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πŸ”— Arecibo message

πŸ”— History πŸ”— Telecommunications πŸ”— Radio πŸ”— Astronomy

The Arecibo message is a 1974 interstellar radio message carrying basic information about humanity and Earth sent to globular star cluster M13. It was meant as a demonstration of human technological achievement, rather than a real attempt to enter into a conversation with extraterrestrials.

The message was broadcast into space a single time via frequency modulated radio waves at a ceremony to mark the remodeling of the Arecibo radio telescope in Puerto Rico on 16 November 1974. The message was aimed at the current location of M13 some 25,000 light years away because M13 was a large and close collection of stars that was available in the sky at the time and place of the ceremony. The message forms the image shown here when translated into graphics, characters, and spaces.

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πŸ”— Zoopraxiscope

πŸ”— Film πŸ”— Film/Filmmaking

The zoΓΆpraxiscope (initially named zoographiscope and zoogyroscope) is an early device for displaying moving images and is considered an important predecessor of the movie projector. It was conceived by photographic pioneer Eadweard Muybridge in 1879 (and built for him by January 1880 to project his famous chronophotographic pictures in motion and thus prove that these were authentic). Muybridge used the projector in his public lectures from 1880 to 1895. The projector used 16" glass disks onto which Muybridge had an unidentified artist paint the sequences as silhouettes. This technique eliminated the backgrounds and enabled the creation of fanciful combinations and additional imaginary elements. Only one disk used photographic images, of a horse skeleton posed in different positions. A later series of 12" discs, made in 1892–1894, used outlines drawn by Erwin F. Faber that were printed onto the discs photographically, then colored by hand. These colored discs were probably never used in Muybridge's lectures. All images of the known 71 disks, including those of the photographic disk, were rendered in elongated form to compensate the distortion of the projection. The projector was related to other projecting phenakistiscopes and used some slotted metal shutter discs that were interchangeable for different picture disks or different effects on the screen. The machine was hand-cranked.

The device appears to have been one of the primary inspirations for Thomas Edison and William Kennedy Dickson's Kinetoscope, the first commercial film exhibition system. Images from all of the known seventy-one surviving zoopraxiscope discs have been reproduced in the book Eadweard Muybridge: The Kingston Museum Bequest (The Projection Box, 2004).

...it is the first apparatus ever used, or constructed, for synthetically demonstrating movements analytically photographed from life, and in its resulting effects is the prototype of the various instruments which, under a variety of names, are used for a similar purpose at the present day.

As stipulated in Muybridge's will the original machine and disks in his possession were left to Kingston upon Thames, where they are still kept in the Kingston Museum Muybridge Bequest Collection (except for four discs that are in other collections, including those of the Cinémathèque française and the National Technical Museum in Prague).

Muybridge also produced a series of 50 different paper 'Zoopraxiscope discs' (basically phenakistiscopes), again with pictures drawn by Erwin F. Faber. The discs were intended for sale at the 1893 World's Fair at Chicago, but seem to have sold very poorly and are quite rare. The discs were printed in black-and-white, with twelve different discs also produced as chromolithographed versions. Of the coloured versions only four different ones are known to still exist with a total of five or six extant copies.

πŸ”— Kasparov versus the World

πŸ”— Chess

Kasparov versus the World was a game of chess played in 1999 over the Internet. Conducting the white pieces, Garry Kasparov faced the rest of the world in consultation, with the World Team moves to be decided by plurality vote. Over 50,000 people from more than 75 countries participated in the game.

The host and promoter of the match was the MSN Gaming Zone, with sponsorship from First USA bank. After 62 moves played over four months, Kasparov won the game. Contrary to expectations, the game produced a mixture of deep tactical and strategic ideas, and although Kasparov won, he admitted that he had never expended as much effort on any other game in his life. He later said, "It is the greatest game in the history of chess. The sheer number of ideas, the complexity, and the contribution it has made to chess make it the most important game ever played."

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πŸ”— Gravitation water vortex power plant

πŸ”— Energy

The gravitation water vortex power plant is a type of micro hydro vortex turbine system which is capable of converting energy in a moving fluid to rotational energy using a low hydraulic head of 0.7–3 metres (2Β ft 4Β in–9Β ft 10Β in). The technology is based on a round basin with a central drain. Above the drain the water forms a stable line vortex which drives a water turbine.

It was first patented by Greek-Australian Lawyer & Inventor Paul Kouris in 1996, who was searching for a way to harness the power inherent in a vortex.

Later, Austrian Inventor Franz ZotlΓΆterer created a similar turbine while attempting to find a way to aerate water without an external power source.

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πŸ”— Burr conspiracy

πŸ”— United States History πŸ”— Past Political Scandals and Controversies

The Burr conspiracy was a suspected treasonous cabal of US planters, politicians, and army officers in the early 19th century. The alleged cabal was led by Aaron Burr, the former Vice President of the United States (1801–1805). According to the accusations against him, his goal was to create an independent country in the center of North America including the Southwestern United States and parts of Mexico. Burr's version was that he intended to farm 40,000 acres (160Β km2) in the Texas Territory which had been leased to him by the Spanish Crown.

President Thomas Jefferson ordered Burr arrested and indicted for treason, despite a lack of firm evidence. Burr's true intentions remain unclear to historians; some claim that he intended to take parts of Texas and the Louisiana Purchase for himself, others, that he intended to conquer Mexico, and yet others, that he planned to conquer most of the North American continent. The number of men backing him is also unclear, with accounts varying from fewer than forty to over seven thousand. He was acquitted of treason, but the trial destroyed his already faltering political career.

