CurvatureIn mathematics, curvature is any of several strongly related concepts in geometry. Intuitively, the curvature is the amount by which a curve deviates from being a straight line, or a surface deviates from being a plane. For curves, the canonical example is that of a circle, which has a curvature equal to the reciprocal of its radius. Smaller circles bend more sharply, and hence have higher curvature. The curvature at a point of a differentiable curve is the curvature of its osculating circle, that is the circle that best approximates the curve near this point.
Tool use by non-humansTool use by non-humans is a phenomenon in which a non-human animal uses any kind of tool in order to achieve a goal such as acquiring food and water, grooming, combat, defence, communication, recreation or construction. Originally thought to be a skill possessed only by humans, some tool use requires a sophisticated level of cognition. There is considerable discussion about the definition of what constitutes a tool and therefore which behaviours can be considered true examples of tool use.
Power toolA power tool is a tool that is actuated by an additional power source and mechanism other than the solely manual labor used with hand tools. The most common types of power tools use electric motors. Internal combustion engines and compressed air are also commonly used. Tools directly driven by animal power are not generally considered power tools. Power tools are used in industry, in construction, in the garden, for housework tasks such as cooking, cleaning, and around the house for purposes of driving (fasteners), drilling, cutting, shaping, sanding, grinding, routing, polishing, painting, heating and more.
Ricci curvatureIn differential geometry, the Ricci curvature tensor, named after Gregorio Ricci-Curbastro, is a geometric object which is determined by a choice of Riemannian or pseudo-Riemannian metric on a manifold. It can be considered, broadly, as a measure of the degree to which the geometry of a given metric tensor differs locally from that of ordinary Euclidean space or pseudo-Euclidean space. The Ricci tensor can be characterized by measurement of how a shape is deformed as one moves along geodesics in the space.
Radius of curvatureIn differential geometry, the radius of curvature (Rc), R, is the reciprocal of the curvature. For a curve, it equals the radius of the circular arc which best approximates the curve at that point. For surfaces, the radius of curvature is the radius of a circle that best fits a normal section or combinations thereof. In the case of a space curve, the radius of curvature is the length of the curvature vector. In the case of a plane curve, then R is the absolute value of where s is the arc length from a fixed point on the curve, φ is the tangential angle and κ is the curvature.
Gaussian curvatureIn differential geometry, the Gaussian curvature or Gauss curvature Κ of a smooth surface in three-dimensional space at a point is the product of the principal curvatures, κ1 and κ2, at the given point: The Gaussian radius of curvature is the reciprocal of Κ. For example, a sphere of radius r has Gaussian curvature 1/r2 everywhere, and a flat plane and a cylinder have Gaussian curvature zero everywhere. The Gaussian curvature can also be negative, as in the case of a hyperboloid or the inside of a torus.
WallA wall is a structure and a surface that defines an area; carries a load; provides security, shelter, or soundproofing; or, is decorative. There are many kinds of walls, including: Walls in buildings that form a fundamental part of the superstructure or separate interior rooms, sometimes for fire safety Glass walls (a wall in which the primary structure is made of glass; does not include openings within walls that have glass coverings: these are windows) Border barriers between countries Brick walls Defensive walls in fortifications Permanent, solid fences Retaining walls, which hold back dirt, stone, water, or noise sound Stone walls Walls that protect from oceans (seawalls) or rivers (levees) The term wall comes from Latin vallum meaning ".
VideoVideo is an electronic medium for the recording, copying, playback, broadcasting, and display of moving media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcasts, magnetic tape, optical discs, , and network streaming.
Attachment therapyAttachment therapy (also called "the Evergreen model", "holding time", "rage-reduction", "compression therapy", "rebirthing", "corrective attachment therapy", and "coercive restraint therapy") is a pseudoscientific child mental health intervention intended to treat attachment disorders. It is found primarily in the United States, and much of it is centered in about a dozen clinics in Evergreen, Colorado, where Foster Cline, one of the founders, established his clinic in the 1970s.
Attachment theoryAttachment theory is a psychological, evolutionary and ethological theory concerning relationships between humans. The most important tenet is that young children need to develop a relationship with at least one primary caregiver for normal social and emotional development. The theory was formulated by psychiatrist and psychoanalyst John Bowlby. Within attachment theory, infant behaviour associated with attachment is primarily the seeking of proximity to an attachment figure in stressful situations.
Video gameA video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.
High-definition videoHigh-definition video (HD video) is video of higher resolution and quality than standard-definition. While there is no standardized meaning for high-definition, generally any video image with considerably more than 480 vertical scan lines (North America) or 576 vertical lines (Europe) is considered high-definition. 480 scan lines is generally the minimum even though the majority of systems greatly exceed that. Images of standard resolution captured at rates faster than normal (60 frames/second North America, 50 fps Europe), by a high-speed camera may be considered high-definition in some contexts.