020-01-13 | 17 Upvotes 4 Comments
π Mafia (party game)
Mafia (also known as The Werewolves) is a social deduction game, created by Dimitry Davidoff in 1986. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves), and an uninformed majority (the villagers). At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: first, a night role, during which those with night killing powers may covertly kill other players, and second, a day role, in which surviving players debate the identities of players and vote to eliminate a suspect. The game continues until a faction achieves its win condition; for the village, this usually means eliminating the evil minority, while for the minority this usually means reaching numerical parity with the village and eliminating any rival evil groups.
Discussed on
- "Mafia (party game)" | 2016-05-09 | 29 Upvotes 8 Comments
π Induced Demand Is Real
Induced demand β related to latent demand and generated demand β is the phenomenon that after supply increases, price declines and more of a good is consumed. This is entirely consistent with the economic theory of supply and demand; however, this idea has become important in the debate over the expansion of transportation systems, and is often used as an argument against increasing roadway traffic capacity as a cure for congestion. This phenomenon, more correctly called "induced traffic" or consumption of road capacity, may be a contributing factor to urban sprawl. City planner Jeff Speck has called induced demand "the great intellectual black hole in city planning, the one professional certainty that everyone thoughtful seems to acknowledge, yet almost no one is willing to act upon."
The inverse effect, or reduced demand, is also observed (see Β§Β Reduced demand).
Discussed on
- "Induced Demand Is Real" | 2022-04-07 | 31 Upvotes 60 Comments
π Wallace Tree
A Wallace tree is an efficient hardware implementation of a digital circuit that multiplies two integers. It was devised by the Australian computer scientist Chris Wallace in 1964.
The Wallace tree has three steps:
- Multiply (that is β AND) each bit of one of the arguments, by each bit of the other, yielding results. Depending on position of the multiplied bits, the wires carry different weights, for example wire of bit carrying result of is 128 (see explanation of weights below).
- Reduce the number of partial products to two by layers of full and half adders.
- Group the wires in two numbers, and add them with a conventional adder.
The second step works as follows. As long as there are three or more wires with the same weight add a following layer:-
- Take any three wires with the same weights and input them into a full adder. The result will be an output wire of the same weight and an output wire with a higher weight for each three input wires.
- If there are two wires of the same weight left, input them into a half adder.
- If there is just one wire left, connect it to the next layer.
The benefit of the Wallace tree is that there are only reduction layers, and each layer has propagation delay. As making the partial products is and the final addition is , the multiplication is only , not much slower than addition (however, much more expensive in the gate count). Naively adding partial products with regular adders would require time. From a complexity theoretic perspective, the Wallace tree algorithm puts multiplication in the class NC1.
These computations only consider gate delays and don't deal with wire delays, which can also be very substantial.
The Wallace tree can be also represented by a tree of 3/2 or 4/2 adders.
It is sometimes combined with Booth encoding.
Discussed on
- "Wallace Tree" | 2020-02-18 | 61 Upvotes 12 Comments
π Frog galvanoscope
The frog galvanoscope was a sensitive electrical instrument used to detect voltage in the late eighteenth and nineteenth centuries. It consists of skinned frog's leg with electrical connections to a nerve. The instrument was invented by Luigi Galvani and improved by Carlo Matteucci.
The frog galvanoscope, and other experiments with frogs played a part in the dispute between Galvani and Alessandro Volta over the nature of electricity. The instrument is extremely sensitive and continued to be used well into the nineteenth century, even after electromechanical meters came into use.
Discussed on
- "Frog Galvanoscope" | 2023-08-22 | 67 Upvotes 16 Comments
π WikiWikiWeb
The WikiWikiWeb is the first-ever wiki, or user-editable website. It was launched on 25 March 1995 by its inventor, programmer Ward Cunningham, to accompany the Portland Pattern Repository website discussing software design patterns. The name WikiWikiWeb originally also applied to the wiki software that operated the website, written in the Perl programming language and later renamed to "WikiBase". The site is frequently referred to by its users as simply "Wiki", and a convention established among users of the early network of wiki sites that followed was that using the word with a capitalized W referred exclusively to the original site.
