omniomni/omni-engineering huggingface dataset:
Medical cybernetics. Medical cybernetics is a branch of cybernetics which has been heavily affected by the development of the computer, which applies the concepts of cybernetics to medical research and practice. At the intersection of systems biology, systems medicine and clinical applications it covers an emerging working program for the application of systems- and communication theory, connectionism and decision theory on biomedical research and health related questions.

Overview 
Medical cybernetics searches for quantitative descriptions of biological dynamics. It investigates intercausal networks in human biology, medical decision making and information processing structures in the living organism.

Approaches of medical cybernetics include:
 Systems theory in medical sciences: The scope of  systems theory in the medical sciences is searching for and modelling of physiological dynamics in the intact and diseased organism to gain deeper insights into the organizational principles of life and its perturbations. With focus on medical application this field is also referred to as systems medicine.
 Medical information and communication theory: Motivated by the awareness of information being an essential principle of life, the application of communication theory to biomedicine aims at a mathematical description of signalling processes and information storage in different physiological layers. This attempt also includes theories on the information theory of the genetic code.
 Connectionism: Connectionistic models describe information processing in neural networks – thus forming a bridge between biological and technological research.
 Medical decision theory (MDT): The Goal of MDT is to gather evidence based foundations for decision making in the clinical setting.

See also 

Related fields
 Biocybernetics
 Complex systems
 Cybernetics
 Systems theory
 Prosthetics
 Systems biology
 Systems medicine

Related scientists
 Uri Alon
 William Ross Ashby
 Claude Bernard
 Valentin Braitenberg
 Walter Cannon
 Stephen Grossberg
 Humberto Maturana
 Warren McCulloch

Related scientists
 Walter Pitts
 Arturo Rosenblueth
 Robert Trappl
 Felix Tretter
 Francisco Varela
 Frederic Vester
 Kevin Warwick
 Paul Watzlawick

 List of biomedical cybernetics software
 List of medical cybernetics schools, Colleges and Universities
Medical Cybernetics College Bradford, UK with Support office in Lenasia, Johannesburg, RSA. Principal Mohammed Dockrat, Medical Cyberneticist

References

Further reading 
 V.V. Parin (1959), "Introduction to medical Cybernetics" in NASA Technical Translation no.F-459-F-462, National Aeronautics and Space Administration, 1959.
 C.A. Muses (1965). "Aspects of some crucial problems in biological and medical cybernetics". In: Progress in biocybernetics, 1965.

External links 
 Institute for Medical Cybernetics and Artificial Intelligence, Medical University Vienna, Austria
 Medical Cybernetics in the Open Encyclopedia Project
 Portal Server Medizinische Kybernetik | Medical Cybernetics
 UCLA Biocybernetics Laboratory, Los Angeles, Ca, USA

Biomedical cybernetics
CXO. CXO may refer to:

Chandra X-ray Observatory, a satellite launched by NASA in 1999
Chief experience officer, corporate officer responsible for the overall user experience of an organization
CxO (Chief-"x"-officer), also called C-suite, a generic term for any corporate officer
CrossOver (software), a commercial version of WINE which runs Windows applications on Linux, Mac OS X and Solaris
Conroe-North Houston Regional Airport, the airport in Conroe, Texas, United States (IATA code)
Trikke. The Trikke ( ; also known as a wiggle scooter, scissor scooter, carver scooter, Y scooter, or V scooter) is a chainless, pedalless, personal vehicle with a three-wheel frame. The rider stands on two foot platforms above the two rear wheels and steers the vehicle with handlebars attached to the lone front wheel. The cambering system is designed to provide a stable, three-point platform that lets the rider lean into turns while all three wheels remain in contact with the ground. There are several variations of the Trikke, from body-powered fitness machines, to battery-powered transportation and personal mobility vehicles.

Brand name Trikkes are manufactured by the company Trikke Tech based in Buellton, California.

