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πŸ”— Gakken Ex-System

πŸ”— Toys

The Gakken EX-System is a series of educational electronics kits produced by Gakken in the late 1970s. The kits use denshi blocks (also known as electronic blocks) to allow electronics experiments to be performed easily and safely. Over 25 years after its original release, one of the main kits from the series was reissued in Japan in 2002.

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πŸ”— 1% rule

πŸ”— Internet culture

In Internet culture, the 1% rule is a rule of thumb pertaining to participation in an internet community, stating that only 1% of the users of a website add content, while the other 99% of the participants only lurk. Variants include the 1–9–90 rule (sometimes 90–9–1 principle or the 89:10:1 ratio), which states that in a collaborative website such as a wiki, 90% of the participants of a community only consume content, 9% of the participants change or update content, and 1% of the participants add content.

Similar rules are known in information science, such as the 80/20 rule known as the Pareto principle, that 20 percent of a group will produce 80 percent of the activity, however the activity may be defined.

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πŸ”— 2001: A Space Odyssey

πŸ”— United States πŸ”— Film πŸ”— Library of Congress πŸ”— Film/American cinema πŸ”— United States/Film - American cinema πŸ”— Science Fiction πŸ”— Transhumanism πŸ”— Guild of Copy Editors πŸ”— Film/Core πŸ”— Film/British cinema πŸ”— Hertfordshire

2001: A Space Odyssey is a 1968 epic science fiction film produced and directed by Stanley Kubrick. The screenplay was written by Kubrick and science fiction author Arthur C. Clarke, and was inspired by Clarke's 1951 short story "The Sentinel" and other short stories by Clarke. Clarke also published a novelisation of the film, in part written concurrently with the screenplay, after the film's release. The film stars Keir Dullea, Gary Lockwood, William Sylvester, and Douglas Rain, and follows a voyage by astronauts, scientists and the sentient supercomputer HAL to Jupiter to investigate an alien monolith.

The film is noted for its scientifically accurate depiction of space flight, pioneering special effects, and ambiguous imagery. Kubrick avoided conventional cinematic and narrative techniques; dialogue is used sparingly, and there are long sequences accompanied only by music. The soundtrack incorporates numerous works of classical music, by composers including Richard Strauss, Johann Strauss II, Aram Khachaturian, and GyΓΆrgy Ligeti.

The film received diverse critical responses, ranging from those who saw it as darkly apocalyptic to those who saw it as an optimistic reappraisal of the hopes of humanity. Critics noted its exploration of themes such as human evolution, technology, artificial intelligence, and the possibility of extraterrestrial life. It was nominated for four Academy Awards, winning Kubrick the award for his direction of the visual effects. The film is now widely regarded as one of the greatest and most influential films ever made. In 1991, it was selected by the United States Library of Congress for preservation in the National Film Registry. In 2022, 2001: A Space Odyssey placed in the top ten of Sight & Sound's decennial critics' poll, and topped their directors' poll.

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πŸ”— Evolved antenna

πŸ”— Telecommunications πŸ”— Radio πŸ”— Electronics πŸ”— Engineering

In radio communications, an evolved antenna is an antenna designed fully or substantially by an automatic computer design program that uses an evolutionary algorithm that mimics Darwinian evolution. This procedure has been used in recent years to design a few antennas for mission-critical applications involving stringent, conflicting, or unusual design requirements, such as unusual radiation patterns, for which none of the many existing antenna types are adequate.

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πŸ”— Hearing the Shape of a Drum

πŸ”— Mathematics πŸ”— Percussion

To hear the shape of a drum is to infer information about the shape of the drumhead from the sound it makes, i.e., from the list of overtones, via the use of mathematical theory.

"Can One Hear the Shape of a Drum?" is the title of a 1966 article by Mark Kac in the American Mathematical Monthly which made the question famous, though this particular phrasing originates with Lipman Bers. Similar questions can be traced back all the way to Hermann Weyl . For his paper, Kac was given the Lester R. Ford Award in 1967 and the Chauvenet Prize in 1968.

The frequencies at which a drumhead can vibrate depend on its shape. The Helmholtz equation calculates the frequencies if the shape is known. These frequencies are the eigenvalues of the Laplacian in the space. A central question is whether the shape can be predicted if the frequencies are known; for example, whether a circle-shaped triangle can be recognized in this way. Kac admitted he did not know if it was possible for two different shapes to yield the same set of frequencies. The question of whether the frequencies determine the shape was finally answered in the negative in the early 1990s by Gordon, Webb and Wolpert.