Discussed on
- "WikiWikiWeb" | 2019-07-12 | 137 Upvotes 47 Comments
π Anna Karenina Principle
The Anna Karenina principle states that a deficiency in any one of a number of factors dooms an endeavor to failure. Consequently, a successful endeavor (subject to this principle) is one where every possible deficiency has been avoided.
The name of the principle derives from Leo Tolstoy's book Anna Karenina, which begins:
All happy families are alike; each unhappy family is unhappy in its own way.
In other words: happy families share a common set of attributes which lead to happiness, while any of a variety of attributes can cause an unhappy family. This concept has been generalized to apply to several fields of study.
In statistics, the term Anna Karenina principle is used to describe significance tests: there are any number of ways in which a dataset may violate the null hypothesis and only one in which all the assumptions are satisfied.
Discussed on
- "Anna Karenina Principle" | 2019-08-30 | 299 Upvotes 126 Comments
π Digital Mobile Radio
Digital mobile radio (DMR) is a limited open digital mobile radio standard defined in the European Telecommunications Standards Institute (ETSI) Standard TS 102 361 parts 1β4 and used in commercial products around the world. DMR, along with P25 phase II and NXDN are the main competitor technologies in achieving 6.25Β kHz equivalent bandwidth using the proprietary AMBE+2 vocoder. DMR and P25 II both use two-slot TDMA in a 12.5Β kHz channel, while NXDN uses discrete 6.25Β kHz channels using frequency division and TETRA uses a four-slot TDMA in a 25 kHz channel.
DMR was designed with three tiers. DMR tiers I and II (conventional) were first published in 2005, and DMR III (Trunked version) was published in 2012, with manufacturers producing products within a few years of each publication.
The primary goal of the standard is to specify a digital system with low complexity, low cost and interoperability across brands, so radio communications purchasers are not locked into a proprietary solution. In practice, given the current limited scope of the DMR standard, many vendors have introduced proprietary features that make their product offerings non-interoperable with other brands.
Discussed on
- "Digital Mobile Radio" | 2022-12-04 | 36 Upvotes 9 Comments
π The Matthew Effect
The Matthew effect of accumulated advantage, Matthew principle, or Matthew effect for short, is sometimes summarized by the adage "the rich get richer and the poor get poorer". The concept is applicable to matters of fame or status, but may also be applied literally to cumulative advantage of economic capital. In the beginning, Matthew effects were primarily focused on the inequality in the way scientists were recognized for their work. However, Norman Storer, of Columbia University, led a new wave of research. He believed he discovered that the inequality that existed in the social sciences also existed in other institutions.
The term was coined by sociologist Robert K. Merton in 1968 and takes its name from the Parable of the talents or minas in the biblical Gospel of Matthew. Merton credited his collaborator and wife, sociologist Harriet Zuckerman, as co-author of the concept of the Matthew effect.
Discussed on
- "The Matthew Effect" | 2019-09-02 | 15 Upvotes 2 Comments
π Milankovitch Cycles
Milankovitch cycles describe the collective effects of changes in the Earth's movements on its climate over thousands of years. The term is named for Serbian geophysicist and astronomer Milutin MilankoviΔ. In the 1920s, he hypothesized that variations in eccentricity, axial tilt, and precession resulted in cyclical variation in the solar radiation reaching the Earth, and that this orbital forcing strongly influenced climatic patterns on Earth.
Similar astronomical hypotheses had been advanced in the 19th century by Joseph Adhemar, James Croll and others, but verification was difficult because there was no reliably dated evidence, and because it was unclear which periods were important.
Now, materials on Earth that have been unchanged for millennia (obtained via ice, rock, and deep ocean cores) are being studied to indicate the history of Earth's climate. Though they are consistent with the Milankovitch hypothesis, there are still several observations that the hypothesis does not explain.
Discussed on
- "Milankovitch Cycles" | 2019-06-18 | 43 Upvotes 25 Comments