Time travel in fictionTime travel is a common theme in fiction, mainly since the late 19th century, and has been depicted in a variety of media, such as literature, television, film, and advertisements. The concept of time travel by mechanical means was popularized in H. G. Wells' 1895 story, The Time Machine. In general, time travel stories focus on the consequences of traveling into the past or the future.
Time travelTime travel is the hypothetical activity of traveling into the past or future. Time travel is a widely recognized concept in philosophy and fiction, particularly science fiction. In fiction, time travel is typically achieved through the use of a hypothetical device known as a time machine. The idea of a time machine was popularized by H. G. Wells' 1895 novel The Time Machine. It is uncertain if time travel to the past is physically possible, and such travel, if at all feasible, may give rise to questions of causality.
Quantitative researchQuantitative research is a research strategy that focuses on quantifying the collection and analysis of data. It is formed from a deductive approach where emphasis is placed on the testing of theory, shaped by empiricist and positivist philosophies. Associated with the natural, applied, formal, and social sciences this research strategy promotes the objective empirical investigation of observable phenomena to test and understand relationships.
Consumer behaviourConsumer behaviour is the study of individuals, groups, or organisations and all the activities associated with the purchase, use and disposal of goods and services. Consumer behaviour consists of how the consumer's emotions, attitudes, and preferences affect buying behaviour. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an interdisciplinary social science that blends elements from psychology, sociology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics (especially behavioural economics).
Qualitative researchQualitative research is a type of research that aims to gather and analyse non-numerical (descriptive) data in order to gain an understanding of individuals' social reality, including understanding their attitudes, beliefs, and motivation. This type of research typically involves in-depth interviews, focus groups, or observations in order to collect data that is rich in detail and context. Qualitative research is often used to explore complex phenomena or to gain insight into people's experiences and perspectives on a particular topic.
Quantitative trait locusA quantitative trait locus (QTL) is a locus (section of DNA) that correlates with variation of a quantitative trait in the phenotype of a population of organisms. QTLs are mapped by identifying which molecular markers (such as SNPs or AFLPs) correlate with an observed trait. This is often an early step in identifying the actual genes that cause the trait variation. A quantitative trait locus (QTL) is a region of DNA which is associated with a particular phenotypic trait, which varies in degree and which can be attributed to polygenic effects, i.
TimeTime is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, to compare the duration of events or the intervals between them, and to quantify rates of change of quantities in material reality or in the conscious experience. Time is often referred to as a fourth dimension, along with three spatial dimensions.
Temporal paradoxA temporal paradox, time paradox, or time travel paradox, is a paradox, an apparent contradiction, or logical contradiction associated with the idea of time travel or other foreknowledge of the future. While the notion of time travel to the future complies with current understanding of physics via relativistic time dilation, temporal paradoxes arise from circumstances involving hypothetical time travel to the past – and are often used to demonstrate its impossibility.
BehaviorBehavior (American English) or behaviour (British English) is the range of actions and mannerisms made by individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary or involuntary.
InterviewAn interview is a structured conversation where one participant asks questions, and the other provides answers. In common parlance, the word "interview" refers to a one-on-one conversation between an interviewer and an interviewee. The interviewer asks questions to which the interviewee responds, usually providing information. That information may be used or provided to other audiences immediately or later.