Topic: Science (Page 2)

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πŸ”— Literature-Based Discovery

πŸ”— Science

Literature-based discovery is a form of knowledge extraction and automated hypothesis generation that uses papers and other academic publications (the "literature") to find new relationships between existing knowledge (the "discovery"). The technique was pioneered by Don R. Swanson in the 1980s and has since seen widespread use.

Literature-based discovery does not generate new knowledge through laboratory experiments, as is customary for empirical sciences. Instead it seeks to connect existing knowledge from empirical results by bringing to light relationships that are implicated and "neglected". It is marked by empiricism and rationalism in concert or consilience.

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πŸ”— Scientism

πŸ”— Philosophy πŸ”— Skepticism πŸ”— Philosophy/Logic πŸ”— Philosophy/Social and political philosophy πŸ”— Philosophy/Philosophy of science πŸ”— Sociology πŸ”— Science

Scientism is the promotion of science as the best or only objective means by which society should determine normative and epistemological values. The term scientism is generally used critically, implying a cosmetic application of science in unwarranted situations considered not amenable to application of the scientific method or similar scientific standards.

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πŸ”— List of Topics Categorized as Pseudoscience

πŸ”— Physics πŸ”— Lists πŸ”— Skepticism πŸ”— History of Science πŸ”— Alternative Views πŸ”— Science πŸ”— Alternative medicine πŸ”— Paranormal πŸ”— Creationism

This is a list of topics that have, at one point or another in their history, been characterized as pseudoscience by academics or researchers. Detailed discussion of these topics may be found on their main pages. These characterizations were made in the context of educating the public about questionable or potentially fraudulent or dangerous claims and practicesβ€”efforts to define the nature of science, or humorous parodies of poor scientific reasoning.

Criticism of pseudoscience, generally by the scientific community or skeptical organizations, involves critiques of the logical, methodological, or rhetorical bases of the topic in question. Though some of the listed topics continue to be investigated scientifically, others were only subject to scientific research in the past, and today are considered refuted but resurrected in a pseudoscientific fashion. Other ideas presented here are entirely non-scientific, but have in one way or another impinged on scientific domains or practices.

Many adherents or practitioners of the topics listed here dispute their characterization as pseudoscience. Each section here summarizes the alleged pseudoscientific aspects of that topic.

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πŸ”— Lumpers and Splitters

πŸ”— Science πŸ”— Tree of Life

Lumpers and splitters are opposing factions in any discipline that has to place individual examples into rigorously defined categories. The lumper–splitter problem occurs when there is the desire to create classifications and assign examples to them, for example schools of literature, biological taxa and so on. A "lumper" is an individual who takes a gestalt view of a definition, and assigns examples broadly, assuming that differences are not as important as signature similarities. A "splitter" is an individual who takes precise definitions, and creates new categories to classify samples that differ in key ways.

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πŸ”— The aesthetic usability effect / paradox

πŸ”— Medicine πŸ”— Science

The aesthetic–usability effect describes a paradox that people perceive more aesthetic designs as much more intuitive than those considered to be less aesthetically pleasing. The effect has been observed in several experiments and has significant implications regarding the acceptance, use, and performance of a design. Usability and aesthetics are the two most important factors in assessing the overall user experience for an application. Usability and aesthetics are judged by a user's reuse expectations, and then their post-use, or experienced, final judgement. A user's cognitive style can influence how they interact with and perceive an application, which in turn can influence their judgement of the application.

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πŸ”— Replication Crisis

πŸ”— Medicine πŸ”— Psychology πŸ”— Sociology πŸ”— Science πŸ”— Academic Journals

The replication crisis (or replicability crisis or reproducibility crisis) is, as of 2020, an ongoing methodological crisis in which it has been found that many scientific studies are difficult or impossible to replicate or reproduce. The replication crisis affects the social sciences and medicine most severely. The crisis has long-standing roots; the phrase was coined in the early 2010s as part of a growing awareness of the problem. The replication crisis represents an important body of research in the field of metascience.