πŸ”— Clifford torus

πŸ”— Mathematics

In geometric topology, the Clifford torus is the simplest and most symmetric flat embedding of the cartesian product of two circles S1a and S1b (in the same sense that the surface of a cylinder is "flat"). It is named after William Kingdon Clifford. It resides in R4, as opposed to in R3. To see why R4 is necessary, note that if S1a and S1b each exist in their own independent embedding spaces R2a and R2b, the resulting product space will be R4 rather than R3. The historically popular view that the cartesian product of two circles is an R3 torus in contrast requires the highly asymmetric application of a rotation operator to the second circle, since that circle will only have one independent axis z available to it after the first circle consumes x and y.

Stated another way, a torus embedded in R3 is an asymmetric reduced-dimension projection of the maximally symmetric Clifford torus embedded in R4. The relationship is similar to that of projecting the edges of a cube onto a sheet of paper. Such a projection creates a lower-dimensional image that accurately captures the connectivity of the cube edges, but also requires the arbitrary selection and removal of one of the three fully symmetric and interchangeable axes of the cube.

If S1a and S1b each has a radius of 1 / 2 {\displaystyle \textstyle {\sqrt {1/2}}} , their Clifford torus product will fit perfectly within the unit 3-sphere S3, which is a 3-dimensional submanifold of R4. When mathematically convenient, the Clifford torus can be viewed as residing inside the complex coordinate space C2, since C2 is topologically equivalent to R4.

The Clifford torus is an example of a square torus, because it is isometric to a square with opposite sides identified. It is further known as a Euclidean 2-torus (the "2" is its topological dimension); figures drawn on it obey Euclidean geometry as if it were flat, whereas the surface of a common "doughnut"-shaped torus is positively curved on the outer rim and negatively curved on the inner. Although having a different geometry than the standard embedding of a torus in three-dimensional Euclidean space, the square torus can also be embedded into three-dimensional space, by the Nash embedding theorem; one possible embedding modifies the standard torus by a fractal set of ripples running in two perpendicular directions along the surface.

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πŸ”— 4X

πŸ”— Video games

4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate". The term was coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World. Since then, others have adopted the term to describe games of similar scope and design.

4X computer games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Games can take a long time to complete since the amount of micromanagement needed to sustain an empire increases as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement, with varying degrees of success.

The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X computer games were turn-based, but real-time 4X games are not uncommon. Many 4X computer games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful.

In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time. The Civilization board game that gave rise to Sid Meier's Civilization computer game, for instance, has no exploration and no extermination. Unless extermination is targeted at non-player entities, it tends to be either nearly impossible (because of play balance mechanisms, since player elimination is usually considered an undesirable feature) or certainly unachievable (because victory conditions are triggered before extermination can be completed) in board games.

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  • "4X" | 2019-02-03 | 124 Upvotes 25 Comments

πŸ”— Wikipedia is an MMORPG

πŸ”— Video games πŸ”— Role-playing games πŸ”— Department of Fun

One theory that explains the addictive nature of Wikipedia and its tendency to produce Wikipediholics is that Wikipedia is a massively multiplayer online role-playing game (MMORPG). The following article explains how Wikipedia shares many characteristics with MMORPGs.

Wikipedia is a sequel to the game Nupedia, an encyclopedia-themed MMORPG in a hack and slash and "article roaming" style. It was released for the World Wide Web by the Wikimedia Foundation, and was developed by the community.

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πŸ”— OK Soda

πŸ”— Food and drink πŸ”— Brands πŸ”— Food and drink/Beverages

OK Soda was a soft drink created by The Coca-Cola Company in 1993 that courted the American Generation X demographic with unusual advertising tactics, including neo-noir design, chain letters and deliberately negative publicity. After the soda did not sell well in select test markets, it was officially declared out of production in 1995 before reaching nationwide distribution. The drink's slogan was "Things are going to be OK."

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πŸ”— Desertec

πŸ”— Energy

DESERTEC was a large-scale project supported by a foundation of the same name and the consortium Dii (Desertec industrial initiative) created in Germany as a limited liability company (GmbH). The project aimed at creating a global renewable energy plan based on the concept of harnessing sustainable power from sites where renewable sources of energy are more abundant and transferring it through high-voltage direct current transmission to consumption centers. All kinds of renewable energy sources are envisioned, but the sun-rich deserts of the world play a special role.

There are some parallels between Desertec and the Atlantropa project plan in the 1920s. Atlantropa aimed to integrate Europe and Northern Africa and its electricity grid based on a giant hydro power station at Gibraltar. The industry platform Dii is continuing to pave the way for renewables and grid integration on a very pragmatic basis. As of 2019 the project is described as largely "stalled" and "failed".

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