OpenLLM-France/wikimedia huggingface dataset:
# Computers & Society/People

It is the people who make up the society. Here is a very small list of around 26 people who might be said to have contributed enormously to our modern world of Computers & Society.
By modern world we mean at least post 1990 up to the present 2008 and onwards. There is no doubt that people such as von Neumann, Turing, and so on were contributors to the discipline of Computer Science and thus directly and/or indirectly shapers of our modern Society. But they are not to be included. We want to list those who are still alive and contributing.
Each one listed here must have been significantly cited in this Wikibook and be still alive to qualify for inclusion.

# Bjarne Stroustrup (computer scientist) (1950- )

* See his profile at (http://www.research.att.com/~bs/bio.html)
* Creator of the C++ programming language in 1979.

# Tim Berners-Lee (computer scientist) (1955- )

* See his profile at W3C.
* Nice to know he blogs.
* Listed here for his seminal book „Weaving the Web : the original design and ultimate destiny of the World Wide Web by its inventor“, with Mark Fischetti. HarperCollins Publishers, New York, 2000. ISBN 006251587X (pbk.)

# Robert Cailliau (computer scientist) (1947- )

* He has a personal website
* There is a book on the beginnings of the WWW: „How the Web Was Born: The Story of the World Wide Web“, James Gillies, Robert Cailliau (Oxford Paperbacks, 2000) ISBN 0-19-286207-3.

# Manuel Castells (sociologist) (1942- )

* See his profile at the University of California, Berkeley.
* See his scientic work hosted in Catalonia, Spain.
* Listed here for his seminal book „The Internet galaxy : reflections on the Internet, business, and society“, Oxford University Press, Oxford, 2001. ISBN 0199241538, ISBN 0199255776 (pbk.).

# John Naughton (networker) (19xx-)

* Listed here because he is „Professor of the Public Understanding of Technology“ at the Open University (UK)
* Basic biographical facts of his own account

# Nicholas Negroponte (architect) (computer scientist) (1943- )

* Listed here for One LapTop per Child, ...
# Computers & Society/Semantic Web/Ontology

According to a fundamental principle that "Everything is mediated through language" we can infer the derived and more precise principle that "Everything computable is mediated through programming language". Let us canonize these two principles as axioms:
* Axiom 1: Everything is mediated through language.
* Axiom 2: Everything computable is mediated through programming language.
We may regard them as self-evident truths. But if you are worried about such canonization then you ought to delve further and seek evidence and proof. In other words, do not believe in them unless you feel very sure that they are worth taking as foundation for further work. How might we find such evidence?
Ontology is considered to be about "that which exists". Do not be surprised to find that many people have very different views on what that means exactly. For example, one often reads about the Unicorn (a kind of one-horned animal). Some people say that it is non-existent. It is just a figment of the imagination. Other people say that it exists, precisely because we have the language to talk about it. In this book we will take the latter view that if we can talk about it in a precise way then for all practical purposes the Unicorn is with us. One might imagine a future where we might be able to bring the Unicorn into actual physical existence. But that is futuristic.
One thing we can be more or less certain about is that in the Western Tradition of Philosophy, the Father of Ontology was Aristotle.

### OWL—the Semantic Web Ontology Language

There are three variants of OWL:
* OWL-Lite
* OWL-DL, where the DL stands for description logic
* OWL-Full
We recommend OWL-DL in this course.

#### OWL-DL

The most important thing to do is to get started as soon as possible in describing our world in terms of OWL-DL. What world is that you might say? Well, it is the world of Computers & Society.
How will we describe the Unicorn? Is it not (like) a horse with one horn? We introduce two concepts: horse and horn. Using these we might describe the unicorn as
* Unicorn isa Horse
* Unicorn hasThing Horn

## Resources

* For practical work on Semantic Web Ontology (OWL) we recommend the Protégé Editor from Stanford.
# Computers & Society/Resources
## Courses in Colleges

* Carnegie Mellon University, School of Computer Science: «15-290 / 19-211 Computers and Society» {accessed 2008-08-14}
* University of Dublin, Trinity College: «3BA27 Computers and Society» {accessed 2008-08-14}

## Open sources on the Net

* placeholder
# Computers & Society/Semantic Web/Browser

The history of the web browser is of considerable importance for understanding computers and society and how they relate to the semantic web. We will take a look at some of the most popular browsers in use today.
One of the forerunners of these browsers was Netscape Navigator, a browser that introduced the JavaScript scripting language, which was eventually formulated into a standard now called ECMAscript.
We include the web browser in the major section on the Semantic Web, precisely because major advances in the future will undoubtedly turn the web browser into an application that can access and interpret the semantic web.
Let us look at some of the popular browsers (in alphabetical order):

## Google Chrome

The Chrome browser has just been launched by Google.
    «To treat Chrome as just another browser, however, would be a mistake. Even in its unfinished state it heralds a radical change in our ideas about what a browser is and what it does... Its become a kind of mini operating system.»
Essentially, Naughton says that the rules of the game have changed — radically! And since Chrome is released as an open source product then browsers such as Firefox, Opera, Safari will all be able to build on it!