Because the reproducibility of experimental results is an essential part of the scientific method, the inability to replicate the studies of others has potentially grave consequences for many fields of science in which significant theories are grounded on unreproducible experimental work. The replication crisis has been particularly widely discussed in the field of psychology and in medicine, where a number of efforts have been made to re-investigate classic results, to determine both the reliability of the results, and, if found to be unreliable, the reasons for the failure of replication.

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πŸ”— Nuffield Science Project

πŸ”— United Kingdom πŸ”— Education πŸ”— Science

The Nuffield Science Teaching Project was a programme to develop a better approach to teaching science in British secondary schools, under the auspices of the Nuffield Foundation. Although not intended as a curriculum, it gave rise to alternative national examinations, and its use of discovery learning was influential in the 1960s and 1970s.

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πŸ”— Human-based computation games

πŸ”— Video games πŸ”— Computer science πŸ”— Science

A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way (gamification).

Luis von Ahn first proposed the idea of "human algorithm games", or games with a purpose (GWAPs), in order to harness human time and energy for addressing problems that computers cannot yet tackle on their own. He believes that human intellect is an important resource and contribution to the enhancement of computer processing and human computer interaction. He argues that games constitute a general mechanism for using brainpower to solve open computational problems. In this technique, human brains are compared to processors in a distributed system, each performing a small task of a massive computation. However, humans require an incentive to become part of a collective computation. Online games are used as a means to encourage participation in the process.

The tasks presented in these games are usually trivial for humans, but difficult for computers. These tasks include labeling images, transcribing ancient texts, common sense or human experience based activities, and more. Human-based computation games motivate people through entertainment rather than an interest in solving computation problems. This makes GWAPs more appealing to a larger audience. GWAPs can be used to help build the semantic web, annotate and classify collected data, crowdsource general knowledge, and improving other general computer processes. GWAPs have a vast range of applications in variety of areas such as security, computer vision, Internet accessibility, adult content filtering, and Internet search. In applications such as these, games with a purpose have lowered the cost of annotating data and increased the level of human participation.

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πŸ”— Vantablack

πŸ”— Technology πŸ”— Physics πŸ”— Color πŸ”— Chemistry πŸ”— Science

Vantablack is a material developed by Surrey NanoSystems in the United Kingdom and is one of the darkest substances known, absorbing up to 99.965% of visible light (at 663 nm if the light is perpendicular to the material).

The name is a compound of the acronym VANTA (vertically aligned nanotube arrays) and the color black.

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πŸ”— FUTON bias

πŸ”— Science πŸ”— Academic Journals

FUTON bias (acronym for "full text on the Net") is a tendency of scholars to cite academic journals with open accessβ€”that is, journals that make their full text available on the Internet without chargeβ€”in preference to toll-access publications. Scholars in some fields can more easily discover and access articles whose full text is available online, which increases authors' likelihood of reading and citing these articles, an issue that was first raised and has been mainly studied in connection with medical research. In the context of evidence-based medicine, articles in expensive journals that do not provide open access (OA) may be "priced out of evidence", giving a greater weight to FUTON publications. FUTON bias may increase the impact factor of open-access journals relative to journals without open access.

One study concluded that authors in medical fields "concentrate on research published in journals that are available as full text on the internet, and ignore relevant studies that are not available in full text, thus introducing an element of bias into their search result". Authors of another study conclude that "the OA advantage is a quality advantage, rather than a quality bias", that authors make a "self-selection toward using and citing the more citable articlesβ€”once OA self-archiving has made them accessible", and that open access "itself will not make an unusable (hence uncitable) paper more used and cited".

The related no abstract available bias is a scholar's tendency to cite journal articles that have an abstract available online more readily than articles that do notβ€”this affects articles' citation count similarly to FUTON bias.

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