OpenLLM-France/wikimedia huggingface dataset:
# OpenSCAD User Manual/undersized circular objects

Using cylinder with difference to place holes in objects results in undersized holes. This is because circular paths are approximated with polygons inscribed within in a circle. The points of the polygon are on the circle, but straight lines between are inside. This is discussed in some detail at http://hydraraptor.blogspot.com.au/2011/02/polyholes.html
While the standard cylinder and circle generate inner (inscribed) polygons, here are modules to produce outer (circumscribed) and mid ( 1/2 way between) polygons.

## cone

For cylinders with different top and bottom radii

## circle

And lastly not to forget the 2D world
# OpenSCAD User Manual/WIP/Roof

roof generates a chamfer of 45° over 2D child polygons. It is constructed via voronoi or straight point mesh generation.
    parameters:
       method
          "straight" or "voronoi". The "voronoi" (default) setting produces rounded curves where the polygon corners are concave. For convex polygons, there is no difference between "straight" and "voronoi".
       convexity
          Integer. The convexity parameter specifies the maximum number of faces a ray intersecting the object might penetrate. This parameter is needed only for correct display of the object in OpenCSG preview mode. It has no effect on the polyhedron rendering. For display problems, setting it to 10 should work fine for most cases.
Example: beveled text
# Models and Theories in Human-Computer Interaction/D.Cog as Applied to WikiBooks
### D.Cog as Applied to WikiBooks (Chris Vermilya)

WikiBooks is a collaborative platform for the storage and sharing of information, usually specific to a topic as determined by the owner of said WikiBook. It can be viewed as a functional system where, for our purposes as an HCI class, HCI information related to our studies as a class is stored and thus retrievable for later consumption. In this system, we as students (and our professor) act to provide the input – HCI related information – from our book and other documents to the WikiBooks page, when we submit new information to the wiki that data is processed and stored out on a server, when we visit a page on the wiki the data is retrieved and represented on our computer screens, and such information is represented as output to us.
WikiBooks encourages participation in the pools of information stored in an administrator’s page but unfortunately, with our current class usage of the system, I believe our WikiBook page does not fully encourage interaction between posters/classmates and even in some instances discourages it. To start, transparency in viewing who has made what edits to the wiki is not obvious and can even be difficult to track down. Whereas we have been including our names with each posted assignments, WikiBooks would benefit from the automatic inclusion of some footnote that said who last edited any given section of text.
# Models and Theories in Human-Computer Interaction/Diffusion of Innovation and Transmedia

In today’s day and age of high speed Internet and smart phone technology, society has grown accustomed to the ability to gain information at a moment’s notices.
In the concept of diffusion of technology, Rogers proposes that four main elements influence the spread of a new idea: the innovation itself, communication channels, time, and a social system. To illustrate this idea, lets consider the concept of transmedia learning. Transmedia learning is learning across media or through different connected media. An example is how children may watch a television show and then be able to relate to the same characters in other media such as books, ebooks and movies. Thus, they are associating across media.
According to the article, T is for Transmedia: Learning through Transmedia Play , by Becky Herr-Stephenson, Meryl Alper and Erin Reilly, “Within the context of a media saturated, hyper-connected, and rapidly changing world, the concept of “transmedia” has come into the spotlight among those creating and using media and technology for and with children”(pg. 1.) In diffusion of technology, this concept of transmedia is supported. First, the innovation of the media is created, through communication and time, the media is spread through social systems. The kid’s television show, Sesame Street, uses this concept by introducing different types of media throughout the program. Sesame Street and its characters are then recognizable to children in other media such as books, games, and even apps.
# Models and Theories in Human-Computer Interaction/Diffusion as a reliable predictor
### Diffusion a predictor? (Steven Campbell)

