text:
History of video games/Platforms/Nuon

Development
VM Labs was cofounded in January 1995 by Richard Miller, the designer of the early laptop computer the Sinclair Z88.

Development of the Nuon started in 1995 as VM Labs Project-X. The system was also known as Merlin (No relation to the handheld game device of the same name). 5 of the 6 hardware design team members for the Nuon were former 3DO employees.

In around November 1997 VM Labs started to approach software developers, with $7,500 development systems being shipped in December 1997. Development environments were officially supported on Linux, Windows 95 and Windows NT, with MacOS having unofficial support.

Great effort was placed into naming the Nuon. 400 to 800 names were internally suggested over the course of a year in a half, including Active DVD, Actavid and Intervision. Ultimately the Nuon name was decided by the outside firm Lexicon, with Nuon being selected because it was under five characters and possessed consonant harmony. Interestingly there was an unrelated version of the Arcadia 2001 which was already named the Intervision, It is unclear if VM Labs was aware of this usage, though given they didn't pursue the name, it is somewhat of a moot point.

The Nuon became one of the first consoles to boast about using ray traced graphics in pre launch demos, though it is unclear if any released titles actually used real time ray tracing.

By 1999 Toshiba had publicly announced interest in the Nuon platform.

Launch
The first models of DVD players using Nuon were released in mid 2000 and sold for between $300 and $350. The company had hoped to attract non-traditional gamers to the platform.

Nuon games struggled in the market, with Nuon games often being accidentally placed in DVD sections in stores and less than 10,000 sales for Freefall 3050 A.D.

Five Nuon players were made by Samsung, two by RCA, and one by Toshiba.

The platform was discontinued in 2003.

Compute
"The Nuon was "interesting" to program on."

Uniquely for the time, the Nuon platform used four VLIW Media Processor Elements, full processing cores that all ran at 108MHz. Each processor element had four kilobytes of RAM. The system was advertised as being 128 bit and capable of performing 1.5 billion instructions a second (1500 MIPS). Third parties described performance as closer to 864 MIPS typically.

Despite the design of the system being intended easy to program, the poor performance of the system made developing ambitious titles difficult.

Notable games
Eight games were released for the Nuon platform while the system was on the market. In a strange turn of events, it was announced there would be a limited official re-release for Iron Soldier 3 for Nuon in 2021.

2000

 * Tempest 3000
 * Freefall 3050 A.D.

External Resources

 * Video Game Kraken - Nuon page.
 * Video Game Console Library - Nuon page.

title: History of video games/Platforms/Nuon


text:
History of video games/Platforms/Xavix

Development
The system was developed by the Kusatsu, Shiga, Japan based SSD Company Limited, which was formed in 1995. The company included engineers who worked on the Nintendo Entertainment System.

Launch
The XaviXPORT was released in the United States of America on August 2004 at a cost of $79.99, with games costing $49.99.

The system would face significant competition from Wii Sports in 2007.

The Domyos Interactive System was launched in European markets in December of 2007 for 49 euros.

Legacy
Between November 15th, 2016 and May 15th, 2017 the Xavix website went offline.

Compute
Early game cartridges used a XaviX Multiprocessor, which contains modified 8-bit MOS 6502 CPU clocked at 21 megahertz, 1 kilobyte of RAM, a picture processor, sound processor, and system management features.

Some later cartridges used a Super XaviX, which contains a 16 bit WDC 65816 CPU clocked at 43 megahertz.

A 32 bit RISC CPU cartridge had also been developed.

Hardware
Cartridge ROM sizes range from one to eight megabytes.

Game library

 * Baseball
 * BassFISHING
 * Boxing
 * PowerBoxing
 * Eyehand
 * Golf
 * J-Mat
 * Lifestyle Manager
 * Music & Circuit
 * Tennis
 * Domyos Step Concept
 * Domyos Fitness Dance
 * Domyos Fitness Dance
 * Domyos Fitness Exercises
 * Domyos Fitness Play
 * Domyos Fitness Training
 * Domyos SoftFitness
 * Domyos Fit'Race
 * Hot Plus
 * PowerKIDS
 * PowerKIDS Jr.
 * XaviXmobile Brain Club

External Resources

 * Video Game Console Library - Xavixport page.
 * Video Game Kraken - Xavixport page.
 * Video Game Kraken - Domyos page.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: History of video games/Platforms/Xavix


text:
History of video games/Platforms/Tapwave Zodiac

Development
Tapwave was a company based in Mountain View, California. The Tapwave Zodiac was co-developed by Byron Connel, a former Palm employee. Tapwave worked with Summit Design and another firm to develop 17 concept consoles and several prototypes.

Prior to launch, the system was known as the Tapwave Helix, with slightly different announced specifications then the final release.

Launch
The Tapwave Zodiac was released in 2003. The Zodiac 1 cost $299 and the higher spec Zodiac 2 cost $399. The Zodiac was released in the UK in 2004, and a release was planned for Germany in 2005.

Legacy
The Tapwave Zodiac was formally announced to be discontinued on July 28th, 2005 with an abrupt message on their website, with support services ending a few days earlier on July 25th, 2005. Under 200,000 Tapwave Zodiac handhelds were sold. The discontinuation of the device was seen as a bad sign for the Palm OS ecosystem as a whole.

The Tapwave Zodiac is remembered for being a cutting edge device that showed technology which would later see more widespread adoption.

Compute
The Tapwave Zodiac used a Motorola iMX1 processor based on the ARM architecture and clocked at 200MHz.

The Zodiac 1 comes with 32MB of RAM, while the Zodiac 2 has 128MB of RAM. Official developers were required to make their games run on both systems.

Graphics
The GPU used in the Tapwave Zodiac was a ATI Imageon W4200 with 8MB of VRAM.

The Tapwave Zodiac has a 3.8 inch, color transflective display with a resolution of 480 by 320 pixels.

Hardware
The Tapwave Zodiac supported wireless communication through an IrDA communication port, as well as bluetooth.

The Tapwave Zodiac has a 1540 mAh rechargeable lithium chemistry battery.

Software
The Tapwave Zodiac runs Palm OS 5.2T. This operating system choice was finalized in May 2002, one year after development began to leverage an existing large base of developers for Palm OS, as well as for it's existing large library of applications. The operating system was modified to allow for access to Tapwave specific functions, like it's GPU, analog stick, and Rumble feedback.

The Tapwave Zodiac has an internet browser.

Notable games
Most games for the Tapwave Zodiac were either existing Palm PDA games, or Tapwave exclusive ports that leveraged the specific hardware of the device.
 * Tony Hawk's Pro Skater 4
 * Doom II
 * Duke Nukem Mobile
 * SpyHunter

External Resources

 * Video Game Kraken - Tapwave Zodiac page.


text:
History of video games/Platforms/Pokémon Mini

Background
The Pokémon Mini was proceeded by the Pokémon Pikachu handheld, which was not cartridge based.

Launch
The Pokemon Mini was launched in 2001 at a cost of $40, with games costing $20. The system came in Wooper Blue, Smoochum Purple, and Chikorita Green, and included a AAA battery, wrist strap, and the game Pokemon Party Mini.

Legacy
Development for the system ceased in 2002, though an official emulator was later developed for it for use in the 2003 GameCube game Pokemon Channel.

A potential port of the game Silver Falls to the Pokémon Mini was announced in May of 2022.

Compute
The Pokémon Mini is powered by an 8-bit Nintendo Minx CPU (A version of the Seiko S1C88 CPU) clocked at 4 megahertz, has 4 kilobytes (4096 bytes) of shared RAM, and 4 kilobytes of ROM.

