M-theoryM-theory is a theory in physics that unifies all consistent versions of superstring theory. Edward Witten first conjectured the existence of such a theory at a string theory conference at the University of Southern California in 1995 (M-Theory - Edward Witten (1995)). Witten's announcement initiated a flurry of research activity known as the second superstring revolution. Prior to Witten's announcement, string theorists had identified five versions of superstring theory.
Superstring theorySuperstring theory is an attempt to explain all of the particles and fundamental forces of nature in one theory by modeling them as vibrations of tiny supersymmetric strings. 'Superstring theory' is a shorthand for supersymmetric string theory because unlike bosonic string theory, it is the version of string theory that accounts for both fermions and bosons and incorporates supersymmetry to model gravity. Since the second superstring revolution, the five superstring theories (Type I, Type IIA, Type IIB, HO and HE) are regarded as different limits of a single theory tentatively called M-theory.
Newton's law of universal gravitationNewton's law of universal gravitation is usually stated as that every particle attracts every other particle in the universe with a force that is proportional to the product of their masses and inversely proportional to the square of the distance between their centers. The publication of the law has become known as the "first great unification", as it marked the unification of the previously described phenomena of gravity on Earth with known astronomical behaviors.
SpaceSpace is a three-dimensional continuum containing positions and directions. In classical physics, physical space is often conceived in three linear dimensions. Modern physicists usually consider it, with time, to be part of a boundless four-dimensional continuum known as spacetime. The concept of space is considered to be of fundamental importance to an understanding of the physical universe. However, disagreement continues between philosophers over whether it is itself an entity, a relationship between entities, or part of a conceptual framework.
CurveIn mathematics, a curve (also called a curved line in older texts) is an object similar to a line, but that does not have to be straight. Intuitively, a curve may be thought of as the trace left by a moving point. This is the definition that appeared more than 2000 years ago in Euclid's Elements: "The [curved] line is [...] the first species of quantity, which has only one dimension, namely length, without any width nor depth, and is nothing else than the flow or run of the point which [...
Quantum gravityQuantum gravity (QG) is a field of theoretical physics that seeks to describe gravity according to the principles of quantum mechanics. It deals with environments in which neither gravitational nor quantum effects can be ignored, such as in the vicinity of black holes or similar compact astrophysical objects, such as neutron stars as well as in the early stages of the universe moments after the Big Bang Three of the four fundamental forces of nature are described within the framework of quantum mechanics and quantum field theory: the electromagnetic interaction, the strong force, and the weak force; this leaves gravity as the only interaction that has not been fully accommodated.
String theoryIn physics, string theory is a theoretical framework in which the point-like particles of particle physics are replaced by one-dimensional objects called strings. String theory describes how these strings propagate through space and interact with each other. On distance scales larger than the string scale, a string looks just like an ordinary particle, with its mass, charge, and other properties determined by the vibrational state of the string.
Critical theoryA critical theory is any approach to social philosophy that focuses on society and culture to attempt to reveal, critique, and challenge power structures. With roots in sociology and literary criticism, it argues that social problems stem more from social structures and cultural assumptions than from individuals. It argues that ideology is the principal obstacle to human liberation. Critical theory finds applications in various fields of study, including psychoanalysis, sociology, history, communication theory, philosophy and feminist theory.
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.
Space–time codeA space–time code (STC) is a method employed to improve the reliability of data transmission in wireless communication systems using multiple transmit antennas. STCs rely on transmitting multiple, redundant copies of a data stream to the receiver in the hope that at least some of them may survive the physical path between transmission and reception in a good enough state to allow reliable decoding. Space time codes may be split into two main types: Space–time trellis codes (STTCs) distribute a trellis code over multiple antennas and multiple time-slots and provide both coding gain and diversity gain.
Computational physicsComputational physics is the study and implementation of numerical analysis to solve problems in physics. Historically, computational physics was the first application of modern computers in science, and is now a subset of computational science. It is sometimes regarded as a subdiscipline (or offshoot) of theoretical physics, but others consider it an intermediate branch between theoretical and experimental physics - an area of study which supplements both theory and experiment.
Physics engineA physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film (). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.