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Things 91: Dresden Codak, i.e., Paths of Flight

Link
In Things 48 (not yet blogged) I linked to an Aaron Diaz’s Dresden Codak update featuring 42 sharply observed 3rd-act plot twists, but recently realised that this may have misrepresented his work, which instead usually consists of astonishingly deft single-page stories revolving around simple but brilliant ideas.

Here’s 3 of my favourites to give you a much better idea of Diaz’s oeuvre:

Lantern Season:

Fabulous Prizes:

Girl vs Bear:

His blog on comic art theory is also well worth checking out if you are remotely interested in the art form.

Quote
During a characteristically interesting and varied conversation with Adam a few days ago, he suddenly revealed the following:

That reminds me of a really interesting thing I read in the Metro today – something like: 30,000 people… something. I can’t remember what it was, but it was really amazing.

Question
Sometimes I want to ask things in Things that are even more obviously not what people might call Puzzles than usual, so in these cases I’m going to be more direct and call a question a Question. So here is a Question.

When it comes to arguments about the English Language I tend to side with the people saying “most people say it this way so that’s now correct” against those saying “this is the way some Victorian guy wrote in a book that it should be said so everyone doing otherwise is wrong”, but I do admit that some distinctions are worth holding against a tide of misuse, one example being that I would correct instances of “i.e.” and “e.g.” being used in one another’s stead where polite and possible.

Fortunately, this didn’t come up very often.

Then in 2010 something terrible happened. About 95% of all instances of “i.e.” that I read were incorrect and should have been “e.g.”, which is particularly silly as it reads as if the author believes a set of many elements (e.g. social networks) consists of only one (e.g. “i.e. Facebook”).

So my question is this: have you also noticed such a sudden rise in “i.e.” misuse, or have I just been unlucky and/or suffered from confirmation bias?

Video
A while ago I realised you could collage time lapse photography of a flight path to obtain an image of a string of planes; I then realised you could do the same thing with video, but recognised that this was beyond my means to produce. Conveniently, GE have now done this:

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Things 90: Inception Diagram, Clay Shirky on Wikileaks, United States of Autocomplete

Tim Link
After a lot of research and a second viewing with a lot of note-taking, I felt like I had got to the bottom of Inception. My diagram and explanation of what I think is really going on can be found on Tower of the Octopus.

Link
Clay Shirky’s view of the Wikileaks situation seems much more balanced and reasonable than anything else I’ve read on it.

Also, see the Wikipedia article on the Streisand Effect.

Quote
I can’t actually find who said this first on Twitter:

Pissing off 4chan: free. Botnet hire: $1000/month. For everything else, there’s Mast– oh, wait, not any more there isn’t.

Puzzle
We are told that your ears go ‘pop’ in a plane after take-off because of the air pressure changing with altitude. But we also know that the cabin has to be airtight, as if air could get out the pressure would equalise and above 17,000 feet everyone would die. So why does the air pressure change in the cabin at all?

Picture
From Dorothy ‘Cat and Girl’ Gambrell’s visualisation site Very Small Array, the United States of Autocomplete gives Google’s autocompleted suggestion of what should come after each state name (note results are regional, we’ll get different results from the UK) (click for full size):

Last Week’s Puzzle
Last week I asked “why does the perceived attractiveness of any given individual vary so much depending on who you ask?”, which provoked quite a bit of discussion on the CC list.

Thomas points out:

It’s not enough for both parents to have ‘good” genes, but they should have “good” genes that are sufficiently different that any child will have the maximum possible genetic advantages.

Or as Xuan put it:

Attractiveness: Relative to your genes and where you want them to go.

Simon adds a practical consideration:

… people of similar levels of attractiveness find each other attractive (because your genes have the best chance of survival if you can maximise some function of beauty x propensity to shag me)

Phil counters:

So many couples look very similar though! Perhaps that is somewhat due to acquired mannerisms, but I’d have thought there’s a strong trend to find people similar to yourself attractive, to help similar genes survive

My summary of the situation was this:

To have the best chance of promoting themselves, your genes want to help others with similar genes (and procreating with them is pretty helpful), but also combine themselves with complementary genes. With both of these pressures in effect, and a distorting lens of nurture on top of the nature, we can’t be too surprised that people disagree on attractiveness.

