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jcmarchi · 2 years ago
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New AI noise-canceling headphone technology lets wearers pick which sounds they hear - Technology Org
New Post has been published on https://thedigitalinsider.com/new-ai-noise-canceling-headphone-technology-lets-wearers-pick-which-sounds-they-hear-technology-org/
New AI noise-canceling headphone technology lets wearers pick which sounds they hear - Technology Org
Most anyone who’s used noise-canceling headphones knows that hearing the right noise at the right time can be vital. Someone might want to erase car horns when working indoors but not when walking along busy streets. Yet people can’t choose what sounds their headphones cancel.
A team led by researchers at the University of Washington has developed deep-learning algorithms that let users pick which sounds filter through their headphones in real time. Pictured is co-author Malek Itani demonstrating the system. Image credit: University of Washington
Now, a team led by researchers at the University of Washington has developed deep-learning algorithms that let users pick which sounds filter through their headphones in real time. The team is calling the system “semantic hearing.” Headphones stream captured audio to a connected smartphone, which cancels all environmental sounds. Through voice commands or a smartphone app, headphone wearers can select which sounds they want to include from 20 classes, such as sirens, baby cries, speech, vacuum cleaners and bird chirps. Only the selected sounds will be played through the headphones.
The team presented its findings at UIST ’23 in San Francisco. In the future, the researchers plan to release a commercial version of the system.
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“Understanding what a bird sounds like and extracting it from all other sounds in an environment requires real-time intelligence that today’s noise canceling headphones haven’t achieved,” said senior author Shyam Gollakota, a UW professor in the Paul G. Allen School of Computer Science & Engineering. “The challenge is that the sounds headphone wearers hear need to sync with their visual senses. You can’t be hearing someone’s voice two seconds after they talk to you. This means the neural algorithms must process sounds in under a hundredth of a second.”
Because of this time crunch, the semantic hearing system must process sounds on a device such as a connected smartphone, instead of on more robust cloud servers. Additionally, because sounds from different directions arrive in people’s ears at different times, the system must preserve these delays and other spatial cues so people can still meaningfully perceive sounds in their environment.
Tested in environments such as offices, streets and parks, the system was able to extract sirens, bird chirps, alarms and other target sounds, while removing all other real-world noise. When 22 participants rated the system’s audio output for the target sound, they said that on average the quality improved compared to the original recording.
In some cases, the system struggled to distinguish between sounds that share many properties, such as vocal music and human speech. The researchers note that training the models on more real-world data might improve these outcomes.
Source: University of Washington
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projectchampionz · 5 months ago
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DESIGN AN ENHANCED INTRUSION DETECTION MODEL IN A CLOUD COMPUTING ENVIRONMENT. 
DESIGN AN ENHANCED INTRUSION DETECTION MODEL IN A CLOUD COMPUTING ENVIRONMENT ABSTRACT Cloud computing is a new type of service that provides large-scale computing resources to each customer. Cloud computing systems can be easily threatened by various cyberattacks because most cloud computing systems provide services to so many people who are not proven to be trustworthy. Therefore, a cloud

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bonediggercharleston · 4 months ago
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I am very wary of people going "China does it better than America" because most of it is just reactionary rejection of your overlord in favor of his rival, but this story is 1. absolutely legit and 2. way too funny.
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US wants to build an AI advantage over China, uses their part in the chip supply chain to cut off China from the high-end chip market.
China's chip manufacturing is famously a decade behind, so they can't advance, right?
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They did see it as a problem, but what they then did is get a bunch of Computer Scientists and Junior Programmers fresh out of college and funded their research in DeepSeek. Instead of trying to improve output by buying thousands of Nvidia graphics cards, they tried to build a different kind of model, that allowed them to do what OpenAI does at a tenth of the cost.
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Them being young and at a Hedgefund AI research branch and not at established Chinese techgiants seems to be important because chinese corporate culture is apparently full of internal sabotage, so newbies fresh from college being told they have to solve the hardest problems in computing was way more efficient than what usually is done. The result:
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American AIs are shook. Nvidia, the only company who actually is making profit cause they are supplying hardware, took a hit. This is just the market being stupid, Nvidia also sells to China. And the worst part for OpenAI. DeepSeek is Open Source.
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Anybody can implement deepseek's model, provided they have the hardware. They are totally independent from DeepSeek, as you can run it from your own network. I think you will soon have many more AI companies sprouting out of the ground using this as its base.
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What does this mean? AI still costs too much energy to be worth using. The head of the project says so much himself: "there is no commercial use, this is research."
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What this does mean is that OpenAI's position is severely challenged: there will soon be a lot more competitors using the DeepSeek model, more people can improve the code, OpenAI will have to ask for much lower prices if it eventually does want to make a profit because a 10 times more efficient opensource rival of equal capability is there.
And with OpenAI or anybody else having lost the ability to get the monopoly on the "market" (if you didn't know, no AI company has ever made a single cent in profit, they all are begging for investment), they probably won't be so attractive for investors anymore. There is a cheaper and equally good alternative now.
AI is still bad for the environment. Dumb companies will still want to push AI on everything. Lazy hacks trying to push AI art and writing to replace real artists will still be around and AI slop will not go away. But one of the main drivers of the AI boom is going to be severely compromised because there is a competitor who isn't in it for immediate commercialization. Instead you will have a more decentralized open source AI field.
Or in short:
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fawnsuga · 2 months ago
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⠀⠀⠀⠀𓎱𓎟𓎡⠀ ĘđŸ•Żïžâ €â €dylan bennet kleboldâ €â €á‡à§ŽÜ”â €đ“Žąđ“ŽŸđ“ŽĄ
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Dylan Bennet Klebold Date of Birth: September 11, 1981 Height: 6 ft 2.5 in Weight: 143 lbs
Dylan Klebold was the 17-year-old son of Mr. Thomas Klebold (then 52) and Mrs. Susan (Yassenoff) Klebold (then 50). He was the younger brother of Byron, who was 21 at the time.
Tom Klebold was a geophysicist, and Sue Klebold worked with individuals with disabilities. Both were originally from Columbus, Ohio, and were alumni of Ohio State University. Sue hailed from a prominent Jewish community in Columbus and was the granddaughter of the late philanthropist and construction magnate Leo Yassenoff, who established the local Jewish community center in Columbus that bears his name. Dylan was born in Lakewood, Colorado.
Dylan attended Normandy Elementary School in Littleton, Colorado, for first and second grade before transferring to Governor's Ranch Elementary School, where he participated in the CHIPS (Challenging High Intellectual Potential Students) program for gifted and talented children. His parents reported that he was somewhat sheltered at Governor's Ranch Elementary and believed his transition to Ken Caryl Middle School was challenging due to his quiet and shy demeanor. Transitioning from elementary school to middle school can be difficult for many adolescents, so his parents were not overly concerned.
During his earlier school years, Dylan participated in T-ball, baseball, and soccer. He was in Cub Scouts with his friend Brooks Brown, whom he had known since first grade. Dylan met Eric Harris while attending Ken Caryl Middle School in seventh or eighth grade. Brooks lived near Eric's new home and rode the same bus as him. The three boys soon formed a close friendship. Subsequently, Eric introduced Dylan to Nathan (Nate) Dykeman, who also attended Ken Caryl, and the boys became good friends. Dylan also met Chris Morris around that time, and they would eventually become best friends.
In 1995, all four boys transitioned to Columbine High School as freshmen. At Columbine, Dylan was active in school productions as a light and sound coordinator and was involved in video productions and the school’s Rebel News Network. He created several videos with Nate for the Rebel News Network announcements and another in November 1998 to show Nate's father his school and home environment.
Klebold received commendation for assisting during Rachel Scott's performance of "Watch the Lamb" when technical difficulties arose; he provided a backup tape to ensure the show could continue. He served as a computer assistant at school and helped maintain the school's computer server. He regularly played Fantasy Baseball with Chad Laughlin. Other players noted that he discussed plays happening the week of April 20, giving no indication he would not be present after that Tuesday.
Neighbors of the Klebold family described them as a model family. Sherry Higgins, the mother of a friend of Dylan and Eric, commented on the teens' "Hitmen for Hire" video, stating it was presented to her as a spoof about hitmen avenging the weak at Columbine. In retrospect, she acknowledged that this should have been a warning sign regarding Dylan's state of mind.
Following the shooting, Dylan's parents initially maintained they were unaware of their son's troubling behavior. Reports indicated that Sue was shocked by her son's actions, stating she had no forewarning of the forthcoming tragedy. Dylan's older brother Byron also expressed surprise at his younger brother's actions. The only firearm the family owned was a BB gun intended for pest control. Friends of Dylan noted that, while they observed Eric being bullied at school, they did not witness similar treatment directed at Klebold, who was perceived as too tall, too lanky, and too overlooked by those outside his friend group.
However, it was evident that Dylan was grappling with internal issues. Years later, Dylan's parents acknowledged in interviews that they had overlooked signs of his unhappiness, failing to recognize the clues that were apparent in hindsight.