Hardware
The system had a monochrome screen with a resolution of 96 pixels by 64 pixels.

Further specs include an inferred communications port, a real time clock, a shock sensor, rumble feedback.

The system can run off of a single AAA battery for up to 60 hours, which was very good battery life for the time, and suggests that the system is able to operate quite efficiently compared to other contemporary handheld game consoles.

Games
10 Pokemon branded games were released for the system.

2001

 * Pokémon Party mini - Minigame collection
 * Pokémon Pinball mini - Pinball game
 * Pokémon Puzzle Collection - Puzzle game
 * Pokémon Zany Cards - Card game compilation

2002

 * Pokémon Tetris - Version of Tetris
 * Pokémon Puzzle Collection vol. 2
 * Pokémon Race mini - Platformer racer
 * Pichu Bros. mini - Minigame collection
 * Togepi's Great Adventure - Adventure game
 * Pokémon Breeder mini - Caretaking game

External Resources

 * Video Game Kraken - Pokemon Mini page with game packaging art and historical information.
 * Edge of Emulation: Pokemon Mini - In depth technical writeup of the system.


text:
History of video games/Platforms/Game Wave Family Entertainment System

Development
Founded in 2003 ZAPiT games was a company based in Toronto, Canada. Planning for the Game Wave started in March 2003.

In November of 2003 hardware development on the GameWave began, and by October of 2004 the first prototype of the Game Wave was made.

Launch
The Game Wave saw a Canadian launch in October 2005.

Though the console was not religious, The Game Wave was very positively received by Christians due to its focus on family friendly titles, as well as explicitly Christian games like VeggieTales.

In 2007 the system cost $99.99 USD.

Legacy
About 70,000 Game Wave systems were sold.

The GameWave was discontinued in 2009 when ZapIt ran out of money. An unreleased successor for the Game Wave had been planned for 2009.

Technology
The Game Wave uses the Mediamatics 8611 processor.

The Gamewave has 16MB of SRAM, and 2MB of NOR Flash storage.

Games for the Game Wave used Lua scripting. Game files typically consist of a number of pre-rendered movies and pictures.

The back of the system contains an expansion port.

2006

 * The Arc of Trivia, Bible Edition

VeggieTales Veg-Out Family Tournament
The VeggieTales Veg-Out Family Tournament mixed learning games with the Veggietales cast and was sold for $27.99 USD.

The game and system was promoted on the "VeggieTales God Made You Special, Live Tour", a road show that went to 50 cities.

External Resources

 * Video Game Kraken - Game Wave page featuring in depth history and game photos.
 * Video Game Console Library - Game Wave page with game information and specs.


text:
History of video games/Platforms/HyperScan

History
Mattel previously released the Intellivision in 1980, and did not make a proper console following it for some time.

The HyperScan was demonstrated at San Diego Comic-Con in 2006. Prior to release there was some skepticism about the console, mostly concerned with the console trying to do too many things at once.

The HyperScan was released in 2006 and cost $69.99 with an X-Men game and six associated cards as a pack in. A two player value pack was also available, which contained two controllers.

The HyperScan was discontinued in 2007.

Compute
The HyperScan is powered by a 32-Bit Sunplus SPG290 system on a chip clocked at 108MHz.

The HyperScan had 16MB of DDR DRAM.

Storage
Games were stored on UDF CD-ROMS, with 96 Byte 13.56MHz RFID cards serving as save devices.

Game library

 * X-Men
 * Ben 10
 * Interstellar Wrestling League
 * Marvel Heroes
 * Spider-Man

Trivia
The HyperScan processor belongs to the same family of SunPlus processors commonly used in plug n play and clone consoles such as the Vii.

External Resources

 * Video Game Kraken - Matell Hyperscan page.


text:
History of video games/Platforms/Zeebo

Development
Zeebo was developed by the company TecToy, a company which had been involved in distributing the Sega Genesis in Brazil.

Prototypes consisted of a mobile phone motherboard with some extra support hardware.

Launch
Zeebo was set to be launched in Brazil in 2009, with the console costing $249 USD with four included games and a free game download, and games costing at most $15 USD. By September 2009 the Zeebo was available only in Rio De Janeiro, and cost 499 BRL, though it saw a price drop to BRL 399 that month. Later in 2009 Zeebo was released in Mexico.

Discontinuation
Zeebo was discontinued in 2011.

Technology

The Zeebo uses a Qualcomm chipset with a 32 bit CPU based on the ARM11 architecture clocked at 528MHz.

The Zeebo is also equipped with a QDSP-5 and a Adreno 130 GPU capable of rendering 4 million triangles a second.

The Zeebo has 160 megabytes of RAM, and 128 megabytes of VRAM.

The Zeebo runs BREW software (Binary Runtime Environment for Wireless) and can be connected to the internet over a 3G wireless connection. The Zeebo became one of the earliest home game consoles to feature a wireless mobile internet connection as a standard feature.

User avatars called Zeeboids could be created, similar to Mii avatars on the Wii.

Notable games
The Zeeboo had a library of 55 games, none of which could be obtained after official servers shut down in September 30th, 2011. As a result it is possible that some Zeebo titles are lost media.

The Zeebo had ports of Resident Evil 4, FIFA, and Tekken titles.

Zeebo Extreme
Read more about Zeebo Extreme on Wikipedia.

Un Juego de Huevos
Zeebo exclusive title.

Read more about Un Juego de Huevos on Wikipedia.

External Resources

 * Video Game Kraken Zeebo page.
 * Video Game Console Library - Zeebo page.

title: History of video games/Platforms/Zeebo


text:
History of video games/Platforms/Gizmondo

Development
The Gizmondo was initially conceived as a GPS tracking device for parents to keep track of their family, and evolved into a games console from that concept as a way of getting family members to actually carry the device.

Launch
On launch in March 2005 the Gizmondo cost 129 pounds with advertisements on the console, or 229 pounds without advertisements. The console was marketed as providing a high end mobile gaming experience.

A number of extravagant in person events were used to promote the console. Celebrities including Pharrell Williams, Sting, and Busta Rhymes were brought in to promote the console on launch day. At one 2005 convention in London Gizmondo used flashy and extravagant displays to attempt to attract attention.

An improved Gizmondo with a wide screen had been announced in September 2005 for a Q2 2006 release date but was never released. When this announcement was made, the original Gizmondo had yet to release in North America, leading to many speculating that buyers there would simply wait for the better model and that current owners would feel disappointed about their purchase of console hardware which would be considered obsolete just a year after launch.

Legacy
Less than 25,000 Gizmondos were sold and was discontinued when Tiger Telematics went bankrupt in 2006.

The media spectacle of a Gizmondo executive Ferrari speeding through LA and tales of ties to a Swedish Mafia is something commonly associated with the end of the console.

The Gizmondo rubber finish is notoriously for aging poorly, and now tends to melt or fall off when held.

Compute
The Gizmondo is powered by a Samsung S3C2440 ARM 9 architecture processor clocked at 400 megahertz.

The system has 128 megabytes of RAM.

The Gizmondo uses a NVIDIA GoForce 3D 4500 GPU.

The Gizmondo runs Windows CE 4.2 as its real time operating system. The widescreen Gizmondo would have ran Windows CE 5.0

Hardware
The system has a 64 megabyte ROM.

The Gizmondo uses a 2.8" color screen with a resolution of 240 by 320 pixels.

