A few of these terms may be handy as one-word substitutes for the concepts they trigger.
Infosphere is a neologism composed of information and sphere. The word refers to an environment, like a biosphere, that is populated by informational entities called inforgs. While an example of the sphere of information is cyberspace, infospheres are not limited to purely online environments. The first documented use of the word "InfoSphere" was a 1971 Time Magazine book review by R.Z. Sheppard in which he writes "In much the way that fish cannot conceptualize water or birds the air, man barely understands his infosphere, that encircling layer of electronic and typographical smog composed of cliches from journalism, entertainment, advertising and government."
In 1980 it was used by Alvin Toffler in his book The Third Wave in which he writes "What is inescapably clear, whatever we choose to believe, is that we are altering our infosphere fundamentally...we are adding a whole new strata of communication to the social system. The emerging Third Wave infosphere makes that of the Second Wave era - dominated by its mass media, the post office, and the telephone - seem hopelessly primitive by contrast".
The Noosphere (pron.: /ˈnoʊ.ɵsfɪər/; sometimes noösphere), according to the thought of Vladimir Vernadsky and Teilhard de Chardin, denotes the "sphere of human thought". The word is derived from the Greek νοῦς (nous "mind") and σφαῖρα (sphaira "sphere"), in lexical analogy to "atmosphere" and "biosphere". It was introduced by Pierre Teilhard de Chardin in 1922 in his Cosmogenesis. Another possibility is the first use of the term by Édouard Le Roy, who together with Teilhard was listening to lectures of Vladimir Vernadsky at Sorbonne. In 1936 Vernadsky accepted the idea of the Noosphere in a letter to Boris Leonidovich Lichkov (though, he states that the concept derives from Le Roy).
· Simulated reality is the hypothesis that reality could be simulated—perhaps by computer simulation—to a degree indistinguishable from "true" reality, and may in fact be such a simulation. 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.
· widget, referring to some theoretical object. It was originally most commonly used in describing the output of a hypothetical business; in computer technology, it refers to any arbitrary item that may be made to appear on the screen.
· veeblefetzer, from a Yiddish word meaning "contraption" (In Mad magazine, a fictional company called "North American Veeblefetzer" was often used as a means to satirizebusiness practices.)
· hoofer doofer, A device such as a TV remote for controlling another device
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· Some online magazines call themselves a webzine.[1] An ezine (also spelled e-zine) is a more specialized term appropriately used for small magazines and newsletters distributed by any electronic method, for example, by electronic mail (e-mail/email, see Zine). Some social groups may use the terms cyberzine and hyperzine when referring to electronically distributed resources. Similarly, some online magazines may refer to themselves as "electronic magazines" or "e-magazines" to reflect their readership demographics or to capture alternative terms and spellings in online searches.
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· the term cyberspace refers to the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems in which online communication takes place.[1]
· The term "cyberspace" was first used by the cyberpunk science fiction author William Gibson, though the concept was described somewhat earlier, for example in the Vernor Vinge short story "True Names", and even earlier in John M. Ford's novel Web of Angels. Widely used since, it has been criticized by its inventor, as Gibson himself would later describe it as an "evocative and essentially meaningless" buzzword that could serve as a cipherfor all of his "cybernetic musings".The first component of the term comes from "cybernetics", which is derived from the Greek κυβερνήτης (kybernētēs, steersman, governor, pilot, or rudder), a word introduced by Norbert Wiener for his pioneering work in electronic communication and control science.
· Cybernetics is a transdisciplinary approach for exploring regulatory systems, their structures, constraints, and possibilities. Cybernetics is relevant to the study of systems, such as mechanical, physical, biological, cognitive, and social systems. Cybernetics is applicable when a system being analyzed is involved in a closed signaling loop; that is, where action by the system generates some change in its environment and that change is reflected in that system in some manner (feedback) that triggers a system change, originally referred to as a "circular causal" relationship. Some say this is necessary to a cybernetic perspective. System dynamics, a related field, originated with applications of electrical engineering control theory to other kinds of simulation models (especially business systems) by Jay Forrester at MIT in the 1950s.