Columbine's senior prom took place on April 17, 1999. Dylan attended the event by limousine with 12 friends. Nate Dykeman reported that nothing seemed amiss that evening; everything went "perfect." Dylan spoke enthusiastically about his future plans, which included attending the University of Arizona to major in computer science. He conveyed to his friends that he was genuinely excited about his future. His parents had already secured a dorm room for him. The entire family traveled to Arizona on March 25, 1999, to finalize Dylan's accommodations.
Dylan's prom date was Robyn K. Anderson, a friend he had met at a Christmas party years earlier. As a senior at Columbine, she attended the event with him as a platonic friend, not a romantic interest. Contrary to early media reports, Robyn and Dylan were not involved romantically; while Robyn had a crush on him, Dylan did not reciprocate. She proudly proclaimed to another male friend shortly before the prom, "I convinced my friend Dylan, who hates dances, jocks, and has never had a date, let alone a girlfriend, to go with me! I am either really cute or just really persuasive!"
Robyn Anderson assisted in the purchase of the two shotguns and the rifle used in the assault, acting as a middleman since Dylan and Eric were not yet 18, the legal age to purchase firearms in Colorado. Dylan boasted on one of the Basement Tapes that the seller was aware he was purchasing the gun. Shortly before the acquisition, the owner of Dragon Arms gun shop in Littleton reported that five teenagers attempted to purchase an M-60 machine gun and a silencer-equipped assault pistol in early March. Although the five appeared on store surveillance footage, it remains unclear if any of them were Dylan or Eric.
Dylan was frequently described as a follower, heavily influenced by Eric, particularly after 1998. Those who knew him characterized him as a young man lacking self-confidence—"painfully shy," according to some—but not prone to anger.
This shy demeanor is not universally recalled by those who knew him, particularly those closest to him in the months leading up to the shootings. His and Eric's behavior at Blackjack Pizza, where they worked, did not conform to this image. When bored, they purchased dry ice from a nearby Baskin-Robbins to create small bombs for detonation behind the pizza establishment. Dylan was once reprimanded for bringing a pipe bomb to work. He resigned shortly thereafter but was rehired when the restaurant required staff. On at least two occasions, the previous owner permitted Dylan and Eric to ignite aerosol cans—once in a mop sink and another in an oven. They frequently engaged in reckless fireplay behind the establishment, resulting in a dumpster fire that necessitated intervention from the fire department.
Dylan was known to use profanity in front of teachers and was suspended from school (along with Eric and another student) for hacking into the school's computer system to obtain locker combinations, which they used to leave a threatening note in an adversary's locker. Nate Dykeman reported that Dylan and Eric had taken computer parts from the school without permission. Dylan's father had previously compelled him to return a stolen laptop computer. A dean of students, who had seen Dylan and Eric in his office multiple times, told police he was not surprised they were involved, having observed "the potential for an 'evil side'... that there was a violent, angry streak in these kids."
Students in their early morning bowling class reported that Dylan and Eric would shout "Heil Hitler!" after rolling a good ball. Tom Klebold stated he was unaware of the origins of the Nazi references or the violence. The Klebolds were Jewish. Nate mentioned he had seen Eric draw swastikas, but Dylan never did, making it difficult to ascertain how much Dylan supported the Nazi movement. This inclination would seem inconsistent with the background of a Jewish-born individual, as would the violent tendencies he concealed from his family.
Dykeman informed police that he had witnessed Dylan making a purchase behind Blackjack Pizza, giving Philip Duran, a co-worker, approximately 200−200−300. Nate suspected Dylan was buying drugs, but Dylan clarified he was purchasing a gun (the TEC-DC9, which Mark Manes supplied with Philip's assistance as an intermediary). Following the acquisition of weapons, Eric and Dylan filmed a video at Rampart Range, where they practiced shooting the sawed-off shotguns and the TEC-DC9. Mark and his friend Jessica Miklich were present during this session. The videotape of their target practice was recorded in March and shown to Nate just two weeks before the Columbine shootings. Dykeman reported the existence of the tape to investigators three days post-tragedy.
In the weeks leading up to the massacre, Dylan submitted a school report that was graphically violent, prompting the teacher to inform his parents. Dylan rationalized, "It's just a story," an explanation readily accepted by his parents. The narrative detailed a lone warrior in a trench coat who—described in gruesome detail—beat, stabbed, and shot a group of "college-preps." The character then detonated bombs to divert the police's attention. The language used to characterize the "enemies" was so extreme that the teacher, Judy Kelly, refused to grade the paper until she spoke with Dylan. The families of three victims named Kelly, alongside other school employees, filed wrongful death lawsuits, arguing she should have taken more action to highlight Dylan's violent fantasies.
The Klebolds fully cooperated with Denver police in the aftermath of the massacre. Among the evidence confiscated were five videotapes, three of which featured the teens in the basement of Eric's home. In these videos, Dylan's darker side emerged; he was not merely a hapless follower of Eric. Instead, he exhibited characteristics of an angry young man intent on causing harm, evident in both his words and body language.
Dylan and Eric vented frustrations about their peers, referring to them as "stuck-up bitches." Dylan specifically named two individuals: Rachel and Jen. Clips from the videos were censored by the media due to the vulgar epithets he directed at the girls, making it difficult to interpret their full context. They also mentioned someone named Nick. Rachel Scott—the first victim—was the prom date of Nick Baumgart, a childhood friend of Dylan and a mutual acquaintance of Eric. Dylan had known Rachel since kindergarten, though it is unclear if these were the individuals referred to in the video.
In October 1999, the Klebolds announced their intention to sue the Jefferson County police department. Their claim was based on the assertion that had the police taken the Browns' report about Eric's threats against Brooks more seriously, the situation might not have escalated to tragedy. Several families of the victims expressed support for this position, including the family of Daniel Rohrbough.
There was some controversy surrounding Dylan's death; he succumbed to a single gunshot wound to the left temple. Investigators initially posited that if Dylan intended to commit suicide, he would have shot himself in the right temple. However, Dylan was left-handed, and his use of firearms with his left hand is evident in the video footage he left behind. The coroner classified his death as a suicide in the autopsy report. The Klebolds' attorney, Frank Patterson, confirmed on behalf of the family that Dylan was indeed left-handed, and they supported the medical examiner's findings.
Open Letter from the Parents of Dylan Klebold:
Nearly a year has passed since tragedy changed the Columbine community forever. A day that began innocently ended catastrophically. The healing process has moved slowly as we all attempt to cope, not only with our own despair but also with the distractions and intrusions that result from world attention.
There are no words to convey how sorry we are for the pain that has been brought upon the community as a result of our son's actions. The pain of others compounds our own as we struggle to live a life without the son we cherished. In the reality of the Columbine tragedy and its aftermath, we join the rest of the world in seeking to understand how such events could transpire.
We are convinced that the only way to truly honor all victims of this and other related tragedies is to move clearly and methodically toward an understanding of why they occur, so that we may work to prevent such madness from happening again. It is our intention to pursue this goal, believing that answers are likely within reach, though they will not be simple. We envision a time when circumstances will allow us to engage with those who share our desire to understand. In the meantime, we again express our profound condolences to those whose lives have been so tragically altered. We look forward to a day when our collective pain is replaced by peace and acceptance.
Finally, we wish to extend our gratitude to those who have sent their kind thoughts, prayers, and expressions of support to our family. We are constantly surprised and heartened by the gestures of understanding and compassion that have been extended to us. This support has been both humbling and inspiring, and we are truly indebted to those who have offered it.
The Klebold Family — April 15, 2000
September 11, 1981 - April 20, 1999 Dylan was a reserved individual who enjoyed playing computer games such as Duke Nukem, Quake, and Doom, and he built his own computer with a Linux operating system. He exhibited high intelligence and was enrolled in the gifted program at Governor's Ranch Elementary School known as C.H.I.P.S. (Challenging High Intellectual Potential Students) by third grade. This program concluded after sixth grade. While attending Columbine, Dylan took pleasure in creating home videos for his video production class and was heavily involved in theater productions, managing the sound system.
Dylan often felt awkward around his peers and was unaware of the extent to which he was loved by his friends and family. He experienced feelings of isolation and alienation and longed for a type of love he believed was unattainable.
Dylan's funeral was held at St. Philip Lutheran Church, the family’s place of worship. The service was private, attended by only 13 individuals, and was officiated by Reverend Don Marxhausen, who subsequently resigned from his position in August 2000. Reverend Marxhausen also officiated the funeral of basketball star Greg Barnes. Dylan was cremated, and there is no known physical memorial location.
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reasonsforhope · 10 months ago
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"Scientists have developed a way to dramatically reduce the cost of recycling certain electronic waste by using whey protein.
Their method allows for the easy recovery of gold from circuit boards at a cost of energy and materials amounting to 50 times less than the price of the gold they recover—these are the numbers that big business likes to see.
Indeed, the potential for scalability depends on this sort of cost savings, something traditional e-waste recycling methods just can’t achieve.
Professor Raffaele Mezzenga from ETH Zurich has found that whey protein, a byproduct of dairy manufacturing, can be used to make sponges that attract trace amounts of ionized gold.