A body-powered Trikke is propelled using a motion that moves the vehicle along a curved, S-shaped path (called "carving"). The rider moves the vehicle from side to side, turning the handlebars and leaning the front structure while moving one's body weight toward the side one is turning into. The weight of the rider during a turn (or "carve") is placed mainly on the foot at the outside of the turn. The inside foot will support very little weight and the rider will often lift the heel of this foot during the turn.

The resulting motion is similar to slalom skiing, a tic-tac move on a skateboard, or one's leg movements during roller skating.

A Trikke can be propelled without the need to push off with one's foot. There are many variations of Trikke-riding techniques as riders place different emphasis on the elements of the movement.

Using the carving motion, a body-powered Trikke can achieve speeds of nearly 30 km/h (19 mph), but more often, riders cruise around with average speeds in the 15 km/h (9.3 mph) range. A Trikke can be ridden uphill, albeit at a reduced speed.

Since 2009, Trikke Tech, Inc. has manufactured electric versions of the Trikke, which have been adopted by various law enforcement and security companies as an alternative to other personal electric vehicles. Additionally, many recreational riders now use electric Trikkes for personal transportation as well as hybrid fitness vehicles.

History
In 1999, Brazilian engineer Gildo Beleski applied for a patent on an improved design for a three-wheel cambering vehicle with the US Patent Office. In 2000, he founded Trikke Tech in Southern California, shipping 100 frames from Brazil and assembling Trikkes in his garage.

Trikke three-wheel carving vehicles officially went on the market in 2002, and Time magazine named it one of the best inventions of that year.

In 2008, Trikke Tech CEO John Simpson said that in 2008, the company sold over 60,000 Trikkes.

Over half a million body-powered Trikkes have been sold.

References

External links
 
 
 USPTO patent document

Human-powered vehicles
Articles containing video clips
Brazilian inventions
Atwood machine. The Atwood machine (or Atwood's machine) was invented in 1784 by the English mathematician George Atwood as a laboratory experiment to verify the mechanical laws of motion with constant acceleration. Atwood's machine is a common classroom demonstration used to illustrate principles of classical mechanics.

The ideal Atwood machine consists of two objects of mass  and , connected by an inextensible massless string over an ideal massless pulley.

Both masses experience uniform acceleration. When , the machine is in neutral equilibrium regardless of the position of the weights.

Equation for constant acceleration 

An equation for the acceleration can be derived by analyzing forces.
Assuming a massless, inextensible string and an ideal massless pulley, the only forces to consider are: tension force (), and the weight of the two masses ( and ). To find an acceleration, consider the forces affecting each individual mass. 
Using Newton's second law (with a sign convention of  derive a system of equations for the acceleration ().

As a sign convention, assume that a is positive when downward for  and upward for . Weight of  and  is simply  and  respectively.

Forces affecting m1: 
Forces affecting m2: 
and adding the two previous equations yields 
and the concluding formula for acceleration 

The Atwood machine is sometimes used to illustrate the Lagrangian method of deriving equations of motion.

See also

Notes

External links

A treatise on the rectilinear motion and rotation of bodies; with a description of original experiments relative to the subject by George Atwood, 1764.  Drawings appear on page 450.
Professor Greenslade's account on the Atwood Machine
Atwood's Machine by Enrique Zeleny, The Wolfram Demonstrations Project

Mechanics
Physics experiments
Probability of kill. Computer games, simulations, models, and operations research programs often require a mechanism to determine statistically how likely the engagement between a weapon and a target will result in a satisfactory outcome (i.e. "kill"), known as the probability of kill. Performance auditing and statistical decisions are required when all of the variables that must be considered are not incorporated into the current model, similar to the actuarial methods used by insurance companies to deal with large numbers of customers and huge numbers of variables.  Likewise, military planners rely on such calculations to determine the quantity of weapons necessary to destroy an enemy force.