The Diffusion of Innovation is a theory of distribution of technology and idea throughout social groups. It is composed of four primary elements – the innovation in question, the time period, the communication routes available and a social system. Communication routes are any mechanism that basically allow someone to convey the technology/idea to another person, be this though simple phone conversation to another person talking about the idea to a person simply observing the usage the technology. The social system are groups of interrelated people. For example groups of farmers using hybrid seeds as per the example from the reading. This is a theory that deals with how media, and inter personal communications affect adoption not just simply what something’s perceived usefulness and perceived easy of usage is.
The theory relies considerably on a human element and that human element reaching a certain level of adoption of the technology/idea or critical mass. Eventually forming an S Curve between the early adopters, the critical mass of adoption and the people that lag behind or laggards.
In my own experience with content management systems in the public sector, the typical element involved in TAM – usefulness and easy of usage do come into play with the adoption of the content management system available to the enterprise however with no leadership direction on what system should or should not be used potential adopter do find out about system and the capabilities of those system via internal social networks. Making the decision to adopt or not based on the communication received with those social partners. Baring an overt situation of requirement like in an employment role, Diffusion of Innovation is the better model for determining technological adoption due to consideration of the social environment around the adoption or lack thereof.
# Models and Theories in Human-Computer Interaction/Diffusion of Innovation - ExactEmerge
## Introduction

“Diffusion is the process through which an innovation, defined as an idea perceived as new, spreads via certain communication channels over time among the members of a social system.” (Rogers, 13) Diffusion of Innovation is a great model, especially when it comes to marketing a new innovation. I see several of these method used at John Deere when marketing to dealers and farmers. In my example I will be looking at John Deere and ExactEmerge planting technology.

## Characteristic of Technology

Relative Advantage is shown with every new release, there is a new feature that is meant to provide an advantage. For example, John Deere’s new ExactEmerge technology that increases accuracy and speed while planting. This system shows compatible by using the ExactEmerge Retrofit Kits. ExactEmerge is equipped with sensors will inform the user of population, seed spacing, seed singulation through the use of a monitoring system, thus reducing the complexity involved with measuring. Deere also demonstrates observability through equipment demonstrations and testimonials.

## Category of Adopters

There is a network in which John Deere operates. They have their innovators, the customers that are involved in the process of development. Then there is the early adopters, John Deere has made strategic partnerships with large dealerships that are willing to invest in the latest and greatest. It is here where the market is first tested and take off. Once it has demonstrated success, promotional material are made, and word of mouth spreads, then the early majority also invest. Then the market has proven successful and the late majority follow up the trend with a few laggards behind.
# Models and Theories in Human-Computer Interaction/Diffusion of Innovation and Adopters

Diffusion of Innovation is a model that has been successfully used in a variety of disparate disciplines. As Rogers states that the flexible nature of the Diffusion of innovation has resulted in a general diffusion model. The power of Diffusion of Innovation is how in can be applied and layered not only within a traditional social structures but online social structures as well. Originally this theory hypothesized how hybrid corn seeds were adopted. The resulting knowledge of this theory was defining the social structure within a particular user group and how adoption happens. Moreover, Rogers discusses how the diffusion theory was used in the prevention of AIDS. Originally, the research was retrospective to determine and define the social order of adoption but the small group strategy of AIDS prevention was able to educate and turn attendees into innovators and early adopters.
The power of this model is the ability to essentially understand the necessity for adoption and build the model into products by leveraging online community sociability and the online ecosystem. Over the past 10 years there have been several websites and mobile apps that have built the social structure into the app on top of the traditional social dissemination of information.
At it's core, Digg was a news site but also epitomized the burgeoning web 2.0 paradigm. As innovators, Digg founders we able to build a community that allowed users to promote (Digg) or bury news stories. As more users clicked on the link the story was promoted and the user who originally posted the story would be seen as an innovator and have a following because they were building a reputation.
This is not unlike Foursquare’s badging that users would get as they checked into different shops. As users raced to become mayor of a location, an argument could be made that the number of check-ins a person had for a location was similar to the category of adopters: innovator, early adopter, early majority, late majority, laggards.
These and other products proved that there was an advantage to using the service. In fact, the behavior was compatible with offline behavior. People read articles or went to stores. The innovation afforded users a way to share and extend and in some cases manufacture their social status. When a friend saw their post on Facebook that they checked into a coffee shop and was awarded a badge, friends gained knowledge of Foursquare and were persuaded to join and participate. The cycle of diffusion would then continue to the new users’ set of friends and persuade them to adopt. This doesn’t mean that there will be 100% diffusion. Products will fall out of favor regardless how many people signed up and used the product.
# Models and Theories in Human-Computer Interaction/Diffusion of Innovation - Adopter?
### Diffusion of Innovation - Adopter categories(CheeKang Tan)

