OpenLLM-France/wikimedia huggingface dataset:
# Handbook of Genetic Counseling/Echogenic Bowel

Echogenic Bowel

## What is it?

* when, on ultrasound, the fetus' bowel appears to have more echogenicity than the liver, or similar or greater echogenicity than the surrounding bone
* can be a transient feature

## What does it mean?

* most likely etiology is intra-amniotic bleeding and swallowing of the stained fluid by the fetus, followed by its accumulation within the meconium
* can be indicative of a chromosome abnormality (e.g., Down Syndrome, Cystic Fibrosis)
* is most often a non-specific finding (seen in fetuses with intestinal obstruction/blockage, congenital cytomegalovirus infection, growth restriction)
* has been reported as a normal variant during the second trimester
* can also be indicative of early ascites, fetal hypoxia, placental insufficiency, and meconium peritonitis

## What are the risks?

* the risk of Down Syndrome in fetuses with isolated hyperechogenic bowel is 1.4%
* in "high risk" women (abnormal MSAFP screen, family history of Cystic Fibrosis, and/or AMA), echogenic bowel is associated with:
* Cystic Fibrosis in 3% of fetuses
* chromosome abnormalities in 12.4% of fetuses
* (most data has been collected from this high risk group)
* 12.5% of fetuses with Down Syndrome have been reported to have echogenic bowel
* the only abnormal ultrasound finding in 41% of these cases
* chromosomal abnormalities are more often diagnosed when there are findings in addition to hyperechogenic bowel (multiple abnormalities)

## What should be done?

* future ultrasounds should be performed to determine if the finding is transient and to monitor growth
* all women with this ultrasound finding should be counselled and their risk factors assessed to determine whether they should undergo an amniocentesis for fetal karyotype, parental CF mutation studies, and assessment of the presence of a congenital infection

## Reference

* Genetic Disorders and the Fetus. 4th Edition Ed. Aubrey Milunsky. 1998

## Notes

The information in this outline was last updated in 2002.
# Fractals/Computer graphic techniques/2D

Direct links
* Color and Color gradient
* 2D plane.
* Quality of the image
* Optimisation
* graphic pipeline
* 2D graphic algorithms

# Software

All tasks (image processing) can be done using:
* own programs (GUI or console)
* own programs and graphic libraries
* graphic programs like GIMP
* fractal programs like:
** fractint
** xaos
** mandel by Wolf Jung
One can use free graphic libraries:
* ImageMagick
* GEGL
* DeviL
* FreeImage
* GD
* GraphicsMagick
* OpenCV
* OpenImageIO

# Targets in graphics processing

Here are 3 targets / tasks:
* graphic file (saving/ loading image)
* memory array (processing image)
* screen pixels (displaying image)

## Memory array

Image in memory is a matrix:
* A 24-bit color image is an (Width x Height x 3) matrix.
* Gray-level and black-and-white images are of size (Width x Height).
The color depth of the image:
* 8-bit for gray
* 24 or 32-bit for color,
* 1-bit for black and white.

## DRI

Direct Rendering Infrastructure (DRI2)

# References

* ↑ IPOL Journal · Image Processing On Line
* ↑ ImageMagick image processing libraries
* ↑ GEGL (Generic Graphics Library)
* ↑ http://openil.sourceforge.net/
* ↑ http://freeimage.sourceforge.net/
* ↑ GD Graphics Library
* ↑ GraphicsMagick
* ↑ OpenCv
* ↑ OpenImageIO
* ↑ w:Direct Rendering Infrastructure (DRI)
# Fourier Analysis/The Fourier transform

Definition (Fourier transform):
Let $u\in L^{1}(\mathbb {R} ^{n})$. Then the Fourier transform of $u$ is defined to be the function
    ${\hat {u}}:\mathbb {R} ^{n}\to \mathbb {R} ,{\hat {u}}(\xi ):=\int _{\mathbb {R} ^{n}}e^{-2\pi ix\cdot \xi }u(x)dx$.
Proposition (Fourier transform is defined on L^1):
# Fractals/Buddhabrot

The Buddhabrot is an alternate method for the rendering of the traditional Mandelbrot fractal formula, where the orbits are traced and their positions drawn directly, rather than coloring based on some other outcome of the orbit.

