10 MAR 2019 by ideonexus

 Chess Concept: Running Out of Book

One of the problems with playing against computers is how quickly and how often they change. Grandmasters are used to preparing very deeply for our opponents, researching all of their latest games and looking for weaknesses. Mostly this preparation focuses on openings, the established sequences of moves that start the game and have exotic names like the Sicilian Dragon and the Queen's Indian Defense. We prepare new ideas in these openings, and look for strong new moves ("novelties") with whic...
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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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25 OCT 2017 by ideonexus

 It Takes a Network to Defeat a Network

...the 9/11 attacks were carried out by one network on another network: al Qaeda against the U.S. financial and political system. Yet it was not the immediate damage of the terrorist attacks that inflicted the real cost on the United States so much as the unintended consequences of the national security state’s response. Writing in the Los Angeles Times in August 2002, before it was even clear that Iraq was to be invaded, the political scientist John Arquilla presciently pointed out the fla...
Folksonomies: war ideology networks
Folksonomies: war ideology networks
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25 FEB 2016 by ideonexus

 Starter Phrases for Creativity

Fluency List other ways to express the idea... What ideas or words come to mind when... What are new ways to do... Situations in which something might occur... Other uses for an object or invention...Flexibility Describe many possible changes... List different ways to modify... In what ways might...Originality Devise your own way to... Propose a novel approach... List ways to develop...Elaboration Extend upon... Enhance by... Build on...
Folksonomies: education creativity
Folksonomies: education creativity
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07 NOV 2014 by ideonexus

 Computronium

In programmable matter, the same cubic meter of machinery can become a wind tunnel at one moment, a polymer soup at the next; it can model a sea of fermions [elementary particles], a genetic pool, or an epidemiology experiment at the flick of a console key. Ten times as large a simulation will simply require ten cubic meters of machinery, instead of one. Flexibility, instant reconfigurability, variable resolution, total accessibility, and handling safety make such programmable matter worth a ...
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09 AUG 2014 by ideonexus

 Flexible Thinkers

Flexible thinkers are able to shift through multiple perceptual positions at will. One perceptual orientation is what Jean Piaget called egocentrism, or perceiving from our own point of view. By contrast, allocentrism is the position in which we perceive through another person's orientation. We operate from this second position when we empathize with another's feelings, predict how others are thinking, and anticipate potential misunderstandings. Another perceptual position is macrocentric....
Folksonomies: cognition
Folksonomies: cognition
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09 AUG 2014 by ideonexus

 Game-Based Learning VS Gamification

Game-based learning is another great way to empower your students to engage with intellectual problems. They get to experience the fiero rush that comes with knowing that they successfully overcame a challenge. That’s right: game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work ex...
Folksonomies: education gamification
Folksonomies: education gamification
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03 JAN 2012 by ideonexus

 The "Powers" in Vernor Vinges' Universe

Marketing calls our current visitor ‘Old One.’” He smiled. “That’s something of a joke, but true even so. We’ve known it for eleven years.” No one really knew how long Transcendent beings lived, but it was a rare Power that stayed communicative for more than five or ten years. They lost interest, or grew into something different—or really did die. There were a million explanations, thousands that were allegedly from the Powers firsthand. Ravna guessed that the true explanation...
Folksonomies: singularity otherness
Folksonomies: singularity otherness
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They have transcended our kind of existence, but they disappear after just a few years... possibly for the flexibility of their intelligence and ability to rapidly transform themselves, much like Kurtzweil's singularity.

02 JAN 2011 by ideonexus

 Corollaries on the Probability that a Research Finding is...

Corollary 1: The smaller the studies conducted in a scientific field, the less likely the research findings are to be true. Corollary 2: The smaller the effect sizes in a scientific field, the less likely the research findings are to be true. Corollary 3: The greater the number and the lesser the selection of tested relationships in a scientific field, the less likely the research findings are to be true. Corollary 4: The greater the flexibility in designs, definitions, outcomes, and analy...
Folksonomies: research
Folksonomies: research
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Six indicators that detract from the likelihood that a research paper's results are reproducible.