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π Whataboutism
Whataboutism, also known as whataboutery, is a variant of the tu quoque logical fallacy that attempts to discredit an opponent's position by charging them with hypocrisy without directly refuting or disproving their argument. It is particularly associated with Soviet and Russian propaganda. When criticisms were leveled at the Soviet Union during the Cold War, the Soviet response would often be "What about..." followed by an event in the Western world. As Garry Kasparov noted, it is a word that was coined to describe the frequent use of a rhetorical diversion by Soviet apologists and dictators, who would counter charges of their oppression, "massacres, gulags, and forced deportations" by invoking American slavery, racism, lynchings, etc. It has been adopted by other politicians and countries.
π Von Neumann Universal Constructor
John von Neumann's universal constructor is a self-replicating machine in a cellular automata (CA) environment. It was designed in the 1940s, without the use of a computer. The fundamental details of the machine were published in von Neumann's book Theory of Self-Reproducing Automata, completed in 1966 by Arthur W. Burks after von Neumann's death.
Von Neumann's goal was to specify an abstract machine which, when run, would replicate itself. In his design, the machine consists of three parts: a 'blueprint' for itself, a mechanism that can read any blueprint and construct the machine (sans blueprint) specified by that blueprint, and a 'copy machine' that can make copies of any blueprint. After the mechanism has been used to construct the machine specified by the blueprint, the copy machine is used to create a copy of that blueprint, and this copy is placed into the new machine, resulting in a working replication of the original machine. Some machines will do this backwards, copying the blueprint and then building a machine.
To define his machine in more detail, von Neumann invented the concept of a cellular automaton. The one he used consists of a two-dimensional grid of cells, each of which can be in one of 29 states at any point in time. At each timestep, each cell updates its state depending on the states of the surrounding cells at the prior timestep. The rules governing these updates are identical for all cells.
The universal constructor is a certain pattern of cell states in this cellular automaton. It contains one line of cells that serve as a 'tape', encoding a sequence of instructions that serve as a 'blueprint' for the machine. The machine reads these instructions one by one and performs the corresponding actions. The instructions direct the machine to use its 'construction arm' to build a copy of the machine, without tape, at some other location in the cell grid. The tape can't contain instructions to build an equally long tape, just as a container can't contain a container of the same size. Therefore, the machine contains a separate 'copy machine' which reads the tape and places a copy into the newly constructed machine. The resulting new machine and tape is identical to the old one, and it proceeds to replicate again.
Discussed on
- "Von Neumann Universal Constructor" | 2020-03-30 | 90 Upvotes 29 Comments
π Cheeger constant as a measure of βbottleneckednessβ
In mathematics, the Cheeger constant (also Cheeger number or isoperimetric number) of a graph is a numerical measure of whether or not a graph has a "bottleneck". The Cheeger constant as a measure of "bottleneckedness" is of great interest in many areas: for example, constructing well-connected networks of computers, card shuffling. The graph theoretical notion originated after the Cheeger isoperimetric constant of a compact Riemannian manifold.
The Cheeger constant is named after the mathematician Jeff Cheeger.
π Three-Domain System
The three-domain system is a biological classification introduced by Carl Woese et al. in 1990 that divides cellular life forms into archaea, bacteria, and eukaryote domains. In particular, it emphasizes the separation of prokaryotes into two groups, originally called Eubacteria (now Bacteria) and Archaebacteria (now Archaea). Woese argued that, on the basis of differences in 16S rRNA genes, these two groups and the eukaryotes each arose separately from an ancestor with poorly developed genetic machinery, often called a progenote. To reflect these primary lines of descent, he treated each as a domain, divided into several different kingdoms. Woese initially used the term "kingdom" to refer to the three primary phylogenic groupings, and this nomenclature was widely used until the term "domain" was adopted in 1990.
Parts of the three-domain theory have been fiercly challenged by scientists such as Radhey S. Gupta, who argues that the primary division within prokaryotes should be between those surrounded by a single membrane, and those with two membranes.