## Internet Explorer

This is our shortened name for Microsoft's Internet Explorer.

## Mozilla Firefox

The Firefox browser is a free and open source web browser descended from the Mozilla Application Suite, managed by the Mozilla Corporation.

## Opera

The Opera browser is a closed source browser developed by Opera Software ASA.

## Safari

The Safari browser is a web browser developed by Apple Inc.

## Notes

* ^* “...back to 1994/5 when Netscape, the company that brought the first major browser to the market, realised that the software could become the ubiquitous gateway to computing services and began to talk carelessly about the browser replacing the operating system.”

## References

* 1 2 Naughton, John (2008-09-07). "Happy birthday, Google — now you can take on the world". The Observer (Guardian Media Group). http://www.guardian.co.uk/business/2008/sep/07/google.internet. Retrieved 2011-03-29.
# Computers & Society/Front Cover

How can one illustrate the subject "Computers & Society"? One might think of possible alternative names. One might look for other disciplines which seem to cover the same ground. For example, what about looking at Digital Humanities (also known as Humanities Computing or Humanities Informatics

## Still Life

The digital photograph entitled Still life conjures up Art. And Art is said to belong to the Humanities, to the Society. "Still Life" is the technical art term used in the English language for the French Nature morte.
Where then is the Computer in the picture?
Did you guess it right?
The picture was taken by a digital camera and the digital image was processed on a computer and then sent up to another computer somewhere. Later that image was grabbed by a computer and then placed in such a way that you can see it on your computer... now!
It captures exactly how we need to see computers in society. Mostly they are invisible, hidden. They are in the background all the time. Indeed they are so common that we rarely think of them just being there.
# Computers & Society/Semantic Web

In his book "Weaving the Web", Chapter 13 "Machines and the Web", Tim Berners-Lee introduces the concept of a Semantic Web to be "a web of data that can be processed directly or indirectly by machines" (p.191).
The important point is that this stuff is for the machines, not for us humans! What can he possibly really mean?
# Blender 3D: Noob to Pro/Understanding Coordinates

* • Table of Contents • Glossary
This tutorial has been created with Blender v2.47
You may already be familiar with the X and Y axes from math class, where you were asked to plot points on a set of axes, namely the X and Y axes. Since we will be dealing with three dimensions, you will now become acquainted with the Z axis.
It feels quite natural to let the Z-axis run up and down, and keep the X-axis point to the right, but where shall the Y-axis go? Well, it points away from you into your monitor (Fig. 1). So how do you go about graphing it? Well, to sketch it on paper, you would draw a line that appears to go backward and draw tick marks to show its depth.
Because of the way the axes are orientated, this system is called right-handed. If you let the thumb of your right hand point in the direction of the X-axis, your index finger points in the direction of the Y-axis, and the braced middle finger points in the direction of the Z-axis.
As you can see in Fig. 2, you can rotate the coordinate system, so it is not important where the axes point to, as long as their relative relations are kept, e.g. you will often find that the Y-axis points upwards and the Z-axis points towards you.
If you use your right hand again you can also determine the direction of a rotation. If you point your thumb into the direction of the positive rotation axis and close your fingers, they show the direction of the rotation, i.e. the angles get larger in that direction.
There are several ways to depict a 3D object on a 2D surface (paper, monitor, etc.). In this book we will cover the three most important types of projections/views: orthographic, isometric and perspective.
* • Table of Contents • Glossary
# Blender 3D: Noob to Pro/User Preferences Window New

| Blender 2.5x Windowing System | • Table of Contents • Glossary | Properties Window |

## Saving User Preferences

Most other applications have a place to keep user-configured settings (including document defaults), separate from any actual documents the user creates. Blender works in a slightly different fashion: all your user-configured settings are saved in every document you create. Each time you create a new Blender document, it actually just reloads your default document, which is called startup.blend. To save your current state as the default document, press CTRL + U . This will save everything you’ve done to the current in-memory document, including objects and materials created, to startup.blend. If for some reason you want to restore the default settings to how they were when you downloaded Blender, you can either delete that file, or click Load Factory Settings in the File menu.

## Accessing User Preferences

You can open your preferences by selecting "user preferences" from the file menu. When you bring it up, you will see a row of buttons across the top:
These buttons select which section of your user preferences to display.
You can also choose it from the window type menu in any convenient window, since the User Preferences is a window type like any other. But if you save your preferences in this state, the next time you create a new document, it will have the preferences window open... probably not what you want.