The system has a built in VGA resolution (640 by 480 pixels) camera.

Radios include Bluetooth, GPS, and GPRS.

The battery capacity is 1100 mAh and lasts for about 3 hours of use.

EU release Only

 * Fathammer Classics Pack
 * FIFA Soccer 2005
 * Hockey Rage 2005
 * Pocket Ping Pong 2005
 * Interstellar Flames 2
 * SSX 3

EU and North America releases

 * Classic Compendium
 * Classic Compendium 2
 * Gizmondo Motocross 2005
 * Point of Destruction
 * Richard Burns Rally
 * Sticky Balls
 * Toy Golf
 * Trailblazer

Wikipedia has a more complete list of Gizmondo games, including unreleased titles.

External Resources

 * Video Game Kraken - Gizmondo page.


text:
History of video games/Platforms/Epoch Game Pocket Computer

History
1984 saw the Japanese release of the Epoch Game Pocket Computer, known as the Pokekon for short. Having failed commercially in Japan, it did not see an international release.

Compute
The Epoch Game Pocket Computer had an 8-bit NEC uPD78C06 CPU clocked at 6 megahertz.

The system 2176 bytes (About two kilobytes) of RAM and four kilobytes of built in ROM, with cartridges having either 8 kilobytes or 16 kilobytes of ROM.

General
The LCD has a resolution of 75 by 64 pixels and can show two shades.

4 AA batteries give an impressive 70 hours battery life. Not only was this impressive at the time, the power efficiency of the console remains one of the best in the history of portable game consoles.

Software
The Epoch Game Pocket Computer has built in system software, such as its paint program.

Built in

 * An 11 tile puzzle game
 * A raster graphics editor

Cartridges

 * Astro Bomber
 * Block Maze
 * Pocket Computer Mahjong
 * Pocket Computer Reversi
 * Sokoban

External Resources

 * Video Game Kraken - Game Pocket Computer page.
 * Chris Covell - Epoch Game Pocket Computer page.
 * Handheld Museum - Epoch Game Pocket Computer page.
 * Game Medium - Game Pocket Computer page.


text:
History of video games/Platforms/View-Master Interactive Vision

Development
The View-Master Ideal Group was the result of serval mergers of the View-Master company.

Launch
The View-Master Interactive Vision was released in 1988 by the View-Master Ideal Group at a cost of $130.

Legacy
The View-Master Ideal Group was acquired in 1989.

Technology
The system was primarily used to generate graphic overlays on VHS tapes, creating interactive experiences where players could determine the outcome of scenes. The VHS tapes used by the system contains the software to run the system.

Compute
The View-Master uses a TMS9128NL chip for video.

Notable games
All the games for the View-Master Interactive Vision are either based on Sesame Street, The Muppets, or Disney.
 * Muppet Madness
 * Muppet Studios Presents: Your the Director
 * Sesame Street: Let’s Learn to Play Together
 * Sesame Street: Let’s Play School
 * Sesame Street: Magic on Sesame Street
 * Sesame Street: Oscar’s Letter Party


text:
History of video games/Platforms/Atari XEGS

History
The Atari XEGS was released in 1987 at a cost of around $199.

At launch the XEGS often sold out, attracting users who were intimidated by the 8-bit computes the XEGS was based on. All 100,000 units manufactured at the time had sold during the US Christmas 1987 season. However Nintendo and Sega were already vastly ahead in the market and were spending millions on marketing, while Atari only spent $300,000 on marketing the XEGS.

Compute
The Atari XEGS is essentially an Atari 65XE computer.

The XEGS uses the 8 bit Atari 6502c CPU, a custom version of the MOS Technology 6502 clocked at 1.79 MHz.

The system has 64 kilobytes of RAM and 16 kilobytes of VRAM.

Notable games
See the List of Atari XEGS games on Wikipedia.


text:
History of video games/Platforms/Action Max

Development
The Action Max was developed by Worlds of Wonder, a company founded by former Atari Employees who helped Nintendo distribute the NES in America.

Launch
Worlds of Wonder had a limited launch of the Action Max in 1987. The system was a poor seller due to needing a VCR, and unable to bail out the company from it's massive debts. Worlds of Wonder went bankrupt in 1988, with many employees going on to join Nintendo.

Technology
The Action Max ran lightgun games off of VHS tapes. A small seven segment display on the unit displayed the player score.

Compute
The Action Max CPU is an an 8-bit Hitachi HD401010 clocked at 4MHz. The Action Max has 32 bytes of RAM.

Notable games
Five games were released for the Action Max.
 * The Rescue of Pops Ghostly
 * Blue Thunder - Based on the film
 * Hydrosub: 2021
 * Sonic Fury - Pack in game
 * .38 Ambush Alley


text:
History of video games/Platforms/VTech Socrates

History
The VTech Socrates was preceded by the VTech CreatiVision.

The VTech Socrates was released in 1988 at a cost of $130. Marketing for the system emphasized it's educational value. The system featured a robot mascot named Socrates, who borrowed its name from the ancient Greek philosopher Socrates.

Compute
The VTech Socrates uses either a 8-bit TMP Z84C00AP-6 CPU, which is based on the Z80 and is clocked at 3.58 MHz or a similar Zilog Z84C0004PSC.

The VTech Socrates had 64 kilobytes of RAM.

Input
The system came with a wireless keyboard, and an optional touchpad and optional wireless mouse and mouse pad were made available.

A voice cartridge add on was available for the system.

Notable games

 * Amazing Mazes - Maze game
 * Around the World - World geography software
 * CAD Professor - Uses the mouse add on.
 * Facts 'N Fractions - Math software
 * Game Wizard - Logic
 * Hodge Podge - Word games
 * Memory Mania - Memory game
 * Numbers, Shapes, and Letters - Uses the touchpad add on.
 * State to State - United States geography


text:
History of video games/Platforms/Amstrad GX4000

Launch
"Bring the whole arcade into your home."

The Amstrad GX4000 was launched in 1990 as a console version of the Amstrad CPC series of 8-bit computers that cost $150 at launch. The console was to have a 15 million British pound marketing campaign.

Legacy
The console did not sell well, and retailers tried to unload stock by selling the GX4000 as a price as low as $30. The console is often said to have sold about 15,000 units, though some sources give sales figures for the console as high as 150,000 units. The Amstrad GX4000 was discontinued in 1991.

Compute
The Amstrad GX4000 used a 8-Bit Z80A CPU clocked at 4MHz. The system was capable of about 0.58 million instructions per second (MIPS).

The GX4000 has 64 kilobytes of RAM and 16 kilobytes of video RAM.

Hardware
The Amstrad GX4000 uses a General Instrument AY-3-8912 chip for audio. Though General Instrument was once a major supplier of chips in the first consoles, the GX4000 is a notable late use of such chips, owing to it's 1980's computer heritage.

The GX4000 Power Supply is among the most notorious official power supplies in any console, as it's use typically results in the console being destroyed due to it's exceptionally poor quality.

Notable games
27 cartridges were produced for the GX4000.


text:
History of video games/Platforms/Commodore 64 Games System

Development
The Commodore 64 Games System began a rushed development in spring of 1990 to address the unique needs of the European gaming market while Commodore prepared the C65, a planned successor to the popular C64.

It is estimated that the system cost around $40 to manufacture. A manufacturing issue required some early run cartridges made by Ocean to be manually drilled to fit the system.