## See also

* Wikipedia article on Buddhabrot.
# Fractals/Cantor's Set

Cantor's set is a subset of an interval in the real line - normally the unit interval, [0,1]. It is constructed by removing the middle third of the interval but leaving the end-points where they are (see open intervals). This iterative step is then applied again and again to the parts left "to infinity" to any and all line segments left. This eventually (after an infinite length of time and number of iterations) reduces the original set to a set of distinct points. The picture on the right shows the source set
Taking a probability measure over the line (analogous to determining how much of the length of the original line is left at any given time) one can see that one loses 1/3 per iteration multiplicatively. Hence, the length left decreases exponentially to zero with the number of iterations increasing. The limiting behaviour of this measure can be described by examining the function $f(n)=\left({\frac {2}{3}}\right)^{n}$, noting that its limit lies at zero. In fact, the cantor set, the limiting residue of the line after an infinite number of iterations as described above is a set of distinct points. Since the points have no length, this is described as a set of measure zero. It is also an infinite set, as 2^n more endpoints are created with every successive step and these end-points are all that is left within the set. It is also an uncountable set, which means that the natural numbers ("whole" or "counting" numbers) can't be singularly mapped onto it by a process that allows them to be mapped back.
# Four-Player Chess/Variants

Besides the two main variants, Teams and Free-For-All (FFA), there are also a lot of so-called rule variants. These rule variants each have different rules and objectives and can be played either in Teams mode or FFA mode.

## Chess 960

In the Chess 960 variant the starting position of the players' pieces is randomised. The idea is that players will not be able to rely on memorisation of opening lines and will have to rely purely on their skills and creativity instead. Normal four-player chess rules apply.

## N-check

In the N-check variant each player's king starts with N lives and the king will lose one life every time he gets checked. Double check costs two lives. The final check results in checkmate. In Teams mode, a player with zero lives will only be checkmated when his turn is reached.

## King of the hill

In the King of the hill variant, in addition to the standard rules, a player can also win the game if he manages to bring his king to one of the four central squares on the board (i.e. g7, h7, g8 or h8).

## Anti-chess

The objective of the anti-chess variant is to lose all pieces or get stalemated. There are no checks or checkmates. If a player can capture a piece or pawn, he must capture.

## Capture the king

"Capture the king" means that the only way to checkmate an opponent is to capture the king. This changes the game, because kings are not restricted in any way and a player is not obliged to respond to checks (although it is still advisable to get out of check to avoid one's king being captured). This gives rise to other options. A player may choose, for example, to capture another players king for checkmate in response to a check, rather than moving the own king out of check. Moreover, pieces are never absolutely pinned.

## Diplomacy

In this FFA variant you have private chat and private arrows, teaming is encouraged. Players can backstab other players. Players can suggest moves, sequence of moves and long teaming.

## Minor variants

Promotion can be on different rank and to different piece: Any, Queen, Rook, Bishop, Knight or 1pt Q. Howewer, if promotion don't set to 1pt Q in FFA, checkmates are +40. For FFA, points for opposite player's pieces can multiplied by 1(standard), 2, 3 or 4. In DeadWall, dead pieces will became impassable walls. In Teams, there is supported three types of teaming: R&Y vs B&G, R&B vs Y&G or R&G vs B&Y.
# Fourier Analysis

* The Fourier transform
* The inversion theorem, Plancherel's theorem

## Sources

* Katznelson, Yitzhak (2004). An Introduction to Harmonic Analysis. Cambridge University Press.
* Tao, Terence (2010). An Epsilon of Room, I. American Mathematical Society.
# Types

* time independent (= stationary = Steady ) or time dependent
* dimension: 2D, 3D, ...