## Configuring Your Preferences

This tutorial only covers a couple of essential preferences, so you are able to get to modelling and other fun quicker. Feel free to browse through and tryout some of the preferences though, you can always restore the preferences to the factory setting if needed.

### Auto Save

Here we have the Auto Save options in Blender. They are on the first screen you see in the user preferences window by default, under the File tab. Here's a brief description of each control:
* Auto Save Temporary Files - Toggle checkbox to control whether or not Blender automatically saves.
* Save Preview Images -
* Save Versions - This selection controls how many copies of one file Blender should save.
* Recent Files - This selection controls how many files total Blender is allowed to keep
* Timer - This selection controls how often files are auto-saved.

### Number of Undo Levels

This is the Undo options. These options are located under the Editing tab in the user preferences window. Brief descriptions of the controls:
* Global Undo -
* Steps - This selection simply controls the number of times you can undo. How many is dependent on your system memory. For example, if you have 4 GB you might consider increasing this number.
* Memory Limit -

### Numpad Emulation

The numpad emulation option located under the Input tab allows you to use the keyboard number keys (the 0-9 keys above the qwerty keys) instead of the numpad keys. This feature is especially useful if you are using Blender from a laptop and do not have a standard numpad.
# Blender 3D: Noob to Pro/User Interface Overview

| previous module: "Coordinate Spaces in Blender" | • Table of Contents • Glossary | next module: "Keystroke, Button, and Menu Notation" |
Blender's user interface (the means by which you control the software) is not particularly easy to learn. However, it has improved over time and is expected to continue doing so. The current version of the Blender software is available for download from the Blender Foundation's website.
The tutorials in this section will familiarize you with the basics of the user interface. By the end of this section, you should be able to:
* resize, split, and merge any Blender window;
* change the type of any Blender window;
* access user preferences;
* access panels containing buttons and other controls;
* change the viewpoint of a viewport.
For those new to Blender, this is a fundamental section of the book.

### Advice on Customization

Blender is a complex software package with many customizable features. You can customize the user interface to assign new functions to buttons and hotkeys. In fact, you can change almost anything to suit yourself. However, this complicates the giving and following of directions. It is recommended you adhere to the default screen arrangements of Blender in order to be able to follow the remaining parts of these tutorials. Blender ships with 4 to 5 screen-content arrangements which are suitable for almost any kind of job you'll want to use it for - from creating motion and animation to making games.
We recommend leaving Blender's user interface in its "factory settings" while working through the Noob to Pro tutorials. At the very least, wait until you've mastered the basics before you customize the interface — and we know you definitely will when you master it!
| previous module: "Coordinate Spaces in Blender" | • Table of Contents • Glossary | next module: "Keystroke, Button, and Menu Notation" |
# Blender 3D: Noob to Pro/Understanding coordinates

* • Table of Contents • Glossary

## Understanding Coordinates

You may already be familiar with the X and Y axis from math class. Remember having to graph lines and equations of the form y = mx + b? Well, 3D adds another wrinkle to this: the Z axis! Where X was "left" and "right" on graph paper and Y was "up" and "down", Z adds a third dimension: depth. That's right, the Z-axis pops right off the page! So how does one go about graphing it? Well, on paper, it usually involves drawing a diagonal line, putting tick marks on it and plotting points. This is not without its problems, so the preferred methods are orthographic projections, isometric projections and perspective views, all of which will be elaborated on in the following sections.
* • Table of Contents • Glossary
# Blender 3D: Noob to Pro/Understanding Real Lights

| previous module: "Beginning Lighting" | • Table of Contents • Glossary | next module: "Understanding Blender Lights" |
In order to learn how to light a scene properly it is helpful to first learn a few things about real lights. When you add a light to your scene you need to understand how to go about emulating the properties of the real light source that you want your Blender light to replicate.

## The Properties of Real Lights
### Color

Every light source always has a distinctive color of its own. A photograph taken at sunrise or sunset is very easy to distinguish from one that is taken at noon just by looking at the color of the light. Incandescent light bulbs emit a light of a color that is different from that of fluorescent light bulb. So a scene lit with one of the two will have a different color cast when compared to the other.

### Angle

Light always streams in from a particular direction. The angle or direction of light has a particular influence on which planes of an object receive light and the shape and direction of the shadows that are cast by objects receiving light from that particular source.

### Brightness and Decay

As light travels through space it decays or grows dimmer with distance. Think of a firework bursting in the night sky. When the firework first bursts the sparks are bunched close to each other. Over a short period of time they quickly spread out from each other. If you replace sparks with photons of light and the firework with your light source than you have a very rough analogy to how and why light decays. All real lights decay with distance according to the inverse-square law. At times when lighting a Blender scene it becomes necessary to cheat this law.

