more misc research
In quantum field theory, fields undergo quantum fluctuations. A reasonably clear distinction can be made between quantum fluctuations and thermal fluctuations of a quantum field (at least for a free field; for interacting fields, renormalization substantially complicates matters). For the quantized Klein–Gordon field in the vacuum state, we can calculate the probability density that we would observe a configuration
at a time t in terms of its Fourier transform to be
Sprint – Increases move speed for (3 + (.15 * enemy level)) seconds. Activated when they are first hit. To counter this ability, place units set to “Most HP” at the entry points so that the enemy sprints right away and not near the end of your defenses. Also selecting subclasses with slow effects and setting their target priority to “Fastest” helps stop sprinters in their tracks!
Stealth – Permanently invisible and undetectable by normal units. There are two ways to counter stealthers. First, make sure you’ve selected the talent that grants the Perception ability to your champion, and make sure you have enough energy to Teleport your champion around the map to pop the stealthers out. Your second option is to use your AoE ability (Hotkey 2) to pop enemies out of stealth. Once a stealth unit has been hit once, they are no longer undetectable.
Resolute – Immune to all damage for (1 + (.15 * enemy level)) seconds. Activated when they are first hit. To counter this ability, place units set to “Most HP” at the entry points so that the enemy sprints right away and not near the end of your defenses. Also, be careful not to place all of your units in one area when facing these enemies so that they aren’t immune as they pass through the main body of your defenses.
Resilient – Permanently takes (15 + (1.5 * enemy level))% less damage. The best way to counter this ability is to slow these enemies down.
Stoneform – Permanently immune to all puncture (arrows continue through) and sunder (removes armor) effects. The best thing to do against these enemies is to select subclasses that don’t grant sunder or puncture effects.
Sure Foot – Permanently immune to all slowing effects. To counter these enemies, you may need to teleport your champion to them or select subclasses that grant effects other than slowing.
Acrobat – All attacks have a (25 + enemy level)% chance to miss. These enemies can be a pain, especially if you get an unlucky string of numbers. To counter these guys, be ready to use your AoE ability (Hotkey 2) or teleport your champion to them.
Regrowth – Regains (5 + (2 * enemy level))% of their max health every second. To counter these enemies, you’ll need to deal a lot of damage at one time. Build your units in a centralized area and avoid spreading them out to give time for these enemies to regain their health.
SPACEBAR – Start Wave
1 – Use Champion Ability 1
2 – Use Champion Ability 2
3 – Use Champion Ability 3
4 – Use Champion Ability 4
Q – Build Guard Tower
W – Build Ranger
E – Build Warrior
R – Build WIzard
A – Build Ward Spire
S – Build Scouting Post
D – Build Battle Standard
F – Build Power Totem
X – Build Trading Outpost
C – Build Barracks
ESC – Cancel current action (build, teleport, AoE spell, etc.)
zero point energy is absorption – Some photons from this laser got a shift in energy when they hit the vibrating bar. Ordinary thermal vibrations can either boost or reduce photon energy, but the zero-point quantum vibration is different. Because it is the lowest energy state possible, it can only absorb energy. Painter’s group detected this bias towards lower-energy scattered light, a clear signature of a quantum twang
Some observations of how hydrogen gas in space absorbs light at ultraviolet wavelengths have hinted that the fine structure constant, responsible for the strength of electromagnetism, is not the same throughout the universe. That would point to exotic new physics, including the existence of extra dimensions and universes other than our own.
There are some hard truths that we must swallow in order to be free of some of the shared illusions that have infiltrated our subconscious and unconscious minds. In this short essay, I’ll be expressing some of these truths. Once Occupy has fully swallowed these hard truths, they can be spread out to more and more people, and the energy released from the process of dispelling these illusions will be the fuel of rapid change. Each of these illusions are detrimental to the process of Occupy moving forward. None of these illusions will be dispelled by the major media, as these illusions benefit the corporate owners of our media.
as the government is working to redefine “terrorists” as anyone who is against the system continuing as it is currently. This redefinition is aimed at getting us so scared of our neighbors that we’ll allow the imprisonment of those whose only crime is standing against a system based on inequality, resource depletion, and elite control.
The reason the Plutocracy is threatened is simple. They are having their corruption exposed on all levels. Through internet technology, social media, and heightened forms of lateral communication, the tools for the liberation of the people are in our grasp. The collective community empowerment of the public, armed with knowledge of the Plutocracy and no longer willing to sit back and take the abuse of the Plutocracy are rising up all around the world. This rising up is an amazing opportunity of the people to create a new ground level system that is not dependent on the Plutocracy in order to thrive.
