Jumat, 20 Februari 2009

Technologies











Gas metal arc welding


Gas metal arc welding
Gas metal arc welding (GMAW), sometimes referred to by its subtypes metal inert gas (MIG) welding or metal active gas (MAG) welding, is a semi-automatic or automatic arc welding process in which a continuous and consumable wire electrode and a shielding gas are fed through a welding gun. A constant voltage, direct current power source is most commonly used with GMAW, but constant current systems, as well as alternating current, can be used. There are four primary methods of metal transfer in GMAW, called globular, short-circuiting, spray, and pulsed-spray, each of which has distinct properties and corresponding advantages and limitations.
Originally developed for welding aluminium and other non-ferrous materials in the 1940s, GMAW was soon applied to steels because it allowed for lower welding time compared to other welding processes. The cost of inert gas limited its use in steels until several years later, when the use of semi-inert gases such as carbon dioxide became common. Further developments during the 1950s and 1960s gave the process more versatility and as a result, it became a highly used industrial process. Today, GMAW is the most common industrial welding process, preferred for its versatility, speed and the relative ease of adapting the process to robotic automation. The automobile industry in particular uses GMAW welding almost exclusively. Unlike welding processes that do not employ a shielding gas, such as shielded metal arc welding, it is rarely used outdoors or in other areas of air volatility. A related process, flux cored arc welding, often does not utilize a shielding gas, instead employing a hollow electrode wire that is filled with flux on the inside.

Gas metal arc welding


Gas metal arc welding
Gas metal arc welding (GMAW), sometimes referred to by its subtypes metal inert gas (MIG) welding or metal active gas (MAG) welding, is a semi-automatic or automatic arc welding process in which a continuous and consumable wire electrode and a shielding gas are fed through a welding gun. A constant voltage, direct current power source is most commonly used with GMAW, but constant current systems, as well as alternating current, can be used. There are four primary methods of metal transfer in GMAW, called globular, short-circuiting, spray, and pulsed-spray, each of which has distinct properties and corresponding advantages and limitations.
Originally developed for welding aluminium and other non-ferrous materials in the 1940s, GMAW was soon applied to steels because it allowed for lower welding time compared to other welding processes. The cost of inert gas limited its use in steels until several years later, when the use of semi-inert gases such as carbon dioxide became common. Further developments during the 1950s and 1960s gave the process more versatility and as a result, it became a highly used industrial process. Today, GMAW is the most common industrial welding process, preferred for its versatility, speed and the relative ease of adapting the process to robotic automation. The automobile industry in particular uses GMAW welding almost exclusively. Unlike welding processes that do not employ a shielding gas, such as shielded metal arc welding, it is rarely used outdoors or in other areas of air volatility. A related process, flux cored arc welding, often does not utilize a shielding gas, instead employing a hollow electrode wire that is filled with flux on the inside.


Colonization of the Moon

It has been suggested that lunar ark be merged into this article or section. (Discuss)

"Lunar outpost" redirects here. For NASA's plan to construct an outpost between 2019 and 2024, see Lunar outpost (NASA).
"Moonbase" redirects here. For other uses, see Moonbase (disambiguation).


An artist's rendering of a lunar base. (NASA)
The colonization of the Moon is the proposed establishment of permanent human communities on the Moon. Science fiction writers and advocates of space exploration have seen settlement of the Moon as a logical step in the expansion of humanity beyond the Earth.
Permanent human habitation on a planetary body other than the Earth is one of science fiction's most prevelant themes. As technology has advanced, and concerns about the future of humanity on Earth have increased, the argument that space colonization is an achievable and worthwhile goal has gained momentum.[1][2] Because of its proximity to Earth, the Moon has been seen as a prime candidate for the location of humanity's first permanently occupied extraterrestrial base.
Should attempts at colonization go ahead, economic concerns are likely to lead to settlements being created near mines and processing centers, or near the poles where a continuous source of solar energy can be harnessed. While it would be relatively easy to resupply a lunar base from Earth, in comparison to a Martian base, the Moon is likely to play a large role in the development of long-duration closed-loop life support systems. Duplicating the ecology of Earth so that wastes can be recycled is essential to any long term effort of space exploration[citation needed]. The wealth of knowledge gained by extracting and refining resources on the Moon would positively affect efforts to build colonies elsewhere in the Solar System.
Scanning tunneling microscope



Image of reconstruction on a clean Gold(100) surface.