The probability of kill, or "Pk", is usually based on a uniform random number generator. This algorithm creates a number between 0 and 1 that is approximately uniformly distributed in that space. If the Pk of a weapon/target engagement is 30% (or 0.30), then every random number generated that is less than 0.3 is considered a "kill"; every number greater than 0.3 is considered a "no kill". When used many times in a simulation, the average result will be that 30% of the weapon/target engagements will be a kill and 70% will not be a kill.

This measure may also be used to express the accuracy of a weapon system, known as the probability of hit or "Phit". For example, if a weapon is expected to hit a target nine times out of ten with a representative set of ten engagements, one could say that this weapon has a Phit of 0.9. If the chance of hits is nine out of ten, but the probability of a kill with a hit is 0.5, then the Pk becomes 0.45 or 45%. This reflects the fact that even modern guided warheads may not always destroy a hit target such as an aircraft, missile or main battle tank.

Additional factors include the probability of detection (Pd), reliability of the targeting system (Rsys), and reliability of the weapon (Rw), to name a few.  For example, if a missile operates properly e.g. 90% of the time (assuming a good shot), the targeting system operates properly 85% of the time, and enemy targets are detected at 50%, accuracy of the Pk estimation can be increased:

Pk = Phit * Pd * Rsys * Rw

For example:

Pk = 0.9 * 0.5 * 0.85 * 0.90 = 0.344

Users can also specify a probability according to a class of targets, for example, it has been stated that the SA-10 surface-to-air missile system has a Pk of 0.9 against highly maneuvering targets, whereas its Pk against non-maneuvering targets is much higher.

See also
 Dense inert metal explosive

References
A.M. Law and W.D. Kelton, Simulation Modeling and Analysis, McGraw Hill, 1991.
J. Banks (editor), Handbook of Simulation: Principles, Methodology, Advances, Applications, and Practice, John Wiley & Sons, 1998.
R. Smith and D. Stoner, "Fingers of Death: Algorithms for Combat Killing", Game Programming Gems 4, Charles River Media, 2004.

Video game terminology
Gambling mathematics
Cryptography newsgroups. There are several newsgroups relevant for discussions about cryptography and related issues.

sci.crypt — an unmoderated forum for discussions on technical aspects of cryptography. 
 sci.crypt.research — a similar, moderated group, focusing on research into cryptography. It was founded based on a charter by Peter Gutmann.
sci.crypt.random-numbers — discuss generation of cryptographically secure random numbers.
talk.politics.crypto — discussions of the relationship between cryptography and government. The original charter was by D.J. Silverton.
alt.security.pgp — discussion of Pretty Good Privacy (PGP) and related software.

sci.crypt
In 1995, Bruce Schneier commented, "It is read by an estimated 100,000 people worldwide. Most of the posts are nonsense, bickering, or both; some are political, and most of the rest are requests for information or basic questions. Occasionally nuggets of new and useful information are posted to this newsgroup."

Leaked descriptions of secret algorithms have been posted to the Internet via sci.crypt, for example RC2, RC4  and Khufu and Khafre. Others have been hoaxes: Iraqi block cipher and S-1, the latter an alleged description of the (then-secret) Skipjack cipher. The group is also the origin of the term, "Rubber-hose cryptanalysis".

References

External links
 Newsgroups for cryptography
 sci.crypt Frequently Asked Questions

Cryptography journals
Sci.* hierarchy
Anjuta. Anjuta was an integrated development environment written for the GNOME project. It had support for C, C++, Java, JavaScript, Python and Vala programming language. In May 2022, the project was archived due to a lack of maintainers. Since October 2022 the project's former homepage no longer exists and the domain is owned by an SBOBET, an Indonesian gambling website. It has been superseded by GNOME Builder.

Anjuta DevStudio
The goal of Anjuta DevStudio was to provide a customizable and extensible IDE framework and at the same time provide implementations of common development tools. Libanjuta was the framework that realizes the Anjuta IDE plugin framework and Anjuta DevStudio realizes many of the common development plugins.

