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πŸ”— Oi (Interjection)

πŸ”— Linguistics

Oi is an interjection used in various varieties of the English language, particularly Australian English, British English, Indian English, Irish English, New Zealand English, and South African English, as well as non-English languages such as Chinese, Tagalog, Tamil, Hindi/Urdu, Japanese, and Portuguese to get the attention of another person or to express surprise or disapproval. It is sometimes used in Canadian English and very rarely in American English. The word is also common in the Indian subcontinent, where it has varied pronunciations of "O-ee" and "O-ye".

"Oi" has been particularly associated with working class and Cockney speech. It is effectively a local pronunciation of "hoy" (see H-dropping), an older expression. A study of the Cockney dialect in the 1950s found that whether it was being used to call attention or as a challenge depended on its tone and abruptness. The study's author noted that the expression is "jaunty and self-assertive" as well as "intensely cockney".

A poll of non-English speakers by the British Council in 2004 found that "oi" was considered the 61st most beautiful word in the English language. A spokesman commented that "Oi is not a word that I would've thought turned up in English manuals all that often." "Oi" was added to the list of acceptable words in US Scrabble in 2006.

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πŸ”— Operation Ivy Bells

πŸ”— Mass surveillance πŸ”— Espionage πŸ”— Military history πŸ”— Military history/North American military history πŸ”— Military history/United States military history πŸ”— Military history/Maritime warfare πŸ”— Cold War

Operation Ivy Bells was a joint United States Navy, Central Intelligence Agency (CIA), and National Security Agency (NSA) mission whose objective was to place wire taps on Soviet underwater communication lines during the Cold War.

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πŸ”— Bicameral Mentality

πŸ”— Philosophy πŸ”— Skepticism πŸ”— Psychology πŸ”— Philosophy/Contemporary philosophy πŸ”— Philosophy/Philosophy of mind πŸ”— Alternative Views πŸ”— Neuroscience

Bicameral mentality is a hypothesis introduced by Julian Jaynes who argued human ancestors as late as the ancient Greeks did not consider emotions and desires as stemming from their own minds but as the consequences of actions of gods external to themselves. The theory posits that the human mind once operated in a state in which cognitive functions were divided between one part of the brain which appears to be "speaking", and a second part which listens and obeysβ€”a bicameral mind, and that the breakdown of this division gave rise to consciousness in humans. The term was coined by Jaynes who presented the idea in his 1976 book The Origin of Consciousness in the Breakdown of the Bicameral Mind, wherein he made the case that a bicameral mentality was the normal and ubiquitous state of the human mind as recently as 3,000 years ago, near the end of the Mediterranean bronze age.

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πŸ”— Hessdalen Lights

πŸ”— Norway πŸ”— Paranormal

The Hessdalen lights are unidentified lights which have been observed in a 12-kilometre-long (7.5Β mi) stretch of the Hessdalen valley in rural central Norway periodically since at least the 1930s.

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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”— Locating a hospital by hanging meat around the city (981CE)

πŸ”— Medicine πŸ”— Iran πŸ”— History of Science πŸ”— Middle Ages πŸ”— Islam πŸ”— Middle Ages/History πŸ”— Turkey

A bimaristan (Persian: Ψ¨ΩŠΩ…Ψ§Ψ±Ψ³ΨͺΨ§Ω†β€Ž, romanized:Β bΔ«mārestān; Arabic: Ψ¨ΩΩŠΩ’Ω…ΩŽΨ§Ψ±ΩΨ³Ω’ΨͺΩŽΨ§Ω†β€Ž, romanized:Β bΔ«māristān), also known as dar al-shifa (also darüşşifa in Turkish) or simply maristan, is a hospital in the historic Islamic world.

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πŸ”— Game Oriented Assembly Lisp

πŸ”— Video games

Game Oriented Assembly Lisp (GOAL) is a programming language, a dialect of the language Lisp, made for video games developed by Andy Gavin and the Jak and Daxter team at the company Naughty Dog.

It was written using Allegro Common Lisp and used in the development of the entire Jak and Daxter series of games.

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πŸ”— The Biggest Star

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πŸ”— Beast of GΓ©vaudan

πŸ”— France πŸ”— Death πŸ”— Dogs πŸ”— Folklore

The Beast of GΓ©vaudan (French: La BΓͺte du GΓ©vaudan, IPA: [la bΙ›t dy Κ’evodΙ‘Μƒ]; Occitan: La BΓ¨stia de Gavaudan) is the historic name associated with a man-eating animal or animals that terrorized the former province of GΓ©vaudan (consisting of the modern-day department of LozΓ¨re and part of Haute-Loire), in the Margeride Mountains of south-central France between 1764 and 1767.

The attacks, which covered an area spanning 90 by 80 kilometres (56 by 50Β mi), were said to have been committed by one or more beasts of a tawny/russet colour with dark streaks/stripes and a dark stripe down its back, a tail "longer than a wolf's" ending in a tuft according to contemporary eyewitnesses. It was said to attack with formidable teeth and claws, and appeared to be the size of a calf or cow and seemed to fly or bound across fields towards its victims. These descriptions from the period could identify the beast as a young lion, a striped hyena, a large wolf, a large dog, or a wolfdog, though its identity is still the subject of debate.

The Kingdom of France used a considerable amount of wealth and manpower to hunt the animals responsible, including the resources of several nobles, soldiers, royal huntsmen, and civilians. The number of victims differs according to the source. A 1987 study estimated there had been 210 attacks, resulting in 113 deaths and 49 injuries; 98 of the victims killed were partly eaten. Other sources claim the animal or animals killed between 60 and 100 adults and children and injured more than 30. Victims were often killed by having their throats torn out. The beast was reported killed several times before the attacks finally stopped.

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πŸ”— Wage Slavery - Applicable to [Nearly] Everybody?

πŸ”— Economics πŸ”— Business πŸ”— Politics πŸ”— Socialism πŸ”— Sociology

Wage slavery is a term describing a situation in which a person's livelihood depends on wages or a salary, especially when the dependence is total and immediate. It has been used to criticise exploitation of labour and social stratification, with the former seen primarily as unequal bargaining power between labour and capital (particularly when workers are paid comparatively low wages, e.g. in sweatshops) and the latter as a lack of workers' self-management, fulfilling job choices and leisure in an economy. The criticism of social stratification covers a wider range of employment choices bound by the pressures of a hierarchical society to perform otherwise unfulfilling work that deprives humans of their "species character" not only under threat of starvation or poverty, but also of social stigma and status diminution. Historically, some socialist organisations and activists have espoused workers' self-management or worker cooperatives as possible alternatives to wage labour.

Similarities between wage labour and slavery were noted as early as Cicero in Ancient Rome, such as in De Officiis. With the advent of the Industrial Revolution, thinkers such as Pierre-Joseph Proudhon and Karl Marx elaborated the comparison between wage labour and slavery, while Luddites emphasised the dehumanisation brought about by machines. The introduction of wage labour in 18th-century Britain was met with resistance, giving rise to the principles of syndicalism. Before the American Civil War, Southern defenders of African American slavery invoked the concept of wage slavery to favourably compare the condition of their slaves to workers in the North. The United States abolished slavery after the Civil War, but labour union activists found the metaphor useful – according to historian Lawrence Glickman, in the Gilded Age "[r]eferences abounded in the labour press, and it is hard to find a speech by a labour leader without the phrase".

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