Prior to launch hopes for the system were initially high for some, with the system being heavily touted on the very first issue of Commodore Format magazine. At CES 1990 the Commodore 64 Games System overshadowed the more capable Commodore CDTV at the Commodore booth, an sign of the faith the company placed in their system.

Launch
"I think the C64 GS will be the number one product this year."

The Commodore 64 Games System was released in the UK in December of 1990 for 99.99 British pounds. At the time a typical bundle of a standard Commodore 64 and accessories cost around 149 British pounds, leading to many gamers opting for the more capable computer.

By Easter on March 31st, 1991, retailers attempted to get rid of the system, with some systems being sold for as little as 30 British pounds.

The system would also have a launch in Denmark in 1991, with similar results. A planned German launch was canceled.

Legacy
About 20,000 Commodore 64 Games Systems were sold, out of 80,000 total systems manufactured. Unsold consoles were parted for use in standard Commodore 64G computers.

The Commodore 64 Games System is often remembered as a cautionary tale, a potentially good system held back by extreme cost cutting and a lack of compatibility testing.

The Commodore 64 Games System is now often referred to as the Commodore 64 GS, or abbreviated as the C64GS. Interestingly, the shortened name used on the system itself, the C64 Games System, is rarely used by contemporary media.

Technology
The Commodore 64 Games System is essentially a regular Commodore 64, but with reduced ports and no keyboard built in. The system still used an 8-bit MOS 6510 CPU clocked at 0.985MHz, 64 kilobytes of RAM, and SID sound chip. The ROM included on the Commodore 64 Games System features slight alterations compared to a standard Commodore 64. It was hoped that by forcing gamers to load games from cartridges, the superior speed and anti-piracy characteristics of the format would help improve the standing of the Commodore 64 platform in the gaming market.

The default joystick shipped with the Commodore 64 Games System was the notoriously poor quality Cheetah Annihilator.

Notable games
The Commodore 64 Games System is technically compatible with every Commodore 64 game, though since most Commodore 64 games required the use of a keyboard which could not be added to the Games System, most Commodore 64 games could not actually be played on the GS. This incompatibility notably affected Terminator 2: Judgement Day, a game which was specifically advertised as compatible with the Commodore 64 Games System, yet unable to progress pass the title screen on it due to explicitly requiring keyboard input.


text:
History of video games/Platforms/PV-1000

Launch
The Casio PV-1000 was released in October 1983 at a cost of 14,800 yen.

Legacy
A common claim is that the Casio PV-1000 was discontinued within weeks of launching. The PV-1000 was later followed by the Casio Loopy.

The system is often remembered for its unique visual design, featuring a concave deck curve and deep blue colors.

Compute
The PV-1000 uses a D780C-1 processor, a version of the Z80A, clocked at 3.579 MHz. The system had 1 kilobyte of RAM, plus an additional 1 kilobyte of memory for the character generator This gave the system a combined 2 kilobytes of RAM.

A D65010G031 generates graphics with an 8 color palette and 32 sprites. This chip also generates 3 channel sound.

Notable games

 * Pooyan
 * Super Cobra
 * Dig Dug
 * Warp & Warp
 * Amidar

1981

 * Space Panic

1983

 * Turtles


text:
History of video games/Platforms/My Vision

Launch
The My Vision was launched briefly in 1983 only in Japan for 39,800 yen, and also known as the KH-1000.

Preservation
The My Vision is supported by the open source z88DK development kit.

Compute
The My Vision used an 8-bit Z80 CPU clocked at 3.57 megahertz.

The system had 2 kilobytes of RAM.

Graphics
The My Vision used a Texas Instrument TMS9928 chip with 16 kilobytes of video RAM for graphics, and had composite and RF output. The console had a 16 color palette.

Audio
A General Instrument AY-3-8910 was used for generating audio. Sound was produced by a speaker inside the console.

Expansion
The console had a cartridge slot, as well as a port for expanding Majohng games. Two consoles could be linked for multiplayer over a link cable.

The system used per game overlays for it's integrated keys to explain the controls.

Games
Six games were released for the My Vision, with each game costing 4,500 yen.
 * Mahjong
 * Reversi
 * Hanafuda
 * Mastermind
 * Tsumeshogi
 * Gomoku Narabe Renju

External Resources

 * Game Medium - My Vision page.
 * Video Game Kraken - My Vision page.


text:
History of video games/Platforms/Philips Videopac+ G7400

History
The Philips Videopac+ G7400 is an enhanced version of the Magnavox Odyssey² which had been released in Europe as the Phillips G7000 Videopac, and would have likely been the Odyssey 3 had it released in the United States of America.

The Philips Videopac+ G7400 saw a limited release in Europe in 1983, with an American release being scrapped due to the Video Game Crash of 1983.

Compute
The Philips Videopac+ G7400 is powered by the 8-bit Intel 8048 microcontroller clocked at 5.91 megahertz. The system has six kilobytes of RAM with an additional 192 bytes of RAM. The system has one kilobyte of ROM.

Notable games
Only a few games were released specifically for the Videopac+ G7400.


text:
History of video games/Platforms/Super Cassette Vision

Launch
The Super Cassette Vision was released by Epoch in 1984 to replace the older 1981 Epoch Cassette Vision and the cost reduced 1983 Epoch Cassette Vision Jr.

On launch the Super Cassette Vision sold well in Japan, as well as in France.

The Super Cassette Vision Lady was launched in 1985 and marketed to women. This was the first notable console to pursue this strategy, later followed by others such as the Casio Loopy.

Compute
The Super Cassette Vision used an 8-bit NEC PD7801G CPU (Based on the Z80) clocked at 4 megahertz.

The system had 128 bytes of RAM and four kilobytes of VRAM.

Notable games

 * Lupin III
 * Dragon Ball: Dragon Daihikyō
 * Miner 2049er
 * Boulder Dash
 * Doraemon Nobita's Time Machine the Great Adventure
 * Mappy
 * Pole Position II


text:
Free Knowledge Culture Calendar/April 22

Today in 2006 the first Maker Faire opened.


text:
User talk:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of Programming

In Assembly language, would it make sense to put "Language" with a capital L? Uclqdeb (discuss • contribs) 10:31, 23 October 2020 (UTC)

Also, for the United States of America Uclqdeb (discuss • contribs) 10:32, 23 October 2020 (UTC)

 * I think that you're completely right, it would have made much more sense! ReasonWithKnowledge (discuss • contribs) 11:03, 10 November 2020 (UTC)


text:
User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/Evidence in aeronautics

Evidence in aeronautics
Aeronautics from the perspective of attempting to fly finds its roots in the 15th century with Leonardo Davinci's designs of flying machines comparable to helicopters' nowadays design. This prototype could have worked if it hadn't been for the lack of the energy required to lift it. The absence of efficient materials and technology were important factors in explaining the significant amount of time that elapsed before human flying would be achieved. At first, the pragmatic evidence was that man had to reproduce the movement of flyings wings to be able to fly, so the study of bird's movement was widely practised. . There wasn't real knowledge about the physicial properties of air until the end of the 15th century, but even during the XXth century, experiments were still made based on this belief:
 * Franz Reichelt's jump from the Eiffel Tower with his own invention of a flying suit
 * Otto Lilienthal constructed the first hoverer and made more than 2000 flight tests
 * Professor Oehmichen who developed numerous flying machines, such as the Oemichen n°2 of 1922

However, in those cases the machines were only meant to hover, and were therefore not propelled by any forces other than the wind. Another piece of evidence was that flying machines had no real future, so much so that in 1903 the New York Times wrote that "...We hope that Professor Langley will not put his substantial greatness as a scientist in further peril by continuing to waste his time and the money involved, in further airship experiments." In 2019, Worldwide revenue generated by commercial airlines was of $872 billion, illustrating how our modern globalisation massively depends on flights. From the XVIIIth century, scientific evidence such as Bernouilli's principle and subsonnic flow, which in his own words means that “as the velocity of a fluid increases, the static pressure of that fluid will decrease, provided there is no energy added or energy taken away.”, arose. Other instrumental new pieces of evidence were the discoveries of Isaac Newton's law of mechanics or even Galilao Galilei that grounded the foundations of fluid mechanics and the forces acting on an object, considering the pressure acting on it. Those scientific approaches constituted the main foundations of aerodynamics, which seek to explore the principles behind how objects react while being in the air. Further on, the discovery of hydrogen gas in the 18th century was a breakthrough for aeronautic and flying machines. Specific amounts of energy were needed in order to propel the first planes, which wasn't always optimum and thus led to serious crashes. . Flying appears now as an evidence, but it had to deconstruct numerous previous evidences to exist in its today's form.


