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Fictional technology is technology that does not exist. It may be an idea or design that has not yet been developed, or it may be a fictional device used in a novel.
Technical innovations which represent progressive developments within a field for competitive advantage.
Seeks to identify if a prospective technology can be designed in detail, and simulated, even if it cannot be built yet - this is often a prerequisite to venture capital funding, or investigation in weapons research.
Technology is the collection of techniques, skills, methods, and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation. Technology can be the knowledge of techniques, processes, and the like, or it can be embedded in machines to allow for operation without detailed knowledge of their workings. Systems applying technology by taking an input, changing it according to the system's use, and then producing an outcome are referred to as technology systems or technological systems.
Venture capital (VC) is a type of private equity, a form of financing that is provided by firms or funds to small, early-stage, emerging firms that are deemed to have high growth potential, or which have demonstrated high growth. Venture capital firms or funds invest in these early-stage companies in exchange for equity, or an ownership stake, in the companies they invest in. Venture capitalists take on the risk of financing risky start-ups in the hopes that some of the firms they support will become successful. Because startups face high uncertainty, VC investments do have high rates of failure. The start-ups are usually based on an innovative technology or business model and they are usually from the high technology industries, such as information technology (IT), clean technology or biotechnology.
Often emphasizes a speculative potential of a specific technology in order to stimulate investment in it, or a counter-technology. This is a common motivation in any society dominated by a military-industrial complex. See also militarism, technological escalation, arms race.
A society is a group of individuals involved in persistent social interaction, or a large social group sharing the same geographical or social territory, typically subject to the same political authority and dominant cultural expectations. Societies are characterized by patterns of relationships between individuals who share a distinctive culture and institutions; a given society may be described as the sum total of such relationships among its constituent of members. In the social sciences, a larger society often exhibits stratification or dominance patterns in subgroups.
Militarism is the belief or the desire of a government or a people that a state should maintain a strong military capability and to use it aggressively to expand national interests and/or values. It may also imply the glorification of the military and of the ideals of a professional military class and the "predominance of the armed forces in the administration or policy of the state".
Technological escalation describes the situation where two parties in competition tend to employ continual technological improvements in their attempt to defeat each other. Technology is defined here as a creative invention, either in the form of an object or a methodology. An example is the mutual escalation seen between e-mail spammers and the programmers of spam filters and other anti-spam techniques. Although escalation is usually meant negatively, if two companies are in an escalating competition to produce the best widget, the consumer benefits because they get a choice between better and better widgets.
Emphasizes some amazing potential of some technology that is "under development" (usually without any specific timelines) by a company that is seeking simply to present itself as being competent with technology. See also vaporware, persuasion technology.
In the computer industry, vaporware is a product, typically computer hardware or software, that is announced to the general public but is never actually manufactured nor officially cancelled. Use of the word has broadened to include products such as automobiles.
Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion. Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent.
Many works of science fiction are centered around the use of fictional future innovations and technologies and their potential uses. This can sometimes result in inventors using these fictional technologies as inspiration for real-life devices and other emerging technologies.
Science fiction is a genre of speculative fiction, typically dealing with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, and extraterrestrial life. Science fiction often explores the potential consequences of scientific and other innovations, and has been called a "literature of ideas."
Emerging technologies are technologies whose development, practical applications, or both are still largely unrealized, such that they are figuratively emerging into prominence from a background of nonexistence or obscurity. These technologies are generally new but also include older technologies that are still controversial and relatively undeveloped in potential, such as preimplantation genetic diagnosis and gene therapy. Emerging technologies are often perceived as capable of changing the status quo.
Fantasy genres like steampunk and dieselpunk explore the consequences of more advanced technology being developed earlier in history, while not necessarily entering into the realm of science fiction. Magic powered technology, colloquially known as "magitech", is also common in fantasy media, where it can be used as a substitute for modern technology while still giving the setting a fantasy atmosphere. Well-known examples are human-created golems and artificially levitating airships.
Steampunk is a subgenre of science fiction or science fantasy that incorporates technology and aesthetic designs inspired by 19th-century industrial steam-powered machinery. Although its literary origins are sometimes associated with the cyberpunk genre, steampunk works are often set in an alternative history of the 19th century's British Victorian era or American "Wild West", in a future during which steam power has maintained mainstream usage, or in a fantasy world that similarly employs steam power. However, steampunk and Neo-Victorian are different in that the Neo-Victorian movement does not extrapolate on technology while technology is a key aspect of steampunk.
Dieselpunk is a genre similar to steampunk that combines the Tier 2 Industrial technology and aesthetics of the diesel-based technology of the interwar period through to the 1950s with retro-futuristic technology and postmodern sensibilities. Coined in 2001 by game designer Lewis Pollak to describe his role-playing game Children of the Sun, the term has since been applied to a variety of visual art, music, motion pictures, fiction, and engineering.
In Jewish folklore, a golem is an animated anthropomorphic being that is magically created entirely from inanimate matter. The word was used to mean an amorphous, unformed material in Psalms and medieval writing.
An android is a robot or other artificial being designed to resemble a human, and often made from a flesh-like material. Historically, androids were completely within the domain of science fiction and frequently seen in film and television, but recent advances in robot technology now allow the design of functional and realistic humanoid robots.
