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π Fred Dibnah
Frederick Travis Dibnah, (29Β April 1938Β β 6Β November 2004) was an English steeplejack and television personality, with a keen interest in mechanical engineering, who described himself as a "backstreet mechanic".
When Dibnah was born, Britain relied heavily upon coal to fuel its industry. As a child, he was fascinated by the steam engines which powered the many textile mills in Bolton, but he paid particular attention to chimneys and the men who worked on them. He began his working life as a joiner, before becoming a steeplejack. From ageΒ 22, he served for two years in the Army Catering Corps of the British Army, undertaking his National Service. Once demobilised, he returned to steeplejacking but met with limited success until he was asked to repair Bolton's parish church. The resulting publicity provided a boost to his business, ensuring he was almost never out of work.
In 1978, while making repairs to Bolton Town Hall, Dibnah was filmed by a regional BBC news crew. The BBC then commissioned a documentary, which followed the rough-hewn steeplejack as he worked on chimneys, interacted with his family and talked about his favourite hobbyβsteam. His Lanky manner and gentle, self-taught philosophical outlook proved popular with viewers and he featured in a number of television programmes. Toward the end of his life, the decline of Britain's industry was mirrored by a decline in his steeplejacking business and Dibnah increasingly came to rely on public appearances and after-dinner speaking to support his income. In 1998, he presented a programme on Britain's industrial history and went on to present a number of series, largely concerned with the Industrial Revolution and its mechanical and architectural legacy.
He died from bladder cancer in November 2004, aged 66.
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- "Fred Dibnah" | 2022-06-18 | 10 Upvotes 1 Comments
- "Fred Dibnah" | 2022-02-26 | 15 Upvotes 1 Comments
π Shepard Tone
A Shepard tone, named after Roger Shepard, is a sound consisting of a superposition of sine waves separated by octaves. When played with the bass pitch of the tone moving upward or downward, it is referred to as the Shepard scale. This creates the auditory illusion of a tone that continually ascends or descends in pitch, yet which ultimately seems to get no higher or lower.
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- "Shepard Tone" | 2022-06-15 | 94 Upvotes 41 Comments
- "Shepard Tone" | 2019-08-11 | 99 Upvotes 34 Comments
- "Shepard tone" | 2012-10-21 | 99 Upvotes 34 Comments
π Poppy Seed Defence
The poppy seed defence is a commonly cited reason to avoid any sanction for failing a drug test. The defence asserts that a suspect's positive result was a result of the person having consumed poppy seeds prior to taking the test. It has been recognised in medical and legal fields as a valid defence.
π .XIP
An .XIP file is a XAR archive which can be digitally signed for integrity. The .XIP file format was introduced in OS X 10.9, along with Apple's release of Swift. .XIP allows for a digital signature to be applied and verified on the receiving system before the archive is expanded. When a XIP file is opened (by double-clicking), Archive Utility will automatically expand it (but only if the digital signature is intact).
Apple has reserved the right to use the .XIP file format exclusively, removing it from public use since release. Starting with macOS Sierra, only .XIP archives signed by Apple will be expanded. Developers who had been using .XIP archives were required to move to using signed installer packages or disk images.
π Moon Illusion
The Moon illusion is an optical illusion which causes the Moon to appear larger near the horizon than it does higher up in the sky. It has been known since ancient times and recorded by various cultures. The explanation of this illusion is still debated.
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- "Moon Illusion" | 2022-06-12 | 129 Upvotes 71 Comments
π Bioluminescence
Bioluminescence is the production and emission of light by living organisms. It is a form of chemiluminescence. Bioluminescence occurs widely in marine vertebrates and invertebrates, as well as in some fungi, microorganisms including some bioluminescent bacteria, and terrestrial arthropods such as fireflies. In some animals, the light is bacteriogenic, produced by symbiotic bacteria such as those from the genus Vibrio; in others, it is autogenic, produced by the animals themselves.
In a general sense, the principal chemical reaction in bioluminescence involves a light-emitting molecule and an enzyme, generally called luciferin and luciferase, respectively. Because these are generic names, luciferins and luciferases are often distinguished by the species or group, e.g. firefly luciferin. In all characterized cases, the enzyme catalyzes the oxidation of the luciferin.
In some species, the luciferase requires other cofactors, such as calcium or magnesium ions, and sometimes also the energy-carrying molecule adenosine triphosphate (ATP). In evolution, luciferins vary little: one in particular, coelenterazine, is found in 11 different animal phyla, though in some of these, the animals obtain it through their diet. Conversely, luciferases vary widely between different species, which is evidence that bioluminescence has arisen over 40 times in evolutionary history.
Both Aristotle and Pliny the Elder mentioned that damp wood sometimes gives off a glow. Many centuries later Robert Boyle showed that oxygen was involved in the process, in both wood and glowworms. It was not until the late nineteenth century that bioluminescence was properly investigated. The phenomenon is widely distributed among animal groups, especially in marine environments. On land it occurs in fungi, bacteria and some groups of invertebrates, including insects.
The uses of bioluminescence by animals include counterillumination camouflage, mimicry of other animals, for example to lure prey, and signaling to other individuals of the same species, such as to attract mates. In the laboratory, luciferase-based systems are used in genetic engineering and biomedical research. Researchers are also investigating the possibility of using bioluminescent systems for street and decorative lighting, and a bioluminescent plant has been created.
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- "Bioluminescence" | 2022-06-12 | 13 Upvotes 8 Comments
π Monty Hall Problem
The Monty Hall problem is a brain teaser, in the form of a probability puzzle, loosely based on the American television game show Let's Make a Deal and named after its original host, Monty Hall. The problem was originally posed (and solved) in a letter by Steve Selvin to the American Statistician in 1975 (Selvin 1975a), (Selvin 1975b). It became famous as a question from a reader's letter quoted in Marilyn vos Savant's "Ask Marilyn" column in Parade magazine in 1990 (vos Savant 1990a):
Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what's behind the doors, opens another door, say No. 3, which has a goat. He then says to you, "Do you want to pick door No. 2?" Is it to your advantage to switch your choice?