# Algorithm

* start with scalar field
* create vector field from scalar field using vector function
* compute:
** filed lines

# Visualisation of vector field

Plot types (Visualization Techniques for Flow Data) :
* arrow plot = quiver plot
* Glyphs = Icons or signs for visualizing vector fields
** simplest glyph = Line segment (hedgehog plots)
* Characteristic Lines
** streamlines = curve everywhere tangential to the instantaneous vector (velocity) field (time independent vector field)
** Path lines = Extensions of stream lines for time-varying data. Trace of a single particle in continuous time
** streak lines
* texture (line integral convolution = LIC)
* Topological skeleton
** fixed point extraction ( Jacobian)

# References

* ↑ Flow Visualisation from TUV
* ↑ Data visualisation by Tomáš Fabián
* ↑ A Streakline Representation of Flow in Crowded Scenes from UCF
* ↑ lic by Zhanping Liu
* ↑ Vector Field Topology in Flow Analysis and Visualization by Guoning Chen
# History of video games/Platforms/Watara Supervision

* The Watara supervision in a tilted position.
* A different version of the Supervision.

## History

Not to be confused with the earlier, but unrelated Bandai Super Vision 8000.
The Watara Supervision launched in 1992 at a cost of $49.95. Despite product placement on Nickelodeon shows, the system did not sell well. Hartung also made a version of the Supervision.

## Technology
### Compute

The Watara Supervision used a Western Design Center (WDC) 65C02 8 bit CPU clocked at four megahertz.
The Watara Supervision has eight kilobytes of RAM.

### Hardware

The screen of the Watara Supervision has a resolution of 160 by 160 pixels, a size of 61 by 61 millimeters and could display four shades of grey. The screen of the Watara Supervision is described as low quality. A display cable allowed the Watara Supervision to use a television instead.
The Watara Supervision has a communications port.
The system is powered by four AA batteries.

## Notable games

68 games were released for the Watara Supervision.

## Gallery

* The Supervision bent.
* The Supervision while flat.
* The Supervision side.
* Internals of the Supervision.
* Variants of the Supervision side by side.

## External Resources

* Video Game Kraken - Supervision by Watara page.

## References

* 1 2 3 "TOSEC: Watara Supervision (2012-04-23)". 23 April 2012. Retrieved 23 October 2020.
* ↑ "Rise of the Wannabes: The Game Boy's Many Uninspired Knockoffs" (in en). www.vice.com. https://www.vice.com/en/article/kz3gjy/rise-of-the-wannabes-the-game-boys-many-uninspired-knockoffs. Retrieved 26 October 2020.
* 1 2 3 4 5 "Watara SuperVision / Hartung SuperVision [BINARIUM]". binarium.de. Retrieved 20 November 2020.
* ↑ "Watara Supervision: A Beginner's Guide". RetroGaming with Racketboy. 9 November 2011. Retrieved 23 October 2020.
* ↑ "Watara Supervision Retro Domination". 19 June 2013. Retrieved 25 November 2020.
* ↑ "Feature: The Handheld Rivals Which Tried And Failed To Beat The Game Boy". Nintendo Life. 17 April 2019. Retrieved 26 October 2020.
# History of video games/Platforms/Vii
## History

The Vii mimics the appearance and name to the Nintendo Wii. The Vii also attempts to mimic the motion controls of the Wii, but is otherwise unrelated.
The Vii was launched in China in 2007 for a price of 1,280 yuan, though by 2009 the price had lowered to 443 yuan. The system was marketed as an exercise machine to circumvent the ban on gaming consoles in effect at the time.
By 2007 the Vii had sold over 300,000 units.
In the west the console is mainly known for its name, though some found the gameplay better than expected. In China, the console holds a different legacy, as a curious device which lead some gamers to seek out authentic Wii consoles.

## Technology

The Vii uses an unspecified SunPlus 16-bit SPG2xx series processor with a custom instruction set.
Game cartridges use NOR flash chips. The system itself has 8.5 megabytes of storage for save data.
Most of the chips on the motherboard are epoxied instead of packaged.
The controller connects over a 2.4 gigahertz wireless connection.
A flame decal for the controller was shipped with some systems.

