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๐Ÿ”— Overburden Conveyor Bridge F60

๐Ÿ”— Germany

F60 is the series designation of five overburden conveyor bridges used in brown coal (lignite) opencast mining in the Lusatian coalfields in Germany. They were built by the former Volkseigener Betrieb TAKRAF in Lauchhammer and are the largest movable technical industrial machines in the world. As overburden conveyor bridges, they transport the overburden which lies over the coal seam. The cutting height is 60ย m (200ย ft), hence the name F60. In total, the F60 is up to 80ย m (260ย ft) high and 240ย m (790ย ft) wide; with a length of 502ย m (1,647ย ft), it is described as the lying Eiffel tower, making these behemoths not only the longest vehicle ever madeโ€”beating Seawise Giant, the longest shipโ€”but the largest vehicle by physical dimensions ever made by humankind. In operating condition, it weighs 13,600ย metricย tons making the F60 also one of the heaviest land vehicles ever made, beaten only by Bagger 293, which is a giant bucket-wheel excavator. Nevertheless, despite its immense size, it is operated by only a crew of 14.

The first conveyor bridge was built from 1969 to 1972, being equipped with a feeder bridge in 1977. The second was built from 1972 to 1974, having been equipped with a feeder bridge during construction. The third conveyor bridge was built from 1976 to 1978, being provided with a feeder bridge in 1985. The fourth and fifth conveyor bridges were built 1986โ€“1988 and 1988โ€“1991 respectively.

There are still four F60s in operation in the Lusatian coalfields today: in the brown coal opencast mines in Jรคnschwalde (Brandenburg, near Jรคnschwalde Power Station), Welzow-Sรผd (Brandenburg, near Schwarze Pumpe Power Station), Nochten and Reichwalde (Saxony, both near Boxberg Power Station). The fifth F60, the last one built, is in Lichterfeld-Schacksdorf and is accessible to visitors.

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๐Ÿ”— Canon Cat

๐Ÿ”— Computing

The Canon Cat was a task-dedicated, desktop computer released by Canon Inc. in 1987 at a price of US$1,495. On the surface it was not unlike the dedicated word processors popular in the late 1970s to early 1980s, but it was far more powerful and incorporated many unique ideas for data manipulation.

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๐Ÿ”— Geneva drive

๐Ÿ”— Technology ๐Ÿ”— Physics

The Geneva drive or Maltese cross is a gear mechanism that translates a continuous rotation movement into intermittent rotary motion.

The rotating drive wheel is usually equipped with a pin that reaches into a slot located in the other wheel (driven wheel) that advances it by one step at a time. The drive wheel also has an elevated circular blocking disc that "locks" the rotating driven wheel in position between steps.

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๐Ÿ”— Zugzwang

๐Ÿ”— Chess

Zugzwang (German for "compulsion to move", pronounced [หˆtsuหktsvaล‹]) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because they must make a move when they would prefer to pass and not move. The fact that the player is compelled to move means that their position will become significantly weaker. A player is said to be "in zugzwang" when any possible move will worsen their position.

Although the term is used less precisely in games such as chess, it is used specifically in combinatorial game theory to denote a move that directly changes the outcome of the game from a win to a loss. Putting the opponent in zugzwang is a common way to help the superior side win a game, and in some cases it is necessary in order to make the win possible.

The term zugzwang was used in German chess literature in 1858 or earlier, and the first known use of the term in English was by World Champion Emanuel Lasker in 1905. The concept of zugzwang was known to chess players many centuries before the term was coined, appearing in an endgame study published in 1604 by Alessandro Salvio, one of the first writers on the game, and in shatranj studies dating back to the early 9th century, over 1000 years before the first known use of the term.

Positions with zugzwang occur fairly often in chess endgames, especially in king and pawn endgames. According to John Nunn, positions of reciprocal zugzwang are surprisingly important in the analysis of endgames.

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๐Ÿ”— Passage Du Gois

๐Ÿ”— France ๐Ÿ”— Cycling

The Passage du Gois (French pronunciation: [pasaส’ dy ษกwa]) or Gรดa is a causeway between Beauvoir-sur-Mer and the island of Noirmoutier, in Vendรฉe on the Atlantic coast of France. The causeway is 4.125 kilometres (2.6ย mi) long and is flooded twice a day by the high tide. A road runs along the causeway.

Every year, a foot race โ€“ the Foulรฉes du Gois โ€“ is held across it, starting at the onset of high tide.

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๐Ÿ”— Kriegspiel

๐Ÿ”— Chess

Kriegspiel is a chess variant invented by Henry Michael Temple in 1899 and based upon the original Kriegsspiel (German for war game) developed by Georg von Reiswitz in 1812. In this game each player can see their own pieces, but not those of their opponent. For this reason, it is necessary to have a third person (or computer) act as an umpire, with full information about the progress of the game. When it is a player's turn he or she will attempt a move, which the umpire will declare to be 'legal' or 'illegal'. If the move is illegal, the player tries again; if it is legal, that move stands. Each player is given information about checks and captures. They may also ask the umpire if there are any legal captures with a pawn. Since the position of the opponent's pieces is unknown, Kriegspiel is a game of imperfect information. The game is sometimes referred to as blind chess.

