A hierarchical model is formed when several smaller models are joined together as one object, connecting together in a hierarchy, with one of the smaller models taking up the zero axis position in model space of the new, combined model.
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The most popular model for modern MMOs is the shard model - small clusters of servers, each running a separate copy of the world, and each world mostly static. To have a truly dynamic world, with content galore, and experience without end, you need a different model. You need a single world, spread across countless servers...
In less than 20 years, the service economy is being replaced with a new model, the 'Experience Economy', a model in which, whilst there is still a place for services, they are not the main act of the economy. Instead, what is is the provision of experiences, memes, sensory indulgances, and a deeply personal and individual type of service.
Usually when we think of sensory input channels - sight, sound, touch, taste, smell, balance - we think of the traditional hierarchical order, under the brain. It seems that that hierarchy is not as cut and dried as we once thought, with interesting implications for virtual worlds.
Scientists at the University of Calgary have created the world?s first complete object-oriented computer model of a human body. Far superior to a series of slides, or a textbook, the model is codenamed CAVEman. CAVEman is four-dimensional, as opposed to three, because he can move, as opposed to being static. He can interact with those studying him.
At the time of publication, it was the best book on the subject of networking real-time, multiple user, persistent environments. Although it is still on the market today, the problem is, it is almost hopelessly dated, still insisting on a hierarchical architecture, which was perfect at the time, but just cannot cope with large worlds today.
An unexpected discovery of a hierarchical networking scaffold inside the human brain itself, has interesting implications for future neuroprosthetics. Rather than having to interface with the grey matter right where computations are being done, we may in fact only have to interface with the white matter 'between departments' as it were, to achieve the same interface effect.
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The human brain can differentiate between a tree branch blowing in the wind, and a fast-approaching car in less than 20 milliseconds. This ability can be crucial to our survival ? you don?t get out of the way of a nearby swaying branch, but...
Nanoelectromechanical systems (NEMS) devices have the potential to revolutionize the world of sensors: motion, chemical, temperature, etc. But taking electromechanical devices from the micro scale down to the nano requires finding a means t...
A Chinese semantic network with semantic (argument structure) annotation was built and investigated for finding its global statistical properties. The results show that semantic network is also small-world and scale-free but it is different...
We see, hear and feel, and make sense of countless diverse, quickly changing stimuli in our environment seemingly without effort. However, doing what our brains do with ease is often an impossible task for computers. Researchers at the Leip...
(Press Release) Simthetiq Inc, 3d content provider for the simulation and serious game industry is releasing a free visual real-time 3d model, the Leopard C2A1 MEXAS, for all developers.
Simthetiq Inc. gives access to a real...