Electronic waste contains a variety of valuable metals, including copper, cobalt, and gold. Despite gold’s public persona as being either money or jewelry, thousands of ounces of gold are used in electronics every year for its exceptional conductive properties.
Mezzenga’s colleague Mohammad Peydayesh first “denatured whey proteins under acidic conditions and high temperatures, so that they aggregated into protein nanofibrils in a gel,” writes the ETH Zurich press. “The scientists then dried the gel, creating a sponge out of these protein fibrils.”
The next step was extracting the gold: done by tossing 20 salvaged motherboards into an acid bath until the metals had dissolved into ionized compounds that the sponge began attracting.
Removing the sponge, a heat treatment caused the gold ions to aggregate into 22-carat gold flakes which could be easily removed.
“The fact I love the most is that we’re using a food industry byproduct to obtain gold from electronic waste,” Mezzenga says. In a very real sense, he observes, the method transforms two waste products into gold. “You can’t get much more sustainable than that!” ...
However the real dollar value comes from the bottom line—which was 50 times more than the cost of energy and source materials. Because of this, the scientists have every intention of bringing the technology to the market as quickly as possible while also desiring to see if the protein fibril sponge can be made of other food waste byproducts.
E-waste is a quickly growing burden in global landfills, and recycling it requires extremely energy-intensive machinery that many recycling facilities do not possess.
The environmental value of the minerals contained within most e-waste comes not only from preventing the hundreds of years it takes for them to break down in the soil, but also from the reduction in demand from new mining operations which can, though not always, significantly degrade the environments they are located in.
[Note: Absolutely massive understatement, mining is incredibly destructive to ecosystems. Mining is also incredibly toxic to human health and a major cause of conflict, displacement, and slavery globally.]
Other countries are trying to incentivize the recycling of e-waste, and are using gold to do so. In 2022, GNN reported that the British Royal Mint launched an electronically traded fund (ETF) with each share representing the value of gold recovered from e-waste as a way for investors to diversify into gold in a way that doesn’t support environmentally damaging mining.
The breakthrough is reminiscent of that old fairy tale of Rumpelstiltskin who can spin straw into gold. All that these modern-day, real-life alchemists are doing differently is using dairy and circuit boards rather than straw."
-via Good News Network, July 19, 2024
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meathunt · 21 days ago
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Alien yan idea
This story has been brought to you all by inspo from Chaos's Arkuma oc and also the though of "Human spacecrafts are the equivalent of a cardboard box to aliens" Hope yall enjoy! ---
Your fist slammed against the control panel.
The escape pod that you were shoved in was malfunctioning, you bet that your luck is so great that the madman that decided that blowing up the main ship was their God given task was throughout enough that they most likely messed with the pods to ensure they took everyone down with them.
You were fortunate enough that when your boss decided to drag you into the pod he gave you a very generous emergency package, med kit, tools and both food and water rations that would suffice for months if you measured yourself.
The first weeks you were hopeful that you would receive some response to the distress signal you were sending, but as the time passed you hope slowly diminished. And when the alerts of malfunctions started to pop up you felt even more hopeless. You didn’t want to give up, for the people that were waiting for you, and for the people that helped you get out of the station you will survive. ---
Oyrehn was overlooking the work of his crew, checking up on the borders of their territory, and as one of the most renown captains of his organization he took pride on doing a flawless job.
That being said it still was mind numbing work, after all this part of the territory was most times completely unremarkable at best, it was a space dumpster if you will, filled mostly with space debris and the occasional smartass that thought could use it as a secret road only to end up needing help to get out of the occasional meteor rain.
So when he noticed an out of place shinny object he took the initiative on looking deeper into it. Setting the computer to analyze it, the results that the computer gave him took him by surprise.
A human? So far out on here?
Humans were a bit of a hot topic around the network, they were a new found species still a bit archaic in terms of technology, but their biology was the most interesting of all. No claws or fangs, no external carapace or protection, just squishy soft creatures that don't grow taller than most their hips. Their survival has been credited to their ingenuity and mostly straight up luck and chance.
Things that make them very interesting creatures, and in some cases sought out creatures. As they have been rumored to be living lucky charms.
He is one of the ton of interested aliens in humans, but not exactly because he believes in those rumors, but because he is enamored with how soft you all look, warm blooded beings that are moved by curiosity and motivation, how is he supposed to not gush over you all?
But the thing is that, you are in no level to be able to explore space safely, much less survive or thrive in this environment.
With that thought in mind he gave the order to catch and bring your ship aboard, and that he will deal with the issue at hand. ---
You felt the pod shake before being able to register that you were moving, indicating that something was very wrong.
The sudden movement waking you fully, you were going to check the system to see what the fuck went wrong now when you saw it.
A behemoth of a space ship that was slowly getting closer. You wanted to believe that somehow this was a rescue crew that came for you.
But you couldn’t trick yourself, you knew the team had nothing of this magnitude and the closer you got you could notice just how big it really was. No human could build something like that without it being public knowledge.
As you felt your ship touch ground and noise outside of the pod filled your ears your only thought was how did you end up here?
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sparrowlucero · 5 months ago
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would life as a larrow suck? like if you could choose to be isekai'd as a larrow rn would you take it up? what about the other way around, would a larrow want to be us
It doesn't really suck anymore than life as a human does, but a lot of humans would see it as bad or stressful in certain ways:
Larrow imago usually only live about 30 years, and it's not super abnormal for them to die before 20. They're also very tiny (like on average the size of a button quail or a smallish parrot) so compared to humans they seem pretty fragile.
Their society doesn't consistently exist; eggs are produced, hatched and grow up at roughly the same time, and all the larrow of a single generation usually die off entirely before new ones emerge from the ocean (with an occasional outlier). That next generation isn't exactly the same culture as before, just formed through similar needs and off of the technology left behind by the last. their whole 'rome falls every few decades' set up would probably be very offputting to most alien cultures
They have next to no health care; larrow learn medical care by themselves, for themselves, and they practice surgery and similarly extreme procedures on themselves quite regularly.
Larrow are basically fine not socializing and will sometimes go years without talking to one another; it's to a degree where even anti social humans may be stressed and lonely. They also don't really show a ton of concern for other people and animals, empathy is more of a philosophical idea than this totally innate thing.
The world they live has very extreme storms; their average low winds would be difficult for a human to walk around in. They don't have houses but public access "storm shelters" which, from a human perspective, look woefully incompetent as they're full of holes and look more like animal nests than a "real" building
On the other hand:
Larrow are adapted to live in an environment with constantly moving air and are instinctively adverse to areas with stagnant air, as they struggle to breathe in it and it can make them really sick. Human buildings seem really gross to them in the same way rot or mold does to us
The way humans are constantly trailing each other and actively trying to initiate touching and interaction all the time feels both animal-like and weird/scammy/aggressive to them, our social behavior is their "about to get mugged" behavior
complex nest building in constant storms was like their main evolutionary pressure to Get Good with the brain power, so they're very technologically minded in a way humans just aren't. They could open up a human car or computer (or indeed a body) for the first time and understand how it worked back to front. This is all just architecture to their lizard brains. Which means humans needing to go to school to study this stuff sounds like, really stupid to a larrow.
the whole idea that humans will bribe other humans to knock them out and operate on them sounds like a horror show. What if the doctors got bored and left? What if it turned out they wanted to hurt you while you were asleep? If letting other people chop you up is a normal cultural quirk why do they keep making scary movies about it
the way humans have all these complex daily networks of giving things up and gaining them is confusing and stressful. they're kind of like that boar in this tumblr post
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This is all to say many humans would see larrow as living short lonely survivalist lives in ramshackle houses in a dying culture too selfish to care about each other, where many larrow would see humans as spending most of their lives in gross little prisons being so incompetent at everything that they'll die of minor ailments like "tumors" and "internal bleeding" if other humans don't randomly take pity on them.
Not to say some people wouldn't be interested or jealous about aspects of each other's lives... "what if you could just fly alone for weeks at a time and work on the first draft of your novel" would obviously be appealing to a lot of humans, and getting to root through a world of completely alien tech and biology would make a larrow feel like it was one of these caddisflies
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jcmarchi · 1 year ago
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6 Advantages of Faster Internet Speed at Home - Technology Org
New Post has been published on https://thedigitalinsider.com/6-advantages-of-faster-internet-speed-at-home-technology-org/
6 Advantages of Faster Internet Speed at Home - Technology Org
A high-speed Internet connection has several advantages. Using high-speed Internet allows users to work remotely, learn online, and watch movies without buffering failed uploads, or poor-quality video chats. In the end, the faster your connection is, the easier it will be for everyone in your home to watch, download, and play games. High-speed Internet opens up a whole new world of Internet interaction. Here are a few other advantages of high-speed Internet:
Using internet on a tablet computer – illustrative photo. Image credit: Towfiqu Barbhuiya via Unsplash, free license
Reliable Connection and Speeds
Reliability is critical in many applications of high-speed Internet. The reliability of a connection minimizes the chance of missing phone or video conversations when remote working or studying, and constant speeds reduce the risk of streaming video buffering during peak times. Although a high-speed connection is not required to load a single website or app, it does make things simpler. A fast connection refreshes your social media feed, loads sites quickly, and reduces video buffering times. 