STM image of self-assembled supramolecular chains of the organic semiconductor Quinacridone on Graphite.
Scanning tunneling microscope (STM) is a powerful technique for viewing surfaces at the atomic level. Its development in 1981 earned its inventors, Gerd Binnig and Heinrich Rohrer (at IBM Zürich), the Nobel Prize in Physics in 1986[1][2]. STM probes the density of states of a material using tunneling current. For STM, good resolution is considered to be 0.1 nm lateral resolution and 0.01 nm depth resolution[3]. The STM can be used not only in ultra high vacuum but also in air and various other liquid or gas ambients, and at temperatures ranging from near zero kelvin to a few hundred degrees Celsius[4].
The STM is based on the concept of quantum tunnelling. When a conducting tip is brought very near to a metallic or semiconducting surface, a bias between the two can allow electrons to tunnel through the vacuum between them. For low voltages, this tunneling current is a function of the local density of states (LDOS) at the Fermi level, Ef, of the sample[4]. Variations in current as the probe passes over the surface are translated into an image. STM can be a challenging technique, as it requires extremely clean surfaces and sharp tips.
Gene therapy
Gene therapy is the insertion of genes into an individual's cells and tissues to treat a disease, such as a hereditary disease in which a deleterious mutant allele is replaced with a functional one. Although the technology is still in its infancy, it has been used with some success. Antisense therapy is not strictly a form of gene therapy, but is a genetically-mediated therapy and is often considered together with other methods.


Gene therapy using an Adenovirus vector. A new gene is inserted into an adenovirus vector, which is used to introduce the modified DNA into a human cell. If the treatment is successful, the new gene will make a functional protein.

Video game

"Computer and video games" and "Computer Games" redirect here. For other uses, see Computer game (disambiguation).

Video games
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device.[1] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The input device normally used to manipulate video games is called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for gameplay, or more commonly, required the user to purchase a separate joystick with at least one button to play.[citation needed] Many modern computer games allow the player to use a keyboard and mouse simultaneously.
Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices, such as speakers and headphones, and an array of haptic peripherals, such as vibration force feedback.
Terraforming
This article is about hypothetical Earth-forming process. For the Shellac album, see Terraform (Shellac). For the Knut album, see Terraformer (album).


Artist's conception of a terraformed Mars in four stages of development.
Terraforming (literally, "Earth-shaping") of a planet, moon, or other body is the hypothetical process of deliberately modifying its atmosphere, temperature, surface topography or ecology to be similar to those of Earth to make it habitable by humans.
The term is sometimes used more generally as a synonym for planetary engineering. The concept of terraforming developed from both science fiction and actual science. The term was probably invented by Jack Williamson in a science-fiction story ("Collision Orbit") published during 1942 in Astounding Science Fiction,[1] but the actual concept pre-dates this work.
Based on experiences with Earth, the environment of a planet can be altered deliberately: however the feasibility of creating an unconstrained planetary biosphere that mimics Earth on another planet has yet to be verified. Mars is considered by many to be the most likely candidate for terraformation. Much study has been done concerning the possibility of heating the planet and altering its atmosphere, and NASA has even hosted debates on the subject. Several potential methods of altering the climate of Mars may fall within humanity's technological capabilities, but at present the economic resources required to do so are far beyond that which any government or society is willing to allocate to the purpose. The long timescales and practicality of terraforming are the subject of debate. Other unanswered questions relate to the ethics, logistics, economics, politics and methodology of altering the environment of an extraterrestrial world.







Robotics


The Shadow robot hand system
Robotics is the science and technology of robots, and their design, manufacture, and application.[1] Robotics has connections to electronics, mechanics, and software.[2]

High-tech architecture
From Wikipedia, the free encyclopedia

This article needs additional citations for verification. Please help improve this article by adding reliable references. Unsourced material may be challenged and removed. (December 2008)