Diffusion of innovation theory focus the method of spreading out the new technology idea through cultures. In Infante, Rancer, & Womack's theory, there are multiple steps of diffusion, the leader with opinion have significant influence on the behavior of individuals - is called the adopters.
This theory makes a good analysis about the new innovation is not simultaneously adopted by all individuals in the society. There is a time sequence that can be classified into categories to describe how the information is adopted. The adoption of a new ideas is spread through human interaction, such as personal network and media. In the categories, it is classified to - innovators are the first 2.5% of the people adopt a new idea. Then early adopter are the 13.5%, next early majority are 34%, late majority is 34%, and the last 16% is "laggards".
It make prefect sense that innovators and early adopter would be the type of people who are likely to try new technology, and the other categories will need time to adopt new technology. For example, i am considered as a early majority adopter as a college engineering student who like new technology; and my parent is laggard adopter, because they do not use computer and they prefer to use the device they already know how to use. Therefore, there are many factor that variance the time to adopt new idea that are depends on the local cultures, social system, ages, media, economic, and so forth.
# Models and Theories in Human-Computer Interaction/Diffusion of Innovation - Adopter categories
### Diffusion of innovation - Adopter categories

Diffusion of innovation theory focus the method of spreading out the new technology idea through cultures. In Infante, Rancer, & Womack's theory, there are multiple steps of diffusion, the leader with opinion have significant influence on the behavior of individuals - is called the adopters.
This theory makes a good analysis about the new innovation is not simultaneously adopted by all individuals in the society. There is a time sequence that can be classified into categories to describe how the information is adopted. The adoption of a new ideas is spread through human interaction, such as personal network and media. In the categories, it is classified to - innovators are the first 2.5% of the people adopt a new idea. Then early adopter are the 13.5%, next early majority are 34%, late majority is 34%, and the last 16% is "laggard".
It make prefect sense that innovators and early adopter would be the type of people who are likely to try new technology, and the other categories will need time to adopt new technology. For example, i am considered as a early majority adopter as a college engineering student who like new technology; and my parent is laggard adopter, because they do not use computer and they prefer to use the device they already know how to use. Therefore, there are many factor that variance the time to adopt new idea that are depends on the local cultures, social system, ages, media, economic, and so forth.
# Models and Theories in Human-Computer Interaction/Diffusion of Innovation - ERP Implementation

Diffusion is defined as the process by which innovation is communicated through certain channels over time among members of social systems. The Diffusion of Innovation model is extremely useful when you have to roll out a software change across a broad group of individuals. My personal experience with this relates to a recent ERP system I was responsible for implementing at a manufacturing company with 400 system users.
To be successful and stay on track to our deadline and budget we had to consider all the characteristics of the technology. The users had to believe in the relative advantage they would see from the new system. They had to understand the compatibility with their current processes and the complexity had to support users at various levels of education and experience. We had to have extensive trialability to train and prepare users and, finally, we had to have measureable observability to gage our progress and estimate our probability of success and our state of readiness for the final implementation.
A key characteristic of this implementation was related to the categories of adaptors and how we managed our training process across the categories. We found that we could not put individuals from diverse categories together for training, this created friction. But, if we grouped trainees that had similar styles together we could speed up the slower adaptors. For example; we could not put early adopters with laggards because the laggards would become frustrated and the early adopters would become impatient. But we could put laggards with the early majority so they could see that the ‘majority’ was making a transition and this gave them a feeling that they too would be able to change.
Another important component of our ERP implementation was the pre-diffusion phase. This was made more manageable by the creation of a team of experts from each department across the company so they could recognize potential roadblocks and research solutions before a broader deployment was started. In our final phase we actually tracked, logged and reported the individual training hours of each employee on the new ERP system. We then required employees to sign-off on a proficiency statement that was verified by their respective team member from the expert pre-diffusion team I mentioned above.
All in all the Diffusion of Innovation model was an excellent tool that significantly contributed to our success.
# Mario franchise strategy guide/Bosses/Fryguy