Biomedical Engineering (BME) or Medical Engineering is the application of engineering principles and design concepts to medicine and biology for healthcare purposes. This field seeks to close the gap between engineering and medicine, combining the design and problem solving skills of engineering with medical biological sciences to advance health care treatment, including diagnosis, monitoring, and therapy. Also included under the scope of a biomedical engineer is the management of current medical equipment within hospitals while adhering to relevant industry standards. This involves equipment recommendations, procurement, routine testing and preventative maintenance, through to decommissioning and disposal. This role is also known as a Biomedical Equipment Technician (BMET) or clinical engineering.
Computer software, or simply software, is a collection of data or computer instructions that tell the computer how to work. This is in contrast to physical hardware, from which the system is built and actually performs the work. In computer science and software engineering, computer software is all information processed by computer systems, programs and data. Computer software includes computer programs, libraries and related non-executable data, such as online documentation or digital media. Computer hardware and software require each other and neither can be realistically used on its own.
Filk music is a musical culture, genre, and community tied to science fiction/fantasy/horror fandom and a type of fan labor. The genre has been active since the early 1950s, and played primarily since the mid-1970s.
Fictional languages are a subset of constructed languages, and are distinct from the former in that they have been created as part of a fictional setting. Typically they are the creation of one individual, while natural languages evolve out of a particular culture or people group. Fictional languages are also distinct from natural languages in that the former do not have native speakers.
Non-fiction or nonfiction is content whose creator, in good faith, assumes responsibility for the truth or accuracy of the events, people, or information presented. In contrast, a story whose creator explicitly leaves open if and how the work refers to reality is usually classified as fiction. Nonfiction, which may be presented either objectively or subjectively, is traditionally one of the two main divisions of narratives, the other traditional division being fiction, which contrasts with nonfiction by dealing in information, events, and characters expected to be partly or largely imaginary.
A weapon, arm or armament is any device that can be used with intent to inflict damage or harm. Weapons are used to increase the efficacy and efficiency of activities such as hunting, crime, law enforcement, self-defense, and warfare. In broader context, weapons may be construed to include anything used to gain a tactical, strategic, material or mental advantage over an adversary or enemy target.
A fictional universe is a self-consistent setting with events, and often other elements, that differ from the real world. It may also be called an imagined, constructed or fictional realm. Fictional universes may appear in novels, comics, films, television shows, video games, and other creative works.
The future is what will happen in the time after the present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently exists and will exist can be categorized as either permanent, meaning that it will exist forever, or temporary, meaning that it will end. In the Occidental view, which uses a linear conception of time, the future is the portion of the projected time line that is anticipated to occur. In special relativity, the future is considered absolute future, or the future light cone.
Clinical trials are experiments or observations done in clinical research. Such prospective biomedical or behavioral research studies on human participants are designed to answer specific questions about biomedical or behavioral interventions, including new treatments and known interventions that warrant further study and comparison. Clinical trials generate data on safety and efficacy. They are conducted only after they have received health authority/ethics committee approval in the country where approval of the therapy is sought. These authorities are responsible for vetting the risk/benefit ratio of the trial – their approval does not mean that the therapy is 'safe' or effective, only that the trial may be conducted.
Educational software is a term used for any computer software which is made for any educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software, etc. The purpose of all this software is to make some part of education more effective and efficient.
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game or a specific genre of game. There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds.
Fantasy tropes are a specific type of literary tropes that occur in fantasy fiction. Worldbuilding, plot, and characterization have many common conventions. Literary fantasy works operate using these tropes, while others use them in a revisionist manner, making the tropes over for various reasons such as for comic effect, and to create something fresh.
According to Robin A. Williams and David Edge (1996), "Central to social shaping of technology (SST) is the concept that there are choices inherent in both the design of individual artifacts and systems, and in the direction or trajectory of innovation programs."
Worldbuilding is the process of constructing an imaginary world, sometimes associated with a whole fictional universe. The resulting world may be called a constructed world. Developing an imaginary setting with coherent qualities such as a history, geography, and ecology is a key task for many science fiction or fantasy writers. Worldbuilding often involves the creation of maps, a backstory, and people for the world. Constructed worlds can enrich the backstory and history of fictional works, and it is not uncommon for authors to revise their constructed worlds while completing its associated work. Constructed worlds can be created for personal amusement and mental exercise, or for specific creative endeavors such as novels, video games, or role-playing games.
Superhuman strength is an ability commonly invoked in fiction and other literary works such as mythology. It is the power to exert force and lift weights beyond what is physically possible for a human. It is a fictionalized representation of the phenomenon of hysterical strength. Alternate pronunciations or descriptions of superhuman strength have included enhanced strength, super-strength, and increased strength. Superhuman strength is an amorphous ability, varying in potency depending on the writer or the context of the story in which it is depicted.
There have been many attempts at defining science fiction. This is a list of definitions that have been offered by authors, editors, critics and fans over the years since science fiction became a genre. Definitions of related terms such as "science fantasy", "speculative fiction", and "fabulation" are included where they are intended as definitions of aspects of science fiction or because they illuminate related definitions—see e.g. Robert Scholes's definitions of "fabulation" and "structural fabulation" below. Some definitions of sub-types of science fiction are included, too; for example see David Ketterer's definition of "philosophically-oriented science fiction". In addition, some definitions are included that define, for example, a science fiction story, rather than science fiction itself, since these also illuminate an underlying definition of science fiction.
The following outline is provided as an overview of and topical guide to fiction:
Shadowrun is a science fantasy tabletop role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy, horror and detective fiction. From its inception in 1989, Shadowrun has remained among the most popular role-playing games. It has spawned a vast franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, and multiple video games.