To take this step collectively will basically put the Plutocracy out of power. The responsibility of Occupy and other social movements is to begin to build the structures that will hold us up as a community when the system begins failing. If we can take care of our own needs locally, and collectively take responsibility for each other, the people win. In order to avoid this eventuality, the Plutocracy will do everything within their power to suppress and repress this drive for freedom and community interdependence. That’s why it’s very likely that the repression will turn more and more overt in the coming years.
When you live in an Empire, ruled by a scared Plutocracy that is willing to kill its own citizens to maintain their power, it is important that it is understood. Once the illusions are removed, and the mourning is done, the work must begin. I’ll be honest, I don’t think fighting the Plutocracy directly is going to help. I think that through our community centered actions in our own communities, we can make those power-hungry bastards irrelevant. Our biggest weakness as a people is our food supply. I urge everyone to plant a few seeds that will bear fruits and vegetables this planting season. Building a city-wide garden is the most revolutionary act in which we can be involved.
SheldrakeHe was profoundly influenced by a book called Matter and Memory by the philosopher Henri Bergson. “When I discovered Bergson’s idea that memory is not stored in the brain but that it is a relation in time, not in space, I realised that there might potentially be a memory principle in nature that would solve the problem I was wrestling with.” His hope is that there will be a “coming out” moment in science. “It’s like gays in the 1950s,” he suggests. “I think if people in the realm of science and medicine came out and talked about the limitations of purely mechanistic and reductive approaches it would be much more fun…”scientists are prone to “the recurrent fantasy of omniscience”. The science delusion, in these terms, consists in the faith that we already understand the nature of reality, in principle, and that all that is left to do is to fill in the details.
testosterone alters synapse functio Although not the primary function of most hormones, neural activity can be modulated as a result of their presence. For example, it has been shown that some hormones can modify cell permeability and therefore have a crucial impact on ion concentration, membrane potential, synaptic transmission and thus neural communication and behavioral outcomes (2). More specifically, when a hormone such as testosterone acts on a target neuron, the amount of neurotransmitter that is release is significantly affected. For example, it has been suggested (i.e., with experimental data) that testosterone acts on serotonergic synapses and lowers the amount of 5-HT available for synaptic transmission. This is important when coupled with the fairly well accepted idea that the presence of 5-HT serves to inhibit aggression, as shown convincingly in studies done on male rhesus monkeys: Serotonin reuptake inhibitors such as Fluoxentine and several other antidepressants lead to a significant decrease in aggression in both monkeys and humans (2).
The movement of objects is ultimately governed by the laws of quantum mechanics, which predict some intriguing phenomena: An object could simultaneously be in two places at the same time, and it should always be moving a little, even at a temperature of absolute zero – the oscillator is then said to be in its quantum ‘ground state’. Until recently, these strange predictions of quantum mechanics have only been observed in the motion of tiny objects such as individual atoms. For large objects, the unavoidable coupling of the object to the surrounding environment quickly washes out the quantum properties, in a process known as decoherence. But researchers in EPFL’s Laboratory of Photonics and Quantum Measurements have now shown that it is possible to use light to control the vibrational motion of a large object, consisting of a hundred trillion atoms, at the quantum level.
Cooling is crucial to reaching the regime of quantum mechanical motion, as this is normally overshadowed by random thermal fluctuations. For this reason, the structure is placed in a cryostat that brings it to a temperature of less than one degree above absolute zero (−273.15°C). The light launched into the donut slows down the motion one hundred times, thus cooling it even more, very close to the quantum ‘ground state’. And more importantly, the interaction between light and the movement of the oscillator can be made so strong that the two form an intimate connection: A small excitation in the form of a light pulse was fully transformed into a small vibration and back again. For the first time, this transformation between light and motion was made to occur within a time that is short enough so that the quantum properties of the original light pulse are not lost in the process through decoherence. By outpacing decoherence, these results demonstrate the possibility of controlling the quantum properties of an object’s motion. It also provides a way to see the peculiar predictions of quantum mechanics at play in man-made objects.
Low temperatures may be maintained within a cryostat by using various refrigeration methods, most commonly using cryogenic fluid bath such as liquid helium. Hence it is usually assembled into a vessel, similar in construction to a vacuum flask or Dewar. Cryostats have numerous applications within science, engineering, and medicine
room temperature quantum effects. The quantum Hall effect was previously believed to only be observable at temperatures close to absolute zero (equal to minus 459 degrees). But when scientists at the National High Magnetic Field Laboratory in the U.S. and at the High Field Magnet Laboratory in the Netherlands put a recently developed new form of carbon called graphene in very high magnetic fields, scientists were surprised by what they saw.