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πŸ”— Microsoft v MikeRoweSoft

πŸ”— United States πŸ”— Internet πŸ”— Law πŸ”— Freedom of speech πŸ”— Microsoft

Microsoft v. MikeRoweSoft was a legal dispute between Microsoft and a Canadian Belmont High School student named Mike Rowe over the domain name "MikeRoweSoft.com". Microsoft argued that their trademark had been infringed because of the phonetic resemblance between "Microsoft" and "MikeRoweSoft".

The case received international press attention following Microsoft's perceived heavy-handed approach to a 12th grade student's part-time web design business and the subsequent support that Rowe received from the online community. A settlement was eventually reached, with Rowe granting ownership of the domain to Microsoft in exchange for an Xbox and additional compensation.

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πŸ”— Fast inverse square root

πŸ”— Video games πŸ”— Computer science πŸ”— Mathematics

Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates ​1β„βˆšx, the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number x in IEEE 754 floating-point format. This operation is used in digital signal processing to normalize a vector, i.e., scale it to length 1. For example, computer graphics programs use inverse square roots to compute angles of incidence and reflection for lighting and shading. The algorithm is best known for its implementation in 1999 in the source code of Quake III Arena, a first-person shooter video game that made heavy use of 3D graphics. The algorithm only started appearing on public forums such as Usenet in 2002 or 2003. At the time, it was generally computationally expensive to compute the reciprocal of a floating-point number, especially on a large scale; the fast inverse square root bypassed this step.

The algorithm accepts a 32-bit floating-point number as the input and stores a halved value for later use. Then, treating the bits representing the floating-point number as a 32-bit integer, a logical shift right by one bit is performed and the result subtracted from the number 0x5F3759DF, which is a floating point representation of an approximation of √2127. This results in the first approximation of the inverse square root of the input. Treating the bits again as a floating-point number, it runs one iteration of Newton's method, yielding a more precise approximation.

The algorithm was originally attributed to John Carmack, but an investigation showed that the code had deeper roots in both the hardware and software side of computer graphics. Adjustments and alterations passed through both Silicon Graphics and 3dfx Interactive, with Gary Tarolli's implementation for the SGI Indigo as the earliest known use. It is not known how the constant was originally derived, though investigation has shed some light on possible methods.

With subsequent hardware advancements, especially the x86 SSE instruction rsqrtss, this method is not generally applicable to modern computing, though it remains an interesting example both historically and for more limited machines.

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πŸ”— Dunbar's Number

πŸ”— Psychology πŸ”— Anthropology πŸ”— Sociology

Dunbar's number is a suggested cognitive limit to the number of people with whom one can maintain stable social relationshipsβ€”relationships in which an individual knows who each person is and how each person relates to every other person. This number was first proposed in the 1990s by British anthropologist Robin Dunbar, who found a correlation between primate brain size and average social group size. By using the average human brain size and extrapolating from the results of primates, he proposed that humans can comfortably maintain 150 stable relationships. Dunbar explained it informally as "the number of people you would not feel embarrassed about joining uninvited for a drink if you happened to bump into them in a bar".

Proponents assert that numbers larger than this generally require more restrictive rules, laws, and enforced norms to maintain a stable, cohesive group. It has been proposed to lie between 100 and 250, with a commonly used value of 150. Dunbar's number states the number of people one knows and keeps social contact with, and it does not include the number of people known personally with a ceased social relationship, nor people just generally known with a lack of persistent social relationship, a number which might be much higher and likely depends on long-term memory size.

Dunbar theorised that "this limit is a direct function of relative neocortex size, and that this in turn limits group size [...] the limit imposed by neocortical processing capacity is simply on the number of individuals with whom a stable inter-personal relationship can be maintained". On the periphery, the number also includes past colleagues, such as high school friends, with whom a person would want to reacquaint himself or herself if they met again.

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πŸ”— Great Vowel Shift

πŸ”— England πŸ”— Linguistics

The Great Vowel Shift was a series of changes in the pronunciation of the English language that took place primarily between 1400 and 1700, beginning in southern England and today having influenced effectively all dialects of English. Through this vowel shift, the pronunciation of all Middle English long vowels was changed. Some consonant sounds changed as well, particularly those that became silent; the term Great Vowel Shift is sometimes used to include these consonant changes.

English spelling began to become standardized in the 15th and 16th centuries, and the Great Vowel Shift is the major reason English spellings now often considerably deviate from how they represent pronunciations. The Great Vowel Shift was first studied by Otto Jespersen (1860–1943), a Danish linguist and Anglicist, who coined the term.

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πŸ”— Apple Pippin (1996)

πŸ”— Apple Inc. πŸ”— Video games πŸ”— Computing

The Apple Pippin is a defunct open multimedia technology platform, designed by Apple Computer, and marketed as PiPP!N. According to Apple, Pippin was directed at the home market as "an integral part of the consumer audiovisual, stereo, and television environment."

Pippin is based on the Apple Macintosh platform, including the classic Mac OS architecture. Apple built a demonstration device based on Pippin called "Pippin Power Player," and used it to demonstrate the platform at trade shows and to the media, in order to attract potential software developers and hardware manufacturers. Apple licensed the Pippin technology to third-party companies. Bandai Company Ltd. developed the ATMARK and @WORLD models, and focused them on the gaming and entertainment business in Japan and the United States. Katz Media developed the KMP 2000, and focused it on vertical markets throughout Europe and Canada.

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