A placebo is a sham or simulated medical intervention. Sometimes patients given a placebo treatment will have a perceived or actual improvement in a medical condition, a phenomenon commonly called the placebo effect. In medical research, placebos are given as control treatments and depend on the use of measured deception. Common placebos are inert tablets, sham surgery, and other procedures based on false information. Since the publication of Henry K. Beecher’s ‘The Powerful Placebo’ in 1955 the phenomenon has been considered to have clinically important effects.
The word ‘placebo,’ Latin for ‘I will please,’ dates back to a Latin translation of the Bible. In 1785 it was defined as a ‘commonplace method or medicine’ and in 1811 it was defined as ‘any medicine adapted more to please than to benefit the patient,’ sometimes with a derogatory implication but not with the implication of no effect. Placebos were widespread in medicine until the 20th century, and they were sometimes endorsed as necessary deceptions.
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Placebo
Ray Tracing
In computer graphics, ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique is capable of producing a very high degree of visual realism, usually higher than that of typical scanline rendering methods, but at a greater computational cost.
This makes ray tracing best suited for applications where the image can be rendered slowly ahead of time, such as in still images and film and television special effects, and more poorly suited for real-time applications like video games where speed is critical.Ray tracing is capable of simulating a wide variety of optical effects, such as reflection and refraction, scattering, and chromatic aberration.
Rendering
Rendering is the process of generating an image from a model by means of computer programs. Renders contain geometry, viewpoint, texture, lighting, and shading information as a description of a virtual scene. The term ‘rendering’ may be by analogy with an ‘artist’s rendering’ of a scene. Rendering is one of the major sub-topics of 3D computer graphics, and in practice always connected to the others. In the graphics pipeline, it is the last major step, giving the final appearance to the models and animation.
Rendering may be done slowly, as in pre-rendering, or in real time. Pre-rendering is a computationally intensive process that is typically used for movie creation, while real-time rendering is often done for 3D video games which rely on the use of graphics cards with 3D hardware accelerators.
The Wave
The Wave (North American) or the Mexican wave (British) is an example of metachronal rhythm achieved in a packed stadium when successive groups of spectators briefly stand and raise their arms. A metachronal rhythm refers to wavy movements produced by the sequential action (as opposed to synchronized) of structures such as cilia, segments of worms or legs.
In The Wave, each spectator is required to rise at the same time as those straight in front and behind, and slightly after the person immediately to either the right (for a clockwise wave) or the left (for a counterclockwise wave). Immediately upon stretching to full height, the spectator returns to the usual seated position.
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Excitable Medium
An excitable medium is a mathematic concept in dynamics (the study of the behavior of complex systems). An excitable medium has the capacity to propagate a wave of some description, and cannot support the passing of another wave until a certain amount of time has passed (known as the refractory time).
A forest is an example of an excitable medium: if a wildfire burns through the forest, no fire can return to a burnt spot until the vegetation has gone through its refractory period and regrown. In Chemistry, oscillating reactions are excitable media, for example the Belousov-Zhabotinsky reaction and the Briggs-Rauscher reaction. Pathological activities in the heart and brain can be modelled as excitable media. A group of spectators at a sporting event are an excitable medium, as can be observed in a Mexican wave (so-called from its initial appearance in the 1986 World Cup in Mexico).
Blue Brain Project
The Blue Brain Project is an attempt to create a synthetic brain by reverse-engineering the mammalian brain down to the molecular level. The aim of the project, founded in 2005 by the Brain and Mind Institute of the École Polytechnique in Lausanne, Switzerland, is to study the brain’s architectural and functional principles, and is headed by the Institute’s director, Henry Markram. Using an IBM Blue Gene supercomputer running Michael Hines’s NEURON software, the simulation does not consist simply of an artificial neural network, but involves a biologically realistic model of neurons.
It is hoped that it will eventually shed light on the nature of consciousness. A longer term goal is to build a detailed, functional simulation of the physiological processes in the human brain: ‘It is not impossible to build a human brain and we can do it in 10 years,” Markram said at the 2009 TED conference in Oxford. In a BBC World Service interview he said: ‘If we build it correctly it should speak and have an intelligence and behave very much as a human does.’
20Q
20Q is a computerized game of twenty questions that began as an experiment in artificial intelligence. It was invented by Robin Burgener. The game is based on the spoken parlor game known as twenty questions. 20Q asks the player to think of something and will then try to guess what they are thinking of with twenty yes-or-no questions.
If it fails to guess in 20 questions, it will ask an additional 5 questions. If it fails to guess even with 25 questions, the player is declared the winner.
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Neural Network
A neural network is an artificial brain (made of artificial neuron cells). It is modeled after the human brain. Several computing cells work in parallel to produce a result. Neural networks are able to learn by themselves, in comparison to normal computers, which cannot do anything for which they are not programmed.
Artificial neural networks are composed of interconnecting artificial neurons (programming constructs that mimic the properties of biological neurons). Artificial neural networks are used to gain an understanding of biological neural networks, and for solving artificial intelligence problems.
Pokerbot
Computer poker players are computer programs designed to play the game of poker against human opponents or other computer opponents. They are commonly referred to as pokerbots or just simply bots.
These bots or computer programs are used often in online poker situations as either legitimate opponents for humans players or a form of cheating. Cardrooms forbid the use of bots although the level of enforcement from site operators varies considerably.
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Polaris
Polaris is a 2007 Texas hold ’em poker playing program developed by the computer poker research group at the University of Alberta. The program requires little computational power at match time, so it is run on an Apple MacBook Pro during competitions. It currently plays only heads-up (two player) Limit Texas hold’em. The University of Alberta has been developing ‘pokerbots’ since 1997.
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