## Game Library

Many Vii games are also found on the VG Pocket Caplet, Zone 60, Wireless 60, and Wireless Air 60.

### Built In

* Happy Tennis
* Catch Fish
* Bowling
* Alacrity Golf
* Table Tennis
* Smart Dart
* Fry Egg
* Bird Knight
* Fever Move
* Come On
* Fantasy Baseball
* Free Craps

### Cartridge Games

* MaJong13
* MaJong16
* Bubble Blaster
* Jewel Master 2
* Pinball Fish
* Squirrel Bobble
* Lightning Plan
* Plumber
* Mr Onion
* Fire Fighter
* Dream Bubble
* Bump Jump
* Brave Kaka
* Hero Legend
* Rapid Stream
* Super Move Fun
* Magic Jelly
* Bump Bomb
* Tiger Rescue

## External Resources

* Engadget - News article featuring photos of Chinese language promotion for the Vii.

## References

* 1 2 "Unboxing $50 FAKE Nintendo Wii - YouTube". www.youtube.com. Retrieved 31 December 2020.
* 1 2 "Funny Names. • SGamers.org Singapore Gamers". forums.sgamers.org. Retrieved 1 November 2020.
* ↑ "A Brief History of Chinese Game Consoles" (in en-us). Kotaku. https://kotaku.com/a-brief-history-of-chinese-game-consoles-1516392921.
* 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 "Vii". Wikipedia. 25 December 2020. Retrieved 31 December 2020.
* ↑ "Jungle Soft (Chintendo) Sport Vii". AtariAge Forums. Retrieved 31 December 2020.
* ↑ Liao, Sara X. T. (2016-05-01). "Japanese Console Games Popularization in China: Governance, Copycats, and Gamers". Games and Culture. 11 (3): 275–297. doi:10.1177/1555412015583574. ISSN 1555-4120. Retrieved 21 May 2021.
* 1 2 3 "SunPlus: The biggest chip company you've never heard of". Retrieved 1 November 2020.
# History of video games/Platforms/Warrior 64
## History

The system was crowdfunded.

## Technology

The system was based on older Nintendo 64 hardware, with a few improvements for compatibility with contemporary technologies.

## References

* ↑ Rodríguez, David (24 September 2020). "Warrior 64: la consola basada en Nintendo 64 ya tiene campaña en Kickstarter" (in es). Hobbyconsolas. https://www.hobbyconsolas.com/noticias/warrior-64-consola-basada-nintendo-64-ya-tiene-campana-kickstarter-723637.
* ↑ "Warrior 64: Comeback der N64-Konsole" (in de-DE). GamingGadgets.de. 3 November 2020. https://gaminggadgets.de/warrior-64-comeback-der-n64-konsole.
# History of video games/Platforms/Visicom COM-100
## History

The Visicom COM-100 was released by Toshiba in either January 1978, or on the first of April, 1978. The system sold for 54,800 Japanese Yen.

## Technology

The system is an improved version of the RCA Studio II, with added support for color video output.

## References

* 1 2 "OLD-COMPUTERS.COM : The Museum". www.old-computers.com. Retrieved 30 May 2022.
* 1 2 3 "Visicom C-100 by Toshiba". Video Game Kraken. Retrieved 30 May 2022.
# History of video games/Platforms/Visulex Kit
## History
### Background

Visulex manufactured a game console kit which was meant to teach students about electronics.

### Launch

According to a 1975 ad, the schematics could be ordered for $1, with a component cost of $40.
By May 1976 Visulex kits were still being advertised. Given it's confirmed existence by January 1977, it is among the oldest such consoles to pursue this concept.
Media continued to feature the system through at least January 1977, and possibly longer.

