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πŸ”— The Schmidt insect sting pain index

πŸ”— Medicine πŸ”— Agriculture πŸ”— Insects πŸ”— Insects/Ant πŸ”— Agriculture/Beekeeping πŸ”— Insects/Hymenoptera

The Schmidt sting pain index is a pain scale rating the relative pain caused by different hymenopteran stings. It is mainly the work of Justin O. Schmidt (born 1947), an entomologist at the Carl Hayden Bee Research Center in Arizona, United States. Schmidt has published a number of papers on the subject, and claims to have been stung by the majority of stinging Hymenoptera.

His original paper in 1983 was a way to systematize and compare the hemolytic properties of insect venoms. A table contained in the paper included a column that rated sting pain, starting from 0 for stings that are completely ineffective against humans, progressing through 2, a familiar pain such as that caused by a common bee or wasp sting, and finishing at 4 for the most painful stings; in the original paper, only the bullet ant, Paraponera clavata, was given a rating of 4. Later revised versions of the index added Synoeca septentrionalis, along with tarantula hawks as the only species to share this ranking. In later versions, some descriptions of the most painful examples were given, e.g.: "Paraponera clavata stings induced immediate, excruciating pain and numbness to pencil-point pressure, as well as trembling in the form of a totally uncontrollable urge to shake the affected part."

Schmidt has repeatedly refined his scale, including a paper published in 1990, which classifies the stings of 78 species and 41 genera of Hymenoptera, and culminating in a book published in 2016.

An entry in The Straight Dope reported that "implausibly exact numbers" which do not appear in any of Schmidt’s published scientific papers were "wheedled out of him" by Outside magazine for an article it published in 1996.

In September 2015, Schmidt was co-awarded the Ig Nobel Physiology and Entomology prize with Michael Smith for their Hymenoptera research.

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πŸ”— The aesthetic usability effect / paradox

πŸ”— Medicine πŸ”— Science

The aesthetic–usability effect describes a paradox that people perceive more aesthetic designs as much more intuitive than those considered to be less aesthetically pleasing. The effect has been observed in several experiments and has significant implications regarding the acceptance, use, and performance of a design. Usability and aesthetics are the two most important factors in assessing the overall user experience for an application. Usability and aesthetics are judged by a user's reuse expectations, and then their post-use, or experienced, final judgement. A user's cognitive style can influence how they interact with and perceive an application, which in turn can influence their judgement of the application.

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πŸ”— Zygalski Sheets

πŸ”— Cryptography πŸ”— Cryptography/Computer science πŸ”— Poland

The method of Zygalski sheets was a cryptologic technique used by the Polish Cipher Bureau before and during World War II, and during the war also by British cryptologists at Bletchley Park, to decrypt messages enciphered on German Enigma machines.

The Zygalski-sheet apparatus takes its name from Polish Cipher Bureau mathematician–cryptologist Henryk Zygalski, who invented it about October 1938.

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πŸ”— Three-sided Football

πŸ”— Philosophy πŸ”— Philosophy/Social and political philosophy πŸ”— Football

Three-sided football (often referred to as 3SF) is a variation of association football played with three teams instead of the usual two. It was devised by the Danish Situationist Asger Jorn to explain his notion of triolectics, his refinement on the Marxian concept of dialectics, as well as to disrupt one's everyday idea of football. Played on a hexagonal pitch [1], the game can be adapted for similarity to soccer as well as other versions of football.

Unlike conventional football, where the winner is determined by the highest scoring of the two teams, in three-sided football the winning team is that which concedes the fewest goals.

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πŸ”— Chesapeake Bay Impact Crater

πŸ”— Geology

The Chesapeake Bay impact crater was formed by a bolide that impacted the eastern shore of North America about 35.5 Β± 0.3 million years ago, in the late Eocene epoch. It is one of the best-preserved "wet-target" impact craters in the world.

Continued slumping of sediments over the rubble of the crater has helped shape the Chesapeake Bay.

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πŸ”— 7400-Series Integrated Circuits

πŸ”— Electronics

The 7400 series of integrated circuits (ICs) are a popular logic family of transistor–transistor logic (TTL) logic chips.

In 1964, Texas Instruments introduced the SN5400 series of logic chips, in a ceramic semiconductor package. A low-cost plastic package SN7400 series was introduced in 1966 which quickly gained over 50% of the logic chip market, and eventually becoming de facto standardized electronic components. Over the decades, many generations of pin-compatible descendant families evolved to include support for low power CMOS technology, lower supply voltages, and surface mount packages.

πŸ”— The Hardest Logic Puzzle Ever

πŸ”— Games

The Hardest Logic Puzzle Ever is a logic puzzle so called by American philosopher and logician George Boolos and published in The Harvard Review of Philosophy in 1996. Boolos' article includes multiple ways of solving the problem. A translation in Italian was published earlier in the newspaper La Repubblica, under the title L'indovinello piΓΉ difficile del mondo.

It is stated as follows:

Three gods A, B, and C are called, in no particular order, True, False, and Random. True always speaks truly, False always speaks falsely, but whether Random speaks truly or falsely is a completely random matter. Your task is to determine the identities of A, B, and C by asking three yes-no questions; each question must be put to exactly one god. The gods understand English, but will answer all questions in their own language, in which the words for yes and no are da and ja, in some order. You do not know which word means which.

Boolos provides the following clarifications: a single god may be asked more than one question, questions are permitted to depend on the answers to earlier questions, and the nature of Random's response should be thought of as depending on the flip of a fair coin hidden in his brain: if the coin comes down heads, he speaks truly; if tails, falsely.

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πŸ”— Pravetz Computers

πŸ”— Computing πŸ”— Bulgaria

Pravetz (ΠŸΡ€Π°Π²Π΅Ρ† in the original Cyrillic, series 8 and series 16) were Bulgarian computers, manufactured mainly in the town of Pravetz. Some components and software were produced in Stara Zagora, Plovdiv, and other Bulgarian cities.

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πŸ”— Black Arrow

πŸ”— Spaceflight πŸ”— Rocketry

Black Arrow, officially capitalised BLACK ARROW, was a British satellite carrier rocket. Developed during the 1960s, it was used for four launches between 1969 and 1971. Its final flight was the first and only successful orbital launch to be conducted by the United Kingdom, and placed the Prospero satellite into low Earth orbit.

Black Arrow originated from studies by the Royal Aircraft Establishment for carrier rockets based on the Black Knight rocket, with the project being authorised in 1964. It was initially developed by Saunders-Roe, and later Westland Aircraft as the result of a merger.

Black Arrow was a three-stage rocket, fuelled by RP-1 paraffin (kerosene) and high test peroxide, a concentrated form of hydrogen peroxide (85% hydrogen peroxide + 15% water). It was retired after only four launches in favour of using American Scout rockets, which the Ministry of Defence calculated to be cheaper than maintaining the Black Arrow programme.

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