04 NOV 2018 by ideonexus

## A Computer Algorithm for Randomization

Back in the early days of computers, one of the more popular methods of generating a sequence of random numbers was to employ the following scheme: 1. Choose a starting number between 0 and 1. 2. Multiply the starting number by 4 ("stretch" it). Subtract 4 times the square of the starting number from the quantity obtained in step 2 ("fold" the interval back on itself in order to keep the final result in the same range). 3.Given a starting number between 0 and 1, we can use the proce-dureâ€...From John Casti.

04 NOV 2018 by ideonexus

## Probability is Truth-Resembling

The study of mathematical uncertainty is called probability. According to Richard Epstein, "The word 'probability' stems from the Latin probabilis, meaning 'truth-resembling'; thus the word itself literally invites semantic misinterpretation." [1]What Epstein means by "semantic misinterpretation" is that if something is "truthresembling," then it isn't actually truthful; at the same time, the truth is exactly what the something does resemble.**Folksonomies:**etymology

**Folksonomies:**etymology

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...27 JUL 2018 by ideonexus

## Redundancy in the English Language

Whenever we communicate, rules everywhere restrict our freedom to choose the next letter and the next pineapple.I Because these rules render certain patterns more likely and certain patterns almost impossible, languages like English come well short of complete uncertainty and maximal information: the sequence â€śthâ€ť has already occurred 6,431 times in this book, the sequence â€śtkâ€ť just this once. From the perspective of the information theorist, our languages are hugely predictableâ€” al...Monte Carlo method for building words and sentences.

27 JUL 2018 by ideonexus

## Our Modern Worldview and Morality is Shaped by Science

To begin with, the findings of science imply that the belief systems of all the worldâ€™s traditional religions and culturesâ€”their theories of the genesis of the world, life, humans, and societiesâ€”are factually mistaken. We know, but our ancestors did not, that humans belong to a single species of African primate that developed agriculture, government, and writing late in its history. We know that our species is a tiny twig of a genealogical tree that embraces all living things and that e...16 APR 2018 by ideonexus

## Euclid's Elements as a Game

"If video games had been around in 350 BC, Euclid would have made a video game," Devlin told me. The thirteen books of Euclid's Elements would have been the supplemental material, a PDF file that you could read if you wanted to. "People think I'm jokingâ€”I absolutely mean that. Euclid would not have written a textbook, he would have designed a video game." Peek at any of his proofs, Devlin said, and you'll quickly find that the great Greek mathematician, often called the father of geometry, ...16 APR 2018 by ideonexus

## A Student's Skill-Level Should be Private

A student's skill level should be a private matter, between him and the teacher, and students who are behind should be able to work comfortably, without embarrassment. "They know they should know more. They know they should not be working on tens and ones when their friends are doing division and fractions and all that, and there's no shame in working on it with the computer." Actually, the same principle applies to kids who are off-the-charts advanced: if they just want to relax and do high-...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...16 APR 2018 by ideonexus