Fryguy is an enemy character that appears in Super Mario Bros. 2. Fryguy is essentially a giant living fireball that spews smaller fireballs when it is angry. Fryguy only appears once in Super Mario Bros. 2 at the very end of World 4 - which, ironically, consists of ice, snow, and cold seas. According to the original SMB2 game manual, "Wart gave life to this entity which is created from fire. He spits fireballs when he is mad."
Fryguy, along with Mouser, Tryclyde, and Clawgrip, is one of the boss characters that appear at the end of each world in Super Mario Bros. 2. Fryguy lives inside a very tall castle-type fortress, waiting for the arrival of Mario and his friends. Fryguy cannot be touched safely and must be hit three times with a mushroom block; after that, he splits into several miniature versions of himself which also must be destroyed in order to finish him off.
Fryguy appears on the enhanced Super Mario Bros. 2 game in Super Mario Advance. The background of the room in which he is fought looks different, and his sprite is also somewhat modified. When his chamber is entered, Fryguy is created when bubbles rise up to a mask. He says, "I'm too hot to touch!"
Fryguy was also a semi-regular on The Super Mario Bros. Super Show, where he worked for Bowser. He also appeared occasionally in the Nintendo Comics System Mario comic stories, which revealed that there was more than one of him. According to the comics, Fryguys are made by exposing Toads to fire or lava. In one episode, "Duh Stoopid Bomb," one of Bowser's inventions makes a Snifit a genius. The Snifit takes over the fortress and drops Bowser into the Fryguy kindergarten. Additionally, in the Super Mario Bros. movie, the firespitting weaponry used by King Koopa's troops are referred to as "FRY GUY flamethrowers".
Also, in Mario Hoops 3-on-3, Fry Guys (or a very similar lookalike) appear on the Bowser Castle court randomly. They fry the characters and make them run around almost uncontrolably, dropping the ball if they have it.
# Mario franchise strategy guide/Bosses/Goomboss

Goomboss (aka King Goomba, and Goomba King), whose name is a portmanteau of "Goomba" and "boss", is a stage boss in the video game Super Mario 64 DS, and possibly Paper Mario. As the king of the Goombas, Goomboss is roughly ten times the height of a regular Goomba. Also, he looks like the Goomba King in Paper Mario.
Goomboss holds a particular vengeance on Mario for having stomped on his brethren for years. (Goombas have starred in every major Mario game release since Super Mario Bros.) He locks Mario up, and it is left for Yoshi to defeat him for the key to unlock Mario.
The Goomboss Battle stage, accessible through the portrait of Mario behind the Rec Room, is set in a decaying forest with rising and falling tree stumps surrounded by toxic gas. The edges of the small course are lined with bottomless pits, making it quite difficult for a beginner's level (without unlocking Mario, the player cannot advance to fight Bowser for the first time). The course holds two Power Stars -- a red coin star and a switch star.
Goomboss can be defeated by all four characters in the game; however, the player needs to defeat him as Yoshi in order to unlock the remaining ones. Goomboss attacks by generating regular-sized Goombas behind him and trotting rapidly in a circular fashion. Yoshi can create eggs out of Goombas and fling them at the Goomboss, while the other three characters, having no egg-creation ability, must instead punch the Goombas into him. After three hits, the Goomboss finally explodes in a shower of Goombas and provides the key to Mario's room in the character-change area.
On an interesting note, Goomboss' introduction and losing words are unique for each of the four characters. The same applies to the Big Boo and Chief Chilly.
# Mario franchise strategy guide

Given the new directives authorizing books video game strategy guides on Wikibooks as of March 20, 2021, this Wikibook serves as a guide to video games from the famous Mario franchise, including some history and trivia.
This also includes recurring enemies, characters, and other subjects within the franchise.