It integrated programming tools such as the Glade Interface Designer and the Devhelp API help browser.

Features
Anjuta features:
 Interactive debugger built over GDB and integrated compiler
 Source code editor with source browsing,
 code completion and syntax highlighting,
 Project management
 Application wizard
 CVS and Subversion version control system integration

Reception
The German magazine LinuxUser recognized Anjuta 1.0.0 (released in 2002) as a good step to increase the number of native GNOME/GTK applications, stating that the application has a very intuitive GUI and new useful features.

In April 2017, Anjuta was removed from the OpenBSD ports tree, with stagnation of development and existence of alternatives cited as reasons.

See also

 Comparison of integrated development environments
 List of GNOME applications

References

Further reading
 

Free integrated development environments
GNOME Developer Tools
Integrated development environments that use GTK
Linux integrated development environments
William Henry Harrison Beadle. William Henry Harrison Beadle (January 1, 1838 – November 15, 1915) was an American soldier, lawyer, educator and administrator.

Biography
He was born in a log cabin in Parke County, Indiana, and grew up on the frontier. Refusing his father's offer of a farm, he accepted instead $1,000 for an education. He studied civil engineering at the University of Michigan. Shortly after graduating in 1861, he enlisted in the Union Army and by the end of the war had risen to the rank of brevet brigadier general. He received his law degree from the University of Michigan in 1867 and practiced briefly.

In 1869 President Ulysses S. Grant appointed him surveyor-general of Dakota Territory. His journeys through the territory and his previous frontier experience convinced him that school lands were a trust for future generations and should be sold at their appraised value and never for less than $10 an acre ($2,500 per km2) . This effort dominated his life. He served as secretary of the 1877 commission to codify the territorial laws and as chairman of the judiciary committee in the territorial House. In 1879 he became superintendent of public instruction. Beadle drafted the school lands provision at the South Dakota constitutional convention of 1885. When Congress accepted the state constitution in 1889, it was so impressed that similar provisions were required for North Dakota, Montana, Washington, Idaho, and Wyoming. This preserved 22 million acres (89,000 km2) for schools.

Beadle served as president of the Madison State Normal School from 1889 to 1906, and as a professor of history until his retirement in 1912. He died on November 15, 1915, in San Francisco while visiting his daughter.

In 1938, the state of South Dakota donated a bronze statue of Beadle to the National Statuary Hall Collection at the United States Capitol. Replicas of this statue stand in the South Dakota State Capitol and at Dakota State University. Beadle County, South Dakota is named in his honor.

In 2013, Dakota State University named the General Beadle Honors Program after Beadle.

References

Further reading
 

1838 births
1915 deaths
People from Parke County, Indiana
University of Michigan Law School alumni
Union army officers
Dave Taylor (game programmer). Dave D. Taylor is an American game programmer, best known as a former id Software employee and noted for his work promoting Linux gaming.

Early life
He graduated from the University of Texas at Austin with a Bachelor of Science degree in electrical engineering in 1993. Prior to working for id, he was a member of The Kernel Group, which worked on Unix kernel debugging.

id Software
Taylor worked for id Software between 1993 and 1996, and was during the time involved with the development of Doom and Quake. He created ports of both games to IRIX, AIX, Solaris and Linux, and helped program the Atari Jaguar ports of Doom and Wolfenstein 3D. He also considers himself to have been the "spackle coder" on Doom, for adding things such as the status bar, sound library integration, the automap, level transitions, cheat codes, and the network chat system. On Quake, he wrote the original sound engine, the DOS TCP/IP network library, and added VESA 2.0 support. One of the musical themes in Doom II, "The Dave D. Taylor Blues", was named after him by Robert Prince.