Discussed on
- "Three-Domain System" | 2020-03-28 | 65 Upvotes 16 Comments
π Autodidacticism
Autodidacticism (also autodidactism) or self-education (also self-learning and self-teaching) is education without the guidance of masters (such as teachers and professors) or institutions (such as schools). Generally, an autodidact is an individual who chooses the subject they will study, their studying material, and the studying rhythm and time. An autodidact may or may not have formal education, and their study may be either a complement or an alternative to formal education. Many notable contributions have been made by autodidacts.
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- "Autodidacticism" | 2020-03-28 | 22 Upvotes 9 Comments
π The 480
The 480 is a political fiction novel by Eugene Burdick (1964).
The plot evolves around the political turmoil after John F. Kennedy assassination in 1963. In the novel, a fictitious charismatic character, John Thatch, an engineer, is seeking nomination for the Republican Party candidate at 1964 presidential elections. He is described as being contaminated with the "political virus". A handful of political professionals are promoting his nomination, in confrontation with the Party establishment. There exist apparent parallels between Thatch and Henry Cabot Lodge, Jr., a write-in hero at New Hampshire primary.
The novel criticizes the socio-political effects on society at large from the use of computers to run massive simulations, which predict the public reaction to certain (proposed) political moves before implementing them. Such simulations make it easy to manipulate the public consciousness.
The "480" in the title denotes the number of groups (by party affiliation, socioeconomic status, location, origin, etc.) that the computer simulation uses to classify the American electorate. The full list of these is reproduced in the Appendix, claimed by the author to be the true list used by the Simulmatics Corporation (real name) in Senator John F. Kennedy's Presidential campaign in 1960. The cover features an IBM 5081 punched card.
The Simulmatics Corporation was created by MIT Professor Ithiel de Sola Pool, who provided a non-fiction backup to "The 480" in "Candidates, Issues, and Strategies: A Computer Simulation of the 1960 Presidential Election," MIT Press, 1964 (with co-authors Robert P. Abelson and Samuel L. Popkin). They built their model from 130,000 archived interviews in Gallup and Roper polls over a ten-year period. Based on its output, they advised Kennedy that he would benefit from a strong civil rights stand and that he had nothing to lose, and much to gain, by attacking religious bigotry and dealing frankly with his Catholicism.
The 480 has been cited as prefiguring the effect of modern social media and data gathering on politics.
Discussed on
- "The 480" | 2020-03-25 | 148 Upvotes 70 Comments
π StraussβHowe Generational Theory
The StraussβHowe generational theory, also known as the Fourth Turning theory or simply the Fourth Turning, which was created by authors William Strauss and Neil Howe, describes a theorized recurring generation cycle in American history. According to the theory, historical events are associated with recurring generational personas (archetypes). Each generational persona unleashes a new era (called a turning) lasting around 20β22 years, in which a new social, political, and economic climate exists. They are part of a larger cyclical "saeculum" (a long human life, which usually spans between 80 and 90 years, although some saecula have lasted longer). The theory states that after every saeculum, a crisis recurs in American history, which is followed by a recovery (high). During this recovery, institutions and communitarian values are strong. Ultimately, succeeding generational archetypes attack and weaken institutions in the name of autonomy and individualism, which ultimately creates a tumultuous political environment that ripens conditions for another crisis.
Strauss and Howe laid the groundwork for their theory in their 1991 book Generations, which discusses the history of the United States as a series of generational biographies going back to 1584. In their 1997 book The Fourth Turning, the authors expanded the theory to focus on a fourfold cycle of generational types and recurring mood eras to describe the history of the United States, including the Thirteen Colonies and their British antecedents. However, the authors have also examined generational trends elsewhere in the world and described similar cycles in several developed countries.