Vos Savant's response was that the contestant should switch to the other door (vos Savant 1990a). Under the standard assumptions, contestants who switch have a 2/3 chance of winning the car, while contestants who stick to their initial choice have only a 1/3 chance.
The given probabilities depend on specific assumptions about how the host and contestant choose their doors. A key insight is that, under these standard conditions, there is more information about doors 2 and 3 than was available at the beginning of the game when door 1 was chosen by the player: the host's deliberate action adds value to the door he did not choose to eliminate, but not to the one chosen by the contestant originally. Another insight is that switching doors is a different action than choosing between the two remaining doors at random, as the first action uses the previous information and the latter does not. Other possible behaviors than the one described can reveal different additional information, or none at all, and yield different probabilities. Yet another insight is that your chance of winning by switching doors is directly related to your chance of choosing the winning door in the first place: if you choose the correct door on your first try, then switching loses; if you choose a wrong door on your first try, then switching wins; your chance of choosing the correct door on your first try is 1/3, and the chance of choosing a wrong door is 2/3.
Many readers of vos Savant's column refused to believe switching is beneficial despite her explanation. After the problem appeared in Parade, approximately 10,000 readers, including nearly 1,000 with PhDs, wrote to the magazine, most of them claiming vos Savant was wrong (Tierney 1991). Even when given explanations, simulations, and formal mathematical proofs, many people still do not accept that switching is the best strategy (vos Savant 1991a). Paul ErdΕs, one of the most prolific mathematicians in history, remained unconvinced until he was shown a computer simulation demonstrating vos Savantβs predicted result (Vazsonyi 1999).
The problem is a paradox of the veridical type, because the correct choice (that one should switch doors) is so counterintuitive it can seem absurd, but is nevertheless demonstrably true. The Monty Hall problem is mathematically closely related to the earlier Three Prisoners problem and to the much older Bertrand's box paradox.
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- "Monty Hall Problem" | 2022-06-09 | 24 Upvotes 116 Comments
- "Monty Hall Problem" | 2019-10-24 | 122 Upvotes 252 Comments
- "Monty Hall problem" | 2010-02-22 | 14 Upvotes 27 Comments
π Quiescence search
Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs. It is an extension of the evaluation function to defer evaluation until the position is stable enough to be evaluated statically, that is, without considering the history of the position or future moves from the position. It mitigates the effect of the horizon problem faced by AI engines for various games like chess and Go.
Human players usually have enough intuition to decide whether to abandon a bad-looking move, or search a promising move to a great depth. A quiescence search attempts to emulate this behavior by instructing a computer to search "volatile" positions to a greater depth than "quiet" ones to make sure there are no hidden traps and to get a better estimate of its value.
Any sensible criterion may be used to distinguish "quiet" positions from "volatile" positions. One common criterion is that moves exist in the position that can dramatically change the valuation of the position, such as captures in chess or Go. As the main motive of quiescence search is to get a stable value out of a static evaluation function, it may also make sense to detect wide fluctuations in values returned by a simple heuristic evaluator over several ply, i.e. a history criterion. The quiescence search continues as along as the position remains volatile according to the criterion. In order to get the quiescence search to terminate, plies are usually restricted to moves that deal directly with the threat, such as moves that capture and recapture (often called a 'capture search') in chess. In highly "unstable" games like Go and reversi, a rather large proportion of computer time may be spent on quiescence searching.
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- "Quiescence search" | 2022-06-09 | 12 Upvotes 1 Comments
π The Last Question
"The Last Question" is a science fiction short story by American writer Isaac Asimov. It first appeared in the November 1956 issue of Science Fiction Quarterly and was anthologized in the collections Nine Tomorrows (1959), The Best of Isaac Asimov (1973), Robot Dreams (1986), The Best Science Fiction of Isaac Asimov (1986), the retrospective Opus 100 (1969), and in Isaac Asimov: The Complete Stories, Vol. 1 (1990). While he also considered it one of his best works, βThe Last Questionβ was Asimov's favorite short story of his own authorship, and is one of a loosely connected series of stories concerning a fictional computer called Multivac. Asimov's Three Laws of Robotics, which were first formulated in 1940, outline the criteria for robotic existence in relation to humans. Humanity's relationship to Multivac is questioned on the subject of entropy. The story overlaps science fiction, theology, and philosophy. Β
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- "The Last Question" | 2022-06-08 | 314 Upvotes 164 Comments
π El Ajedrecista
El Ajedrecista (English: The Chess Player) is an automaton built in 1912 by Leonardo Torres y Quevedo, one of the first autonomous machines capable of playing chess. As opposed to the human-operated The Turk and Ajeeb, El Ajedrecista was a true automaton built to play chess without human guidance. It played an endgame with three chess pieces, automatically moving a white king and a rook to checkmate the black king moved by a human opponent.
The device could be considered the first computer game in history. It created great excitement when it made its debut, at the University of Paris in 1914. It was first widely mentioned in Scientific American as "Torres and His Remarkable Automatic Devices" on November 6, 1915.
The automaton does not deliver checkmate in the minimum number of moves, nor always within the 50 moves allotted by the fifty-move rule, because of the simple algorithm that calculates the moves. It did, however, checkmate the opponent every time. If an illegal move was made by the opposite player, the automaton would signal it by turning on a light. If the opposing player made three illegal moves, the automaton would stop playing.
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- "El Ajedrecista" | 2022-06-08 | 182 Upvotes 19 Comments