Camera matrixIn computer vision a camera matrix or (camera) projection matrix is a matrix which describes the mapping of a pinhole camera from 3D points in the world to 2D points in an image. Let be a representation of a 3D point in homogeneous coordinates (a 4-dimensional vector), and let be a representation of the image of this point in the pinhole camera (a 3-dimensional vector).
Neural codingNeural coding (or neural representation) is a neuroscience field concerned with characterising the hypothetical relationship between the stimulus and the individual or ensemble neuronal responses and the relationship among the electrical activity of the neurons in the ensemble. Based on the theory that sensory and other information is represented in the brain by networks of neurons, it is thought that neurons can encode both digital and analog information.
Spontaneous generationSpontaneous generation is a superseded scientific theory that held that living creatures could arise from nonliving matter and that such processes were commonplace and regular. It was hypothesized that certain forms, such as fleas, could arise from inanimate matter such as dust, or that maggots could arise from dead flesh. The doctrine of spontaneous generation was coherently synthesized by the Greek philosopher and naturalist Aristotle, who compiled and expanded the work of earlier natural philosophers and the various ancient explanations for the appearance of organisms.
Generation of AnimalsThe Generation of Animals (or On the Generation of Animals; Greek: Περὶ ζῴων γενέσεως (Peri Zoion Geneseos); Latin: De Generatione Animalium) is one of the biological works of the Corpus Aristotelicum, the collection of texts traditionally attributed to Aristotle (384 – 322BC). The work provides an account of animal reproduction, gestation and heredity. Generation of Animals consists of five books, which are themselves split into varying numbers of chapters. Most editions of this work categorise it with Bekker numbers.
Fifth generation of video game consolesThe fifth generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. For home consoles, the best-selling console was the Sony PlayStation, followed by the Nintendo 64, and then the Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.
MillennialsMillennials, also known as Generation Y or Gen Y, are the demographic cohort following Generation X and preceding Generation Z. Researchers and popular media use the early 1980s as starting birth years and the mid-1990s to early 2000s as ending birth years, with the generation typically being defined as people born from 1981 to 1996. Most millennials are the children of baby boomers and older Generation X. In turn millennials are often the parents of Generation Alpha.
Excess burden of taxationIn economics, the excess burden of taxation, also known as the deadweight cost or deadweight loss of taxation, is one of the economic losses that society suffers as the result of taxes or subsidies. Economic theory posits that distortions change the amount and type of economic behavior from that which would occur in a free market without the tax. Excess burdens can be measured using the average cost of funds or the marginal cost of funds (MCF). Excess burdens were first discussed by Adam Smith.
Minimax Condorcet methodIn voting systems, the Minimax Condorcet method (often referred to as "the Minimax method") is one of several Condorcet methods used for tabulating votes and determining a winner when using ranked voting in a single-winner election. It is sometimes referred to as the Simpson–Kramer method, and the successive reversal method. Minimax selects as the winner the candidate whose greatest pairwise defeat is smaller than the greatest pairwise defeat of any other candidate: or, put another way, "the only candidate whose support never drops below [N] percent" in any pairwise contest, with N as high as possible.