“At room temperature, these electron waves are usually destroyed by the jiggling atoms and the quantum effects are destroyed,” said Nobel Prize winner Horst Stormer, physics professor at Columbia University and one of the paper’s authors. “Only on rare occasions does this shimmering quantum world survive to the temperature scale of us humans.”
That opinion began to change, however, with the ability to create very high magnetic fields and with the discovery of graphene, a single atomic sheet of atoms about as strong as diamond. Together, these two things have allowed scientists to push this fragile quantum effect all the way to room temperature. Now there is a way to see curious and often surprising quantum effects, such as frictionless current flow and resistances as accurate as a few parts per billion, even at room temperature.
[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]
The “this is not a game” (TINAG) aesthetic. ARGs themselves do not acknowledge that they are games. They do not have an acknowledged ruleset for players; as in real-life, they determine the “rules” either through trial and error or by setting their own boundaries. Narratives present a fully realized world: any phone number or email address mentioned works, and any website acknowledged exists. Games take place in real-time and are not replayable. Characters function like real people, not game pieces, respond authentically, and are controlled by real people, not by computer AI. Some events involve meetings or live phone calls between players and actors.
A large and extremely active fan community called the Cloudmakers formed to analyze and participate in solving the game, and the combined intellect, tenacity and engagement of the group soon forced the puppetmasters to create new subplots, devise new puzzles, and alter elements of the design to keep ahead of the player base
As players of the Beast, members of the Lockjaw development team were extremely aware of the community playing the game and took steps to encourage the tight bonding of the player base through highly collaborative puzzles, weekly Euchre games, and the inclusion of player personas in the game. While the numbers never rivaled those of The Beast, the game proved both that it was possible for developers to create these games without corporate funding or promotion, and that there was interest in the ARG form beyond a one-time audience for a production on the Beast’s scale. Lockjaw marked the start of the ARG as a genre of gaming, rather than simply a one-time occurrence.
In the wake of these successful, low-budget independent ARGs, an active “grassroots” development community began to evolve within the genre. While the quality of the grassroots games varies wildly, amateur storytellers, web designers, and puzzle creators continue to provide independently developed ARGs for the active player community
Serious ARGs introduce plausibility as a narrative feature to pull players into the game. People participate to experience, prepare for or shape an alternative life or future. The games thus have the potential to attract casual or non-players, because ’what if’ is a game anyone can play. Serious ARGs may therefore be sponsored by organizations with activist or educational goals; World Without Oil was a joint project of the Public Broadcasting Service’s Independent Lens and its Electric Shadows Web-original programming.
Their serious subject matter may lead Serious ARGs to diverge from mainstream ARGs in design. Instead of challenging collective intelligence to solve a gamemastered puzzle, World Without Oil’s puppetmasters acted as players to guide the “collective imagination” to create a multi-authored chronicle of the alternative future, purportedly as it was happening. By asking players to chronicle their lives in the oil-shocked alternative reality, the WWO game relinquished narrative control to players to a degree not seen before in an ARG
a number of possible ARGs, where players engage in seemingly fictional covert spy operations.
our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need.
People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.
there is a vigorous debate within physics over this very issue. Lots of researchers do think that human free will has something to do with the deep laws of nature. Within quantum mechanics, there are three basic arguments for such a connection:
1. Quantum mechanics is indeterministic, in that the outcomes of measurements are chosen at random from the slate of possibilities. So, if quantum effects help to shape our conscious choices, they sever the connection between us and the initial conditions of the universe.
2. When we conduct experiments on quantum particles, we exercise our free will—for example, we make choices about what precisely to ask of the particles. Or at least we think we exercise our free will. How those particles respond can depend on whether we really do.
3. Quantum physics is time-symmetric, so we are as justified in saying that our choices set the cosmic initial conditions as the other way round.
Like much else in quantum physics, the connection to free will hinges on the phenomenon of entanglement. Does the coordinated behavior of quantum particles reflect a nonlocal connection between them or some built-in cheat sheet that allows them to arrange their answers in advance?
If we lack free will, the coordinated outcomes can be explained without any nonlocal connection. The reason is that the setup of the experiment assumes the outcomes are independent of the measurement settings. If the two are somehow synchronized, that might produce the illusion of nonlocality.
Superdeterminism is extremely troubling, because if true it would pull the rug out from under empirical science. If measurement outcomes depended on our experimental choices, we could never conduct a controlled experiment. All the laws of physics would be illusions.
Although quantum effects may be harder to see in the macroworld, the reason has nothing to do with size per se but with the way that quantum systems interact with one another. Until the past decade, experimentalists had not confirmed that quantum behavior persists on a macroscopic scale. Today, however, they routinely do. These effects are more pervasive than anyone ever suspected. They may operate in the cells of our body.
Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only solutions. Most of these solutions use stylus-based haptic rendering, where the user interfaces to the virtual world via a tool or stylus, giving a form of interaction that is computationally realistic on today’s hardware. Systems are being developed to use haptic interfaces for 3D modeling and design that are intended to give artists a virtual experience of real interactive modeling. Researchers from the University of Tokyo have developed 3D holograms that can be “touched” through haptic feedback using “acoustic radiation” to create a pressure sensation on a user’s hands (see future section). The researchers, led by Hiroyuki Shinoda, had the technology on display at SIGGRAPH 2009 in New Orleans.
The Shadow Hand has haptic sensors embedded in every joint and finger pad, which relay information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing the understanding of haptic awareness, and in 2006 they were involved in related research. The first PHANTOM, which allows one to interact with objects in virtual reality through touch, was developed by Thomas Massie while a student of Ken Salisbury at MIT.
Touching is not limited to feeling, but allows interactivity in real-time with virtual objects. Thus, haptics are used in virtual arts, such as sound synthesis or graphic design and animation. The haptic device allows the artist to have direct contact with a virtual instrument that produces real-time sound or images. For instance, the simulation of a violin string produces real-time vibrations of this string under the pressure and expressiveness of the bow (haptic device) held by the artist. This can be done with physical modelling synthesis.
Designers and modellers may use high-degree-of-freedom input devices that give touch feedback relating to the “surface” they are sculpting or creating, allowing faster and more natural workflow than traditional methods.
Researchers at the University of Tokyo are working on adding haptic feedback to holographic projections. [timeframe?] The feedback allows the user to interact with a hologram and receive tactile responses as if the holographic object were real. The research uses ultrasound waves to create acoustic radiation pressure, which provides tactile feedback as users interact with the holographic object. The haptic technology does not affect the hologram, or the interaction with it, only the tactile response that the user perceives. The researchers posted a video displaying what they call the Airborne Ultrasound Tactile Display. As of 2008The technology was not ready for mass production or mainstream application in industry, but was quickly progressing, and industrial companies showed a positive response to the technology. This example of possible future application is the first in which the user does not have to be outfitted with a special glove or use a special control—they can “just walk up and use [it]”.
The necessary bounds for true photorealism are set by the physical limits of the human eye, Sweeney explained, which can only process the equivalent of a 30 megapixel image at about 70 frames per second. Given current trends, monitor display technology should be able to handle that level of detail for a small area in just a few more generations. Projecting that level of detail across a larger, 90 degree field of vision would take an 8000 x 6000 pixel display, which is still quite far off but “within sight,” Sweeney said.
But simply pushing polygons isn’t enough to get true realism. The ability to trace the subtle interplay of light on various surfaces is also key to creating a realistic scene. Yet the vast majority of current-generation games use a “two-bounce” light processing algorithm of the type used in games going back to 1999’s Unreal. We’re just now seeing much more convincing “three bounce” light processing in demos like Samaritan, which Epic showed off at last year’s GDC.
And while Samaritan’s 2.5 teraflops (that’s trillions of floating-point operations per second, laymen) is a far cry from the 10 megaflops that were needed to power the original Doom, we’re still a good deal short of the 5,000 teraflops Sweeney calculates we’d need to process a fully realistic 3D scene in real time.
upcoming Sony sunglasses with transparent lenses that allow for hands-free image projection in a way that hasn’t seemed cool since the ’80s. He also predicted that increasing scarcity in real goods may drive up the value of increasingly realistic virtual goods, to the point where the market rivals the $25 trillion worldwide trade in real estate.
Whatever form the interface takes, though, the change caused by truly realistic real-time modeling is going to be truly revolutionary, Sweeney said. “When a whole generation of kids is raised with those devices pervasively around them, it’s going to change the world,” he said. “I see a bright future for computing and its implications on games. I see the ability as developers to exploit another 1,000-fold increase in power on platforms… I think our industry’s brightest days are yet to come.”
But Jaffe did argue vociferously against “games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer’s narrative.” Because no matter how hard we want to fight it, Jaffe said, games just aren’t meant for this kind of storytelling.
Jaffe thinks the industry obsession with telling grander stories started in the early ’90s, when CD-ROM and consumer-level 3D technology allowed for cinematic camera angles and voice acting. At that point game makers started to get “seduced by the power and language of film” he argued, thinking that “because they started to look like movies… they should feel like movies.”
The game industry should respect the success we’ve had in entertaining the world, he argued, and stop trying to force more from what has historically been the worst medium for expressing complex narrative ideas.
In other words, if you think you have something significant to say about philosophy or human nature, stick with the media that have proven they’re suited to imparting that message effectively.