## References

* 1 2 Gametronics Proceedings. January 1977. Retrieved 31 October 2021.
* ↑ "pong-visulex-1975". https://thedoteaters.com/?attachment_id=9229.
* ↑ "Pong-Story : Make-It-Yourself PONG systems". www.pong-story.com. Retrieved 31 October 2021.
# History of video games/Platforms/WOWOW
## History

The WOWOW was a canceled console that would have streamed arcade games to the home over a satellite connection. This could be seen as an early example of cloud gaming.
The console was co-developed by companies Taito, JSB and ASCII. Taito engineer and director of Darius Yukiharu Sambe spearheaded the project.
At the Tokyo Toy Show in 1992 Taito announced the WOWOW. Functional demo systems were shown to the public.
However the system was never released due to issues with the technology of the time. The project was shuttered early on in development, though it did lead to a successful venture into a telecommunication karaoke service.

## Planned games

* Bubble Bobble
* Darius
* Parasol Stars
* Rastan

## Technology
### Compute

The WOWOW was powered by a 32 bit / 16 bit Motorola 68000 processor clocked at 12 megahertz.
The system did not have enough RAM for downloaded games to be easily stored.

### Hardware

The WOWOW would play games streamed over a satellite connection, and also had an RJ-45 jack. Uniquely for the time, games would be charged by time used.
The WOWOW had a CD drive.

## Gallery

* A Motorola 6800 CPU die, similar to what would have been used in the WOWOW.
* A communications satellite being deployed from space shuttle Atlantis during STS-61-B in 1985. Technological innovations in telecommunications technology made concepts like the WOWOW feasible.
* Aside from streamed games, the WOWOW was intended to have the capability to play compact disks, similar to this one.
* An RJ45 (8P8C) Jack, similar to what would have been used in the WOWOW. It is unknown if the jack would have been keyed, as shown here.
* The building which housed the former ASCII cooperation headquarters.
* A TAITO development center.

## References

* 1 2 3 4 5 6 7 8 9 10 "The lost Taito WOWOW: interview with Yukiharu Sambe". Unseen64: Beta, Cancelled & Unseen Videogames!. 10 August 2015. Retrieved 11 December 2020.
* 1 2 3 4 5 6 7 Ago, Ixindamixin #retrogaming • 3 Years (7 January 2018). "Taito Wowow : The game console a little too far ahead of its time !". Steemit. Retrieved 11 December 2020.
* ↑ "Wowow: The 1990s Taito Console That Never Was". Den of Geek. 12 August 2015. https://www.denofgeek.com/games/wowow-the-1990s-taito-console-that-never-was/.
* ↑ Life, Nintendo (11 August 2015). "The Tragic Tale Of Taito's WOWOW, The Console Which Promised Download Gaming In 1992". Nintendo Life. Retrieved 11 December 2020.
* 1 2 Hawken, Kieren (9 May 2016). "10 Unreleased Video Game Consoles You Never Knew Existed" (in en). WhatCulture.com. https://whatculture.com/gaming/10-unreleased-video-game-consoles-you-never-knew-existed?page=8.
* ↑ "Motorola 68000 microprocessor family". www.cpu-world.com. Retrieved 11 December 2020.
# Global Issues: Austria & Czech Republic/Case Reports

Case Reports
* European Fundamental Rights Agency (EFRA)
* The Palaces in Vienna & Prague (Hofburg/Imperial Hapsburg Palace & The Prague Castle)
* The International Centre for Migration Policy Development (ICMPD)
* Office for Drug Control and Crime Prevention (ODCCP)
* International Organization for Migration (IOM)
* OPEC (Organization of the Petroleum Exporting Countries) and OFID (OPEC Fund for International Development)
* Sigmund Freud Museum(Vienna) & Franz Kafka Museum (Prague)
* Anti-Semitism & Neo-Nazism in Vienna & Prague
* Literati and Intellectuals at Vienna's Cafes
* The Torte Wars in Vienna
* Global Issues in TV Movie: I Spy Returns (1994)
# Global Issues: Austria & Czech Republic

