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πŸ”— Pitch Drop Experiment

πŸ”— Physics πŸ”— Physics/History πŸ”— Physics/Fluid Dynamics

The pitch drop experiment is a long-term experiment which measures the flow of a piece of pitch over many years. 'Pitch' is the name for any of a number of highly viscous liquids which appear solid; most commonly bitumen. At room temperature, tar pitch flows at a very low rate, taking several years to form a single drop.

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πŸ”— VisiCalc

πŸ”— Computing πŸ”— Business πŸ”— Computing/Software πŸ”— Business/Accounting

VisiCalc (for "visible calculator") was the first spreadsheet computer program for personal computers, originally released for the Apple II by VisiCorp. It is often considered the application that turned the microcomputer from a hobby for computer enthusiasts into a serious business tool, prompting IBM to introduce the IBM PC two years later. VisiCalc is considered the Apple II's killer app. It sold over 700,000 copies in six years, and as many as 1 million copies over its history.

Initially developed for the Apple II using a 6502 assembler running on the Multics time sharing system, VisiCalc was ported to numerous platforms, both 8-bit and some of the early 16-bit systems. In order to do this, the company developed porting platforms that produced bug compatible versions. The company took the same approach when the IBM PC was launched, producing a product that was essentially identical to the original 8-bit Apple II version. Sales were initially brisk, with about 300,000 copies sold.

VisiCalc used the A1 notation in formulas.

When Lotus 1-2-3 was launched in 1983, taking full advantage of the expanded memory and screen of the PC, VisiCalc sales ended almost overnight. Sales declined so rapidly that the company was soon insolvent. Lotus Development purchased the company in 1985, and immediately ended sales of VisiCalc and the company's other products.

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πŸ”— En svensk tiger

πŸ”— Military history πŸ”— Military history/World War II πŸ”— Sweden πŸ”— Military history/Nordic military history πŸ”— Military history/European military history

En svensk tiger (Swedish:Β [Ι›n ˈsvΙ›nːsk ˈtǐːɑɛr]) was a slogan and an image that became part of a propaganda campaign in Sweden during World War II. Its goal was to prevent espionage by encouraging secrecy.

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πŸ”— Sequoyah – Inventor of the Cherokee Script

πŸ”— Biography πŸ”— Writing systems πŸ”— Indigenous peoples of North America πŸ”— Oklahoma

Sequoyah (ᏍᏏᏉᏯ Ssiquoya, as he signed his name, or αŽα‰α― Se-quo-ya, as is often spelled in Cherokee; named in English George Gist or George Guess) (c.1770–1843), was a Native American polymath of the Cherokee Nation. In 1821 he completed his independent creation of a Cherokee syllabary, making reading and writing in Cherokee possible. This was one of the very few times in recorded history that a member of a pre-literate people created an original, effective writing system (another example being Shong Lue Yang). After seeing its worth, the people of the Cherokee Nation rapidly began to use his syllabary and officially adopted it in 1825. Their literacy rate quickly surpassed that of surrounding European-American settlers.

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πŸ”— Estonian Song Festival

πŸ”— Estonia πŸ”— Festivals πŸ”— Regional and national music

The Estonian Song Festival (in Estonian: laulupidu, Estonian pronunciation: [ˈlΙ‘u.luˈpi.du]) is one of the largest choral events in the world, a Masterpiece of the Oral and Intangible Heritage of Humanity. It is held every five years in July on the Tallinn Song Festival Grounds (LauluvΓ€ljak) simultaneously with the Estonian Dance Festival. The joint choir has comprised more than 30,000 singers performing to an audience of 80,000.

Almost every Festival features famous Estonian songs "Ta lendab mesipuu poole", the unofficial national anthem "Mu isamaa on minu arm" and the national anthem "Mu isamaa, mu ánn ja ráám".

