02 MAR 2019 by ideonexus

 Science Poem

The worm drives helically through the wood And does not know the dust left in the bore Once made the table integral and good; And suddenly the crystal hits the floor. Electrons find their paths in subtle ways, A massless eddy in a trail of smoke; The names of lovers, light of other days Perhaps you will not miss them. That's the joke. The universe winds down. That's how it's made. But memory is everything to lose; Although some of the colors have to fade, Do not believe ...
Folksonomies: science poetry
Folksonomies: science poetry
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04 NOV 2018 by ideonexus

 Brian-Sutton Smith's Seven Rhetorics of Play

Play as Progress: Play is a way of turning children into adults. Play is valuable because it educates and develops the cognitive capacities of human or animal youth. Examples: All forms of children's play and animal play Play as Fate: Human lives and play are controlled by fate in the form of destiny, gods, atoms, neurons, or luck, but not by free will. Examples: Gambling and games of chance Play as Power: Play is a form of conflict and a way to fortify the status of those who control the p...
Folksonomies: games culture play
Folksonomies: games culture play
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04 NOV 2018 by ideonexus

 Dice Rolls are Suspect

It is true that every aspect of the role of dice may be suspect: the dice themselves, the form and texture of the surface, the person throwing them. If we push the analysis to its extreme, we may even wonder what chance has to do with it at all. Neither the course of the dice nor their rebounds rely on chance; they are governed by the strict determinism of rational mechanics. Billiards is based on the same principles, and it has never been considered a game of chance. So in the final analysis...
Folksonomies: games randomness
Folksonomies: games randomness
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16 APR 2018 by ideonexus

 Games Allow for Low-Cost Failure

What Prensky and Gee had realized early on was that game designers had lowered the cost of failure so players would take risks. They'd figured out that well-designed problem solving that gives players a second chance and a way to share their successes is almost irresistibly attractive. In just a few years, game designers had discovered the principles of deep and pleasurable learning that it had taken educators more than a century to apply in schools. Game studios had hit upon "profoundly good...
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24 DEC 2016 by ideonexus

 Unlike Physics, Biology Can't Ignore Information

Physicists love to think about systems that take only a little information to describe. So when they get a system that takes a lot of information to describe, they use a trick called 'statistical mechanics', where you try to ignore most of this information and focus on a few especially important variables. For example, if you hand a physicist a box of gas, they'll try to avoid thinking about the state of each atom, and instead focus on a few macroscopic quantities like the volume and total en...
Folksonomies: physics biology information
Folksonomies: physics biology information
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02 SEP 2016 by ideonexus

 De-Romanticizing Voting

Ugh. In actual outcomes, voting isn't an expression of your heart, your soul, or even your emotion. The result of a vote isn't "the right thing" or "the thing I love" or "the cure for social ills" or "the perfect solution." It's not a mechanism of protest or a chance to be dramatic, and it's not a "gesture" or a stand -- that's what demonstrations, letter writing, and petition campaigns are for. A vote is a functional choice for the preferable viable outcome, an act that adds 1 to a tally th...
Folksonomies: democracy voting
Folksonomies: democracy voting
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14 MAR 2016 by ideonexus

 One in 1,000 to 500 Chance of Cancer from Childhood CT Scan

The first study to assess directly the risk of cancer after CT scans in childhood found a clear dose-response relationship for both leukemia and brain tumors: risk increased with increasing cumulative radiation dose. For a cumulative dose of between 50 and 60 milligray or mGy (mGy is a unit of estimated absorbed dose of ionizing radiation) to the head, the investigators reported a threefold increase in the risk of brain tumors; the same dose to bone marrow (the part of the body responsible fo...
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24 DEC 2013 by ideonexus

 How Physicians Were Once Like Today's Economists

The moral game of blame attribution is only one subtype of misattribution arbitrage. For example, epidemiologists estimate that it was not until 1905 that you were better off going to a physician. (Ignaz Semelweiss noticed that doctors doubled the mortality rate of mothers at delivery.) The role of the physician predated its rational function for thousands of years, so why were there physicians? Economists, forecasters, and professional portfolio managers typically do no better than chance, y...
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John Tooby describes a past when you were more likely to die from seeing a physician and likens it to economics and other forecasters who do no better than chance.

14 OCT 2013 by ideonexus

 Introverts Thrive Online

Studies have shown that, indeed, introverts are more likely than extroverts to express intimate facts about themselves online that their family and friends would be surprised to read, to say that they can express the “real me” online, and to spend more time in certain kinds of online discussions. They welcome the chance to communicate digitally. The same person who would never raise his hand in a lecture hall of two hundred people might blog to two thousand, or two million, without thinki...
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Possibly because it is a world of ideas?

08 APR 2013 by ideonexus

 The Monty Hall Problem

Here’s how Monty’s deal works, in the math problem, anyway. (On the real show it was a bit messier.) He shows you three closed doors, with a car behind one and a goat behind each of the others. If you open the one with the car, you win it. You start by picking a door, but before it’s opened Monty will always open another door to reveal a goat. Then he’ll let you open either remaining door. Suppose you start by picking Door 1, and Monty opens Door 3 to reveal a goat. Now what should y...
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You should always switch doors because you had a 1 in 3 chance of getting the right one the first time, and a 1 in 2 chance if you switch.