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User talk:2600:1014:B1B4:DAB5:3813:6844:C0AB:A67

How goes it say bra show me2600:1014:B1B4:DAB5:3813:6844:C0AB:A67 (discuss) 12:55, 23 October 2020 (UTC)


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User talk:Legrandherbage

Hello, your page should be created the way you are doing it. I have moved it back to the overall "sandbox" book that is being created (User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of religious studies). Don't put it in the "main space" again please. QuiteUnusual (discuss • contribs) 13:16, 23 October 2020 (UTC)

title: User talk:Legrandherbage


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Free Knowledge Culture Calendar/December 7

Today in 2001 the first e-mail was sent over the mailing list of the yet unnamed Rockbox aftermarket firmware project. A group of reverse engineering hacker enthusiasts formed around this mailing list and started reimplementing a firmware for Archos players.


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User talk:TimRJordan/sandbox/Approaches to Knowledge/2020-21/Seminar group 3/Evidence

Suggestion for Qualitative Evidence in Architecture - a case study of the 'Walkie Scorchie' skyscraper
Hi - I thought the content of your section was great but I would just suggest that use a more formal writing style. For example, the use of rhetorical questions ('What does an architect actually do?') is not completely appropriate for a Wikipedia entry. HotelBudapest (discuss • contribs) 11:05, 9 November 2020 (UTC)

Evidence in modern climate change
Hi, I took the freedom to add a sort of concluding/opening sentence at the end of your article. Let me know if that's okay with you and feel free to edit/remove it if it's not the case. Chopsticks21 (discuss • contribs) 19:35, 9 November 2020 (UTC)

 * Hi, no problem at all, you make a very interesting point and you underline the importance of well-supported evidence in modern climate change! Saucesoja (discuss • contribs) 14:39, 10 November 2020 (UTC)

Suggestion for Evidence in Biology
Hi! I believe it would be fit to include a short paragraph on "Social Darwinism". It would be interesting to explore how evidence obtained in Biology may be applied to the Social Sciences and what implications that would have. Eagle1020 (discuss • contribs) 16:12, 29 October 2020 (UTC)

Hi I am not sure I get what you mean by biological evidence and its role in social sciences, do you mind developing your point? Or feel free to edit/add a section of the page directly! Chopsticks21 (discuss • contribs) 15:37, 30 October 2020 (UTC)

Hi, thank you for your response. Social Darwinism is the application of biological concepts, such as survival of the fittest and natural selection, to sociology, economics, and politics. That means that based on certain biological evidence, some groups of people are seen as strong and fit, while others -- as inferior, which at its core is directly related to racism and eugenics. I hope that explanation makes my point clearer. Eagle1020 (discuss • contribs) 12:17, 9 November 2020 (UTC)

Oh okay I think I see. Do you want to write it? I could do it too but you seem to know what you're talking about more than I do. Or if you want me to do it, would you have any sources in mind where I could start my research? Chopsticks21 (discuss • contribs) 19:16, 9 November 2020 (UTC)

Suggestion on the Cosmetic Science article
Hey! I was just wondering if giving some concrete examples when talking about brands and how they evaluate their customers' needs would make your article even better ?

Thanks for your suggestion! I have just added an example of how Glossier and The Ordinary design quizzes to help customers personalise their purchases.

Suggestions on Evidences in History
Hey! If you want to add some more content to your section I thought that talking about the subjectivity of historians and the impact they have analysing the evidence provided to them could be quite interesting (how, for instance, the same historical events are portrayed very differently in some educational systems than other, etc.) Chopsticks21 (discuss • contribs) 14:55, 26 October 2020 (UTC)

Hi! I found your article on evidence in history very interesting, but do you think you could give more examples of secondary sources (such as newspapers, articles, bibliographies…)? I feel like giving more concrete examples would make the article a bit clearer! Saucesoja (discuss • contribs) 12:38, 27 October 2020 (UTC)

Suggestion for Digital evidence in the justice system
Hi, I found this topic very interesting and thought it might be pertinent to explore the ethical issues that Digital Forensics face, particularly in the acquisition of digital evidence in a day and age where it is much easier for individuals' privacy to be violated through technology.--TheStarryLamppost (discuss • contribs) 18:43, 27 October 2020 (UTC)

Suggestion for Evidence and Mathematics
The article was a nice read! I was wondering if it'd be interesting to touch on instances where statistics are manipulated for political motives. How numbers don't lie but can be presented in a way that makes them purposefully misleading to further a political agenda. If it's alright with you, could I add something about this? PerpetualMisfit (discuss • contribs) 02:13, 31 October 2020 (UTC)

I went ahead and wrote a part about how probability is used in law, using the example of the famous People v. Collins case. Do let me know what you think and feel free to edit it! PerpetualMisfit (discuss • contribs) 04:29, 10 November 2020 (UTC)

Very interesting contribution thank you! Api20 (discuss • contribs) 17:21, 10 November 2020 (UTC)

Suggestion on the Evidence in the Anthropology of Religion
Hey! I find your topic to be quite intriguing. I was reading about the anthropology of religion in the summer so I hope this book can help (Stein R, Stein P. The Anthropology of Religion, Magic and Witchcraft. Fourth edition - Routledge, New York; 2017. )--PepperOud (discuss • contribs) 00:56, 2 November 2020 (UTC)

Hi, thank you for the suggestion! I've found the book, and it is very interesting and definitely relevant to the topic. I'll let you know if I end up incorporating anything into this sandbox. Do you have any recommendations for specific points made in the book that might be especially relevant? Ridumdepiro (discuss • contribs) 14:28, 10 November 2020 (UTC)

Suggestion for evidence in theology
Hi, I found you topic very interesting, but I felt like it was hard to get a grasp on the points you were making because it is quite an abstract issue. I think your topic would really benefit from including some examples. For example, when you say "the conclusions deduced in Theology can be valid, as the premisses used aren’t always certain, or considered as rational knowledge," I think it could help develop your point if you include a case study or example to illustrate this. In addition to this, I found the question "can the Bible be considered evidence?" very intriguing, but it left me feeling a bit lost. I think it would help to expand on this question briefly - maybe just by offering a brief argument for an against each side of the debate. I would be happy to collaborate and help look for examples to develop your points. Ridumdepiro (discuss • contribs) 14:35, 10 November 2020 (UTC)

Suggestion for Evidence in Cosmetic Science
Hi, I learnt so much from this article, thank you! When I think of the gathering of evidence in cosmetic science, I immediately think of animal testing and the recent movement against animal cruelty (which has manifested itself through protests, numbers of people following a vegetarian and vegan diet, and of course action against animal testing - which is somewhat linked to our generation’s urgency with fighting for climate change). I wondered if it might be interesting to expand on your comments on animals testing and discuss further what methods have been used to replace animal testing in cosmetic science? I thought you could maybe put it into the social context we have with more young people fighting against this type of work, but more importantly, fighting for the wellness of our planet.