The HSBC Hong Kong headquarters is one example of high-tech architecture
High-tech architecture, also known as Late Modernism or Structural Expressionism, is an architectural style that emerged in the 1970s, incorporating elements of high-tech industry and technology into building design. High-tech architecture appeared as a revamped modernism, an extension of those previous ideas aided by even more advances in technological achievements. This category serves as a bridge between modernism and post-modernism, however there remain gray areas as to where one category ends and the other begins. In the 1980s, high-tech architecture became more difficult to distinguish from post-modern architecture. Many of its themes and ideas were absorbed into the language of the post-modern architectural schools.
Like Brutalism, Structural Expressionist buildings reveal their structure on the outside as well as the inside, but with visual emphasis placed on the internal steel and/or concrete skeletal structure as opposed to exterior concrete walls.
The style's premier practitioners include the British architect Norman Foster, whose work has since earned him knighthood, and Spanish architect Santiago Calatrava, known for his organic, skeleton-like designs.
Buildings designed in this style usually consist of a clear glass facade, with the building's network of support beams exposed behind it. Perhaps the most famous and easily recognized building built in this style is I.M. Pei's Bank of China Tower in Hong Kong. The World Trade Center in New York City, although generally considered to be an International Style building, was technically a Structural Expressionist design due to its load-bearing steel exoskeleton.


Credit: Luke E.S. Romano, digital painting of Azzurra De Sanctis (public domain)
Digital art most commonly refers to art created on a computer in digital form. In an expanded sense, "digital art" is a term applied to contemporary art that uses the methods of mass production or digital media. The impact of digital technology has transformed traditional activities such as painting, drawing and sculpture, while new forms, such as net art, digital installation art, and virtual reality, have been recognized artistic practices.

Colonization of the Moon

It has been suggested that lunar ark be merged into this article or section. (Discuss)

"Lunar outpost" redirects here. For NASA's plan to construct an outpost between 2019 and 2024, see Lunar outpost (NASA).
"Moonbase" redirects here. For other uses, see Moonbase (disambiguation).


An artist's rendering of a lunar base. (NASA)
The colonization of the Moon is the proposed establishment of permanent human communities on the Moon. Science fiction writers and advocates of space exploration have seen settlement of the Moon as a logical step in the expansion of humanity beyond the Earth.
Permanent human habitation on a planetary body other than the Earth is one of science fiction's most prevelant themes. As technology has advanced, and concerns about the future of humanity on Earth have increased, the argument that space colonization is an achievable and worthwhile goal has gained momentum.[1][2] Because of its proximity to Earth, the Moon has been seen as a prime candidate for the location of humanity's first permanently occupied extraterrestrial base.
Should attempts at colonization go ahead, economic concerns are likely to lead to settlements being created near mines and processing centers, or near the poles where a continuous source of solar energy can be harnessed. While it would be relatively easy to resupply a lunar base from Earth, in comparison to a Martian base, the Moon is likely to play a large role in the development of long-duration closed-loop life support systems. Duplicating the ecology of Earth so that wastes can be recycled is essential to any long term effort of space exploration[citation needed]. The wealth of knowledge gained by extracting and refining resources on the Moon would positively affect efforts to build colonies elsewhere in the Solar System.
Scanning tunneling microscope



Image of reconstruction on a clean Gold(100) surface.


STM image of self-assembled supramolecular chains of the organic semiconductor Quinacridone on Graphite.
Scanning tunneling microscope (STM) is a powerful technique for viewing surfaces at the atomic level. Its development in 1981 earned its inventors, Gerd Binnig and Heinrich Rohrer (at IBM Zürich), the Nobel Prize in Physics in 1986[1][2]. STM probes the density of states of a material using tunneling current. For STM, good resolution is considered to be 0.1 nm lateral resolution and 0.01 nm depth resolution[3]. The STM can be used not only in ultra high vacuum but also in air and various other liquid or gas ambients, and at temperatures ranging from near zero kelvin to a few hundred degrees Celsius[4].
The STM is based on the concept of quantum tunnelling. When a conducting tip is brought very near to a metallic or semiconducting surface, a bias between the two can allow electrons to tunnel through the vacuum between them. For low voltages, this tunneling current is a function of the local density of states (LDOS) at the Fermi level, Ef, of the sample[4]. Variations in current as the probe passes over the surface are translated into an image. STM can be a challenging technique, as it requires extremely clean surfaces and sharp tips.
Gene therapy
Gene therapy is the insertion of genes into an individual's cells and tissues to treat a disease, such as a hereditary disease in which a deleterious mutant allele is replaced with a functional one. Although the technology is still in its infancy, it has been used with some success. Antisense therapy is not strictly a form of gene therapy, but is a genetically-mediated therapy and is often considered together with other methods.


