Random Articles (Page 2)

Have a deep view into what people are curious about.

πŸ”— Compressed-Air Car

πŸ”— Technology πŸ”— Environment πŸ”— Automobiles πŸ”— Environment/Green vehicle

A compressed-air car is a compressed-air vehicle powered by pressure vessels filled with compressed air. It is propelled by the release and expansion of the air within a motor adapted to compressed air. The car might be powered solely by air, or combined (as in a hybrid electric vehicle) with other fuels such as gasoline, diesel, or an electric plant with regenerative braking.

Compressed-air cars use a thermodynamic process. Air cools when expanding and heats when compressed. Thermal energy losses in the compressor and tankage reduce the capacity factor of compressed air systems.

This technology might develop into an inexpensive, clean transportation technology. The energy, vehicles and compressors might be produced easily by decentralized methods, even circular industry. Using plastic might permit open source fabrication using numerical control, including additive manufacturing. The compressed air for such vehicles might be produced easily by common types of renewable energy. For example, multistage air compressors and intercoolers or hydraulic pumps might be attached directly to trompes, hydropower, VAWT wind turbines or stirling engines using a solar concentrator. Direct mechanical compression avoids the Carnot inefficiencies of heat engines. Insulated storage of compressed air avoids energy conversion and battery storage. Heat-based systems might use tankage of solar-heated molten salts driving a heat exchanger rather than an onboard heat recovery system. Electric energy, electric grids and their issues might be avoided.

Discussed on

πŸ”— The Magical Number 7 plus or minus 2

πŸ”— Computing πŸ”— Psychology πŸ”— Usability

"The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information" is one of the most highly cited papers in psychology. It was published in 1956 in Psychological Review by the cognitive psychologist George A. Miller of Harvard University's Department of Psychology. It is often interpreted to argue that the number of objects an average human can hold in short-term memory is 7 Β± 2. This has occasionally been referred to as Miller's law.

Discussed on

πŸ”— Transactive Memory

πŸ”— Psychology

Transactive memory is a psychological hypothesis first proposed by Daniel Wegner in 1985 as a response to earlier theories of "group mind" such as groupthink. A transactive memory system is a mechanism through which groups collectively encode, store, and retrieve knowledge. Transactive memory was initially studied in couples and families where individuals had close relationships but was later extended to teams, larger groups, and organizations to explain how they develop a "group mind", a memory system that is more complex and potentially more effective than that of any of its individual constituents. A transactive memory system includes memory stored in each individual, the interactions between memory within the individuals, as well as the processes that update this memory. Transactive memory, then, is the shared store of knowledge.

According to Wegner, a transactive memory system consists of the knowledge stored in each individual's memory combined with metamemory containing information regarding the different teammate's domains of expertise. The transactive memory system works similarly to external memory, where other members of the group are the external memory aid. Just as an individual's metamemory allows them to be aware of what information is available for retrieval, so does the transactive memory system provide teammates with information regarding the knowledge they have access to within the group. Group members learn who knowledge experts are and how to access expertise through communicative processes. In this way, a transactive memory system can provide the group members with more and better knowledge than any individual could access on their own.

πŸ”— Bernoulli Family

πŸ”— Biography πŸ”— Mathematics πŸ”— Biography/science and academia πŸ”— History of Science πŸ”— Switzerland πŸ”— Genealogy

The Bernoulli family (German pronunciation: [bΙ›ΚΛˆnʊli]) of Basel was a patrician family, notable for having produced eight mathematically gifted academics who, among them, contributed substantially to the development of mathematics and physics during the early modern period.

Discussed on

πŸ”— Mercury-Redstone 1 - The four inch flight

πŸ”— Spaceflight

Mercury-Redstone 1 (MR-1) was the first Mercury-Redstone unmanned flight test in Project Mercury and the first attempt to launch a Mercury spacecraft with the Mercury-Redstone Launch Vehicle. Intended to be an unmanned sub-orbital spaceflight, it was launched on November 21, 1960 from Cape Canaveral Air Force Station, Florida. The launch failed in a peculiar fashion which has been referred to as the "four-inch flight".

Discussed on

πŸ”— _NSAKEY

πŸ”— Computer Security πŸ”— Computer Security/Computing πŸ”— Microsoft Windows πŸ”— Microsoft Windows/Computing πŸ”— Cryptography πŸ”— Cryptography/Computer science

_NSAKEY was a variable name discovered in an operating system from Microsoft in 1999. The variable contained a 1024-bit public key; such keys are used in cryptography for encryption and authentication. Due to the name it was speculated that the key was owned by the United States National Security Agency (the NSA) which would allow the intelligence agency to subvert any Windows user's security. Microsoft denied the speculation and said that the key's name came from the NSA being the technical review authority for U.S. cryptography export controls.

The key was discovered in a Windows NT 4 Service Pack 5 (which had been released unstripped of its symbolic debugging data) in August 1999 by Andrew D. Fernandes of Cryptonym Corporation.

Discussed on

πŸ”— Woo! Yeah!

πŸ”— Electronic music πŸ”— R&B and Soul Music

Woo! Yeah! is a drum break that includes James Brown's ("Woo!") and Bobby Byrd's ("Yeah!") voices which has been widely sampled in popular music, often in the form of a loop. The drum break was performed by John "Jabo" Starks. It originates from the 1972 Lyn Collins recording "Think (About It)", a song written and produced by Brown, and is just one of a few other frequently used breaks contained in the recording, often collectively known as the Think Break.

Discussed on

πŸ”— St. Petersburg paradox

πŸ”— Economics πŸ”— Statistics

The St. Petersburg paradox or St. Petersburg lottery is a paradox related to probability and decision theory in economics. It is based on a particular (theoretical) lottery game that leads to a random variable with infinite expected value (i.e., infinite expected payoff) but nevertheless seems to be worth only a very small amount to the participants. The St. Petersburg paradox is a situation where a naive decision criterion which takes only the expected value into account predicts a course of action that presumably no actual person would be willing to take. Several resolutions are possible.

The paradox takes its name from its resolution by Daniel Bernoulli, one-time resident of the eponymous Russian city, who published his arguments in the Commentaries of the Imperial Academy of Science of Saint Petersburg (Bernoulli 1738). However, the problem was invented by Daniel's cousin, Nicolas Bernoulli, who first stated it in a letter to Pierre Raymond de Montmort on September 9, 1713 (de Montmort 1713).

Discussed on

πŸ”— Deepstaria Enigmatica

πŸ”— Marine life πŸ”— Animals

Deepstaria enigmatica is a very rarely seen giant jellyfish of the family Ulmaridae first described in 1967 by F. S. Russell.

Discussed on

πŸ”— Rithmomachy

πŸ”— Board and table games

Rithmomachy (or Rithmomachia, also Arithmomachia, Rythmomachy, Rhythmomachy, or sundry other variants; sometimes known as The Philosophers' Game) is a highly complex, early European mathematical board game. The earliest known description of it dates from the eleventh century. A literal translation of the name is "The Battle of the Numbers". The game is much like chess, except most methods of capture depend on the numbers inscribed on each piece.

It has been argued that between the twelfth and sixteenth centuries, "rithmomachia served as a practical exemplar for teaching the contemplative values of Boethian mathematical philosophy, which emphasized the natural harmony and perfection of number and proportion. The game, Moyer argues, was used both as a mnemonic drill for the study of Boethian number theory and, more importantly, as a vehicle for moral education, by reminding players of the mathematical harmony of creation."

Discussed on