The 2003 book Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture mentions his habit of passing out from motion sickness after prolonged playing of Doom, and how the other employees would, after such incidents, sketch a body outline of his unconscious form with masking tape. After the success of the game, they bought him a couch to pass out on. His attempts to "talk up" Quake on-line, his purchase of an Acura NSX with Doom money, his friendship with American McGee, and his eventual departure from the company are also mentioned.

After id
Taylor founded a small game company called Crack dot Com from 1996 to 1998. Crack dot Com released only one game, Abuse, a PC platform shooter. In a 1997 interview, he claimed that he wasn't particularly proud of Abuse, and that "he set out to prove that a person could sell 50,000 copies of a so-so game." He then led the effort to build Golgotha, a first-person shooter / real-time strategy hybrid, but the company folded before its completion.

Between 1998 and 2001 he worked for Transmeta. He was president of Carbon6 from 2001 to 2002, there also working as lead designer and producer for the Game Boy Advance game Spy Kids Challenger. Since 2002 he has been vice president of Naked Sky Entertainment and since 2003 also an advisor and freelance game designer. He is also willing to act as a Linux game porter for pay projects.

In 2009, he produced Abuse Classic for the Apple iPhone and Beakiez for the PC.

References

External links
 Dave Taylor's Official Website
 Interview with Dave Taylor by James Hills (June 19, 1999)
 Dave D. Taylor interview about Crack.Com from LinuxGames (2003)
 Beakiez, a game by Taylor

Cockrell School of Engineering alumni
Linux game porters
Linux people
Living people
American video game programmers
Place of birth missing (living people)
Year of birth missing (living people)
Dry box. A dry box is a storage container in which the interior is kept at a low level of humidity. It may be as simple as an airtight and watertight enclosure, or it may use active means to remove water vapor from the air trapped inside.

Dry boxes are used to safely store items that would otherwise be damaged or adversely affected by excessive humidity, such as cameras and lenses (to prevent fungal growth), 3D printing filament (to prevent moisture caused damages such as popping and sizzling when passing thru the hotend and turning into steam. Moisture soaked filament also becomes brittle or soft.), and musical instruments (to prevent humidity induced swelling or shrinkage of wooden instrument parts). They are also used in the storage of surface mount electronic components prior to circuit board assembly, to prevent water absorption that could flash into steam during reflow soldering, destroying the part.

Types

Desiccant boxes 
A simple dry box can consist of nothing more than a sealed, airtight box containing a desiccant, such as silica gel or anhydrous calcium chloride. These can be easily built at relatively low cost. However, the humidity level in such boxes cannot be controlled or regulated, owing to the difficulty of gauging the quantity of desiccant required to achieve a certain humidity level. Repeated opening of such boxes, allowing humid ambient air to enter, can saturate the desiccant, and some desiccants can have corrosive or other harmful effects on the contents of the box if they collect enough water to dissolve.

Electronic dry boxes 
Electronic dry boxes contain a small Peltier cooler, which removes moisture from the air by condensing it out. A control dial is usually provided that permits the user rough adjustment of the humidity level. More sophisticated designs link the cooler to a settable digital hygrometer, allowing very precise humidity level control.

Another form of electronic dry box technology utilizes multi-porous molecular sieve desiccants to absorb moisture. This moisture and humidity control technology is renewable without having to replace desiccant and is capable of reaching low humidity (20%RH or less) to ultra low humidity (5%RH or less) levels. Generally dry boxes with 5%RH or less is utilized in surface mount technology in order to comply with IPC/JEDEC J-STD-033.  Desiccants have advantages over Peltier coolers in lower ambient temperatures.

See also
 Molecular sieve
 Desiccant
 Glovebox

References

Sources
 https://www.eurekadrytech.com/how-does-eurekas-auto-dry-box-work
 https://www.eurekadrytech.com/application/humidity-controlled-3d-printing-filament-storage-dry-cabinet
 Frequently Asked Questions about Dry Box Cabinets 
 https://web.archive.org/web/20150513114432/http://www.jedec.org/sites/default/files/docs/jstd033b01.pdf

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