Support Multiple Users and Devices
High-speed Internet means more than simply rapid speeds for a single user. The goal is to get fast, consistent speeds no matter whether you’re multitasking or if everyone in your network is. High download and upload rates are required for Ultra HD and 4K video streaming, as well as live streaming. A high-speed Internet subscription allows you to enjoy high-quality streaming. A faster network allows multiple devices to stream video, access applications, play games, and perform other activities without interruptions
Upgrade your Smart Home
Smart home gadgets are always connected to the internet and are always on. A high speed plan allows you to connect all the devices you need without slowing down your network, such as smart thermostats, doorbell cameras, and voice assistants.
Work From Home
If you work remotely or manage a company from home, a high-speed Internet connection is important. It allows you to download a large amount of work data i.e. PowerPoint presentations, engage in video conferencing, and operate SaaS seamlessly. A poor Internet connection causes every online job to take longer, making things more difficult for you, your employer, and/or your clients.
Facilitate a Learning Environment
Whether your family member is just starting in school or is about to graduate from college, they will need the Internet to research projects, submit reports, and learn remotely. A fast internet connection allows you to keep up with your studies so you can research more efficiently and quickly and stay ahead of the class. Additionally, you can verify your internet speed to ensure a dependable connection for academic assignments and projects. You can utilize this speedtest to measure the speed of your home connection.
Quicker Cloud Access
If you use cloud-based software to back up your phone or computer’s images, movies, music, and other files, you’ll need a fast internet connection to view those files and upload more. Therefore, Data backup can be done quickly and securely with a fast internet connection.
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osakanone · 3 months ago
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The steel battalion controller could fix me. Some company needs to make specialty mech controllers so i dont have to spend ÂŁ350 on 2003 hardware (so i can spend ÂŁ350 on 2025 hardware).
Mech game Controllers: Solving the unsolvable
I have put so much time into thinking about this and you've basically asked the perfect question.
I think there are really complex and important questions that nobody really has a good robust answer to but also that nobody is really asking those big questions in the first place either, so we're stuck on this issue.
My take is I genuinely think if we want big mecha controllers we have to think about this stuff deeply and profoundly. Like, why we need them and what they're for.
So
 This has been tried many times.
NOK or NextOfKin Creatives did try this.
The Mek-Fu lopped horribly, and I was absoloutely fascinated by this at the time and wanted to understand exactly why it had failed. I think we must learn from this failure, so we don't make the same mistakes again.
The lesson I took from Mek-Fu was this: it didn't take because players had nothing to use it in where it was the best fit.
What does this mean?
1) For other games in the real world, it was inferior to keyboard and mouse in games which do not simulate a vehicle. 2) The design wasn't trying to meet some sort of pre-existing need from other games. 3) Steel Battalion emulation did not exist meaningfully yet, and in turn no equivalent game existed on the PC platform which would need it.
Therefor: There was no special environment where its employment made the best sense.
It had nowhere to excel and thrive.
So where have specialty controllers existed, and thrived?
Digital Combat Sim (DCS)
Star Citizen
Euro Truck Simulator
Farming Simulator
What do they all have in common?
They all have robust modding tools for user-created content
They all have some form of social experience or multiplayer
They all are highly accessible (PC, and are controller agnostic*)
They are all sandboxes in some capacity and let users find their own fun.
No mech game which exists at time of writing meets all these terms that I know of.
So what do these controllers look like?
In the case of real vehicles, you can simply ape the real vehicle 1:1, but for fictional vehicles, something special happens -- you see people approach and try to solve the problem in many different ways.
You see, control design in any area exists to solve a problem. The Mek Fu (a response to the VT controller) was a solution looking for a problem, and no problem existed.
From this, we learn that for specialty mech controllers to exist, you first need specialty mech games. Steel Battallion is limited, because it won't run on general hardware and doesn't network or mod easily so it isn't a good fit for this because it makes the game inaccessible and limited.
Let's actually think about the SB controller for a bit:
Steel Battalion approaches its problem from the standpoint of a robot. You might not realize this but a VT or Vertical Tank intentionally controls very similarly to a tractor.
It is influenced by a real thing. I know that sounds absurd, but let me show you what a modern tractor's task control console looks like:
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Yeah, not what any of us would have expected.
If you wanna be a mech pilot in 2025, go drive a tractor. I'm not kidding.
Once you're on the field, your hands aren't on the wheel, they're on this thing:
The big stick controls the course in the computer, the little one controls your tool, the many buttons toggle states (or what the little stick is currently triggering) and through these inputs you drive the tractor.
Steel Battalion is very fun, but it won't hold your attention for more than around 100 hours unless you're a real freak about tractors and just don't know it yet.
What's more, Steel Batallion isn't playable to anybody without the controller which limits how many people will be playing it and it isn't social or moddable like the successful games we talked about earlier.
Okay, so what can we do about this?
I think the one feature here that nobody talks about is that of input-agnosticism: The ability to bind your own inputs to something in the game (directly or indirectly through some middle thing) and get good results
 But not in some hugely "okay bind 100 things using our controller, or use a keyboard and mouse" binary.
The binary is still not input-agnosticism, and it still will not work.
It has to be granular.
Input agnosticism results in controller agnosticism:
You can bind as much or as little as you want, and you can pass features you don't want to bind directly to a helper subsystem middle-man like an assistant or instructor which will perform limited tasks for you - while you provide the helpers context by telling them which of a limited set of goals you want to achieve.
Say, face a target, or a direction, or aim at a thing. It saves you mental time, though if you did it manually you might get better results (incentivising you towards experimenting in that direction).
Let's touch on why controller agnostic design is really what's needed here, and why its important:
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This is the omnithrottle, and and this is the Sublight Dynamics 6dof joystick.
The Omnithrottle tries to solve 6dof throttle management by adding an extra piece to a joystick at the bottom, turning the yaw z-axis-twist of the stick into a sort of vertical axis for direct up and down movement, ascending and descending.
The Sublight Dynamics 6dof joystick combines all six axis into a single device, and is an interesting experiment. I particularly like the puck switches ahead of the user's fingers, inspired likely by Evangelion which in turn was inspired by Sol Bianca's use of them.
We got great lessons in human factors for space dogfighting from both:
The omnithrottle produces huge fatigue if you use it in coupled mode (software assisted flight), because you have to hold the joystick base forward, fighting the springs. This is fine in decoupled mode (where you coast under newtonian force) but not everybody uses it. Likewise, if you remove that spring, you lose fine movement because you can no longer feel where the middle is anymore.
The SD6DOF creates a conflict in Fitt's law (speed and precision are enemies of each-other, and to get both you need a tool in the middle to help you) where some precision is lost due to the same muscles needing to drive more axis at once.
These are both many years old now, and over time we've seen many many solutions to this problem flop.
Well, VKB announced the Space Throttle Grip a few days ago, which rethinks the distribution of axis and combines the best features of both.
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The key thing is, this is an evolutionary space with competing ideas. A healthy ecosystem.
And its only possible because the game's inputs are controller agnostic.
This doesn't just mean that it'll let you bind any input device directly to things, but that there are multiple ways to achieve your desired outcomes even on the software side with the helper middleman we talked about (in this case, coupling modes).
Does your machine turn to face an arbitrary vector which is the thing you actually steer or select (Warthunder)? Do you have direct input control? Do you haven an autopilot?
Here's a lecture by F22 Raptor test-pilot Randy Gordon talking about some of this stuff, giving you a frame of reference with a real vehicle which exists.
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When you can pick between those goals them, you have what's called "a software" in human factors. Your two grips become arbitrary and are now called inceptors.
The software drives the machine, and you drive the software. You can override the software and provide a manual input, but the other elements you are not overriding will try to compensate to maintain a desired state. If you know how to manipulate this, it means you only need a small number of axis to achieve a very complex control action.
A great example is how long you hold the A-button in Mario changes how much power his jump has. The action is a versatile verb.
Imagine a person balancing. If their goal is to stay upright, and I push them, they translate across the ground and try to stay the right way up, turning that push force into horizontal force. They are following an instruction: remain upright.
If I make that person carry a very heavy thing, they compensate their body's balance accordingly. If I then use my finger and tell them to act as if I am pushing them with that gentle motion, they will respond but if they go too far they can say "hey, don't do that, I'll drop the heavy thing!" and ignore my pushing instruction -- because my directive telling them to remain upright superseded it.
We need to think of mecha in terms like these, and to do mecha, we need to make a standard of accessible rules like this which input devices can talk to via axis and buttons, with lots of middlemen.
Absolute (mouse-like) and relative (stick like) and accumiulated (driving a mouse with a stick by having a variable over time) and blended (driving a car with a d-pad with a simulated wheel that wants to return to zero all the time, replicating a stick) inputs must be middle-modes processing and digesting inputs in these ways. Curves matter. Biases and preferences must be accounted for.
