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πŸ”— Demon Core

πŸ”— Military history πŸ”— Military history/North American military history πŸ”— Military history/United States military history πŸ”— Military history/Military science, technology, and theory πŸ”— Military history/Weaponry

The demon core was a spherical 6.2-kilogram (14Β lb) subcritical mass of plutonium 89 millimetres (3.5Β in) in diameter, that was involved in two criticality accidents, on August 21, 1945 and May 21, 1946. The core was intended for use in a third nuclear weapon, but remained in use for testing after Japan's surrender. It was designed with a small safety margin to ensure a successful explosion of the bomb. The device briefly went supercritical when it was accidentally placed in supercritical configurations during two separate experiments intended to guarantee the core was indeed close to the critical point. The incidents happened at the Los Alamos Laboratory in 1945 and 1946, both resulting in the acute radiation poisoning and subsequent deaths of scientists: Harry Daghlian and Louis Slotin. After these incidents the spherical plutonium core was referred to as the "demon core".

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πŸ”— Hispanic Paradox

πŸ”— United States πŸ”— Medicine πŸ”— Sociology πŸ”— United States/Hispanic and Latino Americans

The Hispanic paradox is an epidemiological finding that Hispanic Americans tend to have health outcomes that "paradoxically" are comparable to, or in some cases better than, those of their U.S. non-Hispanic White counterparts, even though Hispanics have lower average income and education. Low socioeconomic status is almost universally associated with worse population health and higher death rates everywhere in the world. The paradox usually refers in particular to low mortality among Hispanics in the United States relative to non-Hispanic Whites. According to the Center for Disease Control's 2015 Vital Signs report, Hispanics in the United States had a 24% lower risk of mortality, as well as lower risk for nine of the fifteen leading causes of death as compared to Whites.

There are multiple hypotheses which aim to determine the reason for the existence of this paradox. Some attribute the Hispanic paradox to biases created by patterns or selection in migration. One such hypothesis is the Salmon Bias, which suggests that Hispanics tend to return home towards the end of their lives, ultimately rendering an individual "statistically immortal" and thus artificially lowering mortality for Hispanics in the United States. Another hypothesis in this group is that of the Healthy Migrant, which attributes the better health of Hispanics to the assumption that the healthiest and strongest members of a population are most likely to migrate.

Other hypotheses around the Hispanic paradox maintain that the phenomenon is real, and is caused by sociocultural factors which characterize the Hispanic population. Many of these factors can be described under the more broad categories of cultural values, interpersonal context, and community context. Some health researchers attribute the Hispanic paradox to different eating habits, especially the relatively high intake of legumes such as beans and lentils.

πŸ”— Chesterton's Fence

Chesterton's fence is the principle that reforms should not be made until the reasoning behind the existing state of affairs is understood. The quotation is from G. K. Chesterton's 1929 book The Thing, in the chapter entitled "The Drift from Domesticity":

In the matter of reforming things, as distinct from deforming them, there is one plain and simple principle; a principle which will probably be called a paradox. There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, "I don't see the use of this; let us clear it away." To which the more intelligent type of reformer will do well to answer: "If you don't see the use of it, I certainly won't let you clear it away. Go away and think. Then, when you can come back and tell me that you do see the use of it, I may allow you to destroy it."

Chesterton's admonition should first be understood within his own historical context, as a response to certain socialists and reformers of his time (e.g. George Bernard Shaw).

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πŸ”— Corrupted Blood Incident

πŸ”— Video games

The Corrupted Blood incident was a virtual pandemic in the MMORPG World of Warcraft, which began on September 13, 2005, and lasted for one week. The epidemic began with the introduction of the new raid Zul'Gurub and its end boss Hakkar the Soulflayer. When confronted and attacked, Hakkar would cast a hit point-draining and highly contagious debuff spell called "Corrupted Blood" on players.

The spell, intended to last only seconds and function only within the new area of Zul'Gurub, soon spread across the virtual world by way of an oversight that allowed pets and minions to take the affliction out of its intended confines. By both accidental and purposeful intent, a pandemic ensued that quickly killed lower-level characters and drastically changed normal gameplay, as players did what they could do to avoid infection. Despite measures such as programmer-imposed quarantines, and the players' abandoning of densely populated cities (or even just not playing the game), it lasted until a combination of patches and resets of the virtual world finally controlled the spread.

The conditions and reactions of the event attracted the attention of epidemiologists for its implications of how human populations could react to a real-world epidemic.