### Shadows

Real lights will always cast a shadow of some sort. Real scenes also typically include multiple sources of light (even if these are only indirect lighting as a result of light bouncing off other objects). Thus, even in an area shadowed by one light source, there will typically be light coming from other directions, to soften the shadow so it is not completely inky black.

### Size

Real light sources rarely take the form of tiny points; the light usually comes from an area of discernible size. This manifests itself in the form of a softness to the edge of the shadows, or penumbra: areas behind an object where the light is partially obscured are less dark than the inner parts of the shadow where the light is completely blocked.
These are not all the properties of real lights, but as far as CGI lighting is concerned they are the most important. As we will see later on, Blender offers enough controls for you to tweak and adjust each of these key properties of light.
| previous module: "Beginning Lighting" | • Table of Contents • Glossary | next module: "Understanding Blender Lights" |
# Circuit Theory/Convolution Integral/Examples

    2 resistor 1 inductor example
    1 inductor, 4 resistor example
    series RLC circuit finding voltage across resistor
    2 inductor, 2 resistor example
    1 inductor, 1 capacitor, 2 resistor example
# Circuit Theory/Complex Power/apparent power
## Apparent Power

Practical loads have resistance, inductance, and capacitance, so both real and reactive power will flow to real loads.
Power engineers measure apparent power as the magnitude of the vector sum of real and reactive power.
Apparent power is the product of the root-mean-square of voltage and current.
Engineers working for utility companies care about apparent power, because even though the current associated with reactive power does no work at the load, it heats the wires, wasting energy. Engineers working on antennas (wireless and radar) want the same.
Conductors, transformers and generators must be sized to carry the total current, not just the current that does useful work.
Another consequence is that adding the apparent power for two loads will not accurately give the total apparent power unless they have the same displacement between current and voltage (the same power factor).
# Circuit Theory/Complex Power/complex conjugate

The quantity $\mathbb {I} ^{*}$ denotes the complex conjugate of the phasor current. To get the complex conjugate of $\mathbb {I}$, we have two formulas:
Given: $\mathbb {I} =A+jB=M\angle \phi$
* $\mathbb {I} ^{*}=A-jB$ (rectangular)
* $\mathbb {I} ^{*}=M\angle -\phi$ (polar)
There is more information on complex conjugation of phasors in the Appendix.
# Circuit Theory/Complex Frequency Examples/example15

Find everything give that:
    $V_{s}=10*e^{-100t}\cos(6000t)$
Terminal Relations:
    $\mathbb {V} _{2}=R_{1}*\mathbb {I} _{2}$
    $\mathbb {I} _{3}=C_{1}*s*\mathbb {V} _{3}$
    $\mathbb {V} _{1}=L_{1}*s*\mathbb {I} _{1}$
    $\mathbb {V} _{4}=R_{2}*\mathbb {I} _{1}$
Junction Equation:
    $\mathbb {I} _{1}-\mathbb {I} _{2}-\mathbb {I} _{3}=0$
Loop Equations:
    $\mathbb {V} _{3}+\mathbb {V} _{1}+\mathbb {V} _{4}-\mathbb {V} _{s}=0$
    $\mathbb {V} _{3}-\mathbb {V} _{2}=0$ (trivial loop)
Complex Frequency:
    $s=-100+6000j$
Complex frequency source:
    $\mathbb {V} _{s}=10$
Solving in the complex frequency domain:
| Symbol | Magnitude | Radians | Degrees |
| v1 | 13.8329 | 0.0455 | 2.6061 |
| v2 | 3.8425 | -3.0978 | -177.4894 |
| v3 | 3.8425 | -3.0978 | -177.4894 |
| v4 | 0.4611 | -1.5270 | -87.4894 |
| i1 | 0.2305 | -1.5270 | -87.4894 |
| i2 | 3.8425e-04 | -3.0978 | -177.4894 |
| i3 | 0.2305 | -1.5253 | -87.3939 |
# Circuit Theory/Contributors

This page will serve as a common discussion point for contributors to the Circuit Theory Wikibook. Please use this page to keep a list of Templates used on each page as well as conventions and notations used in the book. Contributors are encouraged to sign their name here.

## Formatting

When referring to values like RTH and RL (like listed above) should we use $R_{T}H,R_{L}$ (<math>R_TH, R_L</math>)?
    That's the preferred way, I think. It's more effort, but it certainly looks better. --Whiteknight(talk) (projects) 02:59, 12 June 2006 (UTC)

## Templates

The following templates are in use:
* Template:Circuit Theory Page
* Template:Circuit Theory Stub
* Template:Circuit Theory ASCII Sys
* Template:Circuit Theory ASCII Trans

## Contributors

* Shellreef 04:17, 1 November 2005 (UTC)
* Whiteknight 19:22, 5 October 2005 (UTC)
* Jcarroll 04:27, 19 March 2006 (UTC)