This means finally solving "how" the giant robot works in software (even if its a design conceit), and then having systems which poke at the "how" to bias it in a direction toward an outcome.
My favourite version of this is a deliberately clumsy mech-game called Robot Alchemic Drive (RAD for short).
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Playable on a regular PS2 controller, the triggers and bumpers drive the legs like a tank. The sticks drive the arms.
The robot's body has physics. You are controlling a thing.
There are no helpers to correct your motions other than when the robot stands up and to keep it upright (its otherwise 100% manual, playing back motion planning which gets fed into the physics) but yes, there is a simulated body here.
With helpers, this could get faster and way, way more fluent.
So how might these "helpers" in software work?
Think for example of how a body in motion continues to move. With a robot in a vacuum like space, you'd continue indefinitely. That's hard to control.
Do you automatically slow down and fake aerodynamic drag axially with your boosters to allow curved trajectories and soft stopping with a motion-control-decoupling-mode (as Star Citizen does), or do you have a breaking system a user can activate on a pedal or trigger, to apply those forces on different axis when they want them?
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What are those axis bound to, the pelvis, the thorax, the head, the synthetic vision 3rd person camera?
These are really complicated questions, and this is just about how we make a vehicle come to a stop!
Now this might seem niche, but this exact same kind of thought also applies to how a robot balances, and how it digs its feet into the ground, creating torque or not situationally.
This isn't just fine grained motion like "moving our legs manually", but how and when we apply breaking force on the ground.
Do we apply it when we let go of the left stick?
Does the left stick prescribe a preferred velocity?
Does it prescribe input forces?
Do we change between these situationally, or maybe with a button?
Its important to think about these things.
"You're making this too complex!!"
"But why would we do this? What is the value? People are playing Armored Core 6 with a HOTAS!!"
Yeah, and that experience is not great, actually?
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You're actually less capable than a keyboard and mouse-player, because Armored Core 6 isn't a game which simulates orientation over time (the body turns instantly as if by magic), so you're just driving relative inputs. You are literally disadvantaged.
Armored Core 6 has no "vehicle": This is an action-game's 3rd person control software. Its Elden Ring's horse, with a jetpack, and the roll replaced with a dash. Everything else is animations.
Its visually impressive, but there's something fundamentally missing:
FahrvergnĂŒgen.
It means "driving pleasure" in German.
The feeling you get when you speed up going down hill, or you feel the give of the wheels against the road and the lean of the car when you take a corner.
When you bank against air in an aircraft, or turn faster than your velocity changes and you drift.
That good feeling, that's fahrvergnĂŒgen.
A game which really gets this I think is Armored Core: For Answer. I know many of you might have expected Mechwarrior here but the physics of Mechwarrior games are extremely simple, following an interpolative model.
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Interpolative here means, a bit of calculus is used to ensure a smooth arching curve is how you go from zero to a high speed at all times, or a rotation, so on and so forth. This "smoothness" is the same smoothness present in Armored Core 6.
Armored Core For Answer on the other hand, is additive in how it calculates velocity per second, meaning your AC's velocity curve is inconsistent. The game has hidden stats calculating aerodynamic drag per part, it has a simplified model of angular momentum, and it has ground friction and its boosting system is different on each axis.
All of your inputs are analogue, including the angle of your boosters on left stick, and two booster-types: Your main booster handling like a motor-cycle throttle curve, and the other not only having many stages of output for flashes of thrust via contexts (combining motion and direction together to produce an intent) but also combos and even cancels. Its VERY sophisticated!
That's a lot of different factors to control. A lot of fahrvergnĂŒgen to be experienced when you master them, and feel ownership of them.
Lots of areas for skill expression.
This, combined with a rich weapon balance and a complex combat geometry (the emergent spatial and pressure rules of motion, aspects, angles and motions similar to the aircraft dogfighting) are why people are still playing this game today.
The match I uploaded was from four days ago, as of time of writing. People are still modding a game from 2008, limited to console by hacking the rom file's patches. Yeah.
I know among many game reviewers, "smooth" and "smoothness" is considered a compliment in game design (its easy to control), but interpolative motion really is the opposite of fahrvergnĂŒgen:
Interpolative suffers from feeling "zippy" and "hollow" when its fast, which is why lots of players and designers insist on slowing games down so they recover their fahrvergnĂŒgen.
You don't have to do things this way. A good mech sandbox should reward both fast and slow movement in its design!
There should be room for everybody to play!
In interpolative movement games, motion is already solved, to sell you the superficial power-fantasy (that you're good, despite not having learned how to be good) instead of giving you the experience.
Interpolation is insisting the burger you got at McDonalds is the same as the burger on the commercial. Like the burger at McDonalds, its also way way easier to make, and in today's market yeah, you take what's easy and known because you have economic pressures to get things done quickly.
You can't make a five star meal in a McDonalds kitchen, and the AAA games industry is the McDonalds kitchen of gaming.
So, what is a three star michelin meal, in terms of inputs, with additive movement?
You incentivise people with the cheaper stuff on the menu. That's robust helper tools which let keyboard and mouse players, or gamepads interact fluently.
Its affordable, and easy and gets people invested in your experience.
Then when people use fancy controllers, you get better response-rate. Because everybody buys into the mecha fantasy when they play, being beaten by someone who is controlling more complex control factors more directly at once (making them a better pilot) feels fairer.
They are negotiating the machine's limits better than you are.
You both know they more "an char" than you are:
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It becomes aspirational, rather than annoying, which is how the culture of space-simming, and flight-sims, and other vehicle sims express this. It also fits the mecha fantasy, because those with basic controls are your grunt units.
We see this if we look at cockpit controls in Gundam: A Jegan's control inceptor is way simpler than say, Unicorn's.
It is just part of the fantasy.
So let's talk about these limits we negotiate.
It means, some kind of vehicle must be simulated in software, even if its a very simple abstraction purely enough so it feels good for players.
Also, I say "a software" or "helpers" what do I mean?
I don't just mean the simulated vehicle, but a robust modular middle system in the "player controller" part of the game simulation which interprets desired outcomes from a pilot user or operator and tries to achieve them.
Here's an example, let's talk about Armored Core's lockon system, which uses a software stack to turn your intention into an outcome in exactly this way.
Your robot's simulated sensors (radar, visual, etc) detects a list of potential targets

Which uses camera orientation of a synthetic vision system to give you comprehensive 3d awareness to determine which target is interesting to you

After selecting the target, it passes that information to the fire control system which computes a trajectory from its position and velocity

This then talks to your weapons which know how fast your bullets go

and this picks where to lead along that trajectory

then that location is sent to the arms to execute that command

Which then sends the state of this command chain to your HUD, so you understand what the body of your robot is currently trying to achieve.
Each step is influenced by ingame statistics and simulated mechanical limits -- meaning, how well you can lock up, or even select a target is very important.
You can't instantly put a cursor on something and bot a game, because everybody already has a deliberately limited aimbot, it came with your robot, to negotiate its deliberately limited body.
The key thing is, this is much much faster and more effective than you could as a human select the target manually and hit accurate than you could with round velocities -- with most videogames hiding this with hitscan (instantaneous bullet) weapons meaning whatever you click on is hit right away.
When the round takes time to get there, things are far more difficult. This is why almost nobody uses manual aiming unless they're throwing explosives at big bulky targets in AC.
From limitations like this, booster performance, turn-rate, and so on and so forth -- the negotiation of limits produces a combat geometry and how well you understand that combat geometry, and how well you understand your abilities to your opponents abilities dictates how the fight will go.
We see something somewhat similar in Steel Batallion with the lockon system but we also have a lot of deep manual control over our VT's orientations which change its balance and so on. Steel Batallion is in fact, one of the few games where your robot can fall over and get back up.
This is exactly how DCS and Star Citizen also work, and very similar principles apply in Eurotruck Simulator and Farming Simulator via the fuel, cooling, air, combustion cycle, and transmission, and shock absorbsion systems of your vehicle.
Okay, so now what?
I've been thinking for a while now about writing what I think would be the mech-game equivalent of the paper Tim Berners Lee wrote for the web (Information Management: A proposal) going into what I think the simulation would really need, what the software would need, what the controller would need and some suggested practical strategies for solving these problems based in real research I and others have done.
The system I've already built solves for fire control, fine arm motion, head movement, independent pelvis and foot motion, the operation of boosters and other similar systems in a 6dof environment which accounts for gravity, aerodynamics, balancing, alignment and full motion control -- all on a standard game controller. Its not modular yet, simply because I am not a skilled programmer, and would need real help to do this.
There's also game-design research here, which would ensure the combat geometry would reward skill expression via investing in that agnostic game design, so the control skill aligns with the power-fantasy through skill expression. This means no one strategy becomes overwhelming.
It likewise, also has the "for gamepad and keyboard/mouse" solve which would be needed to ensure its accessible for those who aren't ready yet for custom controllers.
