Topic: Science (Page 2)

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πŸ”— V-2 No. 13

πŸ”— Spaceflight πŸ”— Rocketry πŸ”— Science πŸ”— Photography

The V-2 No. 13 was a modified V-2 rocket that became the first object to take a photograph of the Earth from outer space. Launched on 24 October 1946, at the White Sands Missile Range in White Sands, New Mexico, the rocket reached a maximum altitude of 65Β mi (105Β km).

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πŸ”— List of multiple discoveries

πŸ”— Lists πŸ”— History of Science πŸ”— Science

Historians and sociologists have remarked the occurrence, in science, of "multiple independent discovery". Robert K. Merton defined such "multiples" as instances in which similar discoveries are made by scientists working independently of each other. "Sometimes," writes Merton, "the discoveries are simultaneous or almost so; sometimes a scientist will make a new discovery which, unknown to him, somebody else has made years before."

Commonly cited examples of multiple independent discovery are the 17th-century independent formulation of calculus by Isaac Newton, Gottfried Wilhelm Leibniz and others, described by A. Rupert Hall; the 18th-century discovery of oxygen by Carl Wilhelm Scheele, Joseph Priestley, Antoine Lavoisier and others; and the theory of the evolution of species, independently advanced in the 19th century by Charles Darwin and Alfred Russel Wallace.

Multiple independent discovery, however, is not limited to such famous historic instances. Merton believed that it is multiple discoveries, rather than unique ones, that represent the common pattern in science.

Merton contrasted a "multiple" with a "singleton"β€”a discovery that has been made uniquely by a single scientist or group of scientists working together.

A distinction is drawn between a discovery and an invention, as discussed for example by BolesΕ‚aw Prus. However, discoveries and inventions are inextricably related, in that discoveries lead to inventions, and inventions facilitate discoveries; and since the same phenomenon of multiplicity occurs in relation to both discoveries and inventions, this article lists both multiple discoveries and multiple inventions.

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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”— 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”— 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”— 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”— Microtome

πŸ”— Biology πŸ”— Neuroscience πŸ”— Physiology πŸ”— Science

A microtome (from the Greek mikros, meaning "small", and temnein, meaning "to cut") is a cutting tool used to produce extremely thin slices of material known as sections, with the process being termed microsectioning. Important in science, microtomes are used in microscopy for the preparation of samples for observation under transmitted light or electron radiation.

Microtomes use steel, glass or diamond blades depending upon the specimen being sliced and the desired thickness of the sections being cut. Steel blades are used to prepare histological sections of animal or plant tissues for light microscopy. Glass knives are used to slice sections for light microscopy and to slice very thin sections for electron microscopy. Industrial grade diamond knives are used to slice hard materials such as bone, teeth and tough plant matter for both light microscopy and for electron microscopy. Gem-quality diamond knives are also used for slicing thin sections for electron microscopy.

Microtomy is a method for the preparation of thin sections for materials such as bones, minerals and teeth, and an alternative to electropolishing and ion milling. Microtome sections can be made thin enough to section a human hair across its breadth, with section thickness between 50Β nm and 100Β ΞΌm.

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