10 MAR 2019 by ideonexus

 Computers are All Tactics and No Strategy

Chess computers don't have psychological faults, but they do have very distinct strengths and weaknesses, far more distinct than any equivalently strong human player would have. Today, they are so strong that most of their vulnerabilities have been steamrolled into irrelevancy by the sheer speed and depth of brute force search. They cannot play strategically, but they are too accurate tactically for a human to exploit those subtle weaknesses decisively. A tennis player with a 250-m.p.h. serve...
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04 NOV 2018 by ideonexus

 The Immersive Fallacy

According to the immersive fallacy, this reality is so complete that ideally the frame falls away so that the player truly believes that he or she is part of an imaginary world. [...] In the case of play, we know that metacommunication is always in operation. A teen kissing another teen in Spin the Bottle or a Gran Turismo player driving a virtual race car each understands that their play references other realities. But the very thing that makes their activity play is that they also know th...
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The false idea that a "suspension of disbelief" is needed to enjoy a work of art or game.

31 OCT 2018 by ideonexus

 How a Nerd Walks Up the Stairs

Your steps should be in a cycle: short, long, long. Long in this case means a double step. Thus, you will cover five stairs in one short-long-long cycle. In addition, you should always start the first cycle on the same foot. Suppose you start on the left foot, then after two cycles you are back on the left foot, having covered ten stairs. While you are walking the stairs in this way, it is clear where you are in the cycle. By the end of the staircase, you will know the number of stairs modulo...
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27 JUL 2018 by ideonexus

 The Myth of the Solitary Villain

The more sophisticated and powerful a technology, the more people are needed to weaponize it. And the more people needed to weaponize it, the more societal controls work to defuse, or soften, or prevent harm from happening. I add one additional thought. Even if you had a budget to hire a team of scientists whose job it was to develop a species-extinguishing bio weapon, or to take down the internet to zero, you probably still couldn’t do it. That’s because hundreds of thousands of man-year...
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05 MAY 2018 by ideonexus

 “Judge the value of what you have by what you had to gi...

The principle of an opportunity cost does not at first glance seem hard to understand. If you spend half an hour noodling around on Twitter, when you would otherwise have been reading a book, the lost book-reading time is the opportunity cost of the tweeting. If you decide to buy a fancy belt for £100 instead of a cheaper one for £20, the opportunity cost is the £80 shirt you could otherwise have bought. Everything has a cost: whatever you were going to do instead, but couldn’t. [...] ...
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16 APR 2018 by ideonexus

 Pianos Make Music Accessible Like Computers Make Math Acc...

Though it has become a naturalized part of music-making since the first one was built in 1710, the pianoforte (its name means "soft-loud") was a technical marvel for its time, a machine that changed music in ways that are hard to imagine. Computer pioneer Alan Kay once observed that any technological advance is "technology only for people who are born before it was invented,' and in the case of the piano, this applies to no one alive today. Seymour Papert, the MIT researcher, concluded, "That...
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06 JAN 2018 by ideonexus

 The Case Against Reading Too Broadly

The real problem with telling young writers to fan out across genres and forms is that it doesn’t help them find a voice. If anything, it’s antivoice. Learning the craft of writing isn’t about hopping texts like hyperlinks. It’s about devotion and obsession. It’s about lingering too long in some beloved book’s language, about steeping yourself in someone else’s style until your consciousness changes colour. It’s Tolkien phases and Plath crushes. It’s going embarrassingly, un...
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20 JUL 2017 by ideonexus

 Old CRPGs are Unplayable for Modern Gamers

They had five days to play (Ultima IV), and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they’d overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, “I’d say for gamers of our generation, an RPG like Ultima IV is boring and pretty much unplayable.” After removing the arrow from my chest, I asked them to explain why. It mostly came dow...
Folksonomies: history preservation gaming
Folksonomies: history preservation gaming
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10 MAR 2017 by ideonexus

 The Case for the Gamified Classroom

Gamified instruction empowers students to own their learning. Students who learn in a gamified classroom have a better capacity for persistence. Gamified instruction helps students develop a capacity for selfdirection. Gamified classrooms impart critical social skills. Gamification of learning enables students to build and sustain learning communities. Gamified instruction is inherently democratic and meritocratic and hence encourages risk taking. Gamified instruction helps students maintain ...
Folksonomies: education gamification
Folksonomies: education gamification
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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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