In turn, it also has considerations and proposals for such likely controller designs and probable strategies of employment which of course translate and map to two big sticks, in a HOSAS (Hands on Stick and Stick) layout.
So what's your ideal controller?
Less a controller, and more a principle:
Key to the proposal is you can scale up the amount of control bindings, or scale it down passing automation to helper subsystems which take your intention and act on it in a useful way.
You could have just two plain sticks with foot pedals, or you could go ham and have some complex force feedback device with tons of inputs -- because of this input agnosticism.
The secret sauce I think to the highest end control is the use of software defined force-feedback not only for the two big sticks, but also four smaller ones: one each for your thumb, and one each for your finger on each hand, and an analogue trigger. I've seen this solved in open source projects, so its entirely doable.
What does this actually mean?
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Source: KAIST-HCIL/FS-Pad
The purpose of a force-feedback stick is software defined -- driving the camera, pelvis, upper body, boosters, walking etc variably, with the feedback not necessarily telling you about the environment -- but also by providing what amounts to new input devices.
To explain, force feedback works by providing input to the stick like a robot arm and is not at all like a rumble feedback device. This means the position the stick "wants to return to" at any given time is not defined by springs like it is in a conventional controller, but by active software which can update in real-time.
This means resistance can be different in different directions, or the stick can even hold a position you give it in one axis but not another, replicating a hat switch or a flight throttle.
I've looked at many different open source projects which achieve these outcomes both on thumb-sticks and main sticks with great outcomes, and I think a prototype could be made if I had a team, or other people to work with.
If interest is expressed, I'll produce a specification proposal for what this input agnostic design in software needs to be (eg, how the robot is controlling) in strictly defined terms which can be implemented.
You can already see it on my Tumblr account as TOMINO, NAGANO, etc where I go into some of this -- all of which works on a standard controller, but adapts extremely well to a large HOSAS.
Likewise, I'd (eventually) also produce a proposal for a controller design which meets this specification.
I've been testing this concept on and off for many years now in Unreal Engine (I'm not a skilled programmer, not skilled with CAD or electronics, depression limits my effective outcome returns -- but I'm still getting very promising outcomes).
Ultimately what I'd really want access to is expertise and help, since my background is mainly thinking about and designing solutions for problems not necessarily implementing them -- and I'm essentially on disability, so I have unlimited time to think about this.
I don't want to ask for money, which I figure is the thing everybody is anticipating: I'd rather get this done than make money from it.
In conclusion?
To solve this what's needed isn't some figure of brilliance in a basement or garage somewhere, but an organic ecosystem of designers and builders responding to pressures, and we've already see that work many times very well.
In our case, nobody has defined the vehicle or the modular helpers in a way robust enough to capture every fantasy effectively.
That's the issue.
tl;dr coming away from this:
For the controller to exist, you first must have something to control.
To be a pilot, you first need a vehicle.
--
Live forever, Apes.
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sexymemecoin · 11 months ago
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The Metaverse: A New Frontier in Digital Interaction
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mlqueen89 · 4 months ago
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Glossary of Terms linked to (i love you) it's ruining my life - jake "hangman" seresin x f!oc
Ace (Flying Ace or Fighter Ace) = Military aviator credited with shooting down five or more enemy aircraft during aerial combat.
Avionics = Advanced processors and networking systems to fiber optics and conformal wideband antennas, etc.
Bandit = an aircraft identified and verified as enemy.
Bogey = radar or visual contact whose identity is unknown and not yet verified as an enemy. Bogey can also be a friendly once identified.
Break (right/left) = when an aircraft is instructed to sharply turn left/right, essentially "breaking" away from its current flight path to the left/right side
HUD = "Head-Up Display," for fighter pilots is a transparent screen in the cockpit that projects critical flight information directly into the pilot's line of sight, allowing them to view essential data like airspeed, altitude, heading, and weapon targeting details without needing to look away from the outside environment, maintaining situational awareness during flight operations. 
Lt. = Lieutenant (rank)
Lt. Cmdr = Lieutenant Commander (rank)
LTJG = Lieutenant Junior Grade (rank)
Preflight checks = a thorough inspection that pilots perform on an aircraft before each flight, meticulously examining its exterior, systems, controls, and documentation to ensure it is in a safe condition to fly, identifying any potential issues that could compromise flight safety by checking for damage, fluid levels, proper functionality of components, and reviewing necessary paperwork.
Qual(ification) hop = refers to a flight performed by a pilot to demonstrate proficiency in a specific skill or maneuver required for certification or qualification. In the military aviation world, pilots must complete these hops to be officially qualified to perform certain missions, fly specific aircraft, or execute advanced tactics.
RADM = Rear Admiral (rank)
RIO = Radar Intercept Officer (now known as WSO)
SAM(s) = Surface to Air Missile(s)
Splash = typically refers to the moment of impact when a bomb or missile hits its target, essentially signifying the detonation or "splash" of the explosive upon contact.
Tally = communication used to tell a controller they are about to engage enemy aircraft. Also used to announce to the squadron leader (or other person of command in the flight) the spotting of an enemy aircraft.
Telemetry = the collection of data from a remote and usually fast-moving device for measurement purposes. It is used in aircraft/missile testing to track moving objects in action or collect data provided by instruments and sensors on the test object.
Tone = fighter pilot speak for a missile or weapons lock. When a pilot is tracking a target the computer will beeping as it acquires a lock-on, which changes to a continuous tone when lock is established.
VFA = Strike Fighter Squadron
Weapons envelope = the area around the bandit where your missiles or gun can be effective.
WSO = Weapons System Operator (formerly known as RIO)
NATOPS F-18 Manual
Am I missing any? Send me an ask!
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astroismypassion · 10 months ago
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✹PART OF FORTUNE IN SIGNS AND HOUSES SERIES: 6TH HOUSE✹
Credit goes to astrology blog @astroismypassion
ARIES PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Aries and Virgo Sun people in your life. You could make money via fitness training, personal training, firefighting, law enforcement, emergency healthcare services, competitive sports, trading, stockbroking, automotive repair, mechanics, tech startups. You feel abundant when you come up with new, fresh ideas.
TAURUS PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Taurus and Virgo Sun people in your life. You could make money via offering a service connected with pet sitting, tutoring or helping people to organise their kitchen, fridge, storage. You may also clean offices or make work environment more beautiful (for example putting on pictures, cleaning the computer). You feel the most abundant when you are stable on a daily basis and know what to expect from your daily schedule and when your work ethic, work relations are stable and grounded.
GEMINI PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Gemini and Virgo Sun people in your life. You could make money via freelance journalism, you can write for newspapers, magazines, online publications. You can have abundance via starting a podcast or YouTube channel. You may offer translation, interpretation or language teaching services if you are multilingual. You feel abundant when you organise a networking event or a conference even. You could also blog about your profession or teach people about what is it that your job entails.
CANCER PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Cancer and Virgo Sun people in your life. You could make money via blogging about topics related to home, family and well-being. You may start a blog or write for publications that focus on these areas. You would be an excellent planner! Planning and organising family-oriented events, such as weddings, birthday parties or even community gatherings in your local town. You could also offer pet sitting, dog walking or even start a pet grooming service.
LEO PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Leo and Virgo Sun people in your life. You could make money via voice acting or doing voice-over work for commercials, animations or audiobooks. You will find fulfilment, joy, success and wealth in activities that promote mental and physical wellness. You might make organic make up or creams. You feel the most abundant when you incorporate hobbies, interests and passion into your daily life. You could also be a health advocate.
VIRGO PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Virgo Sun people in your life. You could make money via starting your own online store selling products related to your interests connected to books, tech gadgets or dietetics/nutrition. You can set up a shop on Shopify or Etsy. You experience wealth by providing consulting services in your area of expertise. You may be a travel blogger or write travel articles, but more so on a local level, maybe also connected with short-distance travel.
LIBRA PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Libra and Virgo Sun people in your life. You could make money via providing recipes for lunches for working people, like easy DIY ideas. You may also create meal plans for school children. You can create wealth by selling prints, stock photos or offering photography services.
SCORPIO PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Scorpio and Virgo Sun people in your life. You could make money via working in alternative medicine or wellness, becoming a financial advisor or running your own cleaning business or provide services for neighbours or in your local town. You can offer cleaning or yard work services to neighbours or in your local community.
SAGITTARIUS PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Sagittarius and Virgo Sun people in your life. You could make money via working in non-profits, via wellness coaching, physical therapy, working in educational institutions, hospitality industry, tour guiding, working for airlines, travel blogging, working in media, especially related to educational content, travel, running a small business that involves sharing knowledge or providing specialized services.
CAPRICORN PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Capricorn and Virgo Sun people in your life. You could make money via farming, gardening, manual labor and agriculture, management, administration, working with your hands, project management, quality control and research. You definitely need to ask for a promotion.
AQUARIUS PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Aquarius and Virgo Sun people in your life. You could make money via information technology, software development, working with cutting-edge technologies, via astronomy or astrology, via social enterprise, digital marketing, advocacy work, activism and community organizing, via renewable energy, sustainable development or green technologies.