Academic response to the theory has been mixedβsome applauding Strauss and Howe for their "bold and imaginative thesis" and others criticizing the theory as being overly-deterministic, non-falsifiable, and unsupported by rigorous evidence, "about as scientific as astrology or a Nostradamus text." StraussβHowe generational theory has also been described by some historians and journalists as a "pseudoscience" "kooky", and "an elaborate historical horoscope that will never withstand scholarly scrutiny."
Academic criticism has focused on the lack of rigorous empirical evidence for their claims, and the authors' view that generational groupings are far more powerful than other social groupings such as economic class, race, sex, religion and political parties.
Discussed on
- "StraussβHowe Generational Theory" | 2020-03-23 | 33 Upvotes 5 Comments
π God helmet
The God helmet is an experimental apparatus originally called the Koren helmet (or Koren octopus) after its inventor Stanley Koren. It was developed by Koren and neuroscientist Michael Persinger to study creativity, religious experience and the effects of subtle stimulation of the temporal lobes. Reports by participants of a "sensed presence" while wearing the God helmet brought public attention and resulted in several TV documentaries. The device has been used in Persinger's research in the field of neurotheology, the study of the purported neural correlations of religion and spirituality. The apparatus, placed on the head of an experimental subject, generates very weak magnetic fields, that Persinger refers to as "complex". Like other neural stimulation with low-intensity magnetic fields, these fields are approximately as strong as those generated by a land line telephone handset or an ordinary hair dryer, but far weaker than that of an ordinary refrigerator magnet and approximately a million times weaker than transcranial magnetic stimulation.
Persinger reports that many subjects have reported "mystical experiences and altered states" while wearing the God Helmet. The foundations of his theory have been criticized in the scientific press. Anecdotal reports by journalists, academics and documentarists have been mixed and several effects reported by Persinger have not yet been independently replicated. One attempt at replication published in the scientific literature reported a failure to reproduce Persinger's effects and the authors proposed that the suggestibility of participants, improper blinding of participants or idiosyncratic methodology could explain Persinger's results. Persinger argues that the replication was technically flawed, but the researchers have stood by their replication. Only one group has published a direct replication of one God Helmet experiment. Other groups have reported no effects at all or have generated similar experiences by using sham helmets, or helmets that are not turned on, and have concluded that personality differences in the participants explain these unusual experiences.
Discussed on
- "God Helmet" | 2020-03-23 | 93 Upvotes 49 Comments
- "God helmet" | 2018-10-15 | 39 Upvotes 11 Comments
π Beer distribution game
The beer distribution game (also known as the beer game) is a type of gamification that is used to experience typical coordination problems of a supply chain process. It reflects a role-play simulation where several participants play with each other. The game represents a supply chain with a non-coordinated process where problems arise due to lack of information sharing. This game outlines the importance of information sharing, supply chain management and collaboration throughout a supply chain process. Due to lack of information, suppliers, manufacturers, sales people and customers often have an incomplete understanding of what the real demand of an order is. The most interesting part of the game is that each group has no control over another part of the supply chain. Therefore, each group has only significant control over their own part of the supply chain. Each group can highly influence the entire supply chain by ordering too much or too little which can lead to a bullwhip effect. Therefore, the order taking of a group also highly depends on decisions of the other groups.
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- "Beer Distribution Game" | 2020-03-23 | 229 Upvotes 47 Comments
- "Beer distribution game" | 2017-11-25 | 21 Upvotes 4 Comments
π First-Mover Advantage
In marketing strategy, first-mover advantage (FMA) is the advantage gained by the initial ("first-moving") significant occupant of a market segment. First-mover advantage may be gained by technological leadership, or early purchase of resources.
A market participant has first-mover advantage if it is the first entrant and gains a competitive advantage through control of resources. With this advantage, first-movers can be rewarded with huge profit margins and a monopoly-like status.
Not all first-movers are rewarded. If the first-mover does not capitalize on its advantage, its "first-mover disadvantages" leave opportunity for new entrants to enter the market and compete more effectively and efficiently than the first-movers; such firms have "second-mover advantage".
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- "First-Mover Advantage" | 2020-03-22 | 21 Upvotes 12 Comments