I found this document that lists a number of alternatives to animal testing if that would be useful:

From figure 2.3 : https://www.sciencedirect.com/science/article/pii/S1319016413001096

This is an interesting article about our generation’s approach to the environment and the multitude of today’s crises:

https://pdfs.semanticscholar.org/e187/b337c350cd3a19cbb848ca558920d576c8e9.pdf

Sugarfreejazz1 (discuss • contribs) 15:17, 10 November 2020 (UTC)

Suggestion for Evidence in modern climate change
Firstly, I found your article very clear and precise. You go through every aspect of evidence concerning global warming. My suggestion would be to maybe add a paragraph on the reasons why some people still don't believe in Global Warming despite the scientific evidence you cited. For example, more than 30% of Americans don't believe in Global Warming - why is that? Some believe it is part of a natural cycle, that they don't see a change in temperature, there's no scientific consensus, or even that it is a big conspiracy. Moreover, we could look at how politics and economics can sometimes overrule evidence in the case of Global Warming: if we look at the example of Donal Trump, for example, president of the most powerful country in the world. We could look at his tweets saying "In the beautiful Midwest, windchill temperatures are reaching minus 60 degrees, the coldest ever recorded. In coming days, expected to get even colder. People can’t last outside even for minutes. What the hell is going on with Global Waming? Please come back fast, we need you!" for example. Therefore, it could be interesting to analyze how here, scientific evidence isn't enough to prove the existence of global warming but there is also a big political and communication factor to evidence.


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User:HMaloigne/sandbox/Approaches to Knowledge/2020-21/Seminar group 17/Evidence

= Week 3: Evidence =

Quantitive evidence in switching from the Rutherford model to Bohr’s
Rutherford's model Immediately preceding Bohr’s atomic model was the Rutherford model, which serves a fine example of the dangers of cherry-picking evidence. Rutherford had done research in atomic radiation, and came to an atomic model with a heavy core of protons and neutrons. This core was surrounded by a cloud of electrons, randomly distributed in a sphere. The model supported new evidence found by Geiger and Marsden in scatter theory, but it failed to explain important chemical questions as valency and the stability of atoms.

Bohr's model With these unanswered questions, there was a clear need of an improved model of the atom. Niels Bohr, a Danish physicist, improved the model of Ernest Rutherford. Bohr based his model on the Rydberg formula that fitted all the observed wavelengths of the hydrogen atom emission spectrum into one formula:

$$\frac{1}{\lambda} = R_E(\frac{1}{n_f^2} - \frac{1}{n_i^2})$$

In this equation, fixed values n are used to describe energy levels. He explained this in his model by postulating that the nucleus must be surrounded by electrons in specific orbits with fixed “quantised” energies. In order to prove his theory, the numerical predictions that came from his models had to correspond to experimental data.

And so, evidence was of great importance in the development of Bohr’s module. In the first instance, it was the lack of convincing evidence for Rutherford’s that caused the switch. Additionally, new insight in quantum physics from Max Planck and his Planck constant were important for understanding the concept of quantised energy. And lastly in proving the model in itself: the fact that calculated results Bohr’s model and formula corresponded with experimental data was important in turning his three postulates into a quantitive model.

Evidence in Geography: Defining Water Scarcity
Having enough accessible freshwater is vital for socio-economical growth, human health and environmental stability. Freshwater availability is also directly linked with food security. Water scarcity is when there isn't sufficient accessible freshwater to maintain these factors. In order to identify and address water scarcity, different metrics were introduced which shall provide a quantified definition.

The two most commonly used metrics are:

1. The Water Stress Index (WSI):

It measures the number of people using one flow unit of water, defined as 1million m³ per year. The average water demand in a developed country is defined as 100-500 people per flow unit. Water scarcity is set at 1000 people per flow unit.

2. The Withdrawal to Availability Ratio (WTA):

This ratio is as well based on a fixed demand, divided by the amount of freshwater resources available. A WTA ratio bigger than 0.4 indicates water scarcity.

Both these metrics are based on the mean annual river runoff (MARR), which measures the amount of available freshwater by taking the annual amount of precipitation and evapotranspiration into account.

Issues
Being simple and universal, there are yet significant disadvantages of these metrics. They fail to cover influential aspects, such as the temporal irregularity of freshwater resources, the societal adaptability, the available groundwater and the moisture saved in vegetation, which often determines the need of freshwater for irrigated agriculture. Not considering the change in spatial distribution of freshwater further prevents society's preparedness for climate change, together with a degree of foreseeable misinterpretation. Additionally, instead of taking the variability of freshwater demand into account, a fixed quantity is used, which is derived from subjective and often oversimplified quantifications of socio-economic factors.

Suggestions
Suggestions were made to address these issues: to recognise that the presence of water doesn't equal the accessibility to safe water; to include water storage in the measurement of water scarcity, as it is a way to balance out the temporal freshwater variability; to minimise the subjective quantifications but rather integrate them as physical descriptions of water scarcity into governmental discussions, together with local representatives.

Quantitive evidence and its validity in Epidemiology
There are multiple study methods in Epidemiology however these can be divided into two larger categories: either Observational Study Designs or Interventional Study Designs, whereby the researchers are only able to observe existing conditions / lifestyles or can intervene minimally.

Because both Observational and Interventional studies take place in largely non-manipulated circumstances, this can attribute for the factors of bias, confounding, and chance affect the validity of the study's findings.

 * Bias: Main two categories of bias are information or selection bias. Information bias occurs when the method of study creates errors in the measuring of a variable, whereas selection bias occurs when participants due to a given set of unaccounted characteristics (for example, they study at the same university).

 * Confounding: Confound bias occurs when extra, potentially invaluable, factors are taken into consideration when studying the relationship between an exposure and an outcome, and if these extra factors are then considered a variable affecting the outcome.

 * Chance: Chance factors can occur and affect results because a given study will always be limited to its participant group and the time and length of the study, and this chance factor could deviate the result from truth.

Potential Influences of Conclusions in Epidemiology
Given the above potential influences on the validity of epidemiological evidence, epidemiologists have set rules to design and account for the potential invalidity of their research. A study must include analyses of its method as well as its findings, outlining all the potential confounds, biases, and possible chance factors that could influence the research outcome, and describing the potential size of this influence. The researchers must also analyse their findings using formal statistics, whereby they can check the precision of their findings based on larger statistics.

Epidemiological research can and does have a lasting affect on the larger societal understanding of health, on national or international policies in health and medical practice, and in pharmaceutical practice and production. These are only some of the reasons for the importance of accounting for the validity of research findings in health-related disciplines.

An example of Bias in Research Findings
One 2002 study, the Women's Health Initiative Study, observed a relationship between long-term use of Hormone Replacement Therapy (HRT) and various noncommunicable diseases, and this study shifted the mentality of many health practitioners away from HRT, even though prior to the study over 50 other Observational studies has observed no such relationship.