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πŸ”— Port Knocking

πŸ”— Computing πŸ”— Computing/Computer Security πŸ”— Computing/Networking

In computer networking, port knocking is a method of externally opening ports on a firewall by generating a connection attempt on a set of prespecified closed ports. Once a correct sequence of connection attempts is received, the firewall rules are dynamically modified to allow the host which sent the connection attempts to connect over specific port(s). A variant called single packet authorization (SPA) exists, where only a single "knock" is needed, consisting of an encrypted packet.

The primary purpose of port knocking is to prevent an attacker from scanning a system for potentially exploitable services by doing a port scan, because unless the attacker sends the correct knock sequence, the protected ports will appear closed.

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πŸ”— Defenestration

πŸ”— Death πŸ”— Glass

Defenestration (from Old French fenestre, inherited from Latin fenestra) is the act of throwing someone or something out of a window. The term was coined around the time of an incident in Prague Castle in the year 1618 which became the spark that started the Thirty Years' War. This was done in "good Bohemian style"; this referred to the defenestration which had occurred in Prague's City Hall almost 200 years earlier (July 1419), which also on that occasion led to war: the Hussite war. The word comes from the New Latin de- (down from) and fenestra (window or opening). Likewise, it can also refer to the condition of being thrown out of a window, as in "The Defenestration of Ermintrude Inch".

While the act of defenestration connotes the forcible or peremptory removal of an adversary, and the term is sometimes used in just that sense, it also suggests breaking the windows in the process (de- also means removal).

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πŸ”— Pieter Hintjens

πŸ”— Biography

Pieter Hintjens (3 December 1962 – 4 October 2016) was a Belgian software developer, author, and past president of the Foundation for a Free Information Infrastructure (FFII), an association that fights against software patents. In 2007, he was nominated one of the "50 most influential people in IP" by Managing Intellectual Property magazine.

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πŸ”— Replication Crisis

πŸ”— Medicine πŸ”— Psychology πŸ”— Sociology πŸ”— Science πŸ”— Academic Journals

The replication crisis (or replicability crisis or reproducibility crisis) is, as of 2020, an ongoing methodological crisis in which it has been found that many scientific studies are difficult or impossible to replicate or reproduce. The replication crisis affects the social sciences and medicine most severely. The crisis has long-standing roots; the phrase was coined in the early 2010s as part of a growing awareness of the problem. The replication crisis represents an important body of research in the field of metascience.

Because the reproducibility of experimental results is an essential part of the scientific method, the inability to replicate the studies of others has potentially grave consequences for many fields of science in which significant theories are grounded on unreproducible experimental work. The replication crisis has been particularly widely discussed in the field of psychology and in medicine, where a number of efforts have been made to re-investigate classic results, to determine both the reliability of the results, and, if found to be unreliable, the reasons for the failure of replication.

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πŸ”— Capgras Delusion

πŸ”— Medicine πŸ”— Psychology

Capgras delusion is a psychiatric disorder in which a person holds a delusion that a friend, spouse, parent, or other close family member (or pet) has been replaced by an identical impostor. It is named after Joseph Capgras (1873–1950), a French psychiatrist.

The Capgras delusion is classified as a delusional misidentification syndrome, a class of delusional beliefs that involves the misidentification of people, places, or objects. It can occur in acute, transient, or chronic forms. Cases in which patients hold the belief that time has been "warped" or "substituted" have also been reported.

The delusion most commonly occurs in individuals diagnosed with paranoid schizophrenia but has also been seen in brain injury, dementia with Lewy bodies, and other dementia. It presents often in individuals with a neurodegenerative disease, particularly at an older age. It has also been reported as occurring in association with diabetes, hypothyroidism, and migraine attacks. In one isolated case, the Capgras delusion was temporarily induced in a healthy subject by the drug ketamine. It occurs more frequently in females, with a female to male ratio of approximately 3 to 2.

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πŸ”— Battle Chess

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

Battle Chess is a computer game version of chess in which the chess pieces come to life and battle one another when capturing. It was originally developed and released by Interplay Entertainment for the Amiga in 1988 and subsequently on many other systems, including 3DO Interactive Multiplayer, Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows. In 1991, Battle Chess Enhanced was released by Interplay for the PC, featuring improved VGA graphics and a symphonic musical score that played from the CD-ROM.

Battle Chess was critically acclaimed and commercially successful, resulting in two official follow-ups as well as several inspired games. Its remake, Battle Chess: Game of Kings, was released on Steam on December 11, 2015.

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