Patterns
In typography, rivers are visually unattractive gaps appearing to run down a paragraph of text, due to an accidental alignment of spaces. They can occur regardless of the spacing settings, but are most noticeable with wide inter-word spaces caused by full text justification or monospaced fonts.
Rivers occur due to a combination of whether the type appears broad or skinny, the values assigned to the widths of various characters, and the degree of control over character spacing and word spacing. Broader typefaces are more prone to exhibit rivers, as are the less sophisticated typesetting applications that offer little control over spacing.
Typographers can test for rivers by turning a proof sheet upside down to examine the text. From this perspective, the eye is less likely to recognize words and the type can be viewed more readily as an overall pattern.
A related but less frequently used term is lake, which refers to a cluster of adjacent or intertwined rivers that create a lighter area within a block of type. Typesetters today are less likely to make adjustments to conceal rivers and lakes than they would using the more traditional methods.

Voltage
Bioelectromagnetism refers to the electrical, magnetic or electromagnetic fields produced by living cells, tissues or organisms. Examples include the cell membrane potential and the electric currents that flow in nerves and muscles as a result of action potentials.
It is an aspect of all living things, including all plants and animals. Some animals have acute bioelectric sensors and others, such as migratory birds, are believed to navigate in part by orienteering with respect to the Earth’s magnetic field. Also, sharks are more sensitive to local interaction in electromagnetic fields than most humans. Other animals, such as the electric eel, are able to generate large electric fields outside their bodies.
Bioelectromagnetism is associated with biorhythms and chronobiology. Biofeedback is used in physiology and psychology to monitor rhythmic cycles of physical, mental, and emotional characteristics and as a technique for teaching the control of bioelectric functions.
There are multiple categories of Bioelectromagnetism such as brainwaves, myoelectricity, and other related subdivisions of the same general bioelectromagnetic phenomena. One such phenomenon is a brainwave, where bioelectromagnetic fluctuations of voltage between parts of the cerebral cortex are detectable. This is primarily studied in the brain by way of electroencephalograms.
Exchange
The cortical homunculus is a pictorial representation of the anatomical divisions of the primary motor cortex and the primary somatosensory cortex. It presents the portion of the human brain directly responsible for the movement and exchange of sense and motor information of the rest of the body.
The resulting image is a disfigured human with disproportionately huge hands, lips, and face in comparison to the rest of the body. Because of the fine motor skills and sense nerves found in these particular parts of the body they are represented as being larger on the homunculus. A part of the body with fewer sensory or motor connections to the brain is represented to appear smaller.
Dr. Wilder Penfield used a similar image to depict the body according to the areas of the motor cortex controlling it in voluntary movement. Sometimes thought to be the brain’s map of the body, the motor homunculus is really a map of the proportionate association of the cortex with body members. It also reflects kinesthetic proprioception, the body as felt in motion.
For example the thumb, which is used in thousands of complex activities, appears much larger than the thigh with its relatively simple movement. This develops over time and differs from one person to the next. The hand in the brain of an infant is different from the hand in the brain of a concert pianist. The difference is due to differences in the functional organization of associated areas of the brain, which is in turn influenced by the muscular anatomy of the effector muscles of the hand.

Viewpoint
The uncanny valley is a hypothesis regarding the field of robotics and computer graphic animation. The theory holds that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers. The valley in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot’s lifelikeness.
A number of theories have been proposed to explain the cognitive mechanism underlying the phenomenon. As appearance and motion become less distinguishable from a human being, an evolved cognitive mechanism for the avoidance of selecting mates with low fertility, poor hormonal health, or ineffective immune systems based on visible features of the face and body is activated.
In addition, the viewing of a not quite real human animation or robot elicits an innate fear of death, pathogen avoidance, and the irrational belief that aging and death as a central premise of life apply to all others but oneself. The jerkiness of an android’s movements could be unsettling because it elicits a fear of losing bodily control.
The uncanny valley may be symptomatic of entities that elicit a model of a human other but do not measure up to it. If an entity looks sufficiently nonhuman, its human characteristics will be noticeable, generating empathy. However, if the entity looks almost human, it will elicit our model of a human other and its detailed normative expectations.
The concept of the uncanny valley is taken seriously by the film industry due to negative audience reactions to CGI animations. The 2004 CGI animated film The Polar Express was criticized by reviewers who felt that the appearance and movements of the characters were creepy or eerie.

