In Computer Graphics
In many early graphical applications, such as video games, the scene was constructed of independent layers that were scrolled at different speeds in a simulated parallax motion effect when the player/cursor moved, a method called parallax scrolling. Some hardware had explicit support for such layers, such as the Super Nintendo Entertainment System. This gave some layers the appearance of being farther away than others and was useful for creating an illusion of depth, but only worked when the player was moving. Now, most games are based on much more comprehensive three-dimensional graphic models, although portable game systems (such as Nintendo DS) still often use parallax. Parallax-based graphics continue to be used for many online applications where the bandwidth required by three-dimensional graphics is excessive.
Parallax scrolling has also been adapted to website design generally implemented using javascript and modern web standards. The technique has since appeared in many different forms and variations on virtually thousands of websites.
Read more about this topic: Parallax
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“What, then, is the basic difference between todays computer and an intelligent being? It is that the computer can be made to see but not to perceive. What matters here is not that the computer is without consciousness but that thus far it is incapable of the spontaneous grasp of patterna capacity essential to perception and intelligence.”
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