#Simulation Training
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nedlittle · 4 months ago
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i went to the aquarium the other week and hand to god every single seahorse was pregnant. it was like ao3 in there
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rheamehta02 · 2 years ago
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Real-World Experience: How Simulation Training is Making Learning More Effective
Explore the effectiveness of simulation training in providing real-world experiences. Enhance learning outcomes through immersive and practical learning methods - https://priya-khande1.livejournal.com/552.html
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superbat-lmao · 1 month ago
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The Justice League, on their way back from a deep space mission that was incredibly successful, received a distress signal from a galaxy they’re passing through.
As they investigate, they learn that a colony of a planet has been wiped out. Completely.
Slowly they piece together that there is some being out there that had been terrorizing planets, starting with colonies and then eventually going after larger settlements and home planets.
The League also learns they are not the first people to learn of this foe, or try to come up with a solution to stop them.
The colony they are inspecting has researchers on it that had fled or escaped from other planets where they piled together all they knew about their enemy, and in an attempt to sift through the mountains of data they had collected, created a device.
If a person was connected to the device, they would mentally experience the number of years required to process the data and come up with an attack plan in seconds. What the researchers had needed was time, so they created it.
As the League pieces this together, Superman sees that there is a being approaching the remnants of the colony and the defense system alerts the “remaining colonists” of the imminent threat. Their failsafe boots up and takes the nearest person, in this case, Batman, who had been studying some of its programming, and activates.
The rest of the team didn’t have a chance to react before Batman blinks and is in motion, setting up machines and dictating code without lifting a finger.
There is no fight, because after the two seconds Bruce was in the machine he was a flurry of motion and the enemy was contained.
They ask him how long had passed for him in the machine. It takes him a full minute to respond.
“150 years.”
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hood-ex · 28 days ago
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Only sibling activity I want to see the bat sibs partake in with their current canon relationships is laser tag. And really it's just everyone ganging up on Jason and making sure he loses and has a terrible time.
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bookburners · 5 months ago
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Do y’all think Barbara and Jason ever had a book club, something with just them in the back of the library? Or that Stephanie and Alfred ever talked about theater? Maybe Tim taught Cassandra photography so she could capture the things only she could see. Maybe Alfred showed Barbara how to make those superhero plushies. Maybe Damian and Bruce bonded over bird watching, or Cass and Dick finally started getting along over acrobatics, and Jason and Duke do writing workshops together? Perhaps Cass and Barbara took a dance class? Do Kate and Jason go shooting together? Maybe Tim showed Barbara how to skate in a wheelchair? Do Damian and Duke go to paleontology exhibits?
Just the Batfamily bonding over their interests.
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satoshisyndrome · 2 months ago
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I may have been hyper focused on doing this for 2 hours..
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Uhhh.. Emmet and Ingo.. Hello?
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evillesbianvillain · 5 months ago
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game made in 14 months vs game made in four years its pretty hilarious ngl
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crunkjesusart · 4 months ago
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yall fuck with crossover fanfiction :)
phone wallpaper i made for myself and my own wittle project (dont ask about it i will ramble about my unfinished ideas for 7000 years)
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easternmind · 2 months ago
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A train simulation at the heart of Japan's videogame production genesis
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As the great videogame historian Florent Gorges explains in a recent video, one of the most beguiling developments in Japanese videogame history research comes to us from an unlikely source. Twitter user and train aficionado @yota8nsx reminisces about an episode of his childhood, namely his visit to Expo '70 in Osaka, describing a particularly captivating train simulation game playable at the Furukawa Pavilion and whose implications, if properly understood, make this one of the most important findings in this field of research.
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A flyer illustration of the seven story pagoda building created specifically for the occasion, a traditional architectural reference that contrasted with the latest high-tech creations hosted within it.
Late last year, @yota8nsx uncovered pictures of the exhibit captured from a speciality magazine that show this early simulation game appearing to use vector graphics to depict a train track, as well as some custom-made mechanic train cab control levers. He captions the pictures with his memories of how the program functioned:
Well, there was a limit to what could be done given the capabilities of computers in the 1970s. This is an article on page 61 of the July 1970 issue of Railway Pictorial magazine and an image taken by an acquaintance of mine. (...)