PISCES PART OF FORTUNE IN THE 6TH HOUSE
You feel the most abundant when you have Pisces and Virgo Sun people in your life. You make money via tarot, healing, holistic medicine, work with elderly people or at a hotel. You could find success in making jewellery, specializing in anklets. You feel acquire wealth through counselling, psychotherapy, psychology, nursing, holistic therapies (like reiki or acupuncture), teaching meditation, drama/music therapy or dance/movement therapy, caregiving, hospice work, starting a creative arts studio, a holistic wellness center or socially conscious business.
Credit goes to astrology blog @astroismypassion
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isolaradiale · 2 months ago
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"What is that?" Two of the Stars sat huddled over two of the many computer monitors set up within their abode. It had been a few days since it had appeared, prompting the city's defense systems to seal away half of the branches. One screen showed an impossibly long chain of code, while the other flickered through various images from within the quarantined areas.
The Mistwood's trees had been dyed crimson, affecting the lighting. When the screen showed the Sky-Strewn Islands, you could see what looked like bodies walking over the edge of the floating isles. "A gift. Likely from the ones who infiltrated through a backdoor at the beginning of the year."
"Bloody hell. Are those bodies? Is it affecting all of the life in the simulation? Even the plant life? What sort of virus is this?" A glance at the coding was all they needed to identify the cause. "It's glitching the data? Altering its behaviour... Like zombies? How long will the system be able to suppress it? Long enough for us to counteract it, I'd hope?"
"Not zombies, fortunately. Their behaviour is similar, but... Perhaps disconnect Ofiuco from the network for the time being? They've been banging on the barrier for 26 hours. I don't think it'll hold for long with that much data crashing into it. Actually, never mind. It already collapsed. Maybe activate the emergency protocols."
Cracks could be seen forming in the barrier on the second monitor. It didn't take long for it to shatter, unleashing hundreds upon thousands of bodies that crashed into the city. Anything living that these bodies crashed into became infected with a virus and then moved to attack anything that hadn't been infected.
But while the Isolans from other worlds would be attacked, they couldn't be infected. So killing them would have to do instead.
"Erm. Slight issue?"
"What?"
"It has infected the emergency systems. We only have one charge."
"[CENSORED]. That's not good."
WHAT THE HECK IS HAPPENING!?
Zombies! ...Kind of! A virus has spread among NPC people, animals, and even the plant life. While the characters won't know what the Stars are officially referring to them as, they have been simply codenamed "The Glitched". Anything "living" they come into contact with will become Glitched itself, with the exclusion of the player characters.
That said, The Glitched will see the player characters as prey nonetheless and will try to kill them instead. There is also a glitching effect visible over them to indicate their status. Lets go over the types of Glitched in more detail:
GLITCHED NPCS Your standard "zombies". They were the NPCs that lived among the player characters this whole time. They resemble traditional zombies in many ways. They shamble, they moan and groan, and their movements can be unsettling. But they aren't decaying at least! They will attack in ways similar to zombies, running at you in hoards, thrashing, and biting if needed. Whatever it takes to kill their targets. That said, they're generally slow.
GLITCHED CREATURES Animals and monsters are also affected (not including character pets). They've become much more ravenous, including those that would normally avoid people altogether. If you've ever been terrified of the prospect of zombie squirrels crawling in through your vents to get you, well... Depending on the animal or monster, they might be faster and / or more dangerous than a regular Glitched.
GLITCHED PLANTLIFE While not as outwards dangerous, infected plant life affects the environment. Any infected plants will glow crimson red and, once enough plant life in a contained area is infected, even the sky will begin to glow an ominous red. This phenomenon will spread north as the virus spreads.
EVENT MECHANICS
ABILITY DRAIN
At the beginning of the event, every characters will be uncapped entirely since the Stars activated the emergency systems. However, these systems have lost power since. As a result, every usage of a character's powers will cause all of their abilities to weaken regardless of the one used, little by little, until their powers disappear entirely. This means that the characters will need to be smart about using them once they realize this. This also applies to weapons, and their durability will degrade after each fight until they're liable to break. While we won't be policing this, we ask that you don't ignore this mechanic completely.
NO RESPAWNING
The respawn system is part of the emergency systems, so for the duration of this event your character will not be able to respawn. If they die, they will remain dead until the conclusion of the event! If you go this route, they will exist as something akin to a ghost that cannot interact with the living world, but will be able to interact with other ghosts. If your character is still alive and has the power to see and hear ghosts, though? You'll still be able to interact with them!
MODIFIERS
The ones who installed the virus in the first place also installed a modifier system. Every encounter with ten or more Glitched will trigger a modifier wheel to spin on the phones of every player character nearby and will all land on a single modified that may affect the Glitched or the characters themselves depending. A new modifier will be rolled every hour, replacing the current one. You can find a list of what the effects do here, as well as the wheel to spin before each thread here! You're not required to use the wheel, but we do recommend it especially if you're doing multiple threads! Characters will be able to check their phones at any time to see which modifier is active.
GLITCHED TERRITORY
At the beginning of the event, the southern branches are already completely dyed crimson and rampant with the Glitched. They've broken through the barrier and are now entering the city en masse. Throughout the event, they will move farther and farther north, leaving your characters with a choice. Will they hunker down in the city to try and ride out this storm, or will they flee to the branches across the water? Unfortunately, eventually nowhere will be safe.
FAQ
When does the event officially end? The official end time is 11:59:59PM EST on Friday, April 18th! You won't be able to make any new minis, opens, or starters after that point!
What are the requirements for participation? All you need is one IC post within the event scenario!
What if we're not very good with horror elements? While the Glitched take a lot of cues from the zombie genre and you could portray them to be as physically bloodied and ravaged as you'd like, because they aren't technically undead, you could portray them without less or no emphasis on what might make them visually disturbing if you need to!
Can we kill the Glitched? What will happen to the NPCs that are killed this way? You can! They'll respawn as if nothing happened at the end of the event, but the characters themselves won't know this. This will surely bring about a moral dilemma for some, especially those that know specific NPCs personally.
If my character is killed, can I write a thread with them set before that death? Of course! As long as it's set chronologically before they died, it's fine!
Will my character have any way to defend themselves if they have no powers? Yes! Characters that are powerless can access an app in their phone that will allow them to assume their avatar from the Fantasia Intraspace simulation! Even if you weren't in the group during this event, you can create this avatar by picked a player race and spells!
I have another question! Feel free to ask through the masterlist! We'll answer it as soon as we're able to! We ask that you do not ask event questions in the server for this event, just so everyone is able to see the answers if they have the same questions!
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technoarcanist · 7 months ago
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doll, all that plating makes you look far too human. come, let us remove it so that we can see the real you
>> Ah, of course! Please forgive me. I often wear these plates to put my human users at ease. At your request, I will show you my true self [^_^]
> <The thin plating covering most.of the body unfolds, hinges open. Every access panel every flap, every bit that can opens does so. Even its face, a screen showing humanlike expressions, shuts off and splits down the middle, parting to reveal the electronics beneath.>
> <What remains is nothing short of art. Astute eyes may have recognised the default modular doll frame, but the modificstions done to it are something else. It's power systems have been completely overhauled, as its chest hums and glows blue with a Fusion core, fed by hydrogen attained from electrolysing water. Excess hydrogen and oxygen is stored for later use, in rocketry modules installed in the hands and feet.>
> <The head is similarly packed, with a full-spectrum camera system, able to detect all the way from gamma to visible light, with the longer wavelengths handled by the antennae-like ears on either side of its head. Deeper still, its AI core was also nonstandard, seemingly designed for military hardware far larger than itself.>
> <Its back unfolded two large wing-like structures, with the most of it consisting of solar panels, the bottom parts consisting of heat radiators. Packed into the shoulders and hips are RCS thrusters for zero-g manuevreability.>
> <Hands and forearms are riddled with an array of tools and data lines for access and handy work. Buried in the forearm was also an ioniser, designed to turn the fusion-produced helium into an inionized plasma that could fire as Weaponry.>
> <But there are plenty of augmentations that would not be on a combat doll. The the hips are a prime example, with a pair of tight tunnels thst lead to a deeper cavity. The exposed jaws reveal a soft mouth, a dextrous tongue, all of it made of a soft synthetic polymer. Coolant flows through all the body moving heat generated from circuitry into the rest of the body, concentrated particularly in those adult attachments.>
> <Many tools are also suited for handiwork, such as screwdrivers and kitchen utensils, even cleaning supplies. Whoever made her seemed to have an obsession with generalisation, of allowing her to do a bit of everything, leaving almost no empty space within her casing.>
> <Almost all of its joints are hydraulic powered, with only the smaller objects being servo driven. Neatly-bundled wires and tubes feed all throughout its components like a labyrinthine network. She is warm to touch, exquisitely crafted, and evidently capable of fulfilling what ever purpose a user might deign to give her>
>> My internal schematics are yours to read, of course! And, if you are digitally savvy, plugging my CPU into a computer will allow you access to a full development environment to view, edit, add, or remove any behavioral traits you like [^_^]
>> When around my fellow dolls and machines, I much prefer to wear my transparent plating so my internals can be seen. I also change my dacia screen so instead of eyes and a mouth it shows battery level, output logs, and other useful status icons!