Gene therapy using an Adenovirus vector. A new gene is inserted into an adenovirus vector, which is used to introduce the modified DNA into a human cell. If the treatment is successful, the new gene will make a functional protein.

Video game

"Computer and video games" and "Computer Games" redirect here. For other uses, see Computer game (disambiguation).

Video games
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device.[1] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The input device normally used to manipulate video games is called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for gameplay, or more commonly, required the user to purchase a separate joystick with at least one button to play.[citation needed] Many modern computer games allow the player to use a keyboard and mouse simultaneously.
Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices, such as speakers and headphones, and an array of haptic peripherals, such as vibration force feedback.
Terraforming
This article is about hypothetical Earth-forming process. For the Shellac album, see Terraform (Shellac). For the Knut album, see Terraformer (album).


Artist's conception of a terraformed Mars in four stages of development.
Terraforming (literally, "Earth-shaping") of a planet, moon, or other body is the hypothetical process of deliberately modifying its atmosphere, temperature, surface topography or ecology to be similar to those of Earth to make it habitable by humans.
The term is sometimes used more generally as a synonym for planetary engineering. The concept of terraforming developed from both science fiction and actual science. The term was probably invented by Jack Williamson in a science-fiction story ("Collision Orbit") published during 1942 in Astounding Science Fiction,[1] but the actual concept pre-dates this work.
Based on experiences with Earth, the environment of a planet can be altered deliberately: however the feasibility of creating an unconstrained planetary biosphere that mimics Earth on another planet has yet to be verified. Mars is considered by many to be the most likely candidate for terraformation. Much study has been done concerning the possibility of heating the planet and altering its atmosphere, and NASA has even hosted debates on the subject. Several potential methods of altering the climate of Mars may fall within humanity's technological capabilities, but at present the economic resources required to do so are far beyond that which any government or society is willing to allocate to the purpose. The long timescales and practicality of terraforming are the subject of debate. Other unanswered questions relate to the ethics, logistics, economics, politics and methodology of altering the environment of an extraterrestrial world.







Robotics


The Shadow robot hand system
Robotics is the science and technology of robots, and their design, manufacture, and application.[1] Robotics has connections to electronics, mechanics, and software.[2]

High-tech architecture
From Wikipedia, the free encyclopedia

This article needs additional citations for verification. Please help improve this article by adding reliable references. Unsourced material may be challenged and removed. (December 2008)



The HSBC Hong Kong headquarters is one example of high-tech architecture
High-tech architecture, also known as Late Modernism or Structural Expressionism, is an architectural style that emerged in the 1970s, incorporating elements of high-tech industry and technology into building design. High-tech architecture appeared as a revamped modernism, an extension of those previous ideas aided by even more advances in technological achievements. This category serves as a bridge between modernism and post-modernism, however there remain gray areas as to where one category ends and the other begins. In the 1980s, high-tech architecture became more difficult to distinguish from post-modern architecture. Many of its themes and ideas were absorbed into the language of the post-modern architectural schools.
Like Brutalism, Structural Expressionist buildings reveal their structure on the outside as well as the inside, but with visual emphasis placed on the internal steel and/or concrete skeletal structure as opposed to exterior concrete walls.
The style's premier practitioners include the British architect Norman Foster, whose work has since earned him knighthood, and Spanish architect Santiago Calatrava, known for his organic, skeleton-like designs.
Buildings designed in this style usually consist of a clear glass facade, with the building's network of support beams exposed behind it. Perhaps the most famous and easily recognized building built in this style is I.M. Pei's Bank of China Tower in Hong Kong. The World Trade Center in New York City, although generally considered to be an International Style building, was technically a Structural Expressionist design due to its load-bearing steel exoskeleton.


Credit: Luke E.S. Romano, digital painting of Azzurra De Sanctis (public domain)
Digital art most commonly refers to art created on a computer in digital form. In an expanded sense, "digital art" is a term applied to contemporary art that uses the methods of mass production or digital media. The impact of digital technology has transformed traditional activities such as painting, drawing and sculpture, while new forms, such as net art, digital installation art, and virtual reality, have been recognized artistic practices.

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