It was over 54 years ago, so my memory is a bit hazy, but I think when I accelerated, I would fall backwards, and when I braked, I would fall forwards. There are about three different angles of reclining, and each was scored based on how comfortable the ride was. If I had gotten 90 points out of 100, I would have received a medal. In the picture, it's 76 points.
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After performing some complementary research I was able to find that the program ran on an IDI Input-Output Machine, a computer developed in the mid 60s by New York-based company Information Displays, Inc. The IDIIOM is widely regarded as the first commercial CADD platform with powerful vector graphics capabilities and a light pen interface. Another game known to have been developed using the same machine is the Daly CP (Chess Program), one of the earliest GUI-based chess games, authored in 1969 by NASA researcher electrical engineer Chris Daly.
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However, there are reasons to believe that this was either an adapted Japanese version of the system; or that it was in some manner connected to another terminal, as evidenced by code shown below the screen which appears to read Facom, followed by an alphanumeric code. As you may know, this was the name for Fujitsu's earliest computer line. Could this subtle hint refer to a separate terminal in which the actual game code was created or, perhaps even, running?
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Despite the scarce information, namely the complete absence of any details concerning the authors of this magnificent experiment, there is sufficient documentation to establish this as one of the earliest known games ever to be created in Japan. Certainly, its existence is far better established than many of the often cited, Japanese university computer lab game creations from students of the 1960s.
The importance of this finding cannot be overstated, especially if one is to consider that the images hint at the distinct possibility that the game used vector graphics to represent a moving 3D train track. This some three years before Maze War, hitherto the first known game to have used three-dimensional visuals.
Disappointingly, the program itself is certain to have vanished altogether and there are hardly any leads that can explored to shed further light on this singular creation. I, for one, feel indebted to this old Japanese railfan for his invaluable contribution to what other information existed on this subject.
- Update (26/03)
The venerable Matt Sephton has pointed the way for additional information concerning this game as well as the Osaka Expo of 1970.
Some of these resources, including Classic Videogame Station, refer to this game as 電車の運転テス, or Densha no Unten Tesuto - literally Train Driving Test. Some additional photos are also provided, namely this rare colour capture showing a woman dressed as a train assistant, helping a young player. Unfortunately, this image doesn't offer additional visual access to the control levers, a crucial component of the experience.
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Writing on the door reads: "warning to all visitors: this game is only available to elementary school students and above".
Further context is provided about this section of the exhibit, named Computopia. As it happens, the train simulator is only one from a handful of interactive experiences on offer on the floor of the so-called experimental theatre. Another blog post shows a cropped capture from an Expo 70 flyer, in which a brief and telling description can be read:
The modern dream is a convenient and fun utopian world made possible by computers. Furukawa Pavilion's Computopia will be an experimental theatre where all these dreams can come true, with exciting shows using the latest domestically produced computer system, the Fujitsu FACOM.
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Other playable attractions included a voice-activated crane game, possibly a catcher-type arcade; a computer version of the age-old game Go that, unsurprisingly, required two players; a computer dress designer app allowing users to dabble in fashion creation, as well as a demo for a voice-activated cashless shopping system.
This floor exhibit and concept of a computer utopia was put together by the Bankoku Haku Furukawakan Promotion Committee, a parent group of the Japanese giant Fujitsu. The choice of interactive games was a deliberate decision to present computers as systems that could enable captivating and pleasurable experiences, and with it influence public perspective.
These attractions were prepared using four Fujitsu FACOM 270-30 systems, programmed by thirty engineers over a period of two years. My previous supposition that the IDIIOM computer was integrating with Japanese computer technology is thus confirmed, as the 270-30 was a powerful processing line printer-based mainframe which nevertheless lacked a visual output capability.
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It is quite astonishing that Fujitsu engineers found not only a method to integrate both systems, but to harness the processing power of 1968 machine so as to enable a 3D audio-visual experience with contextual sound output (braking, crossing bridges) and complex input operations (acceleration, deceleration).