Impulse
Deferred gratification is the ability to wait in order to obtain something that one wants. This attribute is known by many names, including impulse control, will power, and self control. It is suggested to be an important component of emotional intelligence. People who lack this trait are said to need instant gratification and may suffer from poor impulse control.
Conventional wisdom considers good impulse control to be a personality trait important for life success. It has been argued that people with poor impulse control suffer from weak ego boundaries. This term originates in Sigmund Freud’s theory of personality where the id is the pleasure principle, the superego is the morality principle, and the ego is the reality principle. Poor impulse control may also be related to biological factors in the brain. Researchers have found that children with fetal alcohol syndrome are less able to delay gratification.
The marshmallow experiment is a well known test of the deferred gratification concept conducted by Walter Mischel at Stanford University. In the 1960s, a group of four-year-olds were given a marshmallow and promised another, but only if they could wait 20 minutes before eating the next one. Some children could wait and others could not. The researchers then followed the progress of each child into adolescence and demonstrated that those with the ability to wait were better adjusted and more dependable, scoring an average of 210 points higher on the Scholastic Aptitude Test years later. Mischel later found that easily explained tactics allowed children who had waited very short periods to wait for quite long periods.
Quality
Charisma is a trait found in persons whose are characterized by a personal charm and magnetism, along with innate and powerfully sophisticated abilities of interpersonal communication. One who is charismatic is said to be capable of using their personal being to interface with other human beings in a direct manner to effectively communicate.
The term was introduced in scholarly usage by German sociologist Max Weber as charismatic authority. He defined it as one of three forms of authority, the other two being traditional authority and rational authority. According to Weber, charisma is defined as a certain quality of an individual personality, by virtue of which one is set apart from ordinary people and endowed with specifically exceptional powers or qualities.
Charisma almost always evolves in the context of boundaries set by traditional or rational authority, but by its nature tends to challenge this authority and is thus often seen as revolutionary. However, the constant challenge that charismatic authority presents to a particular society will eventually subside as it is incorporated into that society. The way in which this happens is called routinization.
Routinization is the process by which charismatic authority is succeeded by a bureaucracy controlled rationally established authority or by a combination of traditional and bureaucratic authority. For example, Muhammad, who had charismatic authority as The Prophet among his followers, was succeeded by the traditional authority and structure of Islam, a clear example of routinization.
Some leaders may employ various tools to create and extend their charismatic authority by utilizing the science of public relations, for example. As in the example of Christianity, a religion which evolves its own priesthood and establishes a set of laws and rules is likely to lose its charismatic character and move towards another type of authority upon the removal of that leader.
Forces
In the metaphysical or conceptual sense, balance is used to mean a point between two opposite forces that is desirable over purely one state or the other, such as a balance between the metaphysical Law and Chaos – law by itself being overly controlling, chaos being overly unmanageable, balance being the point that minimizes the negatives of both.
More recently, the term balance has come to refer to a balance of power between multiple opposing forces. Lack of balance is generally considered to cause aggression by stronger forces towards weaker forces less capable of defending themselves. In the real world, unbalanced stronger forces tend to portray themselves as balanced, and use media controls to downplay this, as well as prevent weaker forces from coming together to achieve a new balance of power.
In constructed worlds, such as in video gaming, where nearly all-powerful corporate interests strive to maintain a balance of power among players, players tend to be extremely vocal about what they see as unbalanced mechanics, providing the unbalance negatively affects them. And though the strong and unbalanced or overpowered players are commonly vigorous in denial of any lack of balance, the comparative media equality among all player brings change quickly, to further a sense of balance.
The twentieth century saw the development of both law and chaos in art to the point that the end product became unintelligible at an instinctive or emotional level. Many composers saw one or other of these controlling trends as superior to the other. The truth may lie in a fundamental acceptance of balance as the controlling force in art. In time, we may even come to accept balance between structural and emotional as the essence of beauty.
Chance
Automatic drawing was developed by the surrealists as a means of expressing the subconscious. In automatic drawing, the hand is allowed to move randomly across the paper. In applying chance and accident to mark making, drawing is to a large extent freed of rational control. Hence the drawing produced may be attributed in part to the subconscious and may reveal something of the psyche, which would otherwise be repressed.
Artists who practised automatic drawing include Joan Miró, Salvador Dalí, Jean Arp and André Breton. The technique was transferred to painting, as seen in Miró’s paintings which often started out as automatic drawings, and has been adapted to other media. Most of the surrealists’ automatic drawings were illusionistic, or more precisely, they developed into such drawings when representational forms seemed to suggest themselves.
In the 1940s and 1950s the French-Canadian group called Les Automatistes pursued creative work based on surrealist principles. They abandoned any trace of representation in their use of automatic drawing. This is perhaps a more pure form of automatic drawing since it can be almost entirely involuntary. To develop a representational form requires the conscious mind to take over the process of drawing, unless it is entirely accidental and thus incidental.
The computer, like the typewriter, can be used to produce automatic writing and automatic poetry. The practice of automatic drawing, originally performed with pencil or pen and paper, has also been adapted to mouse and monitor, and other automatic methods have also been either adapted from non-digital media, or invented specifically for the computer. For instance, filters have been automatically run in some bitmap editor programs such as Photoshop. One of the newest applications of this approach is Dynamic Painting by San Base.