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  2. Reality–virtuality continuum - Wikipedia

    en.wikipedia.org/wiki/Reality–virtuality_continuum

    The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality. The reality–virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science. The concept ...

  3. c space - Wikipedia

    en.wikipedia.org/wiki/C_space

    It is a closed linear subspace of the space of bounded sequences, , and contains as a closed subspace the Banach space of sequences converging to zero. The dual of c {\displaystyle c} is isometrically isomorphic to ℓ 1 , {\displaystyle \ell ^{1},} as is that of c 0 . {\displaystyle c_{0}.}

  4. Evolutionary algorithm - Wikipedia

    en.wikipedia.org/wiki/Evolutionary_algorithm

    With the theory of virtual alphabets, David E. Goldberg showed in 1990 that by using a representation with real numbers, an EA that uses classical recombination operators (e.g. uniform or n-point crossover) cannot reach certain areas of the search space, in contrast to a coding with binary numbers. [24]

  5. 3D user interaction - Wikipedia

    en.wikipedia.org/wiki/3D_user_interaction

    The 3D space used for interaction can be the real physical space, a virtual space representation simulated on the computer, or a combination of both. When the real physical space is used for data input, the human interacts with the machine performing actions using an input device that detects the 3D position of the human interaction, among ...

  6. Tierra (computer simulation) - Wikipedia

    en.wikipedia.org/wiki/Tierra_(computer_simulation)

    Tierra is a computer simulation developed by ecologist Thomas S. Ray in the early 1990s in which computer programs compete for time (central processing unit time) and space (access to main memory). In this context, the computer programs in Tierra are considered to be evolvable and can mutate, self-replicate and recombine.

  7. Evolutionary computation - Wikipedia

    en.wikipedia.org/wiki/Evolutionary_computation

    There were several independent attempts to use the process of evolution in computing at this time, which developed separately for roughly 15 years. Three branches emerged in different places to attain this goal: evolution strategies , evolutionary programming , and genetic algorithms .

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  9. Evolutionary programming - Wikipedia

    en.wikipedia.org/wiki/Evolutionary_programming

    Evolutionary programming is an evolutionary algorithm, where a share of new population is created by mutation of previous population without crossover. [1] [2] Evolutionary programming differs from evolution strategy ES(+) in one detail. [1]