As per the Classic Videogame Station report, IBM's exhibit also included numerous other games including an early version of Lunar Lander as well as a rather complex airplane simulation. It isn't clear from the available reporting whether these programs originated in Japan or if they were developed in the United States. Sadly, this tends to muddy the waters somewhat whenever an attempt is made to establish a precise timeline of early Japanese computer game production, including the not so trivial matter of which one can claim for itself the title of being the first. At the present stage of my research, that is likely a distinction owed to the two-player Go game of which I have found written mentions placing it as far back as 1968, possibly 1966.
Be that as it may, Densha no Unten Tesuto could still be regarded as the first original videogame created in Japan that fits most parameters of contemporary gaming experience, including a well-defined arcade-like setup and presentation, a performance score and the potential for the player to win awards for achieving score targets. Chronological considerations aside, it compels us to see the history of videogames from an entirely different perspective.
Online sources and further recommended reading:
Florent Gorges Video Report at Playhistoire:
- Le Tout Premier Jeu Video Japonais Retrouvé
Yota8nsx post on visiting Expo 70:
- https://x.com/yota8nsx/status/1172335870659026951
Twitter thread covering early Japanese games:
- https://threadreaderapp.com/thread/1352188581960269828.html
Blog posts on Densha no Unten Tesuto:
- http://oyexp.blog.fc2.com/blog-entry-155.html
- https://ameblo.jp/kwkt666/entry-12479764013.html
Additional information about Expo 70 and Comutopia:
- https://www.expo70-park.jp/cause/expo/furukawa/
Specs sheet for FACOM computer line.
- https://museum.ipsj.or.jp/en/computer/main/0106.html
About the IDIIOM computer and its use for game development:
- https://www.chessprogramming.org/Daly_CP
- https://www.semanticscholar.org/paper/Was-the-IDIIOM-the-First-Stand-Alone-CAD-Platform-Bissell/b1fb4f9208fd3acd459d0efa228ebbf32b772cb7
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lomotunes2008 · 5 months ago
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I don't know if anyone cares or not, but I ran a memorial service in honour of Britt Allcroft yesterday
(In Train Sim, of course)
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moonsinkfoxgirl · 1 year ago
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finishing the last couple chapters of Shimeji Simulation while on a train on my way to reunite with the girlfriend has to be the most thematically resonant setting I have ever read something in
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lonestarflight · 1 year ago
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Skylab 2 astronauts during EVA training in the Neutral Buoyancy Simulator at the Marshall Space Flight Center, Huntsville, Alabama. This training with Skylab mock-up was to prepare for the repairs needed to get the damage Skylab operational and habitual. In the first photo, weitz probes undeployed solar array on the Skylab mock-up. In the second and third photos, tech and divers work in NBS with a twin-pole solar shield one type contemplated. The 2 poles were 53 ft long.
Date: May 22, 1973
NASA ID: 108-KSC-73P-324, NASA-0-40526, NASA-0-40523
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posthumanwanderings · 1 year ago
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Custom Robo: Battle Revolution (Noise / Nintendo - GameCube - 2004)
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collinthenychudson · 2 months ago
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"Uphill Hustle"
Western Pacific GP35s No. 3003, 3019. 3008 and 3010 lead an eastbound trailer train through the Feather River Canyon towards Salt Lake City, Utah as a rainstorm passes over the canyon.
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razberrypuck · 1 year ago
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maybe it's just cuz I'm in The Mood but I just watched charlie's first slay the princess vod (and am currently watching the second) and I literally could ONLY think of gillion. like that's him that's his internal dialog
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shinraalpha · 15 days ago
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the other night i was high and i watched a YouTube essay on theories to cause EXISTENTIALISM (don't judge me), but i just found a lot of it left me cold. Like one of them was simulation theory (the idea that it's actually more probable than not that we live in a big computer simulation built by incredibly advanced humans to simulate the past). And i'm already familiar with simulation theory but whenever i think about it i'm like... "okay?"
like if i am a simulation living in a simulation then... fine? i can't effect that outcome - i presume to destroy the simulation is to destroy myself and everyone i love so... where's the existential? Oh i might not be real? Nothing i do has any ability to impact the universe because i'm a simulation? so what?
idk it feels like an existential crisis if you're egocentric but otherwise i can just vibe and have a nice time regardless of whether or not any of this is "real". the sea is still pretty and there's still Kate Bush tunes. maybe i'm not cut out to be a philosopher.
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