## Contents
### Games

* Donkey Kong franchise
** Donkey Kong (1981)
** Donkey Kong Jr. (1982)
** Donkey Kong 3 (1983)
** Donkey Kong Jr. Math (1983)
** Donkey Kong (1984)
** Donkey Kong Country (1994)
** Donkey Kong Country 2: Diddy's Kong Quest (1995)
** Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996)
* Super Mario series
** Super Mario Bros. (1985)

### Characters

* FLUDD
* Krunch

#### Kong family

Note that this does not include Kong enemies, such as Manky Kong, which can be found in the Enemies section.
* Tiny Kong

### Enemies
#### Mario franchise

* Bandit
* Big Bertha
* Blooper
* Bob-omb
* Boo
* Bullet Bill
* Buzzy Beetle
* Cataquack
* Cheep-Cheep
* Chomp
* Dry Bones
* Fly Guy
* Goomba
* Hammer Bro
* Koopa Paratroopa
* Koopa Troopa
* Magikoopa
* Monty Mole
* Piranha Plant
* Pokey
* Shy Guy
* Snifit
* Thwomp
* Ukiki
* Whomp

#### Donkey Kong franchise

* Kremling
** Klaptrap
* List of non-Kremling Donkey Kong enemies
** Manky Kong

### Species

* Animal Friend
* Noki
* Pianta

### Bosses

* Chief Chilly
* Eyerok
* Fryguy
* Goomboss
* King Boo
* Mouser
* Petey Piranha
* Tryclyde
* Wart
* Wizpig

### Items

* 1-up Mushroom
* Fire Flower
* Metal Box (Metal Cap)
* Mushroom
* Shine Sprite
* Starman
* Tanooki Suit
* Wing Cap

### Locations

* Banana Hoard
* Bowser's Castle
* Donkey Kong Island
* Princess Peach's Castle
# Mario franchise strategy guide/Bosses/Chief Chilly

Chief Chilly is the name of a stage boss in Super Mario 64 DS. He is a giant version of a bully, and similarly, he attacks the player by pushing him off the platform into a fast-moving current of slush. His level, Chief Chilly Challenge, is accessible only as Luigi via in the Mirror Room in Princess Peach's Castle. (The same room houses the entrance to Snowman's Land.) To defeat Chief Chilly, the player must push him off the platform by punching. After three hits, he gives the key to unlock Wario.
# Mario franchise strategy guide/Bosses/Eyerok

Eyerok is a large, sentient hand made of sand. It appears as a boss in the video games Super Mario 64 and Super Mario 64 DS.
When Mario (or Yoshi, Luigi or Wario in Super Mario 64 DS) enters the pyramid in the Shifting Sand Land level, he will have to go through a long, hard maze, but if he makes it through, he will slide down a tunnel and enter a room where Eyerok rests. There are actually two Eyeroks, and they resemble large hands made out of stone, except that they have an eye on each of them, serving as their weak spot. They talk slowly, and finish each other's sentences (like Iggy and Lemmy Koopa in the cartoons), and are angered by Mario's intrusion, which causes them to awaken. They can attack together, and can slam their fist or shove Mario off the edge. After they are defeated, they explode, and a Star appears from the stone coffin behind them. They do not appear to die, however - after their defeat, they say that Mario is allowed to be the king of the pyramid for a day. They appear again in Mario Kart DS, where Mario must shoot green shells at their eye to hurt them.