Theistic evolutionTheistic evolution (also known as theistic evolutionism or God-guided evolution) is a view that God acts and creates through laws of nature. It posits that the concept of God is compatible with the findings of modern science, including evolution. Theistic evolution is not in itself a scientific theory, but includes a range of views about how science relates to religious beliefs and the extent to which God intervenes. It rejects the strict creationist doctrines of special creation, but can include beliefs such as creation of the human soul.
Kater's pendulumA Kater's pendulum is a reversible free swinging pendulum invented by British physicist and army captain Henry Kater in 1817 for use as a gravimeter instrument to measure the local acceleration of gravity. Its advantage is that, unlike previous pendulum gravimeters, the pendulum's centre of gravity and center of oscillation do not have to be determined, allowing a greater accuracy. For about a century, until the 1930s, Kater's pendulum and its various refinements remained the standard method for measuring the strength of the Earth's gravity during geodetic surveys.
Radial trajectoryIn astrodynamics and celestial mechanics a radial trajectory is a Kepler orbit with zero angular momentum. Two objects in a radial trajectory move directly towards or away from each other in a straight line. There are three types of radial trajectories (orbits). Radial elliptic trajectory: an orbit corresponding to the part of a degenerate ellipse from the moment the bodies touch each other and move away from each other until they touch each other again. The relative speed of the two objects is less than the escape velocity.
Unit vectorIn mathematics, a unit vector in a normed vector space is a vector (often a spatial vector) of length 1. A unit vector is often denoted by a lowercase letter with a circumflex, or "hat", as in (pronounced "v-hat"). The term direction vector, commonly denoted as d, is used to describe a unit vector being used to represent spatial direction and relative direction. 2D spatial directions are numerically equivalent to points on the unit circle and spatial directions in 3D are equivalent to a point on the unit sphere.
Objections to evolutionObjections to evolution have been raised since evolutionary ideas came to prominence in the 19th century. When Charles Darwin published his 1859 book On the Origin of Species, his theory of evolution (the idea that species arose through descent with modification from a single common ancestor in a process driven by natural selection) initially met opposition from scientists with different theories, but eventually came to receive overwhelming acceptance in the scientific community.
Escape velocityIn celestial mechanics, escape velocity or escape speed is the minimum speed needed for a free, non-propelled object to escape from the gravitational influence of a primary body, thus reaching an infinite distance from it. It is typically stated as an ideal speed, ignoring atmospheric friction. Although the term "escape velocity" is common, it is more accurately described as a speed than a velocity because it is independent of direction.
PhysicsPhysics is the natural science of matter, involving the study of matter, its fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. Physics is one of the most fundamental scientific disciplines, with its main goal being to understand how the universe behaves. A scientist who specializes in the field of physics is called a physicist. Physics is one of the oldest academic disciplines and, through its inclusion of astronomy, perhaps the oldest.
Sociocultural evolutionSociocultural evolution, sociocultural evolutionism or social evolution are theories of sociobiology and cultural evolution that describe how societies and culture change over time. Whereas sociocultural development traces processes that tend to increase the complexity of a society or culture, sociocultural evolution also considers process that can lead to decreases in complexity (degeneration) or that can produce variation or proliferation without any seemingly significant changes in complexity (cladogenesis).
Tangent spaceIn mathematics, the tangent space of a manifold is a generalization of to curves in two-dimensional space and to surfaces in three-dimensional space in higher dimensions. In the context of physics the tangent space to a manifold at a point can be viewed as the space of possible velocities for a particle moving on the manifold. In differential geometry, one can attach to every point of a differentiable manifold a tangent space—a real vector space that intuitively contains the possible directions in which one can tangentially pass through .
Rejection of evolution by religious groupsRecurring cultural, political, and theological rejection of evolution by religious groups exists regarding the origins of the Earth, of humanity, and of other life. In accordance with creationism, species were once widely believed to be fixed products of divine creation, but since the mid-19th century, evolution by natural selection has been established by the scientific community as an empirical scientific fact.
TangentIn geometry, the tangent line (or simply tangent) to a plane curve at a given point is the straight line that "just touches" the curve at that point. Leibniz defined it as the line through a pair of infinitely close points on the curve. More precisely, a straight line is said to be a tangent of a curve y = f(x) at a point x = c if the line passes through the point (c, f(c)) on the curve and has slope f(c), where f is the derivative of f. A similar definition applies to space curves and curves in n-dimensional Euclidean space.
Game physicsComputer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.