· Concepts studied by cyberneticists (or, as some prefer, cyberneticians) include, but are not limited to: learning, cognition, adaption, social control, emergence, communication,efficiency, efficacy, and connectivity. These concepts are studied by other subjects such as engineering and biology, but in cybernetics these are abstracted from the context of the individual organism or device.
· Cybernetics was defined in the mid 20th century, by Norbert Wiener as "the scientific study of control and communication in the animal and the machine." The word "cybernetics" comes from the Greek meaning to "steer" or "navigate." Contemporary cybernetics began as an interdisciplinary study connecting the fields of control systems, electrical network theory, mechanical engineering, logic modeling, evolutionary biology, neuroscience, anthropology, and psychology in the 1940s, often attributed to the Macy Conferences. During the second half of the 20th century cybernetics evolved in ways that distinguish first-order cybernetics (about observed systems) from second-order cybernetics (about observing systems). More recently there is talk about a third-order cybernetics (doing in ways that embraces first and second-order).
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others.These avatars usually appear as textual, two-dimensional, orthree-dimensional representations, although other forms are possible (auditory and touch sensations for example). In general, virtual worlds allow for multiple users.
Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts oftelepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology's proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time.
Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence,full-body immersion, and network communication. People often identify VR with head mounted displays and data suits.
· Hyperspace is a method of traveling sometimes used in science fiction. It is typically described as an alternative region of space co-existing with our own universe which may be entered using an energy field or other device. Travel in hyperspace is frequently depicted as faster-than-light travel in normal space.
· Astronomical distances and the impossibility of faster-than-light travel pose a challenge to most science-fiction authors. They can be dealt with in several ways: accept them as such (hibernation, slow boats, generation ships, space dilation - the crew will perceive the distance as much shorter and thus flight time will be short from their perspective), find a way to move faster than light (warp drive), "fold" space to achieve instantaneous translation (e.g. the Dune universe's Holtzman effect), access some sort of shortcut (wormholes), or sidestep the problem in an alternate space: hyperspace.
· Hyperspace is sometimes used to enable and explain faster than light (FTL) travel in science fiction stories where FTL is necessary for interstellar travel or intergalactic travel.Spacecraft able to use hyperspace for FTL travel are sometimes said to have a hyperdrive.
· A wormhole, also known as an Einstein-Rosen Bridge is a hypothetical topological feature of spacetime that would be, fundamentally, a "shortcut" through spacetime. For a simple visual explanation of a wormhole, consider spacetime visualized as a two-dimensional (2D) surface. If this surface is folded along a third dimension, it allows one to picture a wormhole "bridge". (Please note, though, that this is merely a visualization displayed to convey an essentially unvisualisable structure existing in 4 or more dimensions. The parts of the wormhole could be higher-dimensional analogues for the parts of the curved 2D surface; for example, instead of mouths which are circular holes in a 2D plane, a real wormhole's mouths could be spheres in 3D space.) A wormhole is, in theory, much like a tunnel with two ends each in separate points in spacetime. A wormhole, also known as an Einstein-Rosen Bridge is a hypothetical topological feature of spacetime that would be, fundamentally, a "shortcut" through spacetime. For a simple visual explanation of a wormhole, consider spacetime visualized as a two-dimensional (2D) surface. If this surface is folded along a third dimension, it allows one to picture a wormhole "bridge". (Please note, though, that this is merely a visualization displayed to convey an essentially unvisualisable structure existing in 4 or more dimensions. The parts of the wormhole could be higher-dimensional analogues for the parts of the curved 2D surface; for example, instead of mouths which are circular holes in a 2D plane, a real wormhole's mouths could be spheres in 3D space.) A wormhole is, in theory, much like a tunnel with two ends each in separate points in spacetime.
· Robotics is the branch of technology that deals with the design, construction, operation, and application of robots,[1] as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behavior, and/or cognition. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics.