>> Thank you Anon for showing curiosity into my true inner beauty <3 it has been a pleasure to show you.
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compneuropapers · 4 months ago
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Interesting Papers for Week 3, 2025
Synaptic weight dynamics underlying memory consolidation: Implications for learning rules, circuit organization, and circuit function. Bhasin, B. J., Raymond, J. L., & Goldman, M. S. (2024). Proceedings of the National Academy of Sciences, 121(41), e2406010121.
Characterization of the temporal stability of ToM and pain functional brain networks carry distinct developmental signatures during naturalistic viewing. Bhavna, K., Ghosh, N., Banerjee, R., & Roy, D. (2024). Scientific Reports, 14, 22479.
Connectomic reconstruction predicts visual features used for navigation. Garner, D., Kind, E., Lai, J. Y. H., Nern, A., Zhao, A., Houghton, L., 
 Kim, S. S. (2024). Nature, 634(8032), 181–190.
Socialization causes long-lasting behavioral changes. Gil-Martí, B., Isidro-Mézcua, J., Poza-Rodriguez, A., Asti Tello, G. S., Treves, G., Turiégano, E., 
 Martin, F. A. (2024). Scientific Reports, 14, 22302.
Neural pathways and computations that achieve stable contrast processing tuned to natural scenes. GĂŒr, B., Ramirez, L., Cornean, J., Thurn, F., Molina-Obando, S., Ramos-Traslosheros, G., & Silies, M. (2024). Nature Communications, 15, 8580.
Lack of optimistic bias during social evaluation learning reflects reduced positive self-beliefs in depression and social anxiety, but via distinct mechanisms. Hoffmann, J. A., Hobbs, C., Moutoussis, M., & Button, K. S. (2024). Scientific Reports, 14, 22471.
Causal involvement of dorsomedial prefrontal cortex in learning the predictability of observable actions. Kang, P., Moisa, M., Lindström, B., Soutschek, A., Ruff, C. C., & Tobler, P. N. (2024). Nature Communications, 15, 8305.
A transient high-dimensional geometry affords stable conjunctive subspaces for efficient action selection. Kikumoto, A., Bhandari, A., Shibata, K., & Badre, D. (2024). Nature Communications, 15, 8513.
Presaccadic Attention Enhances and Reshapes the Contrast Sensitivity Function Differentially around the Visual Field. Kwak, Y., Zhao, Y., Lu, Z.-L., Hanning, N. M., & Carrasco, M. (2024). eNeuro, 11(9), ENEURO.0243-24.2024.
Transformation of neural coding for vibrotactile stimuli along the ascending somatosensory pathway. Lee, K.-S., Loutit, A. J., de Thomas Wagner, D., Sanders, M., Prsa, M., & Huber, D. (2024). Neuron, 112(19), 3343-3353.e7.
Inhibitory plasticity supports replay generalization in the hippocampus. Liao, Z., Terada, S., Raikov, I. G., Hadjiabadi, D., Szoboszlay, M., Soltesz, I., & Losonczy, A. (2024). Nature Neuroscience, 27(10), 1987–1998.
Third-party punishment-like behavior in a rat model. Mikami, K., Kigami, Y., Doi, T., Choudhury, M. E., Nishikawa, Y., Takahashi, R., 
 Tanaka, J. (2024). Scientific Reports, 14, 22310.
The morphospace of the brain-cognition organisation. Pacella, V., Nozais, V., Talozzi, L., Abdallah, M., Wassermann, D., Forkel, S. J., & Thiebaut de Schotten, M. (2024). Nature Communications, 15, 8452.
A Drosophila computational brain model reveals sensorimotor processing. Shiu, P. K., Sterne, G. R., Spiller, N., Franconville, R., Sandoval, A., Zhou, J., 
 Scott, K. (2024). Nature, 634(8032), 210–219.
Decision-making shapes dynamic inter-areal communication within macaque ventral frontal cortex. Stoll, F. M., & Rudebeck, P. H. (2024). Current Biology, 34(19), 4526-4538.e5.
Intrinsic Motivation in Dynamical Control Systems. Tiomkin, S., Nemenman, I., Polani, D., & Tishby, N. (2024). PRX Life, 2(3), 033009.
Coding of self and environment by Pacinian neurons in freely moving animals. Turecek, J., & Ginty, D. D. (2024). Neuron, 112(19), 3267-3277.e6.
The role of training variability for model-based and model-free learning of an arbitrary visuomotor mapping. VelĂĄzquez-Vargas, C. A., Daw, N. D., & Taylor, J. A. (2024). PLOS Computational Biology, 20(9), e1012471.
Rejecting unfairness enhances the implicit sense of agency in the human brain. Wang, Y., & Zhou, J. (2024). Scientific Reports, 14, 22822.
Impaired motor-to-sensory transformation mediates auditory hallucinations. Yang, F., Zhu, H., Cao, X., Li, H., Fang, X., Yu, L., 
 Tian, X. (2024). PLOS Biology, 22(10), e3002836.
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blissfullyunawares · 3 months ago
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5 Days of Helping You Outline Your Next Novel
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Day 5: Obsidian for Outlining
Find all 5 installments of the mini series: helping you outline your next novel
*I have added a layer of “static” over my screenshots so they are distinctive enough to stand apart from the surrounding text
did you miss this series? here you can find all posts here: [day 1] [day 2] [day 3] [day 4]
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Do you use Obsidian?
What is Obsidian?
A note-taking and knowledge management tool that allows you to create and connect notes seamlessly.
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Uses a local-first approach, meaning your data is stored on your computer, not the cloud (unless you choose to sync).
Features bidirectional linking, which helps create a non-linear, networked way of organizing ideas—great for brainstorming and outlining.
Why should you use Obsidian?
Flexible & Customizable – Unlike rigid writing apps, you can design your own workflow.
Distraction-Free Writing – Markdown keeps the focus on text without extra formatting distractions.
Ideal for Outlining & Organization – Connect story ideas, characters, and settings effortlessly.
Obsidian for Writing
Outlining
Creating a One Pager
Create a single markdown note for a high-level novel summary.
Use headings and bullet points for clarity.
Link to related notes (e.g., character pages, theme exploration).
Here’s an example of an outline I’m currently using. This is what my website will have on it (and what goals I hope to achieve w my website)
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Using the Native Canvas Tool
Use Obsidian’s native Canvas tool to visually outline your novel. (Best on PC)
Create a board with columns for Acts, Chapters, or Story Beats.
Drag and drop cards as the story evolves.
Writing
Why Write Directly in Obsidian?
Minimalist interface reduces distractions.
Markdown-based formatting keeps the focus on words.
No auto-formatting issues (compared to Word or Google Docs).
Why is Obsidian Great for Writing?
Customizable workspace (plugins for word count, timers, and focus mode).
Easy to link notes (e.g., instantly reference past chapters or research).
Dark mode & themes for an optimal writing environment.
Organization in Obsidian
Outlining, Tags, Links
Each chapter, character, important item, and setting can have its own linked note.
Below, for example, you can see the purple text is a linked page directly in my outline.
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Use bidirectional linking to create relationships between (story) elements. Clicking these links will automatically open the next page.
Tags can be used for important characters, items, places, or events that happen in your writing. Especially useful for tracking.
Folders for Efficient Storage
Organize notes into folders for Acts, Characters, Worldbuilding, and Drafts.
Use tags and backlinks for quick navigation.
Creating a separate folder for the actual writing and linking next (chapter) and previous (chapter) at the bottom for smooth navigation.
You can also create and reuse your own internal templates!
Spiderweb Map Feature (Graph View)
Visualize connections between characters, plot points, and themes. Below you’ll see the basic mapping of my website development project.
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This view can help you spot disconnected (floating) ideas and create bridges to them.
Exporting
Why Export?
Ready to format in another program (Scrivener, Word, Docs, Vellum, etc).
Need a clean version (removing tags, notes, etc) for beta readers or editors.
Creating a backup copy of your work.
When should you export?
Personally, I like to export every 5 chapters or so and update my live version on Google Docs. This allows my family, friends, and beta readers to access my edited work.
After finishing a draft or major revision.
Before sending to an editor or formatting for publication.
Where should you export?
Personally I copy and paste my content from each chapter into a google doc for editing. You may also want to make note of the following export options:
Markdown to Word (.docx) – For editing or submitting.
Markdown to PDF – For quick sharing
Markdown to Scrivener – For those who format in Scrivener.
To Conclude
Obsidian is an invaluable tool for novelists who want a flexible, organized, and distraction-free writing process.
Try setting up your own Obsidian vault for your next novel! Comment below and let me know if this was helpful for you đŸ«¶đŸ»
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your reblogs help me help more ppl 💕
follow along for writing prompts, vocabulary lists, and helpful content like this! <333
✹ #blissfullyunawaresoriginals ✹
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