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Simulated reality

Simulated reality
Simulated reality is the hypothesis that reality could be simulated—for example by computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds which may or may not be fully aware that they are living inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of actuality; participants are never in doubt about the nature of what they experience. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing. Types of simulation[edit] Brain-computer interface[edit] Virtual people[edit] In a virtual-people simulation, every inhabitant is a native of the simulated world. Arguments[edit] Simulation argument[edit] 1. 2. 3. Relativity of reality[edit] Computationalism[edit] Dreaming[edit] Related:  .caisson test.caisson test

Simplicity as a Brand (and Life) Value | Delight In a world which demands “more, done better, and faster,” simplicity has taken on the power of a moral imperative. In America, the average hours worked per week is now 47 hours; that’s nearly a six-day work week. As parents, professionals, and members of little-used gyms, the admonition to “Be All You Can Be” is a self-escalating puzzle. In the context of the ever more specialized and complex requirements faced in life, making one’s communications simple may be as important as making them polite. Increasingly, simplicity equates to credibility and also shows the ability to fit with your audience’s over-stuffed lives. Delete Is the Designer’s Best Friend As a designer and strategy advisor, simplicity is never far from my mind. So I’d like to recommend and share some thoughts about two texts that discuss simplicity as organizing principle of design and of the laws that organize civilization. Laws of SimplicityJohn Maeda It’s a quick read, written for the layman in us all. Features vs.

The Cyclic multiverse Lifelog Evolution of lifelogging apparatus, including wearable computer, camera, and viewfinder with wireless Internet connection. Early apparatus used separate transmitting and receiving antennas. Later apparatus evolved toward the appearance of ordinary eyeglasses in the late 1980s and early 1990s.[1] Evolution of the Lifelogging Necklace Lifeloggers (also known as lifebloggers or lifegloggers) typically wear computers in order to capture their entire lives, or large portions of their lives. Overview[edit] In this context, the first person to do lifelogging, i.e., to capture continuous physiological data together with live first-person video from a wearable camera, was Steve Mann whose experiments with wearable computing and streaming video in the early 1980s led to Wearable Wireless Webcam. Throughout the 1990s Mann presented this work to the U.S. In 2004 Arin Crumley and Susan Buice met online and began a relationship. Life caching and sharing lifelog information[edit] Manual Lifelogging[edit]

Skokie, Illinois Skokie (/ˈskoʊki/; formerly Niles Center) is a village in Cook County, Illinois, United States. Its name comes from a Potawatomi word for "marsh".[2] A Chicago suburb, for many years Skokie promoted itself as "The World's Largest Village".[3] Its population, according to the 2010 census, was 64,784. Sharing a border with the city of Chicago, Skokie's streets, like that of many suburbs, are largely a continuation of the Chicago street grid, and it is served by the Chicago Transit Authority, further cementing its connection to the city. Skokie was originally a German-Luxembourger farming community, but was later settled by a sizeable Jewish population, especially after World War II. At its peak in the mid-1960s, 40% of the population was Jewish, the largest percent of any Chicago suburb. Skokie has received national attention twice for court cases decided by the United States Supreme Court. Geography[edit] History[edit] Beginnings[edit] A 1925 "Chicago"-style bungalow in Skokie Name[edit]

The Brane multiverse Conway's Game of Life "Conway game" redirects here. For Conway's surreal number game theory, see surreal number. The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970.[1] The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. Rules[edit] The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. Any live cell with fewer than two live neighbours dies, as if caused by under-population.Any live cell with two or three live neighbours lives on to the next generation.Any live cell with more than three live neighbours dies, as if by overcrowding.Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. The initial pattern constitutes the seed of the system. Origins[edit] Examples of patterns[edit] Gosper glider gun Self-replication[edit]

Réseaux de neurones Présentation J'ai donné plusieurs cours sur les réseaux de neurones entre 2001 et 2007. Ces cours sont maintenant englobés dans mes cours plus généraux d'analyse des données. Les supports proposés ici le sont à titre de référence. Mes différents cours consistaient en une présentation des réseaux de neurones axé sur l'aspect apprentissage automatique, avec une introduction aux problèmes cruciaux dans de domaine, comme ceux de l'évaluation des performances en généralisation et de la sélection de modèles. Public Ces cours sont destinés à des élèves de Master 1 ou 2 de sciences avec de bonnes notions en algèbre linéaire, optimisation continue, probabilités et statistiques. En pratique, les cours s'appuient sur le logiciel R. Cours donné à Paris V (Master 1 IMSV, 2005 à 2007) Thème Ce cours est une présentation des modèles de réseaux de neurones les plus importants. Supports Dernière mise à jour des supports en mai 2007. Cours donné à Paris Dauphine (niveau Master 2, 2001 à 2003) Cours Exemples Projet

Brane cosmology Brane cosmology refers to several theories in particle physics and cosmology related to string theory, superstring theory and M-theory. Brane and bulk[edit] The central idea is that the visible, four-dimensional universe is restricted to a brane inside a higher-dimensional space, called the "bulk" (also known as "hyperspace"). If the additional dimensions are compact, then the observed universe contains the extra dimensions, and then no reference to the bulk is appropriate. In the bulk model, at least some of the extra dimensions are extensive (possibly infinite), and other branes may be moving through this bulk. Why gravity is weak and the cosmological constant is small[edit] Some versions of brane cosmology, based on the large extra dimension idea, can explain the weakness of gravity relative to the other fundamental forces of nature, thus solving the so-called hierarchy problem. Models of brane cosmology[edit] The authors discussed the possibility that the Universe has See also[edit]

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