The problem of evidence distorted by the lack of data on women in medical research
Medical knowledge is issued by both theories and experiences. These two manners of obtaining facts are often considered as primary evidence. However, these qualitative and quantitative researches can be biased by a number of factors such as the neglecting of the sex and gender of the subjects used in the study and those it aims to heal.

Women are less present in medical studies. For instance, even though 55% of HIV-positive adults are women, they represent only 19.2% of participants in antiretroviral studies, 38.1% in vaccination studies and 11.1% in studies focused on finding a cure Indeed, it is generally accepted that male and female body do not have to be considered different except for the study of matters related to reproductive function, size and weight. This explains the little number of gender-specific health care research and results. However, it was proven that gender differences also occur at the cell scale, as demonstrated by studies about blood-serum bio-markers for autism and proteins for example. This difference have consequences at a macroscopic scale, for instance for HIV-positive women the symptoms and complications are different than those suffered by HIV-positive men. Hence, medical research should either take the sex of the studied subject into consideration or justify the ignorance of this factor. This common evidence mistake leads to errors and medical misjudgment. It results in ineffective drugs for women and consequently a loss of money. The medical corps justifies this inequality in women data by the difficulty to find available women for tests, the use of hormonal contraception which might impact the results of the research, the lower finding for women research such as the research for coronary artery disease.

This evidence problem has been addressed by the NIH Guidelines on the inclusion of women and minorities as subjects in clinical research in 1994.

Use of Quantitative Evidence in Sociology
Quantitative evidence is gathered from quantitative research methods, using numerical or statistical data using surveys, surveillance or from administrative records. Quantitative evidence is used to test deductive hypotheses and are widely used in positivist research. Positivism in sociology believes that knowledge in the social world is objective and links between how society and its individuals can be studied like classically scientific disciplines. Using quantitative evidence, positivist researchers aim to find causations and correlations between two social variables and how they impact each other. Quantitative methods provide statistical evidences in the form of numeric figures which could be represented using graphs, charts and numbers.

There are many reasons why positivist sociologists use quantitative evidence in sociology. Firstly, it is very easy to use in hypothesis testing as it directly shows if there are any causations or correlations between variables. Also, most of the methods produce unbiased data which is representative of the population. This is because of the easy to carry out methods which make it easy to test on a larger sample. Apart from the objectivity, quantitative evidence also has a high reliability as the methods could be carried out multiple times to test the hypothesis due to ease in replicability.

Despite this, many sociologists criticise this approach and the use of evidence. This is because it may fail to recognise the differences between the social world and the natural world. Similarly, using methods and procedures may question its ecological validity by presenting a false reality as in most of the methods, external, real-life variables do not affect the evidence. This brings up the question that is quantitative evidence actually capable of producing a reflection of social reality?

Emile Durkheim and the use of Quantitative Evidence in the study of Suicide.
A key example of the issues of using quantitative data in studying sociology is Emile Durkheim’ s study of Suicide. Despite being a celebrated monograph in the field of positivist structuralism, Durkheim’s study has faced a lot of critique over the years. Durkheim wanted to show how suicide is caused by external social factors rather than individual trouble by linking it to the importance of social integration and a sense of belonging. Suicide statistics of different genders, social class, religions and marital statuses were used to identify what social factors lead to higher rates in suicide. Over the years, this method could be seen as problematic as Durkheim has been accused of committing an ecological fallacy. This is when inferences of the individuals behaviour is inferred from the behaviour as a group, explaining individual actions as a part of society's action.Similarly, the way some groups and statistical records define deaths and suicides also differ (e.g in Catholicism and Protestant Christianity).

Evidence in Complex numbers
A complex number is a number of the form $$a+bi$$, in which $$a

$$ and $$b$$ are real numbers, and $$i$$ is the imaginary unit, such that $$i^2=-1$$. Because no real number satisfies this equation, $$i$$ is called an imaginary number. The term "imaginary" for these quantities was coined by René Descartes in 1637, although he struggled to stress their imaginary nature "[...] sometimes only imaginary, that is one can imagine as many as I said in each equation, but sometimes there exists no quantity that matches that which we imagine. [...]"

- René Descartes

These numbers were born out of an attempt to solve quadratic equations that had no real solutions. It was Gerolamo Cardano, an Italian mathematician, who first managed to conceive complex numbers that were the contrary of the existing numbers. In spite of his discovery, mathematicians were still asking questions about the rules governing the imaginary numbers. The way they tried to answer this question was to use previously known and proven properties of Cartesian mathematics and algebra. Operations on complex numbers were then introduced by using extant rules of algebraic operations and relations. Subsequently, the Cartesian plane properties that were well known to mathematicians were utilised to acquaint the Argand diagram. It refers to a geometric plot of complex numbers using the x-axis as the real axis and y-axis as the imaginary axis. Mathematicians used existing evidence to introduce new notions and theorems. That is how most of discoveries in Mathematics were made. René Descartes stated that:

"Each problem that I solved became a rule, which served afterwards to solve other problems."

- René Descartes

It is such field of study that even if a concept seems to be unfamiliar scholars manage to support and justify it with existing evidence. It is also vital to notice that in this discipline the lack of proof and evidence in a theorem propels the reference to existing proofs.


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User talk:HMaloigne/sandbox/Approaches to Knowledge/2020-21/Seminar group 17/Evidence

= Discussion page Evidence =

Added this part to the sandbox today. Also added my references to the list at the bottom. Comments are appreciated :) BASc to the future (discuss • contribs) 19:06, 23 October 2020 (UTC)
 * Aaaaaaand I'm already back. Corrected a small capitalisation mistake, added some headers in-between and a lovely schematic of the Bohr model. BASc to the future (discuss • contribs) 19:19, 23 October 2020 (UTC)
 * I linked the Wikipedia pages of all the scientists you've mentioned in your contribution.Kyoshiwarrior (discuss • contribs) 17:19, 5 November 2020 (UTC)Kyoshiwarrior

Added my contribution to the sandbox today after researching for a few days. I looked mostly into the potential faults in evidence gathered for epidemiological studies, wondering if I should have focused more on the actual evidence collection methods.. Thoughts? Brokentelevision2020 (discuss • contribs)
 * I saw the one reference is used twice, I put them together so it only appears once in the reference list.Kuramae (discuss • contribs) 15:05, 28 October 2020 (UTC)
 * Thanks! Brokentelevision2020 (discuss • contribs) 16:14, 10 November 2020 (UTC)

Hi guys. Lost all the progress I made on my bit of the sandbox for Evidence so quickly redid that. Would love to know your thoughts! Kyoshiwarrior (discuss • contribs) 20:59, 2 November 2020 (UTC)Kyoshiwarrior

 * From 11er467va to the author of The problem of evidence distorted by the lack of data on women in medical research

Really insightful contribution which highlighted a key issue with extrapolating conclusions drawn from men, to women! My only comments would be to potentially revise the title as it is a bit clunky, and perhaps consider including the terms alpha and beta bias (they're typically used in psychology but I feel could be really applicable here!). There's also a few occasions where 'further' could be used instead of 'also' and 'apart from', just to make it sound a bit more formal :)

Thank you for your comments and help ! I am going to work on the formal part. If you have any Idea for the title please feel free to change it, I am not sure to understand clearly the terms alpha and beta bias, so I think that you would do a better job than me ! Uclqmtr (discuss • contribs) 22:44, 5 November 2020 (UTC)
 * As an afterthought, I remember watching a Ted Talk about a female sports coach and sports doctor who realised that all the studies she used for researching ways to recover better and best practice / train for competitive sports only used men as study participants, as a coach for female sports teams she realised that the data was almost non-applicable to her teams. This led her to begin her own sports / physiological research using female athletes as participants and found really insightful conclusions that changed her training her methods. Might be interesting to look into as well. Brokentelevision2020 (discuss • contribs) 16:14, 10 November 2020 (UTC)

7 November 2020

I've gone over all the citations of this page and the Truth page. These are the things I changed (and might be of interest to some of you): I hope that clears up some misunderstandings in the citation structure.
 * The in-text citation is placed after the dot, so: "this is information from a website. "
 * If you're using one source twice in-text, you can use the same reference. So: no need to have the same source as [1],[3] and [4]. Just using [1] three times is fine.