Finally, Matt raises the logical next question – how to genes actually do this:

I think we may be giving too much credit to genes abilites to recognise similar genes and indeed complementary genes here. And after all, there are a lot of different genes with a vested interest here. I would posit that we decide who would be a good catch based on a set of genes (and so on) that try to recognise success in any form – one of the primary indicators surely being perceived social standing, but also apparent health, virility etc. So, regardless of precise genes, recognising good stuff.
I find the idea of encoding a DNA sequence that will give rise to a brain that will perceive the outside world and detect optimal reproductive opportunities almost completely mindboggling.
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Things 89: Human Towers, Retroactive Prayer, Local Universe Map

Trailer
I saw Monsters at the Edinburgh International Film Festival, and it’s now on general release. As I said back in my big EIFF review post:

What: Low budget yet well-realised alien invasion as setting for semi-romantic road movie
Good: Beautifully shot, atmospheric, with an incredibly realistic-feel for its budget and a beautifully understated soundtrack from Jon Hopkins. And giant alien octopi.
Bad: Weakness in the development of the female character betrays a male gaze bias, undermining the main dynamic of the film
Conclusion: Essential viewing for anyone interested in what can be achieved on a budget, giant alien octopi, or Whitney Able’s legs

Trailer:

Video
Human Towers, some of which alarmingly do fall down:

Casteller from Mike Randolph on Vimeo.

Quote
Martin Bland, paraphrased by Peter Norvig in an excellent article on the shortcomings of evidence for prayer healing:

An ethical study proving the efficacy of retroactive prayer is logically impossible.

Puzzle
Since physical attractiveness has at least some part to play in our evolution, why does the perceived attractiveness of any given individual vary so much depending on who you ask?

Picture
I had previously wondered what the ‘local’ area of the universe looked like, for varying values of ‘local’, but some idle Googling didn’t produce an answer at the time. Just recently I came across a really nice image on Wikipedia giving the answer across some interesting different scales. Check out the file on Wikipedia, where you can also download a 7MB, not-very-compressed jpg of the image. (If that’s gone for some reason I’ve put a slightly more compressed version (2.5MB) of the image here).

Here’s a snapshot of just part of it:

Last Week’s Puzzle
Last week I asked why bedsprings make a ‘pyoing’ noise out of nowhere. Either this was too easy, too hard, or no one had any idea what I was talking about, because nobody had an answer. Consequently I turned to my not-very-secret research alter ego and asked the internet, as I did before on the shampoo question. The internet said springs get squinched down sometimes and will later pop back up. If that was the case, I would expect to usually hear these noises very soon after getting off a bed, with just a few rare occasions when it was released later. I remain unsure.

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Things 88: Out of Sight Animation, The Past of Advertising, Ultimate Blackboard

Video
A great concept, brilliantly executed, well worth carving 5 minutes out of your day for. For the impatient among you, you need to stick with it at least until 1’26” when the magic really starts.

Link(s)
Fast Company published an article on The Future of Advertising, which combined with AdLab’s curation of 15 similarly-positioned Fast Company articles from 1995-2005 raises the question of when a revolution actually starts. Given that you can spin a plausible-sounding article just by gathering together a few examples of something (and disingenuously cite economically driven contraction of traditional players as evidence of change), this kind of historical perspective is very useful for reminding us that in reality you can rarely pin down a single revolutionary moment.

I got an even greater sense of perspective taking a look at Hide and Seek’s highlights of a large collection of ‘cinema advertising tricks from the 1920s’, which include such techniques as interactive cinema, conversation-seeding, and ARGs.

Puzzle
Why do bedsprings occasionally make a ‘poing’ noise, seemingly without provocation?

Picture
A great screenshot from The film A Serious Man. I’m proud to say I attended lectures that looked a bit like this by the end, although never with so many diagrams so well executed. (Click for full, use-in-a-presentation size)

Last Week’s Puzzle
Last week I asked why people playing Tomb Raider felt compelled to direct Lara to jump from a great height after they had saved their game. Doug suggested the following (numbering mine):

1) Because the game has just spent the whole playing time frustrating you as you fly off the ledge. Flinging yourself of the ledge then turning off is reassertion that it’s you in control, not the game.
OR
2) It’s nice to do something easy with gusto as relief to hours of trying to do something difficult and complex through careful control and concentration.
Either way it’s got something to do with liberation.

I think both of these no doubt play a part, but similar factors are at work in many other games, so the results only manifest thanks to at least two other additional factors that are at work here:

3) Jumping from a great height itself has a mysterious, mesmerising appeal.
Standing on a precipice, I’ve had to resist the nagging thought that jumping off is an action available to me, and it might be quite interesting, at least for a short time; others I’ve spoken to have had similar thoughts in similar situations. As videogames let us try things out in a risk-free way, it makes sense that we play out this urge in that environment.

Supporting this idea is a personal observation that once I’ve completed a game and am no longer concerned about death, if on a replay I find my character in a precipitous situation that I didn’t fall victim to before, I will often have them jump off just to see what it is like.

4) The architecture of the game and the save mechanism.
Games that have save points typically ensure they can only be used far from danger, presumably to avoid a player saving while in an unsurvivable situation. Tomb Raider had very few such scenarios and so permitted saving at any point. At the same time, death-by-falling was a near ever-present threat. As such, any given moment in which you saved the game was likely to be very close to just such an opportunity.

The icing on the cake was that through an undocumented combination of controls, you could execute an elegant swallow dive.