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πŸ”— Friendship Paradox

πŸ”— Mathematics πŸ”— Statistics πŸ”— Sociology

The friendship paradox is the phenomenon first observed by the sociologist Scott L. Feld in 1991 that most people have fewer friends than their friends have, on average. It can be explained as a form of sampling bias in which people with greater numbers of friends have an increased likelihood of being observed among one's own friends. In contradiction to this, most people believe that they have more friends than their friends have.

The same observation can be applied more generally to social networks defined by other relations than friendship: for instance, most people's sexual partners have had (on the average) a greater number of sexual partners than they have.

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πŸ”— OvelgΓΆnne bread roll

πŸ”— Germany πŸ”— Archaeology πŸ”— Germany/Hamburg

The OvelgΓΆnne Bread Roll is the remaining part of a bread roll originating from the Pre-Roman Iron Age of Northern Europe, which was found in 1952 during archaeological excavations in a loam mine in the Buxtehude district OvelgΓΆnne in Lower Saxony, Germany. The piece of bread is the oldest surviving viennoiserie and formed bakery product from Europe. The find, along with a reconstruction, are in the permanent exhibition of the Archaeological Museum Hamburg in Harburg, Hamburg.

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πŸ”— Decision fatigue

πŸ”— Economics πŸ”— Psychology πŸ”— Marketing & Advertising πŸ”— Retailing

In decision making and psychology, decision fatigue refers to the deteriorating quality of decisions made by an individual after a long session of decision making. It is now understood as one of the causes of irrational trade-offs in decision making. Decision fatigue may also lead to consumers making poor choices with their purchases.

There is a paradox in that "people who lack choices seem to want them and often will fight for them", yet at the same time, "people find that making many choices can be [psychologically] aversive."

For example, major politicians and businessmen such as former United States President Barack Obama, Steve Jobs, and Mark Zuckerberg have been known to reduce their everyday clothing down to one or two outfits in order to limit the number of decisions they make in a day.

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πŸ”— List of countries by tax rates

πŸ”— Taxation

A comparison of tax rates by countries is difficult and somewhat subjective, as tax laws in most countries are extremely complex and the tax burden falls differently on different groups in each country and sub-national unit. The list focuses on the main indicative types of taxes: corporate tax, individual income tax, and sales tax, including VAT and GST, but does not list capital gains tax.

Some other taxes (for instance property tax, substantial in many countries, such as the United States) and payroll tax are not shown here. The table is not exhaustive in representing the true tax burden to either the corporation or the individual in the listed country. The tax rates displayed are marginal and do not account for deductions, exemptions or rebates. The effective rate is usually lower than the marginal rate. The tax rates given for federations (such as the United States and Canada) are averages and vary depending on the state or province. Territories that have different rates to their respective nation are in italics.

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πŸ”— Human-based computation games

πŸ”— Video games πŸ”— Computer science πŸ”— Science

A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way (gamification).

Luis von Ahn first proposed the idea of "human algorithm games", or games with a purpose (GWAPs), in order to harness human time and energy for addressing problems that computers cannot yet tackle on their own. He believes that human intellect is an important resource and contribution to the enhancement of computer processing and human computer interaction. He argues that games constitute a general mechanism for using brainpower to solve open computational problems. In this technique, human brains are compared to processors in a distributed system, each performing a small task of a massive computation. However, humans require an incentive to become part of a collective computation. Online games are used as a means to encourage participation in the process.

The tasks presented in these games are usually trivial for humans, but difficult for computers. These tasks include labeling images, transcribing ancient texts, common sense or human experience based activities, and more. Human-based computation games motivate people through entertainment rather than an interest in solving computation problems. This makes GWAPs more appealing to a larger audience. GWAPs can be used to help build the semantic web, annotate and classify collected data, crowdsource general knowledge, and improving other general computer processes. GWAPs have a vast range of applications in variety of areas such as security, computer vision, Internet accessibility, adult content filtering, and Internet search. In applications such as these, games with a purpose have lowered the cost of annotating data and increased the level of human participation.

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