I also added hyperlinks to Wikipedia for subjects that were considered general knowledge, but might not be.

 * Thanks this is very helpful. Brokentelevision2020 (discuss • contribs)

Evidence in Geography: Defining Water Scarcity I found this piece very well structured. I was thinking about adding two maps to the article comparing the results world wide of the two measures of Water Scarcity in order to underline the issues of subjectivity of the measures. What do you think ? Uclqmtr (discuss • contribs)
 * Yes, sure please go ahead. --Kuramae (discuss • contribs) 15:27, 10 November 2020 (UTC)


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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/Evidence/Evidence in Psychology

Background
Psychology is a human science that focuses on "the mind and how it dictates and influences our behavior, from communication and memory to thought and emotion." Psychology could be seen to have deep roots in Philosophy, however, the main differences between these disciplines are the methods used to obtain an answer/conclusion. Modern psychology has a more scientific-based approach compared to old philosophy to collect data and obtain knowledge, similar to the methods used in the natural sciences.

Evidence in psychology
Within psychology, both qualitative and quantitative data are used. Qualitative evidence is data that is collected through the observation of phenomenons where obtaining a numerical value is not possible and quantitative evidence is data collected through measurement, numerical values are collected and then analyzed through data processing and statistics. There are 5 main methods within psychology: 1. Case Study: Individuals are observed over a specific time period.

2. Experiment: There is a controlled, independent, and dependent variable.

3. Observation Study: A form of "qualitative research".

4. Survey: A form of "quantitative research".

5. Content Analysis: observing many forms of "media", using "mathematical data about the words or concepts to study things like stereotyping".

Limitations
Due to the lengthy process of data collection within psychology, there is generally a small sample size that may lead to hasty generalizations causing possible limitations in the accuracy of data and conclusions. This may be due to the financial pressures that scientists in both the human and natural sciences face, constantly aiming to discover new findings to increase funding. Another phenomenon that is present within psychology that may hinder the reliability of knowledge is p-hacking "where researchers select the analysis that yields a pleasing result", additionally confirmation bias may also be present- especially in qualitative data. Individuals may view things in a specific way to suit their biases and confirm their predictions. Publication bias is another limitation within psychology where the accuracy of conclusions is skewed. Within a scientific field, papers that have discovered new phenomenons are most likely to be published, causing scientists to constantly try to discover new phenomenons (to increase funding) instead of repeating past experiments to confirm the accuracy of data. Another limitation of evidence in psychology is the phenomenon of cognitive dissonance, first explored by Leon Festinger in 1957. The theory stipulates that, if a person believes in two conflicting things (which are said to be dissonant towards one another), this leads to psychological stress or discomfort, which in turn influences the person to minimise the dissonance. This is done by altering, or disputing evidence for one of the beliefs, so that it becomes more in-line (consonant) with the other.


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Cataloging and Classification/Resource Description and Access (RDA)

Resource Description and Access, or RDA, is the set of cataloging rules for descriptive cataloging and access. It was published in 2010 and is used primarily in North America and Canada.

Core Elements
The core elements of RDA cover the basic info of an item—-what it is, what it’s called, who created it, etc.


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User:JPxG

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User:Ka3naBeyond

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Feel free to leave a message 🥇

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User talk:TimRJordan/sandbox/Approaches to Knowledge/2020-21/Seminar group 4/Evidence

General reminder to avoid making value judgements, e.g. about how things should be, unless you make it clear that it is not your own view or an indisputable fact, but the view of a particular scholar, or one possible interpretation out of many others.Vkwzw (discuss • contribs) 14:30, 3 November 2020 (UTC)

The section on "The flexibility of evidence in advertising" is very interesting and well written, however the references are only links, so maybe you could develop a little bit more your references! Mouxy73 (discuss • contribs) 11:15, 24 October 2020 (UTC)

I find the part about "The flexibility of evidence in advertising" really interesting as well, but maybe it also needs a more general explanation since the topic indicated in the title is advertising. Majb324 (discuss • contribs) 23:09, 25 October 2020 (UTC) I have added in a brief introduction which may need revisiting, do you think it needs justification of advertising as a discipline?Zvxz (discuss • contribs) 18:33, 26 October 2020 (UTC)

Maybe you could add one, so your text about the discipline of advertsing could be clearer :). Majb324 (discuss • contribs) 13:13, 27 October 2020 (UTC)

The text on False Balance is very interesting (I had never heard of that concept), and I thought it would also be interesting to apply it to other issues, such as COVID or evolutionism for instance. When it comes to COVID-19, the media has sometimes tried to create a false balance between preserving the economy and preserving the population's health, or between a return to 'normalcy' and a lockdown. As for evolutionism, mostly Republicans in the US have encouraged the presentation of evolutionism and creationism as theories with equal validity, whether in schools or in the media.

 * I really like that! Feel free to add these points to the section if you want, if not, I'll try to do some research and add them myself.Vkwzw (discuss • contribs) 14:03, 3 November 2020 (UTC)
 * Added a section about the pandemic now, thank you for the suggestion!Vkwzw (discuss • contribs) 15:48, 10 November 2020 (UTC)

In your introduction to 'Evidence in Urban Planning', I believe that you could make your analysis more powerful by explicitly labelling the different sources that the bus stop location examines as evidence. purplerain24 (discuss • contribs) 16:41 9th of November 2020 (UTC)== Possible improvement in the referencing ==

While the part on ‘The role of the evidence in archeology’ is excellent, I think it requires some attention to the reference section. As mentioned in the training, using Wikipedia for the research is extremely useful, however citing it is not always the best idea. It is worth checking the references at the bottom of the Wikipedia article that you want to cite. There is a great chance that you will find there a more reliable source that is written by an expert. Hopefully it helps--Hot Steams 417 (discuss • contribs) 18:37, 26 October 2020 (UTC) Thank you for your contribution I will try to reference my section better! Mouxy73 (discuss • contribs) 17:37, 29 October 2020 (UTC)

The section on 'Evidence in social anthropology' is very interesting and nicely written but I think the referencing needs improvement as it's fairly sparse.Jigamaree (discuss • contribs) 18:00, 28 October 2020 (UTC)

In 'Evidence in Aggression,' the section on social or cultural reinforcement of aggressive behaviour could be tied to the notion of 'culture of honor,' described as 'a social norm that condones and even encourages responding to insults with aggression' by Charles Stagnor in the book 'Principles of Social Psychology-1st International Edition' (adapted by Rajiv Jhangiani and Hammond Tarry.) You could consider incorporating this concept into your section 'Social Psychology Evidence,' if you wish to. --Banksy2020 (discuss • contribs) 19:41, 9 November 2020 (UTC) https://opentextbc.ca/socialpsychology/chapter/personal-and-cultural-influences-on-aggression/