GLOBAL ISSUES: AUSTRIA & CZECH REPUBLIC
This textbook, Global Issues: Austria & Czech Republic, is initiated as a collaborative writing project for a Webster University study tour course in Summer 2010.
    Preface
* Global Issues and Global Citizenship in Austria & Czech Republic
* Sustainable Development / Environmental Degradation
* Discrimination and Racism
* Poverty and Homelessness
* Migration, Immigration and Human Trafficking
* The Politics of OIl
* Case Reports
    a. European Fundamental Rights Agency (EFRA)
    b. The Palaces in Vienna & Prague (Hofburg/Imperial Hapsburg Palace & The Prague Castle)
    c. The International Centre for Migration Policy Development (ICMPD)
    d. Office for Drug Control and Crime Prevention (ODCCP)
    e. International Organization for Migration (IOM)
    f. OPEC (Organization of the Petroleum Exporting Countries) and OFID (OPEC Fund for International Development)
    g. Sigmund Freud Museum(Vienna) & Franz Kafka Museum (Prague)
    h. Anti-Semitism & Neo-Nazism in Vienna & Prague
    i. Literati and Intellectuals at Vienna's Cafes
    j. The Torte Wars in Vienna
    k. Global Issues in TV Movie: I Spy Returns (1994)
# How Language Works

This book is based on "How Language Works" by Michael Gasser, who kindly released it under GFDL 1.2.

## Contents
### Introduction

* How Language Works/Organization and conventions in the book
* How Language Works/What we study
* How Language Works/How we study language
* How Language Works/What we don't do: prescribing and evaluating language
* How Language Works/Dialects and languages
* How Language Works/Two themes
* How Language Works/Why study language
* How Language Works/Problems

### Word meanings

* How Language Works/Reference and proper nouns
* How Language Works/Categories and common nouns
* How Language Works/Word senses and taxonomies
* How Language Works/Metaphor and metonymy
* How Language Works/Deixis and person
* How Language Works/Lexical differences among languages
* How Language Works/Learning meaning
* How Language Works/Problems

### Word forms: units

* How Language Works/Phonemes
* How Language Works/Iconicity
* How Language Works/Vowels
* How Language Works/English consonants
* How Language Works/Consonants in other languages
* How Language Works/Syllables
* How Language Works/Problems

### Word forms: processes

* How Language Works/Phonetic contexts
* How Language Works/Assimilation
* How Language Works/Distribution of phones
* How Language Works/Learning phonology
* How Language Works/English accents
* How Language Works/Phonological change
* How Language Works/Phonology in the wild
* How Language Works/Problems

### Composition: combining words

* How Language Works/Attributes and attribution
* How Language Works/Modification
* How Language Works/Compositionality and idiomaticity
* How Language Works/Problems

### Sentences

* How Language Works/States and events
* How Language Works/Situation schemas and semantic roles
* How Language Works/Constituency and noun phrases
* How Language Works/Subjects
* How Language Works/Direct objects
* How Language Works/Adjuncts
* How Language Works/Sentence functions
* How Language Works/Problems

### Grammatical categories

* How Language Works/Morphemes
* How Language Works/Grammatical categories and NPs
* How Language Works/Grammatical categories and verbs
* How Language Works/Morphophonology
* How Language Works/Linguistic relativity
* How Language Works/Problems

### Derivation

* How Language Works/Derivational morphology
* How Language Works/Foregrounding and backgrounding
* How Language Works/Active and passive voice
* How Language Works/More verb derivation
* How Language Works/Problems

### Appendices

* How Language Works/Phonetic symbols
* How Language Works/Glossary
* How Language Works/Languages cited
* How Language Works/References
# House Construction/Planning

The planning phase of house construction stands as a cornerstone in the creation of a successful and well-executed project. With its significance rivaling the foundation upon which a home is built, planning serves as the intricate blueprint that guides every subsequent step. The purpose of meticulous planning is to seamlessly translate aspirations and concepts into a tangible reality. Through careful evaluation, informed decision-making, and strategic foresight, the planning phase lays the groundwork for a harmonious synergy between design, functionality, legality, and fiscal responsibility. It is here that the intricate threads of material selection, architectural vision, regulatory compliance, and environmental sustainability are woven together to orchestrate the symphony of a flawless house construction journey.