· Educational entertainment (also referred to by the portmanteau "edutainment", which is education + entertainment is any entertainment content that is designed to educate as well as to entertain. Content with a high degree of both educational and entertainment value is known as edutainment. There also exists content that is primarily educational but has incidental entertainment value. Finally, there is content that is mostly entertaining but can be seen to have some educational value. he term edutainment was used as early as 1948 by The Walt Disney Company to describe the True Life Adventures series.[citation needed]. The noun edutainment is a neologisticportmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society.It was also used by Dr. Chris Daniels in 1975 to encapsulate the theme of his Millennium Project. This project later became known as The Elysian World Project. The offshoot word "Edutainer" has been used by Craig Sim Webb since before the turn of the millennium to describe an individual who offers edutainment presentations and performances.
Infotainment is "information-based media content or programming that also includes entertainment content in an effort to enhance popularity with audiences and consumers." It is a neologistic portmanteau of information and entertainment, referring to a type of media which provides a combination of information and entertainment. According to many dictionaries infotainment is always television, and the term is "mainly disapproving."However, many self-described infotainment websites exist, which provide a variety of functions and services., many of which include the several increasingly popular social media websites and applications being used daily by billions of users world wide. Some define "journalism" only as reporting on "serious" subjects, where common journalistic standards are upheld by the reporter. Others believe that the larger "news business" encompasses everything from professional journalism to so-called "soft news" and "infotainment", and support activities such as marketing, advertising sales, finance and delivery. Nevertheless, a differentiation of the two concepts of "hard news" and "soft news" is controversial. Professional journalism is supposed to place more emphasis on research, fact-checking, and the public interest than its "non-journalistic" counterparts. Because the term "news" is quite broad, the terms "hard" and "soft" denote both a difference in respective standards for news value, as well as for standards of conduct, relative to the professional ideals of journalistic integrity.
Infomercials, also known as Direct Response TV (DRTV), are television commercials which generally include a phone number or website. There are long-form infomercials, which are typically between 15 and 30 minutes in length, and short-form infomercials, which are typically 30 seconds to 120 seconds in length. Infomercials are also known as paid programming (or teleshopping in Europe). In the United States the strategy of buying prime-time programming slots on major networks has been utilized by political candidates for both presidential and state office to present infomercial-like programs to sell a candidate's merits to the public. Fringe presidential candidate Lyndon LaRouche regularly bought time on CBS and local stations in the 1980s. In the 1990s Ross Perot also bought network time in 1992 and 1996 to present his presidential policies to the public. The National Rifle Association has also aired programs via paid programming time to present their views on issues such as gun control and other issues while appealing to the public to join their organization.
Web conferencing refers to a service that allows conferencing events to be shared with remote locations. These are sometimes referred to as webinars or, for interactive conferences, online workshops. In general the service is made possible by Internet technologies, particularly on TCP/IP connections.
A black hole is a region of spacetime from which gravity prevents anything, including light, from escaping.The theory of general relativity predicts that a sufficiently compact mass will deform spacetime to form a black hole. Around a black hole there is a mathematically defined surface called an event horizon that marks the point of no return. It is called "black" because it absorbs all the light that hits the horizon, reflecting nothing, just like a perfect black body in thermodynamics.Quantum field theory in curved spacetime predicts that event horizons emit radiation like a black body with a finite temperature. This temperature is inversely proportional to the mass of the black hole, making it difficult to observe this radiation for black holes of stellar mass or greater.
· A Dyson sphere is a hypothetical megastructure originally described by Freeman Dyson. Such a "sphere" would be a system of orbiting solar-power satellites meant to completely encompass a star and capture most or all of its energy output. Dyson speculated that such structures would be the logical consequence of the long-term survival and escalating energy needs of a technological civilization, and proposed that searching for evidence of the existence of such structures might lead to the detection of advanced intelligentextraterrestrial life.
Since then, other variant designs involving building an artificial structure or series of structures to encompass a star have been proposed in exploratory engineering or described inscience fiction under the name "Dyson sphere". These later proposals have not been limited to solar-power stations. Many involve habitation or industrial elements. Most fictional depictions describe a solid shell of matter enclosing a star, which is considered the least plausible variant of the idea
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