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๐Ÿ”— Superman 64

๐Ÿ”— Video games ๐Ÿ”— Comics ๐Ÿ”— Comics/Superman

Superman: The New Superman Adventures, commonly referred to as Superman 64, is an action-adventure game developed and published by Titus Interactive for the Nintendo 64 and based on the television series Superman: The Animated Series. Released in North America on May 31, 1999, and in Europe on July 23, 1999, it is the first 3D Superman game.

In the game, Lex Luthor has trapped Jimmy Olsen, Lois Lane, and Professor Hamilton in a virtual reality version of Metropolis that he created with the help of Brainiac, leaving it up to Superman to save them and break apart the virtual world. The game shifts between outdoor levels where the player flies through rings while saving civilians, and indoor levels where the player looks for access cards, activates computers, and fights villains such as Brainiac, Mala, Metallo, Darkseid, and Parasite.

The development of Superman began in 1997 and was largely hampered by constraints between Titus and the game's licensors, Warner Bros. and DC Comics, leaving little room for polishing the gameplay. BlueSky Software attempted to redo the game for the PlayStation, but this version was ultimately canceled, as Titus's license with Warner Bros. had expired by the time it was completed. With three E3 presentations and positive press coverage before its release, Superman 64 was released to strong sales and positive consumer reception; however, critical reviews were extremely negative, claiming it to be one of the worst video games ever made and panning its unresponsive controls, technical flaws, repetitive gameplay, overuse of distance fog, and poor graphics.

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๐Ÿ”— Bremermann's limit

๐Ÿ”— Computing ๐Ÿ”— Physics ๐Ÿ”— Systems ๐Ÿ”— Systems/Cybernetics

Bremermann's limit, named after Hans-Joachim Bremermann, is a limit on the maximum rate of computation that can be achieved in a self-contained system in the material universe. It is derived from Einstein's mass-energy equivalency and the Heisenberg uncertainty principle, and is c2/h โ‰ˆ 1.36ย ร—ย 1050 bits per second per kilogram. This value is important when designing cryptographic algorithms, as it can be used to determine the minimum size of encryption keys or hash values required to create an algorithm that could never be cracked by a brute-force search.

For example, a computer with the mass of the entire Earth operating at the Bremermann's limit could perform approximately 1075 mathematical computations per second. If one assumes that a cryptographic key can be tested with only one operation, then a typical 128-bit key could be cracked in under 10โˆ’36 seconds. However, a 256-bit key (which is already in use in some systems) would take about two minutes to crack. Using a 512-bit key would increase the cracking time to approaching 1072 years, without increasing the time for encryption by more than a constant factor (depending on the encryption algorithms used).

The limit has been further analysed in later literature as the maximum rate at which a system with energy spread ฮ” E {\displaystyle \Delta E} can evolve into an orthogonal and hence distinguishable state to another, ฮ” t = ฯ€ โ„ 2 ฮ” E . {\displaystyle \Delta t={\frac {\pi \hbar }{2\Delta E}}.} In particular, Margolus and Levitin have shown that a quantum system with average energy E takes at least time ฮ” t = ฯ€ โ„ 2 E {\displaystyle \Delta t={\frac {\pi \hbar }{2E}}} to evolve into an orthogonal state. However, it has been shown that access to quantum memory in principle allows computational algorithms that require arbitrarily small amount of energy/time per one elementary computation step.

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๐Ÿ”— Xerox 914

๐Ÿ”— Industrial design

The Xerox 914 was the first successful commercial plain paper copier which in 1959 revolutionized the document-copying industry. The culmination of inventor Chester Carlson's work on the xerographic process, the 914 was fast and economical. The copier was introduced to the public on September 16, 1959, in a demonstration at the Sherry-Netherland Hotel in New York, shown on live television.

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๐Ÿ”— Working Memory Training

๐Ÿ”— Psychology ๐Ÿ”— Disability

Working memory training is intended to improve a person's working memory. Working memory is a central intellectual faculty, linked to IQ, ageing, and mental health. It has been claimed that working memory training programs are effective means, both for treating specific medical conditions associated with working memory deficit, and for general increase in cognitive capacity among healthy neurotypical adults.

Individual studies of the topic show different, and sometime contradictory, results, and as one meta study puts it, asking the question โ€œDoes cognitive training improve intelligence?โ€ is as inappropriate as asking โ€œDoes medicine cure disease?โ€, since none of them specify which particular intervention (which medicine or working memory training program) is being evaluated, for alleviating which condition is it applied (ADHD, stroke, general cognitive improvement etc.), and under what circumstances is it administered (selection criteria, adherence rate, outcome variables etc.).

In an influential metastudy from 2012, highly critical to cognitive training, analysed 23 studies with 30 group comparisons, and concluded that clinical memory training programs produce reliable short-term improvements in working memory skills in children and adults with ADHD, but also that there is no evidence that such effects can be maintained long-term without additional follow-up training. Three years later, another metastudy reached the opposite conclusion, that working memory training does have consistent and useful effects, not just on the type of working memory tests that are practiced, but also at other non-trained tasks and everyday life. Since then, a range of additional clinical experiments have been completed, with larger sample sizes, clearly defined control groups, and more uniform treatment of outcome variables. While the evidence is still far from unanimous, there are several experimental studies of working memory training that have shown beneficial effects for people with ADHD, those who have suffered stroke or traumatic brain injury, children who have undergone cancer treatment, as well as for normally developing children.

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