Méthode simple pour le Rubik's Revenge 4×4x4

Une nouvelle méthode pour la résolution du Rubik's Revenge (4x4x4) vient d'être ajouté.

Cette méthode demande un peu de connaissance du Rubik's Cube (3x3x3) car le principe est de se retrouver dans une situation où l'on pourra appliquer nos connaissances de ce dernier.

Vous trouverez cette méthode ici : Méthode - Rubik's Revenge

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  1. The relationship bewteen virtual reality and artificial intelligence are done through computers.Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real world—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology’s proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time. Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with head mounted displays and data suits.Artificial intelligence (AI) is the intelligence of machines and the branch of computer science that aims to create it. AI textbooks define the field as the study and design of intelligent agents where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who coined the term in 1956, defines it as the science and engineering of making intelligent machines. The field was founded on the claim that a central property of humans, intelligence—the sapience of Homo sapiens—can be so precisely described that it can be simulated by a machine. This raises philosophical issues about the nature of the mind and the limits of scientific inquiry, issues which have been addressed by myth, fiction and philosophy since antiquity.Artificial intelligence has been the subject of optimism, but has also suffered setbacks and, today, has become an essential part of the technology industry, providing the heavy lifting for many of the most difficult problems in computer science. AI research is highly technical and specialized, deeply divided into subfields that often fail to communicate with each other. Subfields have grown up around particular institutions, the work of individual researchers, the solution of specific problems, longstanding differences of opinion about how AI should be done and the application of widely differing tools. The central problems of AI include such traits as reasoning, knowledge, planning, learning, communication, perception and the ability to move and manipulate objects. General intelligence (or strong AI ) is still among the field’s long term goals

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